/* Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies) This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; see the file COPYING.LIB. If not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "config.h" #include "TextureMapperGL.h" #include "GraphicsContext.h" #include "Image.h" #include "Timer.h" #include #include #include #if defined(TEXMAP_OPENGL_ES_2) #include #elif OS(MAC_OS_X) #include #include #else #if OS(UNIX) #include #endif #include #endif #ifndef TEXMAP_OPENGL_ES2 extern "C" { void glUniform1f(GLint, GLfloat); void glUniform1i(GLint, GLint); void glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid*); void glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat); void glShaderSource(GLuint, GLsizei, const char**, const GLint*); GLuint glCreateShader(GLenum); void glShaderSource(GLuint, GLsizei, const char**, const GLint*); void glCompileShader(GLuint); void glDeleteShader(GLuint); void glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat*); GLuint glCreateProgram(); void glAttachShader(GLuint, GLuint); void glLinkProgram(GLuint); void glUseProgram(GLuint); void glDisableVertexAttribArray(GLuint); void glEnableVertexAttribArray(GLuint); void glBindFramebuffer(GLenum target, GLuint framebuffer); void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); void glGenFramebuffers(GLsizei n, GLuint* framebuffers); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); void glBindBuffer(GLenum, GLuint); void glDeleteBuffers(GLsizei, const GLuint*); void glGenBuffers(GLsizei, GLuint*); void glBufferData(GLenum, GLsizeiptr, const GLvoid*, GLenum); void glBufferSubData(GLenum, GLsizeiptr, GLsizeiptr, const GLvoid*); void glGetProgramInfoLog(GLuint program, GLsizei, GLsizei*, GLchar*); #if !OS(MAC_OS_X) GLint glGetUniformLocation(GLuint, const GLchar*); GLint glBindAttribLocation(GLuint, GLuint, const GLchar*); #endif } #endif namespace WebCore { inline static void debugGLCommand(const char* command, int line) { const GLenum err = glGetError(); if (!err) return; WTFReportError(__FILE__, line, WTF_PRETTY_FUNCTION, "[TextureMapper GL] Command failed: %s (%x)\n", command, err); } #define DEBUG_GL_COMMANDS #ifdef DEBUG_GL_COMMANDS #define GL_CMD(x) {x, debugGLCommand(#x, __LINE__); } #else #define GL_CMD(x) x #endif static const GLuint gInVertexAttributeIndex = 0; struct TextureMapperGLData { static struct ShaderInfo { enum ShaderProgramIndex { SimpleProgram, OpacityAndMaskProgram, TargetProgram, ProgramCount }; enum ShaderVariableIndex { InMatrixVariable, InSourceMatrixVariable, InMaskMatrixVariable, OpacityVariable, SourceTextureVariable, MaskTextureVariable, VariableCount }; struct ProgramInfo { GLuint id; GLint vars[VariableCount]; }; GLint getUniformLocation(ShaderProgramIndex prog, ShaderVariableIndex var, const char* name) { return programs[prog].vars[var] = glGetUniformLocation(programs[prog].id, name); } void createShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource, ShaderProgramIndex index) { GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); GL_CMD(glShaderSource(vertexShader, 1, &vertexShaderSource, 0)) GL_CMD(glShaderSource(fragmentShader, 1, &fragmentShaderSource, 0)) GLuint programID = glCreateProgram(); GL_CMD(glCompileShader(vertexShader)) GL_CMD(glCompileShader(fragmentShader)) GL_CMD(glAttachShader(programID, vertexShader)) GL_CMD(glAttachShader(programID, fragmentShader)) GL_CMD(glBindAttribLocation(programID, gInVertexAttributeIndex, "InVertex")) GL_CMD(glLinkProgram(programID)) programs[index].id = programID; #ifdef PRINT_PROGRAM_INFO_LOG char infoLog[1024]; int len; GL_CMD(glGetProgramInfoLog(programID, 1024, &len, infoLog)); LOG(Graphics, "Compiled program for texture mapper. Log: %s\n", infoLog); #endif } ProgramInfo programs[ProgramCount]; } shaderInfo; struct DirectlyCompositedImageRepository { struct Entry { GLuint texture; int refCount; }; HashMap imageToTexture; GLuint