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diff --git a/WebCore/platform/graphics/chromium/GLES2Texture.cpp b/WebCore/platform/graphics/chromium/GLES2Texture.cpp
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+/*
+ * Copyright (c) 2010, Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+
+#if USE(GLES2_RENDERING)
+
+#include "GLES2Texture.h"
+
+#include <GLES2/gl2.h>
+
+#include <wtf/OwnArrayPtr.h>
+
+namespace WebCore {
+
+GLES2Texture::GLES2Texture(unsigned int textureId, Format format, int width, int height)
+ : m_textureId(textureId)
+ , m_format(format)
+ , m_width(width)
+ , m_height(height)
+{
+}
+
+GLES2Texture::~GLES2Texture()
+{
+ glDeleteTextures(1, &m_textureId);
+}
+
+PassRefPtr<GLES2Texture> GLES2Texture::create(Format format, int width, int height)
+{
+ GLuint textureId;
+ glGenTextures(1, &textureId);
+ if (!textureId)
+ return 0;
+
+ glBindTexture(GL_TEXTURE_2D, textureId);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+
+ int max;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
+ if (width > max || height > max)
+ ASSERT(!"texture too big");
+
+ return adoptRef(new GLES2Texture(textureId, format, width, height));
+}
+
+static void convertFormat(GLES2Texture::Format format, unsigned int* glFormat, unsigned int* glType, bool* swizzle)
+{
+ *swizzle = false;
+ switch (format) {
+ case GLES2Texture::RGBA8:
+ *glFormat = GL_RGBA;
+ *glType = GL_UNSIGNED_BYTE;
+ break;
+ case GLES2Texture::BGRA8:
+// FIXME: Once we have support for extensions, we should check for EXT_texture_format_BGRA8888,
+// and use that if present.
+ *glFormat = GL_RGBA;
+ *glType = GL_UNSIGNED_BYTE;
+ *swizzle = true;
+ break;
+ default:
+ ASSERT(!"bad format");
+ break;
+ }
+}
+
+void GLES2Texture::load(void* pixels)
+{
+ unsigned int glFormat, glType;
+ bool swizzle;
+ convertFormat(m_format, &glFormat, &glType, &swizzle);
+ glBindTexture(GL_TEXTURE_2D, m_textureId);
+ if (swizzle) {
+ ASSERT(glFormat == GL_RGBA && glType == GL_UNSIGNED_BYTE);
+ // FIXME: This could use PBO's to save doing an extra copy here.
+ int size = m_width * m_height;
+ unsigned* pixels32 = static_cast<unsigned*>(pixels);
+ OwnArrayPtr<unsigned> buf(new unsigned[size]);
+ unsigned* bufptr = buf.get();
+ for (int i = 0; i < size; ++i) {
+ unsigned pixel = pixels32[i];
+ bufptr[i] = pixel & 0xFF00FF00 | ((pixel & 0x00FF0000) >> 16) | ((pixel & 0x000000FF) << 16);
+ }
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, glFormat, glType, buf.get());
+ } else
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, glFormat, glType, pixels);
+}
+
+void GLES2Texture::bind()
+{
+ glBindTexture(GL_TEXTURE_2D, m_textureId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+}
+
+#endif