Exemplo n.º 1
0
bool Canvas2DLayerBridge::prepareMailbox(WebExternalTextureMailbox* outMailbox, WebExternalBitmap* bitmap)
{
    ASSERT(isAccelerated());
    if (m_destructionInProgress) {
        // It can be hit in the following sequence.
        // 1. Canvas draws something.
        // 2. The compositor begins the frame.
        // 3. Javascript makes a context be lost.
        // 4. Here.
        return false;
    }
    if (bitmap) {
        // Using accelerated 2d canvas with software renderer, which
        // should only happen in tests that use fake graphics contexts
        // or in Android WebView in software mode. In this case, we do
        // not care about producing any results for this canvas.
        skipQueuedDrawCommands();
        m_lastImageId = 0;
        return false;
    }
    if (!checkSurfaceValid())
        return false;

    WebGraphicsContext3D* webContext = context();

    RefPtr<SkImage> image = newImageSnapshot(PreferAcceleration);

    // Early exit if canvas was not drawn to since last prepareMailbox
    GLenum filter = m_filterQuality == kNone_SkFilterQuality ? GL_NEAREST : GL_LINEAR;
    if (image->uniqueID() == m_lastImageId && filter == m_lastFilter)
        return false;
    m_lastImageId = image->uniqueID();
    m_lastFilter = filter;

    {
        MailboxInfo tmp;
        tmp.m_image = image;
        tmp.m_parentLayerBridge = this;
        m_mailboxes.prepend(tmp);
    }
    MailboxInfo& mailboxInfo = m_mailboxes.first();

    mailboxInfo.m_mailbox.nearestNeighbor = filter == GL_NEAREST;

    GrContext* grContext = m_contextProvider->grContext();
    if (!grContext)
        return true; // for testing: skip gl stuff when using a mock graphics context.

    // Need to flush skia's internal queue because texture is about to be accessed directly
    grContext->flush();

    ASSERT(image->getTexture());

    // Because of texture sharing with the compositor, we must invalidate
    // the state cached in skia so that the deferred copy on write
    // in SkSurface_Gpu does not make any false assumptions.
    mailboxInfo.m_image->getTexture()->textureParamsModified();

    webContext->bindTexture(GL_TEXTURE_2D, mailboxInfo.m_image->getTexture()->getTextureHandle());
    webContext->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
    webContext->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
    webContext->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    webContext->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    // Re-use the texture's existing mailbox, if there is one.
    if (image->getTexture()->getCustomData()) {
        ASSERT(image->getTexture()->getCustomData()->size() == sizeof(mailboxInfo.m_mailbox.name));
        memcpy(&mailboxInfo.m_mailbox.name[0], image->getTexture()->getCustomData()->data(), sizeof(mailboxInfo.m_mailbox.name));
    } else {
        context()->genMailboxCHROMIUM(mailboxInfo.m_mailbox.name);
        RefPtr<SkData> mailboxNameData = adoptRef(SkData::NewWithCopy(&mailboxInfo.m_mailbox.name[0], sizeof(mailboxInfo.m_mailbox.name)));
        image->getTexture()->setCustomData(mailboxNameData.get());
        webContext->produceTextureCHROMIUM(GL_TEXTURE_2D, mailboxInfo.m_mailbox.name);
    }

    if (isHidden()) {
        // With hidden canvases, we release the SkImage immediately because
        // there is no need for animations to be double buffered.
        mailboxInfo.m_image.clear();
    } else {
        // FIXME: We'd rather insert a syncpoint than perform a flush here,
        // but currentlythe canvas will flicker if we don't flush here.
        webContext->flush();
        // mailboxInfo.m_mailbox.syncPoint = webContext->insertSyncPoint();
    }
    webContext->bindTexture(GL_TEXTURE_2D, 0);
    // Because we are changing the texture binding without going through skia,
    // we must dirty the context.
    grContext->resetContext(kTextureBinding_GrGLBackendState);

    *outMailbox = mailboxInfo.m_mailbox;
    return true;
}
Exemplo n.º 2
0
// static
bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase* webglContext)
{
    WebGraphicsContext3D* context = webglContext->webContext();
    Extensions3DUtil* extensionsUtil = webglContext->extensionsUtil();

    // This is called after we make sure GL_EXT_draw_buffers is supported.
    GLint maxDrawBuffers = 0;
    GLint maxColorAttachments = 0;
    context->getIntegerv(GL_MAX_DRAW_BUFFERS_EXT, &maxDrawBuffers);
    context->getIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments);
    if (maxDrawBuffers < 4 || maxColorAttachments < 4)
        return false;

    Platform3DObject fbo = context->createFramebuffer();
    context->bindFramebuffer(GL_FRAMEBUFFER, fbo);

    const unsigned char* buffer = 0; // Chromium doesn't allow init data for depth/stencil tetxures.
    bool supportsDepth = (extensionsUtil->supportsExtension("GL_CHROMIUM_depth_texture")
        || extensionsUtil->supportsExtension("GL_OES_depth_texture")
        || extensionsUtil->supportsExtension("GL_ARB_depth_texture"));
    bool supportsDepthStencil = (extensionsUtil->supportsExtension("GL_EXT_packed_depth_stencil")
        || extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil"));
    Platform3DObject depthStencil = 0;
    if (supportsDepthStencil) {
        depthStencil = context->createTexture();
        context->bindTexture(GL_TEXTURE_2D, depthStencil);
        context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer);
    }
    Platform3DObject depth = 0;
    if (supportsDepth) {
        depth = context->createTexture();
        context->bindTexture(GL_TEXTURE_2D, depth);
        context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, buffer);
    }

    Vector<Platform3DObject> colors;
    bool ok = true;
    GLint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments);
    for (GLint i = 0; i < maxAllowedBuffers; ++i) {
        Platform3DObject color = context->createTexture();
        colors.append(color);
        context->bindTexture(GL_TEXTURE_2D, color);
        context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
        context->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, color, 0);
        if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            ok = false;
            break;
        }
        if (supportsDepth) {
            context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
            if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
                ok = false;
                break;
            }
            context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
        }
        if (supportsDepthStencil) {
            context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0);
            context->framebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0);
            if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
                ok = false;
                break;
            }
            context->framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
            context->framebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
        }
    }

    webglContext->restoreCurrentFramebuffer();
    context->deleteFramebuffer(fbo);
    webglContext->restoreCurrentTexture2D();
    if (supportsDepth)
        context->deleteTexture(depth);
    if (supportsDepthStencil)
        context->deleteTexture(depthStencil);
    for (size_t i = 0; i < colors.size(); ++i)
        context->deleteTexture(colors[i]);
    return ok;
}