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-rw-r--r--cc/texture_copier.cc101
1 files changed, 101 insertions, 0 deletions
diff --git a/cc/texture_copier.cc b/cc/texture_copier.cc
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--- /dev/null
+++ b/cc/texture_copier.cc
@@ -0,0 +1,101 @@
+// Copyright 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "config.h"
+
+#include "TextureCopier.h"
+
+#include "CCRendererGL.h" // For the GLC() macro.
+#include "GraphicsContext3D.h"
+#include "TraceEvent.h"
+#include <public/WebGraphicsContext3D.h>
+
+namespace cc {
+
+#if USE(ACCELERATED_COMPOSITING)
+AcceleratedTextureCopier::AcceleratedTextureCopier(WebKit::WebGraphicsContext3D* context, bool usingBindUniforms)
+ : m_context(context)
+ , m_usingBindUniforms(usingBindUniforms)
+{
+ ASSERT(m_context);
+ GLC(m_context, m_fbo = m_context->createFramebuffer());
+ GLC(m_context, m_positionBuffer = m_context->createBuffer());
+
+ static const float kPositions[4][4] = {
+ {-1, -1, 0, 1},
+ { 1, -1, 0, 1},
+ { 1, 1, 0, 1},
+ {-1, 1, 0, 1}
+ };
+
+ GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_positionBuffer));
+ GLC(m_context, m_context->bufferData(GraphicsContext3D::ARRAY_BUFFER, sizeof(kPositions), kPositions, GraphicsContext3D::STATIC_DRAW));
+ GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0));
+
+ m_blitProgram = adoptPtr(new BlitProgram(m_context));
+}
+
+AcceleratedTextureCopier::~AcceleratedTextureCopier()
+{
+ if (m_blitProgram)
+ m_blitProgram->cleanup(m_context);
+ if (m_positionBuffer)
+ GLC(m_context, m_context->deleteBuffer(m_positionBuffer));
+ if (m_fbo)
+ GLC(m_context, m_context->deleteFramebuffer(m_fbo));
+}
+
+void AcceleratedTextureCopier::copyTexture(Parameters parameters)
+{
+ TRACE_EVENT0("cc", "TextureCopier::copyTexture");
+
+ // Note: this code does not restore the viewport, bound program, 2D texture, framebuffer, buffer or blend enable.
+ GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo));
+ GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, parameters.destTexture, 0));
+
+#if OS(ANDROID)
+ // Clear destination to improve performance on tiling GPUs.
+ // TODO: Use EXT_discard_framebuffer or skip clearing if it isn't available.
+ GLC(m_context, m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT));
+#endif
+
+ GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, parameters.sourceTexture));
+ GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::NEAREST));
+ GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::NEAREST));
+
+ if (!m_blitProgram->initialized())
+ m_blitProgram->initialize(m_context, m_usingBindUniforms);
+
+ // TODO: Use EXT_framebuffer_blit if available.
+ GLC(m_context, m_context->useProgram(m_blitProgram->program()));
+
+ const int kPositionAttribute = 0;
+ GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_positionBuffer));
+ GLC(m_context, m_context->vertexAttribPointer(kPositionAttribute, 4, GraphicsContext3D::FLOAT, false, 0, 0));
+ GLC(m_context, m_context->enableVertexAttribArray(kPositionAttribute));
+ GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0));
+
+ GLC(m_context, m_context->viewport(0, 0, parameters.size.width(), parameters.size.height()));
+ GLC(m_context, m_context->disable(GraphicsContext3D::BLEND));
+ GLC(m_context, m_context->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4));
+
+ GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR));
+ GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR));
+ GLC(m_context, m_context->disableVertexAttribArray(kPositionAttribute));
+
+ GLC(m_context, m_context->useProgram(0));
+
+ GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, 0, 0));
+ GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0));
+ GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0));
+}
+
+void AcceleratedTextureCopier::flush()
+{
+ GLC(m_context, m_context->flush());
+}
+
+}
+
+#endif // USE(ACCELERATED_COMPOSITING)