gecko/gfx/thebes/GLContext.cpp

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2010-06-14 23:56:29 -07:00
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
* Mark Steele <mwsteele@gmail.com>
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include <string.h>
#include <stdio.h>
#include "prlink.h"
#include "prenv.h"
#include "nsThreadUtils.h"
#include "gfxImageSurface.h"
#include "GLContext.h"
#include "GLContextProvider.h"
namespace mozilla {
namespace gl {
#ifdef DEBUG
// see comment near declaration in GLContext.h. Should be thread-local.
GLContext* GLContext::sCurrentGLContext = nsnull;
#endif
// define this here since it's global to GLContextProvider, not any
// specific implementation
const ContextFormat ContextFormat::BasicRGBA32Format(ContextFormat::BasicRGBA32);
#define MAX_SYMBOL_LENGTH 128
#define MAX_SYMBOL_NAMES 5
PRBool
LibrarySymbolLoader::OpenLibrary(const char *library)
{
PRLibSpec lspec;
lspec.type = PR_LibSpec_Pathname;
lspec.value.pathname = library;
mLibrary = PR_LoadLibraryWithFlags(lspec, PR_LD_LAZY | PR_LD_LOCAL);
if (!mLibrary)
return PR_FALSE;
return PR_TRUE;
}
PRBool
LibrarySymbolLoader::LoadSymbols(SymLoadStruct *firstStruct, PRBool tryplatform, const char *prefix)
{
return LoadSymbols(mLibrary, firstStruct, tryplatform ? mLookupFunc : nsnull, prefix);
}
PRFuncPtr
LibrarySymbolLoader::LookupSymbol(PRLibrary *lib,
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const char *sym,
PlatformLookupFunction lookupFunction)
{
PRFuncPtr res = 0;
// try finding it in the library directly, if we have one
if (lib) {
res = PR_FindFunctionSymbol(lib, sym);
}
// then try looking it up via the lookup symbol
if (!res && lookupFunction) {
res = lookupFunction(sym);
}
// finally just try finding it in the process
if (!res) {
PRLibrary *leakedLibRef;
res = PR_FindFunctionSymbolAndLibrary(sym, &leakedLibRef);
}
return res;
}
PRBool
LibrarySymbolLoader::LoadSymbols(PRLibrary *lib,
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SymLoadStruct *firstStruct,
PlatformLookupFunction lookupFunction,
const char *prefix)
{
char sbuf[MAX_SYMBOL_LENGTH * 2];
int failCount = 0;
SymLoadStruct *ss = firstStruct;
while (ss->symPointer) {
*ss->symPointer = 0;
for (int i = 0; i < MAX_SYMBOL_NAMES; i++) {
if (ss->symNames[i] == nsnull)
break;
const char *s = ss->symNames[i];
if (prefix && *prefix != 0) {
strcpy(sbuf, prefix);
strcat(sbuf, ss->symNames[i]);
s = sbuf;
}
PRFuncPtr p = LookupSymbol(lib, s, lookupFunction);
if (p) {
*ss->symPointer = p;
break;
}
}
if (*ss->symPointer == 0) {
fprintf (stderr, "Can't find symbol '%s'\n", ss->symNames[0]);
failCount++;
}
ss++;
}
return failCount == 0 ? PR_TRUE : PR_FALSE;
}
/*
* XXX - we should really know the ARB/EXT variants of these
* instead of only handling the symbol if it's exposed directly.
