/* * 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 "RenderSurfaceChromium.h" #include "GraphicsContext3D.h" #include "LayerRendererChromium.h" #include "LayerTexture.h" namespace WebCore { RenderSurfaceChromium::SharedValues::SharedValues(GraphicsContext3D* context) : m_context(context) , m_shaderProgram(0) , m_shaderSamplerLocation(-1) , m_shaderMatrixLocation(-1) , m_shaderAlphaLocation(-1) , m_initialized(false) { // The following program composites layers whose contents are the results of a previous // render operation and therefore doesn't perform any color swizzling. It is used // in scrolling and for compositing offscreen textures. char renderSurfaceVertexShaderString[] = "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 renderSurfaceFragmentShaderString[] = "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, v_texCoord); \n" " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha; \n" "} \n"; m_shaderProgram = LayerChromium::createShaderProgram(m_context, renderSurfaceVertexShaderString, renderSurfaceFragmentShaderString); if (!m_shaderProgram) { LOG_ERROR("RenderSurfaceChromium: Failed to create shader program"); return; } GLC(m_context, m_shaderSamplerLocation = m_context->getUniformLocation(m_shaderProgram, "s_texture")); GLC(m_context, m_shaderMatrixLocation = m_context->getUniformLocation(m_shaderProgram, "matrix")); GLC(m_context, m_shaderAlphaLocation = m_context->getUniformLocation(m_shaderProgram, "alpha")); if (m_shaderSamplerLocation == -1 || m_shaderMatrixLocation == -1 || m_shaderAlphaLocation == -1) { LOG_ERROR("Failed to initialize texture layer shader."); return; } m_initialized = true; } RenderSurfaceChromium::SharedValues::~SharedValues() { if (m_shaderProgram) GLC(m_context, m_context->deleteProgram(m_shaderProgram)); } RenderSurfaceChromium::RenderSurfaceChromium(LayerChromium* owningLayer) : m_owningLayer(owningLayer) , m_skipsDraw(false) { } RenderSurfaceChromium::~RenderSurfaceChromium() { cleanupResources(); } void RenderSurfaceChromium::cleanupResources() { if (!m_contentsTexture) return; ASSERT(layerRenderer()); m_contentsTexture.clear(); } LayerRendererChromium* RenderSurfaceChromium::layerRenderer() { ASSERT(m_owningLayer); return m_owningLayer->layerRenderer(); } bool RenderSurfaceChromium::prepareContentsTexture() { IntSize requiredSize(m_contentRect.size()); TextureManager* textureManager = layerRenderer()->textureManager(); if (!m_contentsTexture) m_contentsTexture = LayerTexture::create(layerRenderer()->context(), textureManager); if (!m_contentsTexture->reserve(requiredSize, GraphicsContext3D::RGBA)) { m_skipsDraw = true; return false; } m_skipsDraw = false; return true; } void RenderSurfaceChromium::draw() { if (m_skipsDraw || !m_contentsTexture) return; m_contentsTexture->bindTexture(); const RenderSurfaceChromium::SharedValues* sv = layerRenderer()->renderSurfaceSharedValues(); ASSERT(sv && sv->initialized()); layerRenderer()->useShader(sv->shaderProgram()); layerRenderer()->setScissorToRect(m_scissorRect); LayerChromium::drawTexturedQuad(layerRenderer()->context(), layerRenderer()->projectionMatrix(), m_drawTransform, m_contentRect.width(), m_contentRect.height(), m_drawOpacity, sv->shaderMatrixLocation(), sv->shaderAlphaLocation()); m_contentsTexture->unreserve(); } } #endif // USE(ACCELERATED_COMPOSITING)