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// Copyright 2017 The Cobalt Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "starboard/configuration.h"
#if SB_API_VERSION >= 12 || SB_HAS(GLES2)
#include "cobalt/renderer/rasterizer/egl/draw_rect_texture.h"
#include "base/basictypes.h"
#include "cobalt/renderer/backend/egl/utils.h"
#include "cobalt/renderer/egl_and_gles.h"
#include "starboard/memory.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
namespace {
struct VertexAttributes {
float position[2];
float texcoord[2];
};
} // namespace
DrawRectTexture::DrawRectTexture(GraphicsState* graphics_state,
const BaseState& base_state,
const math::RectF& rect,
const backend::TextureEGL* texture,
const math::Matrix3F& texcoord_transform)
: DrawObject(base_state),
texcoord_transform_(texcoord_transform),
rect_(rect),
textures_{texture, NULL, NULL},
vertex_buffer_(NULL),
tile_texture_(false) {
DCHECK(textures_[0]);
graphics_state->ReserveVertexData(4 * sizeof(VertexAttributes));
}
DrawRectTexture::DrawRectTexture(
GraphicsState* graphics_state, const BaseState& base_state,
const math::RectF& rect, const backend::TextureEGL* y_texture,
const backend::TextureEGL* u_texture, const backend::TextureEGL* v_texture,
const float (&color_transform_in_column_major)[16],
const math::Matrix3F& texcoord_transform)
: DrawObject(base_state),
texcoord_transform_(texcoord_transform),
rect_(rect),
textures_{y_texture, u_texture, v_texture},
vertex_buffer_(NULL),
tile_texture_(false) {
DCHECK(textures_[0]);
DCHECK(textures_[1]);
DCHECK(textures_[2]);
static_assert(
sizeof(color_transform_) == sizeof(color_transform_in_column_major),
"color_transform_ and color_transform_in_column_major size mismatch");
memcpy(color_transform_, color_transform_in_column_major,
sizeof(color_transform_));
graphics_state->ReserveVertexData(4 * sizeof(VertexAttributes));
}
void DrawRectTexture::ExecuteUpdateVertexBuffer(
GraphicsState* graphics_state, ShaderProgramManager* program_manager) {
VertexAttributes attributes[4] = {
{{rect_.x(), rect_.bottom()}, // uv = (0,1)
{texcoord_transform_(0, 1) + texcoord_transform_(0, 2),
texcoord_transform_(1, 1) + texcoord_transform_(1, 2)}},
{{rect_.right(), rect_.bottom()}, // uv = (1,1)
{texcoord_transform_(0, 0) + texcoord_transform_(0, 1) +
texcoord_transform_(0, 2),
texcoord_transform_(1, 0) + texcoord_transform_(1, 1) +
texcoord_transform_(1, 2)}},
{{rect_.right(), rect_.y()}, // uv = (1,0)
{texcoord_transform_(0, 0) + texcoord_transform_(0, 2),
texcoord_transform_(1, 0) + texcoord_transform_(1, 2)}},
{{rect_.x(), rect_.y()}, // uv = (0,0)
{texcoord_transform_(0, 2), texcoord_transform_(1, 2)}},
};
COMPILE_ASSERT(sizeof(attributes) == 4 * sizeof(VertexAttributes),
bad_padding);
vertex_buffer_ = graphics_state->AllocateVertexData(sizeof(attributes));
memcpy(vertex_buffer_, attributes, sizeof(attributes));
for (int i = 0; i < arraysize(attributes); ++i) {
tile_texture_ = tile_texture_ || attributes[i].texcoord[0] < 0.0f ||
attributes[i].texcoord[0] > 1.0f ||
attributes[i].texcoord[1] < 0.0f ||
attributes[i].texcoord[1] > 1.0f;
}
}
void DrawRectTexture::SetupVertexShader(
GraphicsState* graphics_state, const ShaderVertexTexcoord& vertex_shader) {
graphics_state->UpdateClipAdjustment(vertex_shader.u_clip_adjustment());
graphics_state->UpdateTransformMatrix(vertex_shader.u_view_matrix(),
base_state_.transform);
graphics_state->Scissor(base_state_.scissor.x(), base_state_.scissor.y(),
base_state_.scissor.width(),
base_state_.scissor.height());
graphics_state->VertexAttribPointer(
vertex_shader.a_position(), 2, GL_FLOAT, GL_FALSE,
sizeof(VertexAttributes),
vertex_buffer_ + offsetof(VertexAttributes, position));
graphics_state->VertexAttribPointer(
vertex_shader.a_texcoord(), 2, GL_FLOAT, GL_FALSE,
sizeof(VertexAttributes),
vertex_buffer_ + offsetof(VertexAttributes, texcoord));
graphics_state->VertexAttribFinish();
}
template <typename FragmentShader>
void DrawRectTexture::SetupFragmentShaderAndDraw(
GraphicsState* graphics_state, const FragmentShader& fragment_shader) {
for (int i = 0; i < SB_ARRAY_SIZE_INT(textures_); ++i) {
if (textures_[i] == NULL) {
break;
}
if (tile_texture_) {
graphics_state->ActiveBindTexture(fragment_shader.u_texture_texunit(i),
textures_[i]->GetTarget(),
textures_[i]->gl_handle(), GL_REPEAT);
} else {
graphics_state->ActiveBindTexture(fragment_shader.u_texture_texunit(i),
textures_[i]->GetTarget(),
textures_[i]->gl_handle());
}
}
GL_CALL(glDrawArrays(GL_TRIANGLE_FAN, 0, 4));
if (!tile_texture_) {
return;
}
for (int i = 0; i < SB_ARRAY_SIZE_INT(textures_); ++i) {
if (textures_[i] == NULL) {
break;
}
graphics_state->ActiveBindTexture(
fragment_shader.u_texture_texunit(i), textures_[i]->GetTarget(),
textures_[i]->gl_handle(), GL_CLAMP_TO_EDGE);
}
}
void DrawRectTexture::ExecuteRasterize(GraphicsState* graphics_state,
ShaderProgramManager* program_manager) {
if (textures_[1] == NULL) {
ShaderProgram<ShaderVertexTexcoord, ShaderFragmentTexcoord>* program;
program_manager->GetProgram(&program);
graphics_state->UseProgram(program->GetHandle());
SetupVertexShader(graphics_state, program->GetVertexShader());
SetupFragmentShaderAndDraw(graphics_state, program->GetFragmentShader());
} else {
ShaderProgram<ShaderVertexTexcoord, ShaderFragmentTexcoordYuv3>* program;
program_manager->GetProgram(&program);
graphics_state->UseProgram(program->GetHandle());
SetupVertexShader(graphics_state, program->GetVertexShader());
GL_CALL(glUniformMatrix4fv(
program->GetFragmentShader().u_color_transform_matrix(), 1, GL_FALSE,
color_transform_));
SetupFragmentShaderAndDraw(graphics_state, program->GetFragmentShader());
}
}
base::TypeId DrawRectTexture::GetTypeId() const {
return textures_[1] == NULL
? ShaderProgram<ShaderVertexTexcoord,
ShaderFragmentTexcoord>::GetTypeId()
: ShaderProgram<ShaderVertexTexcoord,
ShaderFragmentTexcoordYuv3>::GetTypeId();
}
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt
#endif // SB_API_VERSION >= 12 || SB_HAS(GLES2)