*/
PRBool
GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
{
if (mInitialized) {
return PR_TRUE;
}
SymLoadStruct symbols[] = {
{ (PRFuncPtr*) &mSymbols.fActiveTexture, { "ActiveTexture", "ActiveTextureARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fAttachShader, { "AttachShader", "AttachShaderARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fBindAttribLocation, { "BindAttribLocation", "BindAttribLocationARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fBindBuffer, { "BindBuffer", "BindBufferARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fBindTexture, { "BindTexture", "BindTextureARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fBlendColor, { "BlendColor", NULL } },
{ (PRFuncPtr*) &mSymbols.fBlendEquation, { "BlendEquation", NULL } },
{ (PRFuncPtr*) &mSymbols.fBlendEquationSeparate, { "BlendEquationSeparate", "BlendEquationSeparateEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fBlendFunc, { "BlendFunc", NULL } },
{ (PRFuncPtr*) &mSymbols.fBlendFuncSeparate, { "BlendFuncSeparate", "BlendFuncSeparateEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fBufferData, { "BufferData", NULL } },
{ (PRFuncPtr*) &mSymbols.fBufferSubData, { "BufferSubData", NULL } },
{ (PRFuncPtr*) &mSymbols.fClear, { "Clear", NULL } },
{ (PRFuncPtr*) &mSymbols.fClearColor, { "ClearColor", NULL } },
{ (PRFuncPtr*) &mSymbols.fClearStencil, { "ClearStencil", NULL } },
{ (PRFuncPtr*) &mSymbols.fColorMask, { "ColorMask", NULL } },
{ (PRFuncPtr*) &mSymbols.fCullFace, { "CullFace", NULL } },
{ (PRFuncPtr*) &mSymbols.fDetachShader, { "DetachShader", "DetachShaderARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fDepthFunc, { "DepthFunc", NULL } },
{ (PRFuncPtr*) &mSymbols.fDepthMask, { "DepthMask", NULL } },
{ (PRFuncPtr*) &mSymbols.fDisable, { "Disable", NULL } },
{ (PRFuncPtr*) &mSymbols.fDisableVertexAttribArray, { "DisableVertexAttribArray", "DisableVertexAttribArrayARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fDrawArrays, { "DrawArrays", NULL } },
{ (PRFuncPtr*) &mSymbols.fDrawElements, { "DrawElements", NULL } },
{ (PRFuncPtr*) &mSymbols.fEnable, { "Enable", NULL } },
{ (PRFuncPtr*) &mSymbols.fEnableVertexAttribArray, { "EnableVertexAttribArray", "EnableVertexAttribArrayARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fFinish, { "Finish", NULL } },
{ (PRFuncPtr*) &mSymbols.fFlush, { "Flush", NULL } },
{ (PRFuncPtr*) &mSymbols.fFrontFace, { "FrontFace", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetActiveAttrib, { "GetActiveAttrib", "GetActiveAttribARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetActiveUniform, { "GetActiveUniform", "GetActiveUniformARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetAttachedShaders, { "GetAttachedShaders", "GetAttachedShadersARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetAttribLocation, { "GetAttribLocation", "GetAttribLocationARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetIntegerv, { "GetIntegerv", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetFloatv, { "GetFloatv", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetBooleanv, { "GetBooleanv", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetBufferParameteriv, { "GetBufferParameteriv", "GetBufferParameterivARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetError, { "GetError", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetProgramiv, { "GetProgramiv", "GetProgramivARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetProgramInfoLog, { "GetProgramInfoLog", "GetProgramInfoLogARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fTexParameteri, { "TexParameteri", NULL } },
{ (PRFuncPtr*) &mSymbols.fTexParameterf, { "TexParameterf", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetString, { "GetString", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetTexParameterfv, { "GetTexParameterfv", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetTexParameteriv, { "GetTexParameteriv", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetUniformfv, { "GetUniformfv", "GetUniformfvARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetUniformiv, { "GetUniformiv", "GetUniformivARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetUniformLocation, { "GetUniformLocation", "GetUniformLocationARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetVertexAttribfv, { "GetVertexAttribfv", "GetVertexAttribfvARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetVertexAttribiv, { "GetVertexAttribiv", "GetVertexAttribivARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fHint, { "Hint", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsBuffer, { "IsBuffer", "IsBufferARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsEnabled, { "IsEnabled", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsProgram, { "IsProgram", "IsProgramARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsShader, { "IsShader", "IsShaderARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsTexture, { "IsTexture", "IsTextureARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fLineWidth, { "LineWidth", NULL } },
