[SCM] WebKit Debian packaging branch, debian/experimental, updated. upstream/1.3.3-9427-gc2be6fc

noam.rosenthal at nokia.com noam.rosenthal at nokia.com
Wed Dec 22 14:55:46 UTC 2010


The following commit has been merged in the debian/experimental branch:
commit 7c7936da96ba5129cf35c1622a9ad985406775c2
Author: noam.rosenthal at nokia.com <noam.rosenthal at nokia.com@268f45cc-cd09-0410-ab3c-d52691b4dbfc>
Date:   Mon Oct 25 14:53:19 2010 +0000

    2010-10-25  No'am Rosenthal  <noam.rosenthal at nokia.com>
    
            Reviewed by Kenneth Rohde Christiansen.
    
            [Texmap] [Qt] Texture mapper initial implementation
            This patch adds the OpenGL implementation of TextureMapper. See the other entries from bug 47070 for details.
            https://bugs.webkit.org/show_bug.cgi?id=47070
    
            No new tests. Part of a new implementation.
    
            * platform/graphics/opengl/TextureMapperGL.cpp: Added.
            * platform/graphics/opengl/TextureMapperGL.h: Added.
    
    git-svn-id: http://svn.webkit.org/repository/webkit/trunk@70452 268f45cc-cd09-0410-ab3c-d52691b4dbfc

diff --git a/WebCore/ChangeLog b/WebCore/ChangeLog
index 4f77f45..675af01 100644
--- a/WebCore/ChangeLog
+++ b/WebCore/ChangeLog
@@ -1,3 +1,16 @@
+2010-10-25  No'am Rosenthal  <noam.rosenthal at nokia.com>
+
+        Reviewed by Kenneth Rohde Christiansen.
+
+        [Texmap] [Qt] Texture mapper initial implementation
+        This patch adds the OpenGL implementation of TextureMapper. See the other entries from bug 47070 for details.
+        https://bugs.webkit.org/show_bug.cgi?id=47070
+
+        No new tests. Part of a new implementation.
+
+        * platform/graphics/opengl/TextureMapperGL.cpp: Added.
+        * platform/graphics/opengl/TextureMapperGL.h: Added.
+
 2010-10-25  Peter Rybin  <peter.rybin at gmail.com>
 