findOrCreate(NativeImagePtr image, bool& found) { HashMap::iterator it = imageToTexture.find(image); found = false; if (it != imageToTexture.end()) { it->second.refCount++; found = true; return it->second.texture; } Entry entry; GL_CMD(glGenTextures(1, &entry.texture)); entry.refCount = 1; imageToTexture.add(image, entry); return entry.texture; } bool deref(NativeImagePtr image) { HashMap::iterator it = imageToTexture.find(image); if (it != imageToTexture.end()) { if (it->second.refCount < 2) { imageToTexture.remove(it); return false; } } return true; } DirectlyCompositedImageRepository() { } ~DirectlyCompositedImageRepository() { for (HashMap::iterator it = imageToTexture.begin(); it != imageToTexture.end(); ++it) { GLuint texture = it->second.texture; if (texture) GL_CMD(glDeleteTextures(1, &texture)); } } } directlyCompositedImages; TextureMapperGLData() : currentProgram(TextureMapperGLData::ShaderInfo::TargetProgram) { } TransformationMatrix projectionMatrix; int currentProgram; #if OS(MAC_OS_X) AGLContext aglContext; #elif OS(UNIX) Drawable glxDrawable; GLXContext glxContext; #endif }; TextureMapperGLData::ShaderInfo TextureMapperGLData::shaderInfo; class BitmapTextureGL : public BitmapTexture { public: virtual void destroy(); virtual IntSize size() const; virtual bool isValid() const; virtual void reset(const IntSize&, bool opaque); virtual PlatformGraphicsContext* beginPaint(const IntRect& dirtyRect); virtual void endPaint(); virtual void setContentsToImage(Image*); ~BitmapTextureGL() { destroy(); } private: GLuint m_id; NativeImagePtr m_image; FloatSize m_relativeSize; bool m_opaque; IntSize m_textureSize; RefPtr m_buffer; IntRect m_dirtyRect; GLuint m_fbo; IntSize m_actualSize; bool m_surfaceNeedsReset; TextureMapperGL* m_textureMapper; BitmapTextureGL() : m_id(0) , m_image(0) , m_opaque(false) , m_fbo(0) , m_surfaceNeedsReset(true) , m_textureMapper(0) { } friend class TextureMapperGL; }; #define TEXMAP_GET_SHADER_VAR_LOCATION(prog, var) \ if (TextureMapperGLData::shaderInfo.getUniformLocation(TextureMapperGLData::shaderInfo.prog##Program, TextureMapperGLData::shaderInfo.var##Variable, #var) < 0) \ LOG_ERROR("Couldn't find variable "#var" in program "#prog"\n"); #define TEXMAP_BUILD_SHADER(program) \ TextureMapperGLData::shaderInfo.createShaderProgram(vertexShaderSource##program, fragmentShaderSource##program, TextureMapperGLData::shaderInfo.program##Program); TextureMapperGL::TextureMapperGL() : m_data(new TextureMapperGLData) { static bool shadersCompiled = false; obtainCurrentContext(); if (shadersCompiled) return; shadersCompiled = true; #ifndef TEXMAP_OPENGL_ES2 #define OES2_PRECISION_DEFINITIONS \ "#define lowp\n#define highp\n" #else #define OES2_PRECISION_DEFINITIONS #endif const char* fragmentShaderSourceOpacityAndMask = OES2_PRECISION_DEFINITIONS " uniform sampler2D SourceTexture, MaskTexture; \n" " uniform lowp float Opacity; \n" " varying highp vec2 OutTexCoordSource, OutTexCoordMask; \n" " void main(void) \n" " { \n" " lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" " lowp vec4 maskColor = texture2D(MaskTexture, OutTexCoordMask); \n" " lowp float o = Opacity * maskColor.a; \n" " gl_FragColor = vec4(color.rgb * o, color.a * o); \n" " } \n"; const char* vertexShaderSourceOpacityAndMask = OES2_PRECISION_DEFINITIONS " uniform mat4 InMatrix, InSourceMatrix, InMaskMatrix; \n" " attribute vec4 InVertex; \n" " varying highp vec2 OutTexCoordSource, OutTexCoordMask; \n" " void main(void) \n" " { \n" " OutTexCoordSource = vec2(InSourceMatrix * InVertex); \n" " OutTexCoordMask = vec2(InMaskMatrix * InVertex); \n" " gl_Position = InMatrix * InVertex; \n" " } \n"; const char* fragmentShaderSourceSimple = OES2_PRECISION_DEFINITIONS " uniform sampler2D SourceTexture; \n" " uniform lowp float Opacity; \n" " varying highp vec2 OutTexCoordSource; \n" " void main(void) \n" " { \n" " lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" " gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity); \n" " } \n"; const