{ (PRFuncPtr*) &mSymbols.fLinkProgram, { "LinkProgram", "LinkProgramARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fPixelStorei, { "PixelStorei", NULL } },
{ (PRFuncPtr*) &mSymbols.fPolygonOffset, { "PolygonOffset", NULL } },
{ (PRFuncPtr*) &mSymbols.fReadPixels, { "ReadPixels", NULL } },
{ (PRFuncPtr*) &mSymbols.fSampleCoverage, { "SampleCoverage", NULL } },
{ (PRFuncPtr*) &mSymbols.fScissor, { "Scissor", NULL } },
{ (PRFuncPtr*) &mSymbols.fStencilFunc, { "StencilFunc", NULL } },
{ (PRFuncPtr*) &mSymbols.fStencilFuncSeparate, { "StencilFuncSeparate", "StencilFuncSeparateEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fStencilMask, { "StencilMask", NULL } },
{ (PRFuncPtr*) &mSymbols.fStencilMaskSeparate, { "StencilMaskSeparate", "StencilMaskSeparateEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fStencilOp, { "StencilOp", NULL } },
{ (PRFuncPtr*) &mSymbols.fStencilOpSeparate, { "StencilOpSeparate", "StencilOpSeparateEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fTexImage2D, { "TexImage2D", NULL } },
{ (PRFuncPtr*) &mSymbols.fTexSubImage2D, { "TexSubImage2D", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform1f, { "Uniform1f", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform1fv, { "Uniform1fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform1i, { "Uniform1i", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform1iv, { "Uniform1iv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform2f, { "Uniform2f", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform2fv, { "Uniform2fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform2i, { "Uniform2i", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform2iv, { "Uniform2iv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform3f, { "Uniform3f", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform3fv, { "Uniform3fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform3i, { "Uniform3i", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform3iv, { "Uniform3iv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform4f, { "Uniform4f", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform4fv, { "Uniform4fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform4i, { "Uniform4i", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniform4iv, { "Uniform4iv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniformMatrix2fv, { "UniformMatrix2fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniformMatrix3fv, { "UniformMatrix3fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUniformMatrix4fv, { "UniformMatrix4fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fUseProgram, { "UseProgram", NULL } },
{ (PRFuncPtr*) &mSymbols.fValidateProgram, { "ValidateProgram", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttribPointer, { "VertexAttribPointer", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib1f, { "VertexAttrib1f", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib2f, { "VertexAttrib2f", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib3f, { "VertexAttrib3f", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib4f, { "VertexAttrib4f", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib1fv, { "VertexAttrib1fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib2fv, { "VertexAttrib2fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib3fv, { "VertexAttrib3fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib4fv, { "VertexAttrib4fv", NULL } },
{ (PRFuncPtr*) &mSymbols.fViewport, { "Viewport", NULL } },
{ (PRFuncPtr*) &mSymbols.fCompileShader, { "CompileShader", NULL } },
{ (PRFuncPtr*) &mSymbols.fCopyTexImage2D, { "CopyTexImage2D", NULL } },