         Reviewed by Adam Barth.
diff --git a/WebCore/platform/graphics/opengl/TextureMapperGL.cpp b/WebCore/platform/graphics/opengl/TextureMapperGL.cpp
new file mode 100644
index 0000000..35bfec8
--- /dev/null
+++ b/WebCore/platform/graphics/opengl/TextureMapperGL.cpp
@@ -0,0 +1,594 @@
+/*
+ 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 "HashMap.h"
+#include "Image.h"
+#include "PassRefPtr.h"
+#include "RefCounted.h"
+#include "Timer.h"
+
+#if defined(TEXMAP_OPENGL_ES_2)
+#include <GLES2/gl2.h>
+#elif PLATFORM(MAC)
+#include <gl.h>
+#else
+#include <GL/gl.h>
+#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 !PLATFORM(MAC)
+    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
+
+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*);
+
+private:
+    GLuint m_id;
+    NativeImagePtr m_image;
+    FloatSize m_relativeSize;
+    bool m_opaque;
+    IntSize m_textureSize;
+    RefPtr<RGBA32PremultimpliedBuffer> m_buffer;
+    IntRect m_dirtyRect;
+    GLuint m_fbo;
+    IntSize m_actualSize;
+    bool m_surfaceNeedsReset;
+    BitmapTextureGL()
+        : m_id(0)
+        , m_image(0)
+        , m_opaque(false)
+        , m_fbo(0)
+        , m_surfaceNeedsReset(true)
+    {
+    }
+
+    friend class TextureMapperGL;
+};
+
+static struct TexmapShaderInfo {
+    enum ShaderProgramIndex {
+        SimpleProgram,
+        OpacityAndMaskProgram,
+        TargetProgram,
+        NumPrograms
+    };
+
+    enum ShaderVariableIndex {
+        InMatrixVariable,
+        InSourceMatrixVariable,
+        InMaskMatrixVariable,
+        InVertexVariable,
+
+        OpacityVariable,
+        SourceTextureVariable,
+        MaskTextureVariable,
+        NumVariables
+    };
+
+    struct ProgramInfo {
+        GLuint id;
+        GLint vars[NumVariables];
+    };
+
+    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, 0, "InVertex"))
+        GL_CMD(glLinkProgram(programID))
+        programs[index].id = programID;
+        char infoLog[1024];
+        int len;
+        GL_CMD(glGetProgramInfoLog(programID, 1024, &len, infoLog));
+    }
+
+    ProgramInfo programs[NumPrograms];
+
+} gShaderInfo;
+
+#define TEXMAP_GET_SHADER_VAR_LOCATION(prog, var) \
+            if (gShaderInfo.getUniformLocation(TexmapShaderInfo::prog##Program, TexmapShaderInfo::var##Variable, #var) < 0) \
+                    LOG_ERROR("Couldn't find variable "#var" in program "#prog"\n");
+#define TEXMAP_BUILD_SHADER(program) gShaderInfo.createShaderProgram(vertexShaderSource##program, fragmentShaderSource##program, TexmapShaderInfo::program##Program);
+
+TextureMapperGL::TextureMapperGL(GraphicsContext* context)
+    : TextureMapper(context)
+    , m_currentProgram(TexmapShaderInfo::TargetProgram)
+{
+    static bool shadersCompiled = false;
+    if (shadersCompiled)
+        return;
+    shadersCompiled = true;
+#ifndef TEXMAP_OPENGL_ES2
+#define OES2_PERCISION_DEFINITIONS \
+    "#define lowp\n#define highp\n"
+#else
+#define OES2_PERCISION_DEFINITIONS
+#endif
+
+    const char* fragmentShaderSourceOpacityAndMask =
+            OES2_PERCISION_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_PERCISION_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_PERCISION_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_PERCISION_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_PERCISION_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<const BitmapTextureGL&>(texture);
+
+    TexmapShaderInfo::ShaderProgramIndex program;
+    if (maskTexture)
+        program = TexmapShaderInfo::OpacityAndMaskProgram;
+    else
+        program = TexmapShaderInfo::SimpleProgram;
+
+    const TexmapShaderInfo::ProgramInfo& programInfo = gShaderInfo.programs[program];
+    if (m_currentProgram != program) {
+        GL_CMD(glUseProgram(programInfo.id))
+        GL_CMD(glDisableVertexAttribArray(gShaderInfo.programs[m_currentProgram].vars[TexmapShaderInfo::InVertexVariable]))
+        m_currentProgram = program;
+        GL_CMD(glEnableVertexAttribArray(programInfo.vars[TexmapShaderInfo::InVertexVariable]))
+    }
+
+    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(0, 2, GL_FLOAT, GL_FALSE, 0, unitRect))
+
+    TransformationMatrix matrix = TransformationMatrix(m_projectionMatrix).multLeft(modelViewMatrix).multLeft(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[TexmapShaderInfo::InMatrixVariable], 1, GL_FALSE, m4))
+    GL_CMD(glUniformMatrix4fv(programInfo.vars[TexmapShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src))
+    GL_CMD(glUniform1i(programInfo.vars[TexmapShaderInfo::SourceTextureVariable], 0))
+    GL_CMD(glUniform1f(programInfo.vars[TexmapShaderInfo::OpacityVariable], opacity))
+
+    if (maskTexture && maskTexture->isValid()) {
+        const BitmapTextureGL* maskTextureGL = static_cast<const BitmapTextureGL*>(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};
+        glUniformMatrix4fv(programInfo.vars[TexmapShaderInfo::InMaskMatrixVariable], 1, GL_FALSE, m4mask);
+        GL_CMD(glUniform1i(programInfo.vars[TexmapShaderInfo::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();
+}
+
+struct TexmapGLShaderTextures {
+    struct Entry {
+        GLuint texture;
+        int refCount;
