1/*
2 * Copyright (C) 2013 Intel Corporation. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 *    notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 *    notice, this list of conditions and the following disclaimer in the
11 *    documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
14 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
15 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
17 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
18 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
19 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
20 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
21 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
22 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
23 * THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26#include "config.h"
27#include "GLTransportSurface.h"
28
29#include "FloatRect.h"
30
31#if USE(GLX)
32#include "GLXSurface.h"
33#endif
34
35#if USE(EGL)
36#include "EGLSurface.h"
37#endif
38
39#include <texmap/TextureMapperShaderProgram.h>
40
41namespace WebCore {
42
43static const GLfloat vertices[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
44static bool vertexArrayObjectSupported = false;
45
46PassOwnPtr<GLTransportSurface> GLTransportSurface::createTransportSurface(const IntSize& size, SurfaceAttributes attributes)
47{
48    OwnPtr<GLTransportSurface> surface;
49#if USE(GLX)
50    surface = adoptPtr(new GLXTransportSurface(size, attributes));
51#elif USE(EGL)
52    surface = EGLTransportSurface::createTransportSurface(size, attributes);
53#endif
54
55    if (surface && surface->handle() && surface->drawable())
56        return surface.release();
57
58    return nullptr;
59}
60
61GLTransportSurface::GLTransportSurface(const IntSize& size, SurfaceAttributes attributes)
62    : GLPlatformSurface(attributes)
63    , m_vbo(0)
64    , m_vertexHandle(0)
65    , m_boundTexture(0)
66{
67    m_rect = IntRect(IntPoint(), size);
68}
69
70GLTransportSurface::~GLTransportSurface()
71{
72}
73
74void GLTransportSurface::updateContents(const uint32_t texture)
75{
76    if (!m_shaderProgram)
77        initializeShaderProgram();
78
79    draw(texture);
80    swapBuffers();
81}
82
83void GLTransportSurface::setGeometry(const IntRect& newRect)
84{
85    m_rect = newRect;
86
87    if (!m_shaderProgram)
88        return;
89
90    updateTransformationMatrix();
91}
92
93void GLTransportSurface::destroy()
94{
95    m_rect = IntRect();
96
97    if (!m_shaderProgram || !m_context3D)
98        return;
99
100    ::glBindFramebuffer(GL_FRAMEBUFFER, 0);
101    ::glBindTexture(GL_TEXTURE_2D, 0);
102    ::glBindBuffer(GL_ARRAY_BUFFER, 0);
103
104    if (m_vbo)
105        ::glDeleteBuffers(1, &m_vbo);
106
107    if (m_vertexHandle) {
108        m_context3D->getExtensions()->bindVertexArrayOES(0);
109        m_context3D->getExtensions()->deleteVertexArrayOES(m_vertexHandle);
110    } else if (m_shaderProgram)
111        ::glDisableVertexAttribArray(m_shaderProgram->vertexLocation());
112
113    ::glUseProgram(0);
114
115    m_shaderProgram = nullptr;
116    m_context3D = nullptr;
117    m_boundTexture = 0;
118}
119
120void GLTransportSurface::draw(const uint32_t texture)
121{
122    if (!m_vertexHandle)
123        bindArrayBuffer();
124
125    if (m_boundTexture != texture) {
126        ::glBindTexture(GL_TEXTURE_2D, texture);
127        m_boundTexture = texture;
128    }
129
130    ::glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
131}
132
133void GLTransportSurface::bindArrayBuffer() const
134{
135    ::glEnableVertexAttribArray(m_shaderProgram->vertexLocation());
136    ::glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
137    ::glVertexAttribPointer(m_shaderProgram->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
138}
139
140void GLTransportSurface::updateTransformationMatrix()
141{
142    if (!m_shaderProgram)
143        return;
144
145    ::glViewport(m_rect.x(), m_rect.y(), m_rect.width(), m_rect.height());
146    m_boundTexture = 0;
147
148    FloatRect targetRect = FloatRect(m_rect);
149    TransformationMatrix identityMatrix;
150    TransformationMatrix matrix = TransformationMatrix(identityMatrix).multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), targetRect));
151    m_shaderProgram->setMatrix(m_shaderProgram->modelViewMatrixLocation(), matrix);
152
153    // Taken from TextureMapperGL.