{ (PRFuncPtr*) &mSymbols.fCopyTexSubImage2D, { "CopyTexSubImage2D", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetShaderiv, { "GetShaderiv", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetShaderInfoLog, { "GetShaderInfoLog", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetShaderSource, { "GetShaderSource", NULL } },
{ (PRFuncPtr*) &mSymbols.fShaderSource, { "ShaderSource", NULL } },
{ (PRFuncPtr*) &mSymbols.fVertexAttribPointer, { "VertexAttribPointer", NULL } },
{ (PRFuncPtr*) &mSymbols.fBindFramebuffer, { "BindFramebuffer", "BindFramebufferEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fBindRenderbuffer, { "BindRenderbuffer", "BindRenderbufferEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fCheckFramebufferStatus, { "CheckFramebufferStatus", "CheckFramebufferStatusEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fFramebufferRenderbuffer, { "FramebufferRenderbuffer", "FramebufferRenderbufferEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fFramebufferTexture2D, { "FramebufferTexture2D", "FramebufferTexture2DEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fGenerateMipmap, { "GenerateMipmap", "GenerateMipmapEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetFramebufferAttachmentParameteriv, { "GetFramebufferAttachmentParameteriv", "GetFramebufferAttachmentParameterivEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fGetRenderbufferParameteriv, { "GetRenderbufferParameteriv", "GetRenderbufferParameterivEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsFramebuffer, { "IsFramebuffer", "IsFramebufferEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fIsRenderbuffer, { "IsRenderbuffer", "IsRenderbufferEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fRenderbufferStorage, { "RenderbufferStorage", "RenderbufferStorageEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fGenBuffers, { "GenBuffers", "GenBuffersARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGenTextures, { "GenTextures", NULL } },
{ (PRFuncPtr*) &mSymbols.fCreateProgram, { "CreateProgram", "CreateProgramARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fCreateShader, { "CreateShader", "CreateShaderARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fGenFramebuffers, { "GenFramebuffers", "GenFramebuffersEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fGenRenderbuffers, { "GenRenderbuffers", "GenRenderbuffersEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fDeleteBuffers, { "DeleteBuffers", "DeleteBuffersARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fDeleteTextures, { "DeleteTextures", "DeleteTexturesARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fDeleteProgram, { "DeleteProgram", "DeleteProgramARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fDeleteShader, { "DeleteShader", "DeleteShaderARB", NULL } },
{ (PRFuncPtr*) &mSymbols.fDeleteFramebuffers, { "DeleteFramebuffers", "DeleteFramebuffersEXT", NULL } },
{ (PRFuncPtr*) &mSymbols.fDeleteRenderbuffers, { "DeleteRenderbuffers", "DeleteRenderbuffersEXT", NULL } },
{ mIsGLES2 ? (PRFuncPtr*) &mSymbols.fClearDepthf : (PRFuncPtr*) &mSymbols.fClearDepth,
{ mIsGLES2 ? "ClearDepthf" : "ClearDepth", NULL } },
{ mIsGLES2 ? (PRFuncPtr*) &mSymbols.fDepthRangef : (PRFuncPtr*) &mSymbols.fDepthRange,
{ mIsGLES2 ? "DepthRangef" : "DepthRange", NULL } },
// XXX FIXME -- we shouldn't be using glReadBuffer!
{ mIsGLES2 ? (PRFuncPtr*) NULL : (PRFuncPtr*) &mSymbols.fReadBuffer,
{ mIsGLES2 ? NULL : "ReadBuffer", NULL } },
{ NULL, { NULL } },
};
mInitialized = LoadSymbols(&symbols[0], trygl, prefix);
if (mInitialized) {
InitExtensions();
GLint v[4];
fGetIntegerv(LOCAL_GL_SCISSOR_BOX, v);
mScissorStack.AppendElement(nsIntRect(v[0], v[1], v[2], v[3]));
fGetIntegerv(LOCAL_GL_VIEWPORT, v);
mViewportStack.AppendElement(nsIntRect(v[0], v[1], v[2], v[3]));
const char *glVendorString = (const char *)fGetString(LOCAL_GL_VENDOR);
mVendor = DoesVendorStringMatch(glVendorString, "Intel") ? VendorIntel
: DoesVendorStringMatch(glVendorString, "NVIDIA") ? VendorNVIDIA
: DoesVendorStringMatch(glVendorString, "ATI") ? VendorATI
: VendorOther;
#ifdef DEBUG
static bool once = false;
if (!once) {
once = true;
printf_stderr("OpenGL vendor recognized as: %s\n", mVendor == VendorIntel ? "Intel"
: mVendor == VendorNVIDIA ? "NVIDIA"
: mVendor == VendorATI ? "ATI"
: mVendor == VendorOther ? "<other>"
: "!!! bad mVendor value !!!");
}
#endif
}
#ifdef DEBUG
if (PR_GetEnv("MOZ_GL_DEBUG"))
mDebugMode |= DebugEnabled;
// enables extra verbose output, informing of the start and finish of every GL call.