char* vertexShaderSourceSimple = OES2_PRECISION_DEFINITIONS " uniform mat4 InMatrix, InSourceMatrix; \n" " attribute vec4 InVertex; \n" " varying highp vec2 OutTexCoordSource; \n" " void main(void) \n" " { \n" " OutTexCoordSource = vec2(InSourceMatrix * InVertex); \n" " gl_Position = InMatrix * InVertex; \n" " } \n"; const char* fragmentShaderSourceTarget = OES2_PRECISION_DEFINITIONS " uniform sampler2D SourceTexture; \n" " uniform lowp float Opacity; \n" " varying highp vec2 OutTexCoordSource; \n" " void main(void) \n" " { \n" " lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" " gl_FragColor = vec4(color.bgr * Opacity, color.a * Opacity); \n" " } \n"; const char* vertexShaderSourceTarget = vertexShaderSourceSimple; TEXMAP_BUILD_SHADER(Simple) TEXMAP_BUILD_SHADER(OpacityAndMask) TEXMAP_BUILD_SHADER(Target) TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InSourceMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMaskMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, SourceTexture) TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, MaskTexture) TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, Opacity) TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InSourceMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(Simple, SourceTexture) TEXMAP_GET_SHADER_VAR_LOCATION(Simple, Opacity) TEXMAP_GET_SHADER_VAR_LOCATION(Target, InSourceMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(Target, InMatrix) TEXMAP_GET_SHADER_VAR_LOCATION(Target, SourceTexture) TEXMAP_GET_SHADER_VAR_LOCATION(Target, Opacity) } void TextureMapperGL::drawTexture(const BitmapTexture& texture, const IntRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture) { if (!texture.isValid()) return; const BitmapTextureGL& textureGL = static_cast(texture); TextureMapperGLData::ShaderInfo::ShaderProgramIndex program; if (maskTexture) program = TextureMapperGLData::ShaderInfo::OpacityAndMaskProgram; else program = TextureMapperGLData::ShaderInfo::SimpleProgram; const TextureMapperGLData::ShaderInfo::ProgramInfo& programInfo = data().shaderInfo.programs[program]; if (data().currentProgram != program) { GL_CMD(glUseProgram(programInfo.id)) GL_CMD(glDisableVertexAttribArray(gInVertexAttributeIndex)) data().currentProgram = program; GL_CMD(glEnableVertexAttribArray(gInVertexAttributeIndex)) } GL_CMD(glDisable(GL_DEPTH_TEST)) GL_CMD(glDisable(GL_STENCIL_TEST)) GL_CMD(glActiveTexture(GL_TEXTURE0)) GL_CMD(glBindTexture(GL_TEXTURE_2D, textureGL.m_id)) GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0)) const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1}; GL_CMD(glVertexAttribPointer(gInVertexAttributeIndex, 2, GL_FLOAT, GL_FALSE, 0, unitRect)) TransformationMatrix matrix = TransformationMatrix(data().projectionMatrix).multiply(modelViewMatrix).multiply(TransformationMatrix( targetRect.width(), 0, 0, 0, 0, targetRect.height(), 0, 0, 0, 0, 1, 0, targetRect.x(), targetRect.y(), 0, 1)); const GLfloat m4[] = { matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(), matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(), matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(), matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44() }; const GLfloat m4src[] = {textureGL.m_relativeSize.width(), 0, 0, 0, 0, textureGL.m_relativeSize.height(), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMatrixVariable], 1, GL_FALSE, m4)) GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src)) GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::SourceTextureVariable], 0)) GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::ShaderInfo::OpacityVariable], opacity)) if (maskTexture && maskTexture->isValid()) { const BitmapTextureGL* maskTextureGL = static_cast(maskTexture); GL_CMD(glActiveTexture(GL_TEXTURE1)) GL_CMD(glBindTexture(GL_TEXTURE_2D, maskTextureGL->m_id)) const