Upstream version 7.36.149.0
[platform/framework/web/crosswalk.git] / src / gpu / command_buffer / service / gles2_cmd_copy_texture_chromium.cc
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