// useful e.g. to record information to investigate graphics system crashes/lockups
if (PR_GetEnv("MOZ_GL_DEBUG_VERBOSE"))
mDebugMode |= DebugTrace;
// aborts on GL error. Can be useful to debug quicker code that is known not to generate any GL error in principle.
if (PR_GetEnv("MOZ_GL_DEBUG_ABORT_ON_ERROR"))
mDebugMode |= DebugAbortOnError;
#endif
return mInitialized;
}
// should match the order of GLExtensions
static const char *sExtensionNames[] = {
"GL_EXT_framebuffer_object",
"GL_ARB_framebuffer_object",
"GL_ARB_texture_rectangle",
"GL_EXT_bgra",
"GL_EXT_texture_format_BGRA8888",
"GL_OES_depth24",
"GL_OES_depth32",
"GL_OES_stencil8",
"GL_OES_texture_npot",
"GL_OES_depth_texture",
"GL_OES_packed_depth_stencil",
"GL_IMG_read_format",
"GL_EXT_read_format_bgra",
NULL
};
void
GLContext::InitExtensions()
{
MakeCurrent();
const GLubyte *extensions = fGetString(LOCAL_GL_EXTENSIONS);
char *exts = strdup((char *)extensions);
#ifdef DEBUG
static bool once = false;
#else
const bool once = true;
#endif
if (!once) {
printf_stderr("GL extensions: %s\n", exts);
}
char *s = exts;
bool done = false;
while (!done) {
char *space = strchr(s, ' ');
if (space) {
*space = '\0';
} else {
done = true;
}
for (int i = 0; sExtensionNames[i]; ++i) {
if (strcmp(s, sExtensionNames[i]) == 0) {
if (!once) {
printf_stderr("Found extension %s\n", s);
}
mAvailableExtensions[i] = 1;
}
}
s = space+1;
}
free(exts);
#ifdef DEBUG
once = true;
#endif
}
PRBool
GLContext::IsExtensionSupported(const char *extension)
{
const GLubyte *extensions = NULL;
const GLubyte *start;
GLubyte *where, *terminator;
/* Extension names should not have spaces. */
where = (GLubyte *) strchr(extension, ' ');
if (where || *extension == '\0')
return PR_FALSE;
extensions = fGetString(LOCAL_GL_EXTENSIONS);
/*
* It takes a bit of care to be fool-proof about parsing the
* OpenGL extensions string. Don't be fooled by sub-strings,
* etc.
*/
start = extensions;
for (;;) {
where = (GLubyte *) strstr((const char *) start, extension);
if (!where) {
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break;
}
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ') {
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if (*terminator == ' ' || *terminator == '\0') {
return PR_TRUE;
}
}
start = terminator;
}
return PR_FALSE;
}
already_AddRefed<TextureImage>
GLContext::CreateTextureImage(const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLint aWrapMode,
PRBool aUseNearestFilter)
{
MakeCurrent();
GLuint texture;
fGenTextures(1, &texture);
fActiveTexture(LOCAL_GL_TEXTURE0);
fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
GLint texfilter = aUseNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, aWrapMode);
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, aWrapMode);
DEBUG_GL_ERROR_CHECK(this);
return CreateBasicTextureImage(texture, aSize, aContentType, this);
}
BasicTextureImage::~BasicTextureImage()
{
GLContext *ctx = mGLContext;
if (ctx->IsDestroyed() || !NS_IsMainThread()) {
ctx = ctx->GetSharedContext();
}
// If we have a context, then we need to delete the texture;
// if we don't have a context (either real or shared),
// then they went away when the contex was deleted, because it
// was the only one that had access to it.