GLfloat m4mask[] = {maskTextureGL->m_relativeSize.width(), 0, 0, 0, 0, maskTextureGL->m_relativeSize.height(), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMaskMatrixVariable], 1, GL_FALSE, m4mask)); GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::MaskTextureVariable], 1)) GL_CMD(glActiveTexture(GL_TEXTURE0)) } if (textureGL.m_opaque && opacity > 0.99 && !maskTexture) GL_CMD(glDisable(GL_BLEND)) else { GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)) GL_CMD(glEnable(GL_BLEND)) } GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4)) } const char* TextureMapperGL::type() const { return "OpenGL"; } void BitmapTextureGL::reset(const IntSize& newSize, bool opaque) { BitmapTexture::reset(newSize, opaque); m_image = 0; IntSize newTextureSize = nextPowerOfTwo(newSize); bool justCreated = false; if (!m_id) { GL_CMD(glGenTextures(1, &m_id)) justCreated = true; } if (justCreated || newTextureSize.width() > m_textureSize.width() || newTextureSize.height() > m_textureSize.height()) { m_textureSize = newTextureSize; GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id)) GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)) GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)) GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)) GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)) GL_CMD(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_textureSize.width(), m_textureSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0)) } m_actualSize = newSize; m_relativeSize = FloatSize(float(newSize.width()) / m_textureSize.width(), float(newSize.height()) / m_textureSize.height()); m_opaque = opaque; m_surfaceNeedsReset = true; } PlatformGraphicsContext* BitmapTextureGL::beginPaint(const IntRect& dirtyRect) { m_buffer = RGBA32PremultimpliedBuffer::create(); m_dirtyRect = dirtyRect; return m_buffer->beginPaint(dirtyRect, m_opaque); } void BitmapTextureGL::endPaint() { if (!m_buffer) return; m_buffer->endPaint(); GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id)) GL_CMD(glTexSubImage2D(GL_TEXTURE_2D, 0, m_dirtyRect.x(), m_dirtyRect.y(), m_dirtyRect.width(), m_dirtyRect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_buffer->data())) m_buffer.clear(); } void BitmapTextureGL::setContentsToImage(Image* image) { NativeImagePtr nativeImage = image ? image->nativeImageForCurrentFrame() : 0; if (!image || !nativeImage) { if (m_image) destroy(); return; } if (nativeImage == m_image) return; bool found = false; GLuint newTextureID = m_textureMapper->data().directlyCompositedImages.findOrCreate(nativeImage, found); if (newTextureID != m_id) { destroy(); m_id = newTextureID; reset(image->size(), false); m_image = nativeImage; if (!found) { GraphicsContext context(beginPaint(IntRect(0, 0, m_textureSize.width(), m_textureSize.height()))); context.drawImage(image, ColorSpaceDeviceRGB, IntPoint(0, 0), CompositeCopy); endPaint(); } } } void BitmapTextureGL::destroy() { if (m_id && (!m_image || !m_textureMapper->data().directlyCompositedImages.deref(m_image))) GL_CMD(glDeleteTextures(1, &m_id)) if (m_fbo) GL_CMD(glDeleteFramebuffers(1, &m_fbo)) m_fbo = 0; m_id = 0; m_textureSize = IntSize(); m_relativeSize = FloatSize(1, 1); } bool BitmapTextureGL::isValid() const { return m_id; } IntSize BitmapTextureGL::size() const { return m_textureSize; } static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool flip) { return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0, 0, (flip ? -2.0 : 2.0) / float(size.height()), 0, 0, 0, 0, -0.000001, 0, -1, flip ? 