void VideoLayerChromium::drawYUV(const SharedValues* sv) { GraphicsContext3D* context = layerRendererContext(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE1)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textures[VideoFrameChromium::yPlane])); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE2)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textures[VideoFrameChromium::uPlane])); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE3)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textures[VideoFrameChromium::vPlane])); layerRenderer()->useShader(sv->yuvShaderProgram()); unsigned frameWidth = m_frameSizes[VideoFrameChromium::yPlane].width(); unsigned textureWidth = m_textureSizes[VideoFrameChromium::yPlane].width(); float widthScaleFactor = static_cast<float>(frameWidth) / textureWidth; GLC(context, context->uniform1f(sv->yuvWidthScaleFactorLocation(), widthScaleFactor)); GLC(context, context->uniform1i(sv->yTextureLocation(), 1)); GLC(context, context->uniform1i(sv->uTextureLocation(), 2)); GLC(context, context->uniform1i(sv->vTextureLocation(), 3)); GLC(context, context->uniformMatrix3fv(sv->ccMatrixLocation(), 0, const_cast<float*>(yuv2RGB), 1)); drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), sv->yuvShaderMatrixLocation(), sv->yuvAlphaLocation()); // Reset active texture back to texture 0. GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); }
void ContentLayerChromium::draw() { if (m_skipsDraw) return; ASSERT(layerRenderer()); const ContentLayerChromium::SharedValues* sv = layerRenderer()->contentLayerSharedValues(); ASSERT(sv && sv->initialized()); GraphicsContext3D* context = layerRendererContext(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_contentsTexture)); layerRenderer()->useShader(sv->contentShaderProgram()); GLC(context, context->uniform1i(sv->shaderSamplerLocation(), 0)); if (requiresClippedUpdateRect()) { float m43 = drawTransform().m43(); TransformationMatrix transform; transform.translate3d(m_largeLayerDrawRect.center().x(), m_largeLayerDrawRect.center().y(), m43); drawTexturedQuad(context, layerRenderer()->projectionMatrix(), transform, m_largeLayerDrawRect.width(), m_largeLayerDrawRect.height(), drawOpacity(), sv->shaderMatrixLocation(), sv->shaderAlphaLocation()); } else { drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), m_bounds.width(), m_bounds.height(), drawOpacity(), sv->shaderMatrixLocation(), sv->shaderAlphaLocation()); } }
void ContentLayerChromium::updateTextureRect(void* pixels, const IntSize& bitmapSize, const IntSize& requiredTextureSize, const IntRect& updateRect, unsigned textureId) { if (!pixels) return; GraphicsContext3D* context = layerRendererContext(); context->bindTexture(GraphicsContext3D::TEXTURE_2D, textureId); // If the texture id or size changed since last time then we need to tell GL // to re-allocate a texture. if (m_contentsTexture != textureId || requiredTextureSize != m_allocatedTextureSize) { ASSERT(bitmapSize == requiredTextureSize); GLC(context, context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, requiredTextureSize.width(), requiredTextureSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels)); m_contentsTexture = textureId; m_allocatedTextureSize = requiredTextureSize; } else { ASSERT(updateRect.width() <= m_allocatedTextureSize.width() && updateRect.height() <= m_allocatedTextureSize.height()); ASSERT(updateRect.width() == bitmapSize.width() && updateRect.height() == bitmapSize.height()); GLC(context, context->texSubImage2D(GraphicsContext3D::TEXTURE_2D, 0, updateRect.x(), updateRect.y(), updateRect.width(), updateRect.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels)); } m_dirtyRect.setSize(FloatSize()); // Large layers always stay dirty, because they need to update when the content rect changes. m_contentsDirty = requiresClippedUpdateRect(); }
