1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
gpu / command_buffer / service / gles2_cmd_copy_tex_image.cc [blame]
// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/351564777): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include "gpu/command_buffer/service/gles2_cmd_copy_tex_image.h"
#include "gpu/command_buffer/service/decoder_context.h"
#include "gpu/command_buffer/service/shader_manager.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gl/gl_version_info.h"
#include <string>
namespace gpu {
namespace gles2 {
CopyTexImageResourceManager::CopyTexImageResourceManager(
const gles2::FeatureInfo* feature_info)
: feature_info_(feature_info) {
DCHECK(feature_info->gl_version_info().NeedsLuminanceAlphaEmulation());
}
CopyTexImageResourceManager::~CopyTexImageResourceManager() = default;
void CopyTexImageResourceManager::Initialize(const DecoderContext* decoder) {
if (initialized_) {
return;
}
blit_program_ = glCreateProgram();
// Compile the vertex shader
std::string vs_source =
std::string(feature_info_->gl_version_info().is_es3 ? "#version 300 es\n"
: "#version 150\n") +
"out vec2 v_texcoord;\n"
"\n"
"void main()\n"
"{\n"
" const vec2 quad_positions[6] = vec2[6]\n"
" (\n"
" vec2(0.0f, 0.0f),\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
"\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
" vec2(1.0f, 1.0f)\n"
" );\n"
"\n"
" gl_Position = vec4((quad_positions[gl_VertexID] * 2.0) - 1.0, 0.0, "
"1.0);\n"
" v_texcoord = quad_positions[gl_VertexID];\n"
"}\n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
CompileShaderWithLog(vs, vs_source.c_str());
glAttachShader(blit_program_, vs);
glDeleteShader(vs);
// Compile the fragment shader
std::string fs_source =
std::string(feature_info_->gl_version_info().is_es3
? "#version 300 es\nprecision mediump float;\n"
: "#version 150\n") +
"uniform sampler2D u_source_texture;\n"
"in vec2 v_texcoord;\n"
"out vec4 output_color;\n"
"\n"
"void main()\n"
"{\n"
" output_color = texture(u_source_texture, v_texcoord);\n"
"}\n";
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
CompileShaderWithLog(fs, fs_source.c_str());
glAttachShader(blit_program_, fs);
glDeleteShader(fs);
glLinkProgram(blit_program_);
#ifndef NDEBUG
GLint linked = 0;
glGetProgramiv(blit_program_, GL_LINK_STATUS, &linked);
if (!linked) {
DLOG(ERROR) << "CopyTexImage: program link failure.";
}
#endif
GLuint texture_uniform =
glGetUniformLocation(blit_program_, "u_source_texture");
glUseProgram(blit_program_);
glUniform1i(texture_uniform, 0);
glGenTextures(scratch_textures_.size(), scratch_textures_.data());
glActiveTexture(GL_TEXTURE0);
for (auto scratch_texture : scratch_textures_) {
glBindTexture(GL_TEXTURE_2D, scratch_texture);
// Use nearest, non-mipmapped sampling with the scratch texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glGenFramebuffersEXT(1, &scratch_fbo_);
glGenVertexArraysOES(1, &vao_);
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
initialized_ = true;
}
void CopyTexImageResourceManager::Destroy() {
if (!initialized_) {
return;
}
glDeleteProgram(blit_program_);
blit_program_ = 0;
glDeleteTextures(scratch_textures_.size(), scratch_textures_.data());
scratch_textures_.fill(0);
glDeleteFramebuffersEXT(1, &scratch_fbo_);
scratch_fbo_ = 0;
glDeleteVertexArraysOES(1, &vao_);
vao_ = 0;
initialized_ = false;
}
void CopyTexImageResourceManager::DoCopyTexImage2DToLUMACompatibilityTexture(
const DecoderContext* decoder,
GLuint dest_texture,
GLenum dest_texture_target,
GLenum dest_target,
GLenum luma_format,
GLenum luma_type,
GLint level,
GLenum internal_format,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLuint source_framebuffer,
GLenum source_framebuffer_internal_format) {
GLenum adjusted_internal_format =
gles2::TextureManager::AdjustTexInternalFormat(
feature_info_.get(), internal_format, luma_type);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
