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      1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
      2 // Use of this source code is governed by a BSD-style license that can be
      3 // found in the LICENSE file.
      4 
      5 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h"
      6 
      7 #include <algorithm>
      8 
      9 #include "base/basictypes.h"
     10 #include "gpu/command_buffer/service/gl_utils.h"
     11 #include "gpu/command_buffer/service/gles2_cmd_decoder.h"
     12 
     13 #define SHADER(src)                     \
     14   "#ifdef GL_ES\n"                      \
     15   "precision mediump float;\n"          \
     16   "#define TexCoordPrecision mediump\n" \
     17   "#else\n"                             \
     18   "#define TexCoordPrecision\n"         \
     19   "#endif\n" #src
     20 #define SHADER_2D(src)              \
     21   "#define SamplerType sampler2D\n" \
     22   "#define TextureLookup texture2D\n" SHADER(src)
     23 #define SHADER_RECTANGLE_ARB(src)     \
     24   "#define SamplerType samplerRect\n" \
     25   "#define TextureLookup textureRect\n" SHADER(src)
     26 #define SHADER_EXTERNAL_OES(src)                     \
     27   "#extension GL_OES_EGL_image_external : require\n" \
     28   "#define SamplerType samplerExternalOES\n"         \
     29   "#define TextureLookup texture2D\n" SHADER(src)
     30 #define FRAGMENT_SHADERS(src) \
     31   SHADER_2D(src), SHADER_RECTANGLE_ARB(src), SHADER_EXTERNAL_OES(src)
     32 
     33 namespace {
     34 
     35 enum VertexShaderId {
     36   VERTEX_SHADER_COPY_TEXTURE,
     37   VERTEX_SHADER_COPY_TEXTURE_FLIP_Y,
     38   NUM_VERTEX_SHADERS,
     39 };
     40 
     41 enum FragmentShaderId {
     42   FRAGMENT_SHADER_COPY_TEXTURE_2D,
     43   FRAGMENT_SHADER_COPY_TEXTURE_RECTANGLE_ARB,
     44   FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
     45   FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D,
     46   FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_RECTANGLE_ARB,
     47   FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES,
     48   FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D,
     49   FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_RECTANGLE_ARB,
     50   FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES,
     51   NUM_FRAGMENT_SHADERS,
     52 };
     53 
     54 const char* vertex_shader_source[NUM_VERTEX_SHADERS] = {
     55   // VERTEX_SHADER_COPY_TEXTURE
     56   SHADER(
     57     uniform mat4 u_matrix;
     58     uniform vec2 u_half_size;
     59     attribute vec4 a_position;
     60     varying TexCoordPrecision vec2 v_uv;
     61     void main(void) {
     62       gl_Position = u_matrix * a_position;
     63       v_uv = a_position.xy * vec2(u_half_size.s, u_half_size.t) +
     64              vec2(u_half_size.s, u_half_size.t);
     65     }),
     66   // VERTEX_SHADER_COPY_TEXTURE_FLIP_Y
     67   SHADER(
     68     uniform mat4 u_matrix;
     69     uniform vec2 u_half_size;
     70     attribute vec4 a_position;
     71     varying TexCoordPrecision vec2 v_uv;
     72     void main(void) {
     73       gl_Position = u_matrix * a_position;
     74       v_uv = a_position.xy * vec2(u_half_size.s, -u_half_size.t) +
     75              vec2(u_half_size.s, u_half_size.t);
     76     }),
     77 };
     78 
     79 const char* fragment_shader_source[NUM_FRAGMENT_SHADERS] = {
     80   // FRAGMENT_SHADER_COPY_TEXTURE_*
     81   FRAGMENT_SHADERS(
     82     uniform SamplerType u_sampler;
     83     varying TexCoordPrecision vec2 v_uv;
     84     void main(void) {
     85       gl_FragColor = TextureLookup(u_sampler, v_uv.st);
     86     }),
     87   // FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_*
     88   FRAGMENT_SHADERS(
     89     uniform SamplerType u_sampler;
     90     varying TexCoordPrecision vec2 v_uv;
     91     void main(void) {
     92       gl_FragColor = TextureLookup(u_sampler, v_uv.st);
     93       gl_FragColor.rgb *= gl_FragColor.a;
     94     }),
     95   // FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_*
     96   FRAGMENT_SHADERS(
     97     uniform SamplerType u_sampler;
     98     varying TexCoordPrecision vec2 v_uv;
     99     void main(void) {
    100       gl_FragColor = TextureLookup(u_sampler, v_uv.st);
    101       if (gl_FragColor.a > 0.0)
    102         gl_FragColor.rgb /= gl_FragColor.a;
    103     }),
    104 };
    105 
    106 // Returns the correct vertex shader id to evaluate the copy operation for
    107 // the CHROMIUM_flipy setting.