void CCTextureLayerImpl::willDraw(LayerRendererChromium* layerRenderer) { CCLayerImpl::willDraw(layerRenderer); if (m_ioSurfaceChanged) { GraphicsContext3D* context = layerRenderer->context(); Extensions3DChromium* extensions = static_cast<Extensions3DChromium*>(context->getExtensions()); ASSERT(extensions->supports("GL_CHROMIUM_iosurface")); ASSERT(extensions->supports("GL_ARB_texture_rectangle")); if (!m_ioSurfaceTextureId) m_ioSurfaceTextureId = context->createTexture(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, m_ioSurfaceTextureId)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); extensions->texImageIOSurface2DCHROMIUM(Extensions3D::TEXTURE_RECTANGLE_ARB, m_ioSurfaceSize.width(), m_ioSurfaceSize.height(), m_ioSurfaceId, 0); // Do not check for error conditions. texImageIOSurface2DCHROMIUM is supposed to hold on to // the last good IOSurface if the new one is already closed. This is only a possibility // during live resizing of plugins. However, it seems that this is not sufficient to // completely guard against garbage being drawn. If this is found to be a significant issue, // it may be necessary to explicitly tell the embedder when to free the surfaces it has // allocated. m_ioSurfaceChanged = false; } }
void WebGLLayerChromium::updateCompositorResources() { if (!m_context) return; if (!m_contentsDirty) return; GraphicsContext3D* rendererContext = layerRendererContext(); if (m_textureChanged) { rendererContext->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId); // Set the min-mag filters to linear and wrap modes to GL_CLAMP_TO_EDGE // to get around NPOT texture limitations of GLES. rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR); rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR); rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE); rendererContext->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE); m_textureChanged = false; } // Update the contents of the texture used by the compositor. if (m_contentsDirty && m_textureUpdated) { // prepareTexture copies the contents of the off-screen render target into the texture // used by the compositor. // m_context->prepareTexture(); m_context->markLayerComposited(); m_contentsDirty = false; m_textureUpdated = false; } }
void Canvas2DLayerChromium::updateCompositorResources() { if (!m_contentsDirty || !m_drawingBuffer) return; if (m_textureChanged) { // We have to generate a new backing texture. GraphicsContext3D* context = layerRendererContext(); if (m_textureId) context->deleteTexture(m_textureId); m_textureId = context->createTexture(); context->activeTexture(GraphicsContext3D::TEXTURE0); context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId); IntSize size = m_drawingBuffer->size(); context->texImage2DResourceSafe(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE); // Set the min-mag filters to linear and wrap modes to GraphicsContext3D::CLAMP_TO_EDGE // to get around NPOT texture limitations of GLES. context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE); context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE); m_textureChanged = false; // FIXME: The finish() here is required because we have to make sure that the texture created in this // context (the compositor context) is actually created by the service side before the child context // attempts to use it (in publishToPlatformLayer). finish() is currently the only call with strong // enough semantics to promise this, but is actually much stronger. Ideally we'd do something like // inserting a fence here and waiting for it before trying to publish. context->finish(); } // Update the contents of the texture used by the compositor. if (m_contentsDirty) { m_drawingBuffer->publishToPlatformLayer(); m_contentsDirty = false; } }
void CCVideoLayerImpl::drawYUV(LayerRendererChromium* layerRenderer) const { const YUVProgram* program = layerRenderer->videoLayerYUVProgram(); ASSERT(program && program->initialized()); GraphicsContext3D* context = layerRenderer->context(); CCVideoLayerImpl::Texture yTexture = m_textures[VideoFrameChromium::yPlane]; CCVideoLayerImpl::Texture uTexture = m_textures[VideoFrameChromium::uPlane]; CCVideoLayerImpl::Texture vTexture = m_textures[VideoFrameChromium::vPlane]; GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE1)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, yTexture.id)); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE2)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, uTexture.id)); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE3)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, vTexture.id)); GLC(context, context->useProgram(program->program())); float yWidthScaleFactor = static_cast<float>(yTexture.visibleSize.width()) / yTexture.size.width(); // Arbitrarily take the u sizes because u and v dimensions are identical. float uvWidthScaleFactor = static_cast<float>(uTexture.visibleSize.width()) / uTexture.size.width(); GLC(context, context->uniform1f(program->vertexShader().yWidthScaleFactorLocation(), yWidthScaleFactor)); GLC(context, context->uniform1f(program->vertexShader().uvWidthScaleFactorLocation(), uvWidthScaleFactor)); GLC(context, context->uniform1i(program->fragmentShader().yTextureLocation(), 1)); GLC(context, context->uniform1i(program->fragmentShader().uTextureLocation(), 2)); GLC(context, context->uniform1i(program->fragmentShader().vTextureLocation(), 3)); GLC(context, context->uniformMatrix3fv(program->fragmentShader().ccMatrixLocation(), 0, const_cast<float*>(yuv2RGB), 1)); GLC(context, context->uniform3fv(program->fragmentShader().yuvAdjLocation(), const_cast<float*>(yuvAdjust), 1)); layerRenderer->drawTexturedQuad(drawTransform(), bounds().width(), bounds().height(), drawOpacity(), FloatQuad(), program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation(), -1); // Reset active texture back to texture 0. GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); }
void ContentLayerChromium::draw() { if (m_skipsDraw) return; ASSERT(layerRenderer()); const ContentLayerChromium::SharedValues* sv = layerRenderer()->contentLayerSharedValues(); ASSERT(sv && sv->initialized()); GraphicsContext3D* context = layerRendererContext(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_contentsTexture)); layerRenderer()->useShader(sv->contentShaderProgram()); GLC(context, context->uniform1i(sv->shaderSamplerLocation(), 0)); drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), sv->shaderMatrixLocation(), sv->shaderAlphaLocation()); }
void VideoLayerChromium::drawRGBA(const SharedValues* sv) { GraphicsContext3D* context = layerRendererContext(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textures[VideoFrameChromium::rgbPlane])); layerRenderer()->useShader(sv->rgbaShaderProgram()); unsigned frameWidth = m_frameSizes[VideoFrameChromium::rgbPlane].width(); unsigned textureWidth = m_textureSizes[VideoFrameChromium::rgbPlane].width(); float widthScaleFactor = static_cast<float>(frameWidth) / textureWidth; GLC(context, context->uniform1f(sv->rgbaWidthScaleFactorLocation(), widthScaleFactor)); GLC(context, context->uniform1i(sv->rgbaTextureLocation(), 0)); drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), sv->rgbaShaderMatrixLocation(), sv->rgbaAlphaLocation()); }
void CCCanvasLayerImpl::draw(const IntRect&) { ASSERT(layerRenderer()); const CCCanvasLayerImpl::Program* program = layerRenderer()->canvasLayerProgram(); ASSERT(program && program->initialized()); GraphicsContext3D* context = layerRenderer()->context(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId)); GC3Denum sfactor = m_premultipliedAlpha ? GraphicsContext3D::ONE : GraphicsContext3D::SRC_ALPHA; GLC(context, context->blendFunc(sfactor, GraphicsContext3D::ONE_MINUS_SRC_ALPHA)); layerRenderer()->useShader(program->program()); GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); LayerChromium::drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation()); }
void ContentLayerChromium::updateTextureRect(void* pixels, const IntSize& bitmapSize, const IntSize& requiredTextureSize, const IntRect& updateRect, unsigned textureId, MipmapUse requestMipmap) { if (!pixels) return; GraphicsContext3D* context = layerRendererContext(); context->bindTexture(GraphicsContext3D::TEXTURE_2D, textureId); bool generateMipmap = (requestMipmap == useMipmap) && (layerRenderer()->contentLayerSharedValues()->npotSupported() || (isPowerOfTwo(updateRect.width()) && isPowerOfTwo(updateRect.height()))); // If the texture id or size changed since last time then we need to tell GL // to re-allocate a texture. if (m_contentsTexture != textureId || requiredTextureSize != m_allocatedTextureSize) { ASSERT(bitmapSize == requiredTextureSize); GLC(context, context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, requiredTextureSize.width(), requiredTextureSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels)); if (generateMipmap) { GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR_MIPMAP_LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); } else { GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); } m_contentsTexture = textureId; m_allocatedTextureSize = requiredTextureSize; } else { ASSERT(updateRect.width() <= m_allocatedTextureSize.width() && updateRect.height() <= m_allocatedTextureSize.height()); ASSERT(updateRect.width() == bitmapSize.width() && updateRect.height() == bitmapSize.height()); GLC(context, context->texSubImage2D(GraphicsContext3D::TEXTURE_2D, 0, updateRect.x(), updateRect.y(), updateRect.width(), updateRect.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels)); } if (generateMipmap) GLC(context, context->generateMipmap(GraphicsContext3D::TEXTURE_2D)); m_dirtyRect.setSize(FloatSize()); m_contentsDirty = false; }
