/* * 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: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS 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 APPLE OR ITS 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 "PluginLayerChromium.h" #include "GraphicsContext3D.h" #include "LayerRendererChromium.h" #include namespace WebCore { PluginLayerChromium::SharedValues::SharedValues(GraphicsContext3D* context) : m_context(context) , m_shaderProgram(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"; 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, v_texCoord.y)); \n" " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha; \n" "} \n"; m_shaderProgram = createShaderProgram(m_context, vertexShaderString, fragmentShaderString); if (!m_shaderProgram) { LOG_ERROR("PluginLayerChromium: Failed to create shader program"); return; } m_shaderSamplerLocation = m_context->getUniformLocation(m_shaderProgram, "s_texture"); m_shaderMatrixLocation = m_context->getUniformLocation(m_shaderProgram, "matrix"); m_shaderAlphaLocation = m_context->getUniformLocation(m_shaderProgram, "alpha"); ASSERT(m_shaderSamplerLocation != -1); ASSERT(m_shaderMatrixLocation != -1); ASSERT(m_shaderAlphaLocation != -1); m_initialized = true; } PluginLayerChromium::SharedValues::~SharedValues() { if (m_shaderProgram) GLC(m_context, m_context->deleteProgram(m_shaderProgram)); } PassRefPtr PluginLayerChromium::create(GraphicsLayerChromium* owner) { return adoptRef(new PluginLayerChromium(owner)); } PluginLayerChromium::PluginLayerChromium(GraphicsLayerChromium* owner) : LayerChromium(owner) { } void PluginLayerChromium::setTextureId(unsigned id) { m_textureId = id; } void PluginLayerChromium::updateContentsIfDirty() { } void PluginLayerChromium::draw() { ASSERT(layerRenderer()); const PluginLayerChromium::SharedValues* sv = layerRenderer()->pluginLayerSharedValues(); ASSERT(sv && sv->initialized()); GraphicsContext3D* context = layerRendererContext(); GLC(context, context->activeTexture(GL_TEXTURE0)); GLC(context, context->bindTexture(GL_TEXTURE_2D, m_textureId)); // FIXME: setting the texture parameters every time is redundant. Move this code somewhere // where it will only happen once per texture. GLC(context, context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); GLC(context, context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); GLC(context, context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); GLC(context, context->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); layerRenderer()->useShader(sv->shaderProgram()); GLC(context, context->uniform1i(sv->shaderSamplerLocation(), 0)); drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(), bounds().width(), bounds().height(), drawOpacity(), sv->shaderMatrixLocation(), sv->shaderAlphaLocation()); } } #endif // USE(ACCELERATED_COMPOSITING)