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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(ACCELERATED_COMPOSITING)
#include "CanvasLayerChromium.h"
#include "GraphicsContext3D.h"
#include "LayerRendererChromium.h"
#include <GLES2/gl2.h>
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> 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<GraphicsContext3D*>(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)
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