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// Copyright 2016 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_copy_tex_image.h"
#include "gpu/command_buffer/service/decoder_context.h"
#include "gpu/command_buffer/service/shader_manager.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gl/gl_version_info.h"
#include <string>
namespace gpu {
namespace gles2 {
CopyTexImageResourceManager::CopyTexImageResourceManager(
const gles2::FeatureInfo* feature_info)
: feature_info_(feature_info) {
DCHECK(feature_info->gl_version_info().NeedsLuminanceAlphaEmulation());
}
CopyTexImageResourceManager::~CopyTexImageResourceManager() = default;
void CopyTexImageResourceManager::Initialize(const DecoderContext* decoder) {
if (initialized_) {
return;
}
blit_program_ = glCreateProgram();
// Compile the vertex shader
std::string vs_source =
std::string(feature_info_->gl_version_info().is_es3 ? "#version 300 es\n"
: "#version 150\n") +
"out vec2 v_texcoord;\n"
"\n"
"void main()\n"
"{\n"
" const vec2 quad_positions[6] = vec2[6]\n"
" (\n"
" vec2(0.0f, 0.0f),\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
"\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
" vec2(1.0f, 1.0f)\n"
" );\n"
"\n"
" gl_Position = vec4((quad_positions[gl_VertexID] * 2.0) - 1.0, 0.0, "
"1.0);\n"
" v_texcoord = quad_positions[gl_VertexID];\n"
"}\n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
CompileShaderWithLog(vs, vs_source.c_str());
glAttachShader(blit_program_, vs);
glDeleteShader(vs);
// Compile the fragment shader
std::string fs_source =
std::string(feature_info_->gl_version_info().is_es3
? "#version 300 es\nprecision mediump float;\n"
: "#version 150\n") +
"uniform sampler2D u_source_texture;\n"
"in vec2 v_texcoord;\n"
"out vec4 output_color;\n"
"\n"
"void main()\n"
"{\n"
" output_color = texture(u_source_texture, v_texcoord);\n"
"}\n";
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
CompileShaderWithLog(fs, fs_source.c_str());
glAttachShader(blit_program_, fs);
glDeleteShader(fs);
glLinkProgram(blit_program_);
#ifndef NDEBUG
GLint linked = 0;
glGetProgramiv(blit_program_, GL_LINK_STATUS, &linked);
if (!linked) {
DLOG(ERROR) << "CopyTexImage: program link failure.";
}
#endif
GLuint texture_uniform =
glGetUniformLocation(blit_program_, "u_source_texture");
glUseProgram(blit_program_);
glUniform1i(texture_uniform, 0);
glGenTextures(scratch_textures_.size(), scratch_textures_.data());
glActiveTexture(GL_TEXTURE0);
for (auto scratch_texture : scratch_textures_) {
glBindTexture(GL_TEXTURE_2D, scratch_texture);
// Use nearest, non-mipmapped sampling with the scratch texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glGenFramebuffersEXT(1, &scratch_fbo_);
glGenVertexArraysOES(1, &vao_);
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
initialized_ = true;
}
void CopyTexImageResourceManager::Destroy() {
if (!initialized_) {
return;
}
glDeleteProgram(blit_program_);
blit_program_ = 0;
glDeleteTextures(scratch_textures_.size(), scratch_textures_.data());
scratch_textures_.fill(0);
glDeleteFramebuffersEXT(1, &scratch_fbo_);
scratch_fbo_ = 0;
glDeleteVertexArraysOES(1, &vao_);
vao_ = 0;
initialized_ = false;
}
void CopyTexImageResourceManager::DoCopyTexImage2DToLUMACompatibilityTexture(
const DecoderContext* decoder,
GLuint dest_texture,
GLenum dest_texture_target,
GLenum dest_target,
GLenum luma_format,
GLenum luma_type,
GLint level,
GLenum internal_format,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLuint source_framebuffer,
GLenum source_framebuffer_internal_format) {
GLenum adjusted_internal_format =
gles2::TextureManager::AdjustTexInternalFormat(
feature_info_.get(), internal_format, luma_type);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
GLenum adjusted_format = gles2::TextureManager::AdjustTexFormat(