GLenum adjusted_format = gles2::TextureManager::AdjustTexFormat(
feature_info_.get(), internal_format);
glTexImage2D(dest_target, level, adjusted_internal_format, width, height, 0,
adjusted_format, luma_type, nullptr);
DoCopyTexSubImageToLUMACompatibilityTexture(
decoder, dest_texture, dest_texture_target, dest_target, luma_format,
luma_type, level, 0, 0, 0, x, y, width, height, source_framebuffer,
source_framebuffer_internal_format);
}
void CopyTexImageResourceManager::DoCopyTexSubImageToLUMACompatibilityTexture(
const DecoderContext* decoder,
GLuint dest_texture,
GLenum dest_texture_target,
GLenum dest_target,
GLenum luma_format,
GLenum luma_type,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLuint source_framebuffer,
GLenum source_framebuffer_internal_format) {
DCHECK(initialized_);
// Copy the framebuffer to the first scratch texture
// TODO(geofflang): This could be optimized further by detecting if the source
// framebuffer is copying from a texture and sample directly from that texture
// instead of doing an extra copy
glBindFramebufferEXT(GL_FRAMEBUFFER, source_framebuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, scratch_textures_[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, source_framebuffer_internal_format, x, y,
width, height, 0);
// Set the swizzle of the scratch texture so that the channels sample into the
// correct emulated LUMA channels.
GLint swizzle[4] = {
(luma_format == GL_ALPHA) ? GL_ALPHA : GL_RED,
(luma_format == GL_LUMINANCE_ALPHA) ? GL_ALPHA : GL_ZERO, GL_ZERO,
GL_ZERO,
};
// ES doesn't support GL_TEXTURE_SWIZZLE_RGBA. We must set each swizzle
// separately.
for (int i = 0; i < 4; i++) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R + i, swizzle[i]);
}
// Make a temporary framebuffer using the second scratch texture to render the
// swizzled result to.
// TODO(geofflang): Could be optimized more by rendering directly to the
// destination texture but this isn't always possible because the destination
// may be an incomplete cube map
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
GLenum compatability_format =
gles2::TextureManager::AdjustTexFormat(feature_info_.get(), luma_format);
glBindTexture(GL_TEXTURE_2D, scratch_textures_[1]);
glTexImage2D(GL_TEXTURE_2D, 0, compatability_format, width, height, 0,
compatability_format, luma_type, nullptr);
glBindFramebufferEXT(GL_FRAMEBUFFER, scratch_fbo_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
scratch_textures_[1], 0);
// Render to the destination texture, sampling from the scratch texture
glUseProgram(blit_program_);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glDisable(GL_DITHER);
if (decoder->GetFeatureInfo()->feature_flags().ext_window_rectangles) {
glWindowRectanglesEXT(GL_EXCLUSIVE_EXT, 0, nullptr);
}
glBindTexture(GL_TEXTURE_2D, scratch_textures_[0]);
glBindVertexArrayOES(vao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Finally, copy the swizzled texture to the destination texture
glBindTexture(dest_texture_target, dest_texture);
if (dest_target == GL_TEXTURE_3D || dest_target == GL_TEXTURE_2D_ARRAY) {
glCopyTexSubImage3D(dest_target, level, xoffset, yoffset, zoffset,
0, 0, width, height);
} else {
glCopyTexSubImage2D(dest_target, level, xoffset, yoffset,
0, 0, width, height);
}
// Restore state
decoder->RestoreAllAttributes();
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreFramebufferBindings();
decoder->RestoreGlobalState();
}
// static
bool CopyTexImageResourceManager::CopyTexImageRequiresBlit(
const gles2::FeatureInfo* feature_info,
GLenum dest_texture_format) {
if (feature_info->gl_version_info().NeedsLuminanceAlphaEmulation()) {
switch (dest_texture_format) {
case GL_LUMINANCE:
case GL_ALPHA:
case GL_LUMINANCE_ALPHA:
return true;
}
}
return false;
}
} // namespace gles2
} // namespace gpu