}
NOTREACHED();
- return shader_ids[index][SAMPLER_2D];
+ return shader_ids[0][SAMPLER_2D];
}
void CompileShader(GLuint shader, const char* shader_source) {
glDeleteShader(shader);
}
+bool BindFramebufferTexture2D(GLenum target,
+ GLuint texture_id,
+ GLint level,
+ GLuint framebuffer) {
+ DCHECK(target == GL_TEXTURE_2D || target == GL_TEXTURE_RECTANGLE_ARB);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(target, texture_id);
+ // NVidia drivers require texture settings to be a certain way
+ // or they won't report FRAMEBUFFER_COMPLETE.
+ glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
+ glFramebufferTexture2DEXT(
+ GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture_id, level);
+
+#ifndef NDEBUG
+ GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
+ if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
+ DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
+ return false;
+ }
+#endif
+ return true;
+}
+
+void DoCopyTexImage2D(const gpu::gles2::GLES2Decoder* decoder,
+ GLenum source_target,
+ GLuint source_id,
+ GLuint dest_id,
+ GLint dest_level,
+ GLenum dest_internal_format,
+ GLsizei width,
+ GLsizei height,
+ GLuint framebuffer) {
+ DCHECK(source_target == GL_TEXTURE_2D ||
+ source_target == GL_TEXTURE_RECTANGLE_ARB);
+ if (BindFramebufferTexture2D(
+ source_target, source_id, 0 /* level */, framebuffer)) {
+ glBindTexture(GL_TEXTURE_2D, dest_id);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glCopyTexImage2D(GL_TEXTURE_2D,
+ dest_level,
+ dest_internal_format,
+ 0 /* x */,
+ 0 /* y */,
+ width,
+ height,
+ 0 /* border */);
+ }
+
+ decoder->RestoreTextureState(source_id);
+ decoder->RestoreTextureState(dest_id);
+ decoder->RestoreTextureUnitBindings(0);
+ decoder->RestoreActiveTexture();
+ decoder->RestoreFramebufferBindings();
+}
+
} // namespace
namespace gpu {
buffer_id_(0u),
framebuffer_(0u) {}
-CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {}
+CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {
+ DCHECK(!buffer_id_);
+ DCHECK(!framebuffer_);
+}
void CopyTextureCHROMIUMResourceManager::Initialize(
const gles2::GLES2Decoder* decoder) {
COMPILE_ASSERT(
kVertexPositionAttrib == 0u,
Position_attribs_must_be_0);
+ DCHECK(!buffer_id_);
+ DCHECK(!framebuffer_);
+ DCHECK(programs_.empty());
// Initialize all of the GPU resources required to perform the copy.
glGenBuffersARB(1, &buffer_id_);
return;
glDeleteFramebuffersEXT(1, &framebuffer_);
+ framebuffer_ = 0;
std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader);
std::for_each(
}
glDeleteBuffersARB(1, &buffer_id_);
+ buffer_id_ = 0;
}
void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
const gles2::GLES2Decoder* decoder,
GLenum source_target,
- GLenum dest_target,
GLuint source_id,
+ GLenum source_internal_format,
GLuint dest_id,
- GLint level,
+ GLint dest_level,
+ GLenum dest_internal_format,
GLsizei width,
GLsizei height,
bool flip_y,
bool premultiply_alpha,
bool unpremultiply_alpha) {
+ bool premultiply_alpha_change = premultiply_alpha ^ unpremultiply_alpha;
+ // GL_INVALID_OPERATION is generated if the currently bound framebuffer's
+ // format does not contain a superset of the components required by the base
+ // format of internalformat.
+ // https://www.khronos.org/opengles/sdk/docs/man/xhtml/glCopyTexImage2D.xml
+ bool source_format_contain_superset_of_dest_format =
+ source_internal_format == dest_internal_format ||
+ (source_internal_format == GL_RGBA && dest_internal_format == GL_RGB);
+ // GL_TEXTURE_RECTANGLE_ARB on FBO is supported by OpenGL, not GLES2,
+ // so restrict this to GL_TEXTURE_2D.
+ if (source_target == GL_TEXTURE_2D && !flip_y && !premultiply_alpha_change &&
+ source_format_contain_superset_of_dest_format) {
+ DoCopyTexImage2D(decoder,
+ source_target,
+ source_id,
+ dest_id,
+ dest_level,
+ dest_internal_format,
+ width,
+ height,
+ framebuffer_);
+ return;
+ }
+
// Use default transform matrix if no transform passed in.
const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
- DoCopyTextureWithTransform(decoder, source_target, dest_target, source_id,
- dest_id, level, width, height, flip_y, premultiply_alpha,
- unpremultiply_alpha, default_matrix);
+ DoCopyTextureWithTransform(decoder,
+ source_target,
+ source_id,
+ dest_id,
+ dest_level,
+ width,
+ height,
+ flip_y,
+ premultiply_alpha,
+ unpremultiply_alpha,
+ default_matrix);
}
void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
const gles2::GLES2Decoder* decoder,
GLenum source_target,
- GLenum dest_target,
GLuint source_id,
GLuint dest_id,
- GLint level,
+ GLint dest_level,
GLsizei width,
GLsizei height,
bool flip_y,
VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y);
DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size());
- GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id];
- if (!*vertex_shader) {
- *vertex_shader = glCreateShader(GL_VERTEX_SHADER);
- CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]);
- }
-
FragmentShaderId fragment_shader_id = GetFragmentShaderId(
premultiply_alpha, unpremultiply_alpha, source_target);
DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size());
- GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id];
- if (!*fragment_shader) {
- *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
- CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]);
- }
ProgramMapKey key(vertex_shader_id, fragment_shader_id);
ProgramInfo* info = &programs_[key];
// Create program if necessary.
if (!info->program) {
info->program = glCreateProgram();
+ GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id];
+ if (!*vertex_shader) {
+ *vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+ CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]);
+ }
glAttachShader(info->program, *vertex_shader);
+ GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id];
+ if (!*fragment_shader) {
+ *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+ CompileShader(*fragment_shader,
+ fragment_shader_source[fragment_shader_id]);
+ }
glAttachShader(info->program, *fragment_shader);
glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position");
glLinkProgram(info->program);
glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f);
else
glUniform2f(info->half_size_handle, 0.5f, 0.5f);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, dest_id);
- // NVidia drivers require texture settings to be a certain way
- // or they won't report FRAMEBUFFER_COMPLETE.
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dest_target,
- dest_id, level);
-#ifndef NDEBUG
- GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
- if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
- DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
- } else
-#endif
- {
+ if (BindFramebufferTexture2D(
+ GL_TEXTURE_2D, dest_id, dest_level, framebuffer_)) {
decoder->ClearAllAttributes();
glEnableVertexAttribArray(kVertexPositionAttrib);