feature_info_.get(), internal_format);
glTexImage2D(dest_target, level, adjusted_internal_format, width, height, 0,
adjusted_format, luma_type, nullptr);
DoCopyTexSubImageToLUMACompatibilityTexture(
decoder, dest_texture, dest_texture_target, dest_target, luma_format,
luma_type, level, 0, 0, 0, x, y, width, height, source_framebuffer,
source_framebuffer_internal_format);
}
void CopyTexImageResourceManager::DoCopyTexSubImageToLUMACompatibilityTexture(
const DecoderContext* decoder,
GLuint dest_texture,
GLenum dest_texture_target,
GLenum dest_target,
GLenum luma_format,
GLenum luma_type,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLuint source_framebuffer,
GLenum source_framebuffer_internal_format) {
DCHECK(initialized_);
// Copy the framebuffer to the first scratch texture
// TODO(geofflang): This could be optimized further by detecting if the source
// framebuffer is copying from a texture and sample directly from that texture
// instead of doing an extra copy
glBindFramebufferEXT(GL_FRAMEBUFFER, source_framebuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, scratch_textures_[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, source_framebuffer_internal_format, x, y,
width, height, 0);
// Set the swizzle of the scratch texture so that the channels sample into the
// correct emulated LUMA channels.
std::array<GLint, 4> swizzle = {
(luma_format == GL_ALPHA) ? GL_ALPHA : GL_RED,
(luma_format == GL_LUMINANCE_ALPHA) ? GL_ALPHA : GL_ZERO,
GL_ZERO,
GL_ZERO,
};
// ES doesn't support GL_TEXTURE_SWIZZLE_RGBA. We must set each swizzle
// separately.
for (int i = 0; i < 4; i++) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R + i, swizzle[i]);
}
// Make a temporary framebuffer using the second scratch texture to render the
// swizzled result to.
// TODO(geofflang): Could be optimized more by rendering directly to the
// destination texture but this isn't always possible because the destination
// may be an incomplete cube map
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
GLenum compatability_format =
gles2::TextureManager::AdjustTexFormat(feature_info_.get(), luma_format);
glBindTexture(GL_TEXTURE_2D, scratch_textures_[1]);
glTexImage2D(GL_TEXTURE_2D, 0, compatability_format, width, height, 0,
compatability_format, luma_type, nullptr);
glBindFramebufferEXT(GL_FRAMEBUFFER, scratch_fbo_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
scratch_textures_[1], 0);
// Render to the destination texture, sampling from the scratch texture
glUseProgram(blit_program_);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glDisable(GL_DITHER);
if (decoder->GetFeatureInfo()->feature_flags().ext_window_rectangles) {
glWindowRectanglesEXT(GL_EXCLUSIVE_EXT, 0, nullptr);
}
glBindTexture(GL_TEXTURE_2D, scratch_textures_[0]);
glBindVertexArrayOES(vao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Finally, copy the swizzled texture to the destination texture
glBindTexture(dest_texture_target, dest_texture);
if (dest_target == GL_TEXTURE_3D || dest_target == GL_TEXTURE_2D_ARRAY) {
glCopyTexSubImage3D(dest_target, level, xoffset, yoffset, zoffset,
0, 0, width, height);
} else {
glCopyTexSubImage2D(dest_target, level, xoffset, yoffset,
0, 0, width, height);
}
// Restore state
decoder->RestoreAllAttributes();
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreFramebufferBindings();
decoder->RestoreGlobalState();
}
// static
bool CopyTexImageResourceManager::CopyTexImageRequiresBlit(
const gles2::FeatureInfo* feature_info,
GLenum dest_texture_format) {
if (feature_info->gl_version_info().NeedsLuminanceAlphaEmulation()) {
switch (dest_texture_format) {
case GL_LUMINANCE:
case GL_ALPHA:
case GL_LUMINANCE_ALPHA:
return true;
}
}
return false;
}
} // namespace gles2
} // namespace gpu
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