if (ctx && !ctx->IsDestroyed()) {
mGLContext->MakeCurrent();
mGLContext->fDeleteTextures(1, &mTexture);
}
}
gfxContext*
BasicTextureImage::BeginUpdate(nsIntRegion& aRegion)
{
NS_ASSERTION(!mUpdateContext, "BeginUpdate() without EndUpdate()?");
// determine the region the client will need to repaint
if (!mTextureInited)
// if the texture hasn't been initialized yet, force the
// client to paint everything
mUpdateRect = nsIntRect(nsIntPoint(0, 0), mSize);
else
mUpdateRect = aRegion.GetBounds();
// the basic impl can't upload updates to disparate regions,
// only rects
aRegion = nsIntRegion(mUpdateRect);
nsIntSize rgnSize = mUpdateRect.Size();
if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(mUpdateRect)) {
NS_ERROR("update outside of image");
return NULL;
}
ImageFormat format =
(GetContentType() == gfxASurface::CONTENT_COLOR) ?
gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32;
nsRefPtr<gfxASurface> updateSurface =
CreateUpdateSurface(gfxIntSize(rgnSize.width, rgnSize.height),
format);
if (!updateSurface)
return NULL;
updateSurface->SetDeviceOffset(gfxPoint(-mUpdateRect.x, -mUpdateRect.y));
mUpdateContext = new gfxContext(updateSurface);
return mUpdateContext;
}
PRBool
BasicTextureImage::EndUpdate()
{
NS_ASSERTION(!!mUpdateContext, "EndUpdate() without BeginUpdate()?");
// FIXME: this is the slow boat. Make me fast (with GLXPixmap?).
nsRefPtr<gfxASurface> originalSurface = mUpdateContext->OriginalSurface();
// Undo the device offset that BeginUpdate set; doesn't much matter for us here,
// but important if we ever do anything directly with the surface.
originalSurface->SetDeviceOffset(gfxPoint(0, 0));
nsRefPtr<gfxImageSurface> uploadImage = GetImageForUpload(originalSurface);
if (!uploadImage)
return PR_FALSE;
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
if (!mTextureInited)
{
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
mUpdateRect.width,
mUpdateRect.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
uploadImage->Data());
mTextureInited = PR_TRUE;
} else {
mGLContext->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
0,
mUpdateRect.x,
mUpdateRect.y,
mUpdateRect.width,
mUpdateRect.height,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
uploadImage->Data());
}
mUpdateContext = NULL;
return PR_TRUE; // mTexture is bound
}
void
BasicTextureImage::Resize(const nsIntSize& aSize)
{
NS_ASSERTION(!mUpdateContext, "Resize() while in update?");
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
aSize.width,
aSize.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
mTextureInited = PR_TRUE;
mSize = aSize;
}
PRBool
GLContext::ResizeOffscreenFBO(const gfxIntSize& aSize)
{
MakeCurrent();
bool alpha = mCreationFormat.alpha > 0;
int depth = mCreationFormat.depth;
int stencil = mCreationFormat.stencil;
bool firstTime = (mOffscreenFBO == 0);
GLuint curBoundTexture = 0;
GLuint curBoundRenderbuffer = 0;
GLuint curBoundFramebuffer = 0;
GLint viewport[4];
bool useDepthStencil =
!mIsGLES2 || IsExtensionSupported(OES_packed_depth_stencil);
// save a few things for later restoring
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, (GLint*) &curBoundTexture);
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*) &curBoundFramebuffer);
fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, (GLint*) &curBoundRenderbuffer);
fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
// If this is the first time we're going through this, we need
// to create the objects we'll use. Otherwise, just bind them.