    108 VertexShaderId GetVertexShaderId(bool flip_y) {
    109   // bit 0: flip y
    110   static VertexShaderId shader_ids[] = {
    111       VERTEX_SHADER_COPY_TEXTURE,
    112       VERTEX_SHADER_COPY_TEXTURE_FLIP_Y,
    113   };
    114 
    115   unsigned index = flip_y ? 1 : 0;
    116   return shader_ids[index];
    117 }
    118 
    119 // Returns the correct fragment shader id to evaluate the copy operation for
    120 // the premultiply alpha pixel store settings and target.
    121 FragmentShaderId GetFragmentShaderId(bool premultiply_alpha,
    122                                      bool unpremultiply_alpha,
    123                                      GLenum target) {
    124   enum {
    125     SAMPLER_2D,
    126     SAMPLER_RECTANGLE_ARB,
    127     SAMPLER_EXTERNAL_OES,
    128     NUM_SAMPLERS
    129   };
    130 
    131   // bit 0: premultiply alpha
    132   // bit 1: unpremultiply alpha
    133   static FragmentShaderId shader_ids[][NUM_SAMPLERS] = {
    134       {
    135        FRAGMENT_SHADER_COPY_TEXTURE_2D,
    136        FRAGMENT_SHADER_COPY_TEXTURE_RECTANGLE_ARB,
    137        FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
    138       },
    139       {
    140        FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D,
    141        FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_RECTANGLE_ARB,
    142        FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES,
    143       },
    144       {
    145        FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D,
    146        FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_RECTANGLE_ARB,
    147        FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES,
    148       },
    149       {
    150        FRAGMENT_SHADER_COPY_TEXTURE_2D,
    151        FRAGMENT_SHADER_COPY_TEXTURE_RECTANGLE_ARB,
    152        FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
    153       }};
    154 
    155   unsigned index = (premultiply_alpha   ? (1 << 0) : 0) |
    156                    (unpremultiply_alpha ? (1 << 1) : 0);
    157 
    158   switch (target) {
    159     case GL_TEXTURE_2D:
    160       return shader_ids[index][SAMPLER_2D];
    161     case GL_TEXTURE_RECTANGLE_ARB:
    162       return shader_ids[index][SAMPLER_RECTANGLE_ARB];
    163     case GL_TEXTURE_EXTERNAL_OES:
    164       return shader_ids[index][SAMPLER_EXTERNAL_OES];
    165     default:
    166       break;
    167   }
    168 
    169   NOTREACHED();
    170   return shader_ids[index][SAMPLER_2D];
    171 }
    172 
    173 void CompileShader(GLuint shader, const char* shader_source) {
    174   glShaderSource(shader, 1, &shader_source, 0);
    175   glCompileShader(shader);
    176 #ifndef NDEBUG
    177   GLint compile_status;
    178   glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
    179   if (GL_TRUE != compile_status)
    180     DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure.";
    181 #endif
    182 }
    183 
    184 void DeleteShader(GLuint shader) {
    185   if (shader)
    186     glDeleteShader(shader);
    187 }
    188 
    189 }  // namespace
    190 
    191 namespace gpu {
    192 
    193 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager()
    194     : initialized_(false),
    195       vertex_shaders_(NUM_VERTEX_SHADERS, 0u),
    196       fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u),
    197       buffer_id_(0u),
    198       framebuffer_(0u) {}
    199 
    200 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {}
    201 
    202 void CopyTextureCHROMIUMResourceManager::Initialize(
    203     const gles2::GLES2Decoder* decoder) {
    204   COMPILE_ASSERT(
    205       kVertexPositionAttrib == 0u,
    206       Position_attribs_must_be_0);
    207 
    208   // Initialize all of the GPU resources required to perform the copy.
    209   glGenBuffersARB(1, &buffer_id_);
    210   glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
    211   const GLfloat kQuadVertices[] = {-1.0f, -1.0f,
    212                                     1.0f, -1.0f,
    213                                     1.0f,  1.0f,
    214                                    -1.0f,  1.0f};
    215   glBufferData(
    216       GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
    217 
    218   glGenFramebuffersEXT(1, &framebuffer_);
    219 
    220   decoder->RestoreBufferBindings();
    221 
    222   initialized_ = true;
    223 }
    224 
    225 void CopyTextureCHROMIUMResourceManager::Destroy() {
    226   if (!initialized_)
    227     return;
    228 
    229   glDeleteFramebuffersEXT(1, &framebuffer_);
    230 
    231   std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader);
    232   std::for_each(
    233       fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader);
    234 
    235   for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end();
    236        ++it) {
    237     const ProgramInfo& info = it->second;
    238     glDeleteProgram(info.program);
    239   }
    240 
    241   glDeleteBuffersARB(1, &buffer_id_);
    242 }
    243 
    244 void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
    245     const gles2::GLES2Decoder* decoder,
    246     GLenum source_target,
    247     GLenum dest_target,
    248     GLuint source_id,
    249     GLuint dest_id,
    250     GLint level,
    251     GLsizei width,
    252     GLsizei height,
    253     bool flip_y,
    254     bool premultiply_alpha,
    255     bool unpremultiply_alpha) {
    256   // Use default transform matrix if no transform passed in.