void CCVideoLayerImpl::drawNativeTexture(LayerRendererChromium* layerRenderer) const { const NativeTextureProgram* program = layerRenderer->videoLayerNativeTextureProgram(); ASSERT(program && program->initialized()); GraphicsContext3D* context = layerRenderer->context(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_nativeTextureId)); GLC(context, context->useProgram(program->program())); float widthScaleFactor = static_cast<float>(m_nativeTextureVisibleSize.width()) / m_nativeTextureSize.width(); GLC(context, context->uniform4f(program->vertexShader().texTransformLocation(), 0, 0, widthScaleFactor, 1)); GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); layerRenderer->drawTexturedQuad(drawTransform(), bounds().width(), bounds().height(), drawOpacity(), layerRenderer->sharedGeometryQuad(), program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation(), -1); }
void CCPluginLayerImpl::draw() { ASSERT(layerRenderer()); const CCPluginLayerImpl::Program* program = layerRenderer()->pluginLayerProgram(); ASSERT(program && program->initialized()); GraphicsContext3D* context = layerRenderer()->context(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId)); // FIXME: setting the texture parameters every time is redundant. Move this code somewhere // where it will only happen once per texture. GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); layerRenderer()->useShader(program->program()); GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); LayerChromium::drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation()); }
// static bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* webglContext) { GraphicsContext3D* context = webglContext->graphicsContext3D(); // This is called after we make sure GL_EXT_draw_buffers is supported. GC3Dint maxDrawBuffers = 0; GC3Dint maxColorAttachments = 0; context->getIntegerv(Extensions3D::MAX_DRAW_BUFFERS_EXT, &maxDrawBuffers); context->getIntegerv(Extensions3D::MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments); if (maxDrawBuffers < 4 || maxColorAttachments < 4) return false; Platform3DObject fbo = context->createFramebuffer(); context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, fbo); const unsigned char buffer[4] = { 0, 0, 0, 0 }; // textures are required to be initialized for other ports. bool supportsDepth = (context->getExtensions()->supports("GL_CHROMIUM_depth_texture") || context->getExtensions()->supports("GL_OES_depth_texture") || context->getExtensions()->supports("GL_ARB_depth_texture")); bool supportsDepthStencil = (context->getExtensions()->supports("GL_EXT_packed_depth_stencil") || context->getExtensions()->supports("GL_OES_packed_depth_stencil")); Platform3DObject depthStencil = 0; if (supportsDepthStencil) { depthStencil = context->createTexture(); context->bindTexture(GraphicsContext3D::TEXTURE_2D, depthStencil); context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::DEPTH_STENCIL, 1, 1, 0, GraphicsContext3D::DEPTH_STENCIL, GraphicsContext3D::UNSIGNED_INT_24_8, buffer); } Platform3DObject depth = 0; if (supportsDepth) { depth = context->createTexture(); context->bindTexture(GraphicsContext3D::TEXTURE_2D, depth); context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::DEPTH_COMPONENT, 1, 1, 0, GraphicsContext3D::DEPTH_COMPONENT, GraphicsContext3D::UNSIGNED_INT, buffer); } Vector<Platform3DObject> colors; bool ok = true; GC3Dint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments); for (GC3Dint i = 0; i < maxAllowedBuffers; ++i) { Platform3DObject color = context->createTexture(); colors.append(color); context->bindTexture(GraphicsContext3D::TEXTURE_2D, color); context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, 1, 1, 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, buffer); context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0 + i, GraphicsContext3D::TEXTURE_2D, color, 