if (firstTime) {
fGenTextures(1, &mOffscreenTexture);
fBindTexture(LOCAL_GL_TEXTURE_2D, mOffscreenTexture);
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
fGenFramebuffers(1, &mOffscreenFBO);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mOffscreenFBO);
if (depth && stencil && useDepthStencil) {
fGenRenderbuffers(1, &mOffscreenDepthRB);
} else {
if (depth) {
fGenRenderbuffers(1, &mOffscreenDepthRB);
}
if (stencil) {
fGenRenderbuffers(1, &mOffscreenStencilRB);
}
}
} else {
fBindTexture(LOCAL_GL_TEXTURE_2D, mOffscreenTexture);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mOffscreenFBO);
}
// resize the FBO components
if (alpha) {
fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
aSize.width, aSize.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
} else {
fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGB,
aSize.width, aSize.height,
0,
LOCAL_GL_RGB,
#ifdef XP_WIN
LOCAL_GL_UNSIGNED_BYTE,
#else
mIsGLES2 ? LOCAL_GL_UNSIGNED_SHORT_5_6_5
: LOCAL_GL_UNSIGNED_BYTE,
#endif
NULL);
}
if (depth && stencil && useDepthStencil) {
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB);
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
LOCAL_GL_DEPTH24_STENCIL8,
aSize.width, aSize.height);
} else {
if (depth) {
GLenum depthType;
if (mIsGLES2) {
if (IsExtensionSupported(OES_depth32)) {
depthType = LOCAL_GL_DEPTH_COMPONENT32;
} else if (IsExtensionSupported(OES_depth24)) {
depthType = LOCAL_GL_DEPTH_COMPONENT24;
} else {
depthType = LOCAL_GL_DEPTH_COMPONENT16;
}
} else {
depthType = LOCAL_GL_DEPTH_COMPONENT24;
}
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB);
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
mIsGLES2 ? LOCAL_GL_DEPTH_COMPONENT16
: LOCAL_GL_DEPTH_COMPONENT24,
aSize.width, aSize.height);
}
if (stencil) {
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenStencilRB);
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
LOCAL_GL_STENCIL_INDEX8,
aSize.width, aSize.height);
}
}
// Now assemble the FBO, if we're creating one
// for the first time.
if (firstTime) {
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
mOffscreenTexture,
0);
if (depth && stencil && useDepthStencil) {
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
mOffscreenDepthRB);
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
mOffscreenDepthRB);
} else {
if (depth) {
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
mOffscreenDepthRB);
}
if (stencil) {
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
mOffscreenStencilRB);
}
}
}
// We should be all resized. Check for framebuffer completeness.
GLenum status = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
NS_WARNING("Error resizing offscreen framebuffer -- framebuffer not complete");
return PR_FALSE;
}
mOffscreenSize = aSize;
mOffscreenActualSize = aSize;
if (firstTime) {
UpdateActualFormat();
#ifdef DEBUG
printf_stderr("Created offscreen FBO: r: %d g: %d b: %d a: %d depth: %d stencil: %d\n",
mActualFormat.red, mActualFormat.green, mActualFormat.blue, mActualFormat.alpha,
mActualFormat.depth, mActualFormat.stencil);
#endif
}
// We're good, and the framebuffer is already attached, so let's
// clear out our new framebuffer; otherwise we'll end up displaying
// random memory. We saved all of these things earlier so that we
// can restore them.
fViewport(0, 0, aSize.width, aSize.height);
// Clear the new framebuffer with the full viewport
ClearSafely();
// Ok, now restore the GL state back to what it was before the resize took place.
fBindTexture(LOCAL_GL_TEXTURE_2D, curBoundTexture);
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, curBoundRenderbuffer);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, curBoundFramebuffer);
// -don't- restore the viewport the first time through this, since
// the previous one isn't valid.