154    const float nearValue = 9999999;
155    const float farValue = -99999;
156
157    TransformationMatrix projectionMatrix = TransformationMatrix(2.0 / float(m_rect.width()), 0, 0, 0,
158        0, (-2.0) / float(m_rect.height()), 0, 0,
159        0, 0, -2.f / (farValue - nearValue), 0,
160        -1, 1, -(farValue + nearValue) / (farValue - nearValue), 1);
161
162    m_shaderProgram->setMatrix(m_shaderProgram->projectionMatrixLocation(), projectionMatrix);
163}
164
165void GLTransportSurface::initializeShaderProgram()
166{
167    if (!m_context3D)
168        m_context3D = GraphicsContext3D::createForCurrentGLContext();
169
170    vertexArrayObjectSupported = m_context3D->getExtensions()->supports("GL_OES_vertex_array_object");
171
172    TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::Texture;
173    m_shaderProgram = TextureMapperShaderProgram::create(m_context3D, options);
174
175    ::glUseProgram(m_shaderProgram->programID());
176    ::glUniform1i(m_shaderProgram->samplerLocation(), 0);
177    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
178    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
179    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
180    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
181
182    TransformationMatrix flipTransform;
183    flipTransform.flipY();
184    flipTransform.translate(0, -1);
185    m_shaderProgram->setMatrix(m_shaderProgram->textureSpaceMatrixLocation(), flipTransform);
186
187    ::glUniform1f(m_shaderProgram->opacityLocation(), 1.0);
188
189    if (!m_vbo) {
190        ::glGenBuffers(1, &m_vbo);
191        ::glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
192        ::glBufferData(GL_ARRAY_BUFFER, sizeof(GC3Dfloat) * 8, vertices, GL_STATIC_DRAW);
193    }
194
195    // Create and set-up vertex array object.
196    if (vertexArrayObjectSupported) {
197        m_vertexHandle = m_context3D->getExtensions()->createVertexArrayOES();
198
199        if (m_vertexHandle) {
200            m_context3D->getExtensions()->bindVertexArrayOES(m_vertexHandle);
201            bindArrayBuffer();
202        }
203    }
204
205    updateTransformationMatrix();
206}
207
208PassOwnPtr<GLTransportSurfaceClient> GLTransportSurfaceClient::createTransportSurfaceClient(const PlatformBufferHandle handle, const IntSize& size, bool hasAlpha)
209{
210    OwnPtr<GLTransportSurfaceClient> client;
211#if USE(GLX)
212    client = adoptPtr(new GLXTransportSurfaceClient(handle, hasAlpha));
213    UNUSED_PARAM(size);
214#else
215    client = EGLTransportSurface::createTransportSurfaceClient(handle, size, hasAlpha);
216#endif
217
218    if (!client || !client->texture()) {
219        LOG_ERROR("Failed to Create Transport Surface client.");
220        return nullptr;
221    }
222
223    return client.release();
224}
225
226
227GLTransportSurfaceClient::GLTransportSurfaceClient()
228    : m_texture(0)
229{
230}
231
232GLTransportSurfaceClient::~GLTransportSurfaceClient()
233{
234}
235
236void GLTransportSurfaceClient::destroy()
237{
238    if (m_texture) {
239        glBindTexture(GL_TEXTURE_2D, 0);
240        glDeleteTextures(1, &m_texture);
241        m_texture = 0;
242    }
243}
244
245void GLTransportSurfaceClient::prepareTexture()
246{
247}
248
249void GLTransportSurfaceClient::createTexture()
250{
251    ::glGenTextures(1, &m_texture);
252    ::glBindTexture(GL_TEXTURE_2D, m_texture);
253    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
254    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
255    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
256    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
257}
258
259}
260