0); if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { ok = false; break; } if (supportsDepth) { context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depth, 0); if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { ok = false; break; } context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0); } if (supportsDepthStencil) { context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depthStencil, 0); context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, depthStencil, 0); if (context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { ok = false; break; } context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0); context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::TEXTURE_2D, 0, 0); } } webglContext->restoreCurrentFramebuffer(); context->deleteFramebuffer(fbo); webglContext->restoreCurrentTexture2D(); if (supportsDepth) context->deleteTexture(depth); if (supportsDepthStencil) context->deleteTexture(depthStencil); for (auto& color : colors) context->deleteTexture(color); return ok; }
void CCPluginLayerImpl::draw(LayerRendererChromium* layerRenderer) { ASSERT(CCProxy::isImplThread()); if (m_ioSurfaceChanged) { GraphicsContext3D* context = layerRenderer->context(); Extensions3DChromium* extensions = static_cast<Extensions3DChromium*>(context->getExtensions()); ASSERT(extensions->supports("GL_CHROMIUM_iosurface")); ASSERT(extensions->supports("GL_ARB_texture_rectangle")); if (!m_ioSurfaceTextureId) m_ioSurfaceTextureId = context->createTexture(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, m_ioSurfaceTextureId)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); GLC(context, context->texParameteri(Extensions3D::TEXTURE_RECTANGLE_ARB, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); extensions->texImageIOSurface2DCHROMIUM(Extensions3D::TEXTURE_RECTANGLE_ARB, m_ioSurfaceWidth, m_ioSurfaceHeight, m_ioSurfaceId, 0); // Do not check for error conditions. texImageIOSurface2DCHROMIUM is supposed to hold on to // the last good IOSurface if the new one is already closed. This is only a possibility // during live resizing of plugins. However, it seems that this is not sufficient to // completely guard against garbage being drawn. If this is found to be a significant issue, // it may be necessary to explicitly tell the embedder when to free the surfaces it has // allocated. m_ioSurfaceChanged = false; } if (m_ioSurfaceTextureId) { TexTransformPluginProgramBinding binding; if (m_flipped) binding.set(layerRenderer->pluginLayerTexRectProgramFlip()); else binding.set(layerRenderer->pluginLayerTexRectProgram()); GraphicsContext3D* context = layerRenderer->context(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, m_ioSurfaceTextureId)); GLC(context, context->useProgram(binding.programId)); GLC(context, context->uniform1i(binding.samplerLocation, 0)); // Note: this code path ignores m_uvRect. GLC(context, context->uniform4f(binding.texTransformLocation, 0, 0, m_ioSurfaceWidth, m_ioSurfaceHeight)); layerRenderer->drawTexturedQuad(drawTransform(), bounds().width(), bounds().height(), drawOpacity(), layerRenderer->sharedGeometryQuad(), binding.matrixLocation, binding.alphaLocation, -1); GLC(context, context->bindTexture(Extensions3D::TEXTURE_RECTANGLE_ARB, 0)); } else { TexStretchPluginProgramBinding binding; if (m_flipped) binding.set(layerRenderer->pluginLayerProgramFlip()); else binding.set(layerRenderer->pluginLayerProgram()); GraphicsContext3D* context = layerRenderer->context(); GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0)); GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId)); // FIXME: setting the texture parameters every time is redundant. Move this code somewhere // where it will only happen once per texture. GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE)); GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE)); GLC(context, context->useProgram(binding.programId)); GLC(context, context->uniform1i(binding.samplerLocation, 0)); GLC(context, context->uniform2f(binding.offsetLocation, m_uvRect.x(), m_uvRect.y())); GLC(context, context->uniform2f(binding.scaleLocation, m_uvRect.width(), m_uvRect.height())); layerRenderer->drawTexturedQuad(drawTransform(), bounds().width(), bounds().height(), drawOpacity(), layerRenderer->sharedGeometryQuad(), binding.matrixLocation, binding.alphaLocation, -1); } }