Exemple #1
0
void DrawingBuffer::initialize(const IntSize& size)
{
    ASSERT(m_context);
    m_attributes = m_context->getContextAttributes();

    if (m_attributes.alpha) {
        m_internalColorFormat = GraphicsContext3D::RGBA;
        m_colorFormat = GraphicsContext3D::RGBA;
        m_internalRenderbufferFormat = Extensions3D::RGBA8_OES;
    } else {
        m_internalColorFormat = GraphicsContext3D::RGB;
        m_colorFormat = GraphicsContext3D::RGB;
        m_internalRenderbufferFormat = Extensions3D::RGB8_OES;
    }

    m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &m_maxTextureSize);

    m_fbo = m_context->createFramebuffer();

    if (m_separateFrontTexture)
        m_frontColorBuffer = createColorTexture();

    m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
    m_colorBuffer = createColorTexture();
    m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_colorBuffer, 0);
    createSecondaryBuffers();
    reset(size);
#if ENABLE(CANVAS_USES_MAILBOX)
    m_lastColorBuffer = createNewMailbox(m_colorBuffer);
#endif // ENABLE(CANVAS_USES_MAILBOX)
}
Exemple #2
0
bool DrawingBuffer::prepareMailbox(WebKit::WebExternalTextureMailbox* outMailbox)
{
    if (!m_context || !m_contentsChanged || !m_lastColorBuffer)
        return false;

    m_context->makeContextCurrent();

    // Resolve the multisampled buffer into the texture referenced by m_lastColorBuffer mailbox.
    if (multisample())
        commit();

    // We must restore the texture binding since creating new textures,
    // consuming and producing mailboxes changes it.
    ScopedTextureUnit0BindingRestorer restorer(m_context.get(), m_activeTextureUnit, m_texture2DBinding);

    // First try to recycle an old buffer.
    RefPtr<MailboxInfo> nextFrontColorBuffer = getRecycledMailbox();

    // No buffer available to recycle, create a new one.
    if (!nextFrontColorBuffer) {
        unsigned newColorBuffer = createColorTexture(m_size);
        // Bad things happened, abandon ship.
        if (!newColorBuffer)
            return false;

        nextFrontColorBuffer = createNewMailbox(newColorBuffer);
    }

    if (m_preserveDrawingBuffer == Discard) {
        m_colorBuffer = nextFrontColorBuffer->textureId;
        swap(nextFrontColorBuffer, m_lastColorBuffer);
        // It appears safe to overwrite the context's framebuffer binding in the Discard case since there will always be a
        // WebGLRenderingContext::clearIfComposited() call made before the next draw call which restores the framebuffer binding.
        // If this stops being true at some point, we should track the current framebuffer binding in the DrawingBuffer and restore
        // it after attaching the new back buffer here.
        m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
        m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_colorBuffer, 0);
    } else {
        Extensions3D* extensions = m_context->getExtensions();
        extensions->copyTextureCHROMIUM(GraphicsContext3D::TEXTURE_2D, m_colorBuffer, nextFrontColorBuffer->textureId, 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE);
    }

    if (multisample() && !m_framebufferBinding)
        bind();
    else
        restoreFramebufferBinding();

    m_contentsChanged = false;

    context()->bindTexture(GraphicsContext3D::TEXTURE_2D, nextFrontColorBuffer->textureId);
    context()->produceTextureCHROMIUM(GraphicsContext3D::TEXTURE_2D, nextFrontColorBuffer->mailbox.name);
    context()->flush();
    m_context->markLayerComposited();

    *outMailbox = nextFrontColorBuffer->mailbox;
    m_frontColorBuffer = nextFrontColorBuffer->textureId;
    return true;
}
Exemple #3
0
bool DrawingBuffer::prepareMailbox(blink::WebExternalTextureMailbox* outMailbox, blink::WebExternalBitmap* bitmap)
{
    if (!m_context || !m_contentsChanged)
        return false;

    m_context->makeContextCurrent();

    // Resolve the multisampled buffer into m_colorBuffer texture.
    if (m_multisampleMode != None)
        commit();

    if (bitmap) {
        bitmap->setSize(size());

        unsigned char* pixels = bitmap->pixels();
        bool needPremultiply = m_attributes.alpha && !m_attributes.premultipliedAlpha;
        WebGLImageConversion::AlphaOp op = needPremultiply ? WebGLImageConversion::AlphaDoPremultiply : WebGLImageConversion::AlphaDoNothing;
        if (pixels)
            readBackFramebuffer(pixels, size().width(), size().height(), ReadbackSkia, op);
    }

    // We must restore the texture binding since creating new textures,
    // consuming and producing mailboxes changes it.
    ScopedTextureUnit0BindingRestorer restorer(m_context, m_activeTextureUnit, m_texture2DBinding);

    // First try to recycle an old buffer.
    RefPtr<MailboxInfo> frontColorBufferMailbox = recycledMailbox();