    257   const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f,
    258                                              0.0f, 1.0f, 0.0f, 0.0f,
    259                                              0.0f, 0.0f, 1.0f, 0.0f,
    260                                              0.0f, 0.0f, 0.0f, 1.0f};
    261   DoCopyTextureWithTransform(decoder, source_target, dest_target, source_id,
    262       dest_id, level, width, height, flip_y, premultiply_alpha,
    263       unpremultiply_alpha, default_matrix);
    264 }
    265 
    266 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
    267     const gles2::GLES2Decoder* decoder,
    268     GLenum source_target,
    269     GLenum dest_target,
    270     GLuint source_id,
    271     GLuint dest_id,
    272     GLint level,
    273     GLsizei width,
    274     GLsizei height,
    275     bool flip_y,
    276     bool premultiply_alpha,
    277     bool unpremultiply_alpha,
    278     const GLfloat transform_matrix[16]) {
    279   DCHECK(source_target == GL_TEXTURE_2D ||
    280          source_target == GL_TEXTURE_RECTANGLE_ARB ||
    281          source_target == GL_TEXTURE_EXTERNAL_OES);
    282   if (!initialized_) {
    283     DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager.";
    284     return;
    285   }
    286 
    287   VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y);
    288   DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size());
    289   GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id];
    290   if (!*vertex_shader) {
    291     *vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    292     CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]);
    293   }
    294 
    295   FragmentShaderId fragment_shader_id = GetFragmentShaderId(
    296       premultiply_alpha, unpremultiply_alpha, source_target);
    297   DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size());
    298   GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id];
    299   if (!*fragment_shader) {
    300     *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    301     CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]);
    302   }
    303 
    304   ProgramMapKey key(vertex_shader_id, fragment_shader_id);
    305   ProgramInfo* info = &programs_[key];
    306   // Create program if necessary.
    307   if (!info->program) {
    308     info->program = glCreateProgram();
    309     glAttachShader(info->program, *vertex_shader);
    310     glAttachShader(info->program, *fragment_shader);
    311     glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position");
    312     glLinkProgram(info->program);
    313 #ifndef NDEBUG
    314     GLint linked;
    315     glGetProgramiv(info->program, GL_LINK_STATUS, &linked);
    316     if (!linked)
    317       DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
    318 #endif
    319     info->matrix_handle = glGetUniformLocation(info->program, "u_matrix");
    320     info->half_size_handle = glGetUniformLocation(info->program, "u_half_size");
    321     info->sampler_handle = glGetUniformLocation(info->program, "u_sampler");
    322   }
    323   glUseProgram(info->program);
    324 
    325 #ifndef NDEBUG
    326   glValidateProgram(info->program);
    327   GLint validation_status;
    328   glGetProgramiv(info->program, GL_VALIDATE_STATUS, &validation_status);
    329   if (GL_TRUE != validation_status) {
    330     DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
    331     return;
    332   }
    333 #endif
    334 
    335   glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix);
    336   if (source_target == GL_TEXTURE_RECTANGLE_ARB)
    337     glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f);
    338   else
    339     glUniform2f(info->half_size_handle, 0.5f, 0.5f);
    340   glActiveTexture(GL_TEXTURE0);
    341   glBindTexture(GL_TEXTURE_2D, dest_id);
    342   // NVidia drivers require texture settings to be a certain way
    343   // or they won't report FRAMEBUFFER_COMPLETE.
    344   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    345   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    346   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    347   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    348   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_);
    349   glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dest_target,
    350                             dest_id, level);
    351 
    352 #ifndef NDEBUG
    353   GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
    354   if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
    355     DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
    356   } else
    357 #endif
    358   {
    359     decoder->ClearAllAttributes();
    360     glEnableVertexAttribArray(kVertexPositionAttrib);
    361 
    362     glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
    363     glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
    364 
    365     glUniform1i(info->sampler_handle, 0);
    366 
    367     glBindTexture(source_target, source_id);
    368     glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    369     glTexParameterf(source_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    370     glTexParameteri(source_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    371     glTexParameteri(source_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    372 
    373     glDisable(GL_DEPTH_TEST);
    374     glDisable(GL_SCISSOR_TEST);
    375     glDisable(GL_STENCIL_TEST);
    376     glDisable(GL_CULL_FACE);
    377     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    378     glDepthMask(GL_FALSE);
    379     glDisable(GL_BLEND);
    380 
    381     glViewport(0, 0, width, height);
    382     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    383   }
    384 
    385   decoder->RestoreAllAttributes();
    386   decoder->RestoreTextureState(source_id);
    387   decoder->RestoreTextureState(dest_id);
    388   decoder->RestoreTextureUnitBindings(0);
    389   decoder->RestoreActiveTexture();
    390   decoder->RestoreProgramBindings();
    391   decoder->RestoreBufferBindings();
    392   decoder->RestoreFramebufferBindings();
    393   decoder->RestoreGlobalState();
    394 }
    395 
    396 }  // namespace gpu
    397