1 : -1, 0, 1); } TextureMapperGL::~TextureMapperGL() { makeContextCurrent(); delete m_data; } bool TextureMapperGL::makeContextCurrent() { #if OS(MAC_OS_X) return aglSetCurrentContext(data().aglContext); #elif OS(UNIX) Display* display = XOpenDisplay(0); if (!display) return false; return glXMakeCurrent(display, data().glxDrawable, data().glxContext); #endif } void TextureMapperGL::obtainCurrentContext() { #if OS(MAC_OS_X) data().aglContext = aglGetCurrentContext(); #elif OS(UNIX) data().glxDrawable = glXGetCurrentDrawable(); data().glxContext = glXGetCurrentContext(); #endif } void TextureMapperGL::bindSurface(BitmapTexture *surfacePointer) { BitmapTextureGL* surface = static_cast(surfacePointer); if (!surface) return; TransformationMatrix matrix = createProjectionMatrix(surface->size(), false); matrix.translate(-surface->offset().x(), -surface->offset().y()); if (surface->m_surfaceNeedsReset || !surface->m_fbo) { if (!surface->m_fbo) GL_CMD(glGenFramebuffers(1, &surface->m_fbo)) GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, surface->m_fbo)) GL_CMD(glBindTexture(GL_TEXTURE_2D, 0)) GL_CMD(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->m_id, 0)) GL_CMD(glClearColor(0, 0, 0, 0)) GL_CMD(glClear(GL_COLOR_BUFFER_BIT)) surface->m_surfaceNeedsReset = false; } else { GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, surface->m_fbo)) } GL_CMD(glViewport(0, 0, surface->size().width(), surface->size().height())) data().projectionMatrix = matrix; } void TextureMapperGL::setClip(const IntRect& rect) { GL_CMD(glScissor(rect.x(), rect.y(), rect.width(), rect.height())) GL_CMD(glEnable(GL_SCISSOR_TEST)) } void TextureMapperGL::paintToTarget(const BitmapTexture& aSurface, const IntSize& surfaceSize, const TransformationMatrix& transform, float opacity, const IntRect& visibleRect) { const BitmapTextureGL& surface = static_cast(aSurface); // Create the model-view-projection matrix to display on screen. TransformationMatrix matrix = createProjectionMatrix(surfaceSize, true).multiply(transform).multiply( TransformationMatrix( surface.m_actualSize.width(), 0, 0, 0, 0, surface.m_actualSize.height(), 0, 0, 0, 0, 1, 0, surface.offset().x(), surface.offset().y(), 0, 1) ); const GLfloat m4[] = { matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(), matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(), matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(), matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44() }; const GLfloat m4src[] = {surface.m_relativeSize.width(), 0, 0, 0, 0, surface.m_relativeSize.height(), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; // We already blended the alpha in; the result is premultiplied. GL_CMD(glUseProgram(data().shaderInfo.programs[TextureMapperGLData::ShaderInfo::TargetProgram].id)) GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, 0)) GL_CMD(glViewport(0, 0, surfaceSize.width(), surfaceSize.height())) GL_CMD(glDisable(GL_STENCIL_TEST)) const TextureMapperGLData::ShaderInfo::ProgramInfo& programInfo = data().shaderInfo.programs[TextureMapperGLData::ShaderInfo::TargetProgram]; GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::ShaderInfo::OpacityVariable], opacity)) GL_CMD(glActiveTexture(GL_TEXTURE0)) GL_CMD(glBindTexture(GL_TEXTURE_2D, surface.m_id)) GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::SourceTextureVariable], 0)) GL_CMD(glEnableVertexAttribArray(gInVertexAttributeIndex)) GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMatrixVariable], 1, GL_FALSE, m4)) GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src)) GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0)) const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1}; GL_CMD(glVertexAttribPointer(gInVertexAttributeIndex, 2, GL_FLOAT, GL_FALSE, 0, unitRect)) GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)) GL_CMD(glEnable(GL_BLEND)) setClip(visibleRect); GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4)) GL_CMD(glDisableVertexAttribArray(0)) GL_CMD(glUseProgram(0)) GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0)) data().currentProgram = TextureMapperGLData::ShaderInfo::TargetProgram; } PassRefPtr TextureMapperGL::createTexture() { BitmapTextureGL* texture = new BitmapTextureGL(); texture->m_textureMapper = this; return adoptRef(texture); } };