    // No buffer available to recycle, create a new one.
    if (!frontColorBufferMailbox) {
        unsigned newColorBuffer = createColorTexture(m_size);
        // Bad things happened, abandon ship.
        if (!newColorBuffer)
            return false;

        frontColorBufferMailbox = createNewMailbox(newColorBuffer);
    }

    if (m_preserveDrawingBuffer == Discard) {
        swap(frontColorBufferMailbox->textureId, m_colorBuffer);
        // It appears safe to overwrite the context's framebuffer binding in the Discard case since there will always be a
        // WebGLRenderingContext::clearIfComposited() call made before the next draw call which restores the framebuffer binding.
        // If this stops being true at some point, we should track the current framebuffer binding in the DrawingBuffer and restore
        // it after attaching the new back buffer here.
        m_context->bindFramebuffer(GL_FRAMEBUFFER, m_fbo);
        if (m_multisampleMode == ImplicitResolve)
            m_context->framebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorBuffer, 0, m_sampleCount);
        else
            m_context->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorBuffer, 0);
    } else {
        m_context->copyTextureCHROMIUM(GL_TEXTURE_2D, m_colorBuffer, frontColorBufferMailbox->textureId, 0, GL_RGBA, GL_UNSIGNED_BYTE);
    }

    if (m_multisampleMode != None && !m_framebufferBinding)
        bind();
    else
        restoreFramebufferBinding();

    m_contentsChanged = false;

    m_context->bindTexture(GL_TEXTURE_2D, frontColorBufferMailbox->textureId);
    m_context->produceTextureCHROMIUM(GL_TEXTURE_2D, frontColorBufferMailbox->mailbox.name);
    m_context->flush();
    frontColorBufferMailbox->mailbox.syncPoint = m_context->insertSyncPoint();
    markLayerComposited();

    *outMailbox = frontColorBufferMailbox->mailbox;
    m_frontColorBuffer = frontColorBufferMailbox->textureId;
    return true;
}
Exemple #4
0
bool DrawingBuffer::prepareMailbox(WebExternalTextureMailbox* outMailbox, WebExternalBitmap* bitmap)
{
    if (m_destructionInProgress) {
        // It can be hit in the following sequence.
        // 1. WebGL draws something.
        // 2. The compositor begins the frame.
        // 3. Javascript makes a context lost using WEBGL_lose_context extension.
        // 4. Here.
        return false;
    }
    ASSERT(!m_isHidden);
    if (!m_contentsChanged)
        return false;

    if (m_newMailboxCallback)
        (*m_newMailboxCallback)();

    // Resolve the multisampled buffer into m_colorBuffer texture.
    if (m_antiAliasingMode != None)
        commit();

    if (bitmap) {
        bitmap->setSize(size());

        unsigned char* pixels = bitmap->pixels();
        bool needPremultiply = m_wantAlphaChannel && !m_premultipliedAlpha;
        WebGLImageConversion::AlphaOp op = needPremultiply ? WebGLImageConversion::AlphaDoPremultiply : WebGLImageConversion::AlphaDoNothing;
        if (pixels)
            readBackFramebuffer(pixels, size().width(), size().height(), ReadbackSkia, op);
    }

    // We must restore the texture binding since creating new textures,
    // consuming and producing mailboxes changes it.
    ScopedTextureUnit0BindingRestorer restorer(m_gl, m_activeTextureUnit, m_texture2DBinding);

    // First try to recycle an old buffer.
    RefPtr<MailboxInfo> frontColorBufferMailbox = recycledMailbox();

    // No buffer available to recycle, create a new one.
    if (!frontColorBufferMailbox)
        frontColorBufferMailbox = createNewMailbox(createTextureAndAllocateMemory(m_size));

    if (m_preserveDrawingBuffer == Discard) {
        std::swap(frontColorBufferMailbox->textureInfo, m_colorBuffer);
        attachColorBufferToReadFramebuffer();

        if (m_discardFramebufferSupported) {
            // Explicitly discard framebuffer to save GPU memory bandwidth for tile-based GPU arch.
            const GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT };
            m_gl->DiscardFramebufferEXT(GL_FRAMEBUFFER, 3, attachments);
        }
    } else {
        m_gl->CopyTextureCHROMIUM(m_colorBuffer.textureId, frontColorBufferMailbox->textureInfo.textureId, frontColorBufferMailbox->textureInfo.parameters.internalColorFormat, GL_UNSIGNED_BYTE, GL_FALSE, GL_FALSE, GL_FALSE);
    }

    restoreFramebufferBindings();
    m_contentsChanged = false;

    m_gl->ProduceTextureDirectCHROMIUM(frontColorBufferMailbox->textureInfo.textureId, frontColorBufferMailbox->textureInfo.parameters.target, frontColorBufferMailbox->mailbox.name);
    const GLuint64 fenceSync = m_gl->InsertFenceSyncCHROMIUM();
    m_gl->Flush();
    m_gl->GenSyncTokenCHROMIUM(fenceSync, frontColorBufferMailbox->mailbox.syncToken);
    frontColorBufferMailbox->mailbox.validSyncToken = true;
    frontColorBufferMailbox->mailbox.allowOverlay = frontColorBufferMailbox->textureInfo.imageId != 0;
    frontColorBufferMailbox->mailbox.textureTarget = frontColorBufferMailbox->textureInfo.parameters.target;
    frontColorBufferMailbox->mailbox.textureSize = WebSize(m_size.width(), m_size.height());
    setBufferClearNeeded(true);

    // set m_parentDrawingBuffer to make sure 'this' stays alive as long as it has live mailboxes
    ASSERT(!frontColorBufferMailbox->m_parentDrawingBuffer);
    frontColorBufferMailbox->m_parentDrawingBuffer = this;
    *outMailbox = frontColorBufferMailbox->mailbox;
    m_frontColorBuffer = { frontColorBufferMailbox->textureInfo, frontColorBufferMailbox->mailbox };
    return true;
}