1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171
|
// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/gles2_cmd_clear_framebuffer.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "gpu/command_buffer/service/shader_manager.h"
#include "ui/gfx/geometry/size.h"
namespace {
#define SHADER(src) \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
"#endif\n" #src
const char* g_vertex_shader_source = {
SHADER(
uniform float u_clear_depth;
attribute vec4 a_position;
void main(void) {
gl_Position = vec4(a_position.x, a_position.y, u_clear_depth, 1.0);
}
),
};
const char* g_fragment_shader_source = {
SHADER(
uniform vec4 u_clear_color;
void main(void) {
gl_FragColor = u_clear_color;
}
),
};
#undef SHADER
} // namespace
namespace gpu {
namespace gles2 {
ClearFramebufferResourceManager::ClearFramebufferResourceManager(
const gles2::GLES2Decoder* decoder)
: initialized_(false), program_(0u), buffer_id_(0u) {
Initialize(decoder);
}
ClearFramebufferResourceManager::~ClearFramebufferResourceManager() = default;
void ClearFramebufferResourceManager::Initialize(
const gles2::GLES2Decoder* decoder) {
static_assert(
kVertexPositionAttrib == 0u,
"kVertexPositionAttrib must be 0");
DCHECK(!buffer_id_);
glGenBuffersARB(1, &buffer_id_);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
const GLfloat kQuadVertices[] = {-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f};
glBufferData(
GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
decoder->RestoreBufferBindings();
initialized_ = true;
}
void ClearFramebufferResourceManager::Destroy() {
if (!initialized_)
return;
glDeleteProgram(program_);
glDeleteBuffersARB(1, &buffer_id_);
}
void ClearFramebufferResourceManager::ClearFramebuffer(
const gles2::GLES2Decoder* decoder,
const gfx::Size& max_viewport_size,
GLbitfield mask,
GLfloat clear_color_red,
GLfloat clear_color_green,
GLfloat clear_color_blue,
GLfloat clear_color_alpha,
GLfloat clear_depth_value,
GLint clear_stencil_value) {
if (!initialized_) {
DLOG(ERROR) << "Uninitialized manager.";
return;
}
if (!program_) {
program_ = glCreateProgram();
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
CompileShaderWithLog(vertex_shader, g_vertex_shader_source);
glAttachShader(program_, vertex_shader);
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
CompileShaderWithLog(fragment_shader, g_fragment_shader_source);
glAttachShader(program_, fragment_shader);
glBindAttribLocation(program_, kVertexPositionAttrib, "a_position");
glLinkProgram(program_);
#if DCHECK_IS_ON()
GLint linked = GL_FALSE;
glGetProgramiv(program_, GL_LINK_STATUS, &linked);
if (GL_TRUE != linked)
DLOG(ERROR) << "Program link failure.";
#endif
depth_handle_ = glGetUniformLocation(program_, "u_clear_depth");
color_handle_ = glGetUniformLocation(program_, "u_clear_color");
glDeleteShader(fragment_shader);
glDeleteShader(vertex_shader);
}
glUseProgram(program_);
#if DCHECK_IS_ON()
glValidateProgram(program_);
GLint validation_status = GL_FALSE;
glGetProgramiv(program_, GL_VALIDATE_STATUS, &validation_status);
if (GL_TRUE != validation_status)
DLOG(ERROR) << "Invalid shader.";
#endif
decoder->ClearAllAttributes();
glEnableVertexAttribArray(kVertexPositionAttrib);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glUniform1f(depth_handle_, clear_depth_value);
glUniform4f(color_handle_, clear_color_red, clear_color_green,
clear_color_blue, clear_color_alpha);
if (!(mask & GL_COLOR_BUFFER_BIT)) {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
if (mask & GL_DEPTH_BUFFER_BIT) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
} else {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
if (mask & GL_STENCIL_BUFFER_BIT) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, clear_stencil_value, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
} else {
glDisable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0);
}
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_POLYGON_OFFSET_FILL);
glViewport(0, 0, max_viewport_size.width(), max_viewport_size.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
decoder->RestoreAllAttributes();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreGlobalState();
}
} // namespace gles2
} // namespace gpu
|