/* * 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(ACCELERATED_COMPOSITING) #include "CanvasLayerChromium.h" #include "GraphicsContext3D.h" #include "LayerRendererChromium.h" #include namespace WebCore { CanvasLayerChromium::SharedValues::SharedValues() : m_canvasShaderProgram(0) , m_shaderSamplerLocation(-1) , m_shaderMatrixLocation(-1) , m_shaderAlphaLocation(-1) , m_initialized(false) { char vertexShaderString[] = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "uniform mat4 matrix; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = matrix * a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; // Canvas layers need to be flipped vertically and their colors shouldn't be // swizzled. char fragmentShaderString[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "uniform float alpha; \n" "void main() \n" "{ \n" " vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y)); \n" " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha; \n" "} \n"; m_canvasShaderProgram = createShaderProgram(vertexShaderString, fragmentShaderString); if (!m_canvasShaderProgram) { LOG_ERROR("CanvasLayerChromium: Failed to create shader program"); return; } m_shaderSamplerLocation = glGetUniformLocation(m_canvasShaderProgram, "s_texture"); m_shaderMatrixLocation = glGetUniformLocation(m_canvasShaderProgram, "matrix"); m_shaderAlphaLocation = glGetUniformLocation(m_canvasShaderProgram, "alpha"); ASSERT(m_shaderSamplerLocation != -1); ASSERT(m_shaderMatrixLocation != -1); ASSERT(m_shaderAlphaLocation != -1); m_initialized = true; } CanvasLayerChromium::SharedValues::~SharedValues() { if (m_canvasShaderProgram) GLC(glDeleteProgram(m_canvasShaderProgram)); } PassRefPtr CanvasLayerChromium::create(GraphicsLayerChromium* owner) { return adoptRef(new CanvasLayerChromium(owner)); } CanvasLayerChromium::CanvasLayerChromium(GraphicsLayerChromium* owner) : LayerChromium(owner) , m_context(0) , m_textureId(0) , m_textureChanged(false) { } void CanvasLayerChromium::updateContents() { ASSERT(m_context); if (m_textureChanged) { glBindTexture(GL_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. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); m_textureChanged = false; } // Update the contents of the texture used by the compositor. if (m_contentsDirty) { if (m_prepareTextureCallback) m_prepareTextureCallback->willPrepareTexture(); m_context->prepareTexture(); m_contentsDirty = false; } } void CanvasLayerChromium::setContext(const GraphicsContext3D* context) { m_context = const_cast(context); unsigned int textureId = m_context->platformTexture(); if (textureId != m_textureId) m_textureChanged = true; m_textureId = textureId; } void CanvasLayerChromium::draw() { ASSERT(layerRenderer()); const CanvasLayerChromium::SharedValues* sv = layerRenderer()->canvasLayerSharedValues(); ASSERT(sv && sv->initialized()); GLC(glActiveTexture(GL_TEXTURE0)); GLC(glBindTexture(GL_TEXTURE_2D, m_textureId)); layerRenderer()->useShader(sv->canvasShaderProgram()); GLC(glUniform1i(sv->shaderSamplerLocation(), 0)); drawTexturedQuad(layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), sv->shaderMatrixLocation(), sv->shaderAlphaLocation()); } } #endif // USE(ACCELERATED_COMPOSITING)