+    };
+    HashMap<NativeImagePtr, Entry> imageToTexture;
+    GLuint findOrCreate(NativeImagePtr image, bool& found)
+    {
+        HashMap<NativeImagePtr, Entry>::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<NativeImagePtr, Entry>::iterator it = imageToTexture.find(image);
+        if (it != imageToTexture.end()) {
+            if (it->second.refCount < 2) {
+                imageToTexture.remove(it);
+                return false;
+            }
+        }
+        return true;
+    }
+};
+
+static TexmapGLShaderTextures gTextureRepository;
+
+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 = gTextureRepository.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, DeviceColorSpace, IntPoint(0, 0), CompositeCopy);
+            endPaint();
+        }
+    }
+}
+
+void BitmapTextureGL::destroy()
+{
+    if (m_id && (!m_image || !gTextureRepository.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);
+}
+
+void TextureMapperGL::cleanup()
+{
+}
+
+void TextureMapperGL::bindSurface(BitmapTexture *surfacePointer)
+{
+    BitmapTextureGL* surface = static_cast<BitmapTextureGL*>(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()))
+    m_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<const BitmapTextureGL&>(aSurface);
+
+    // Create the model-view-projection matrix to display on screen.
+    TransformationMatrix matrix = createProjectionMatrix(surfaceSize, true).multLeft(transform).multLeft(
+                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(gShaderInfo.programs[TexmapShaderInfo::TargetProgram].id))
+    GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, 0))
+    GL_CMD(glViewport(0, 0, surfaceSize.width(), surfaceSize.height()))
+    GL_CMD(glDisable(GL_STENCIL_TEST))
+    const TexmapShaderInfo::ProgramInfo& programInfo = gShaderInfo.programs[TexmapShaderInfo::TargetProgram];
+    GL_CMD(glUniform1f(programInfo.vars[TexmapShaderInfo::OpacityVariable], opacity))
+    GL_CMD(glActiveTexture(GL_TEXTURE0))
+    GL_CMD(glBindTexture(GL_TEXTURE_2D, surface.m_id))
+    GL_CMD(glUniform1i(programInfo.vars[TexmapShaderInfo::SourceTextureVariable], 0))
+    GL_CMD(glEnableVertexAttribArray(programInfo.vars[TexmapShaderInfo::InVertexVariable]))
+    GL_CMD(glUniformMatrix4fv(programInfo.vars[TexmapShaderInfo::InMatrixVariable], 1, GL_FALSE, m4))
+    GL_CMD(glUniformMatrix4fv(programInfo.vars[TexmapShaderInfo::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(0, 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(programInfo.vars[TexmapShaderInfo::InVertexVariable]))
+    GL_CMD(glUseProgram(0))
+    GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0))
+    m_currentProgram = TexmapShaderInfo::TargetProgram;
+}
+
+PassRefPtr<BitmapTexture> TextureMapperGL::createTexture()
+{
+    return adoptRef(new BitmapTextureGL());
+}
+
+};
diff --git a/WebCore/platform/graphics/opengl/TextureMapperGL.h b/WebCore/platform/graphics/opengl/TextureMapperGL.h
new file mode 100644
index 0000000..7a12c72
--- /dev/null
+++ b/WebCore/platform/graphics/opengl/TextureMapperGL.h
@@ -0,0 +1,83 @@
+/*
+ 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.
+ */
+
+#ifndef TextureMapperGL_h
+#define TextureMapperGL_h
+
+#if USE(ACCELERATED_COMPOSITING)
+
+#include "FloatQuad.h"
+#include "IntSize.h"
+#include "TransformationMatrix.h"
+#include "texmap/TextureMapper.h"
+
+namespace WebCore {
+
+// An OpenGL-ES2 implementation of TextureMapper.
+class TextureMapperGL : public TextureMapper {
+public:
+    TextureMapperGL(GraphicsContext* gc);
+    virtual ~TextureMapperGL() {}
+
+    // reimps from TextureMapper
+    virtual void drawTexture(const BitmapTexture& texture, const IntRect&, const TransformationMatrix& transform, float opacity, const BitmapTexture* maskTexture);
+    virtual void bindSurface(BitmapTexture* surface);
+    virtual void setClip(const IntRect&);
+    virtual void paintToTarget(const BitmapTexture&, const IntSize&, const TransformationMatrix&, float opacity, const IntRect& visibleRect);
+    virtual bool allowSurfaceForRoot() const { return true; }
+    virtual PassRefPtr<BitmapTexture> createTexture();
+    virtual const char* type() const;
+    virtual void cleanup();
+
+private:
+    TransformationMatrix m_projectionMatrix;
+    int m_currentProgram;
+};
+
+// An offscreen buffer to be rendered by software.
+class RGBA32PremultimpliedBuffer : public RefCounted<RGBA32PremultimpliedBuffer> {
+public:
+    virtual ~RGBA32PremultimpliedBuffer() {}
+    virtual PlatformGraphicsContext* beginPaint(const IntRect& dirtyRect, bool opaque) = 0;
+    virtual void endPaint() = 0;
+    virtual const void* data() const = 0;
+    static PassRefPtr<RGBA32PremultimpliedBuffer> create();
+};
+
+static inline int nextPowerOfTwo(int num)
+{
+    for (int i = 0x10000000; i > 0; i >>= 1) {
+        if (num == i)
+            return num;
+        if (num & i)
+            return (i << 1);
+    }
+    return 1;
+}
+
+static inline IntSize nextPowerOfTwo(const IntSize& size)
+{
+    return IntSize(nextPowerOfTwo(size.width()), nextPowerOfTwo(size.height()));
+}
+
+};
+
+#endif
+
+#endif

-- 
WebKit Debian packaging



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