if (!firstTime)
fViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
return PR_TRUE;
}
void
GLContext::DeleteOffscreenFBO()
{
fDeleteFramebuffers(1, &mOffscreenFBO);
fDeleteTextures(1, &mOffscreenTexture);
fDeleteRenderbuffers(1, &mOffscreenDepthRB);
fDeleteRenderbuffers(1, &mOffscreenStencilRB);
mOffscreenFBO = 0;
mOffscreenTexture = 0;
mOffscreenDepthRB = 0;
mOffscreenStencilRB = 0;
}
void
GLContext::ClearSafely()
{
GLfloat clearColor[4];
GLfloat clearDepth;
GLint clearStencil;
fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, clearColor);
fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &clearDepth);
fGetIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &clearStencil);
fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
fClearStencil(0);
fClearDepth(1.0f);
fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
fClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
fClearStencil(clearStencil);
fClearDepth(clearDepth);
}
void
GLContext::UpdateActualFormat()
{
ContextFormat nf;
fGetIntegerv(LOCAL_GL_RED_BITS, (GLint*) &nf.red);
fGetIntegerv(LOCAL_GL_GREEN_BITS, (GLint*) &nf.green);
fGetIntegerv(LOCAL_GL_BLUE_BITS, (GLint*) &nf.blue);
fGetIntegerv(LOCAL_GL_ALPHA_BITS, (GLint*) &nf.alpha);
fGetIntegerv(LOCAL_GL_DEPTH_BITS, (GLint*) &nf.depth);
fGetIntegerv(LOCAL_GL_STENCIL_BITS, (GLint*) &nf.stencil);
mActualFormat = nf;
}
void
GLContext::MarkDestroyed()
{
if (IsDestroyed())
return;
MakeCurrent();
DeleteOffscreenFBO();
fDeleteProgram(mBlitProgram);
mBlitProgram = 0;
fDeleteFramebuffers(1, &mBlitFramebuffer);
mBlitFramebuffer = 0;
mSymbols.Zero();
}
already_AddRefed<gfxImageSurface>
GLContext::ReadTextureImage(GLuint aTexture,
const gfxIntSize& aSize,
GLenum aTextureFormat)
{
MakeCurrent();
nsRefPtr<gfxImageSurface> isurf;
GLint oldrb, oldfb, oldprog, oldPackAlignment;
GLint success;
GLuint rb = 0, fb = 0;
GLuint vs = 0, fs = 0, prog = 0;
const char *vShader =
"attribute vec4 aVertex;\n"
"attribute vec2 aTexCoord;\n"
"varying vec2 vTexCoord;\n"
"void main() { gl_Position = aVertex; vTexCoord = aTexCoord; }";
const char *fShader =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }";
float verts[4*4] = {
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
float texcoords[2*4] = {
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
};
fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb);
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb);
fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog);
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &oldPackAlignment);
PushViewportRect(nsIntRect(0, 0, aSize.width, aSize.height));
fGenRenderbuffers(1, &rb);
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_RGBA,
aSize.width, aSize.height);
fGenFramebuffers(1, &fb);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, rb);
if (fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) !=
LOCAL_GL_FRAMEBUFFER_COMPLETE)
{
goto cleanup;
}
vs = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fs = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(vs, 1, (const GLchar**) &vShader, NULL);
fShaderSource(fs, 1, (const GLchar**) &fShader, NULL);
prog = fCreateProgram();
fAttachShader(prog, vs);
fAttachShader(prog, fs);
fBindAttribLocation(prog, 0, "aVertex");
fBindAttribLocation(prog, 1, "aTexCoord");
fLinkProgram(prog);
fGetProgramiv(prog, LOCAL_GL_LINK_STATUS, &success);
if (!success) {
goto cleanup;
}
fUseProgram(prog);
fEnableVertexAttribArray(0);
fEnableVertexAttribArray(1);
fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, verts);
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texcoords);
fActiveTexture(LOCAL_GL_TEXTURE0);
fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
fUniform1i(fGetUniformLocation(prog, "uTexture"), 0);
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
fDisableVertexAttribArray(1);
fDisableVertexAttribArray(0);
isurf = new gfxImageSurface(aSize, gfxASurface::ImageFormatARGB32);
if (!isurf || isurf->CairoStatus()) {
isurf = nsnull;
goto cleanup;
}
if (oldPackAlignment != 4)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
fReadPixels(0, 0, aSize.width, aSize.height,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
isurf->Data());
if (oldPackAlignment != 4)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, oldPackAlignment);
cleanup:
// note that deleting 0 has no effect in any of these calls
fDeleteRenderbuffers(1, &rb);
fDeleteFramebuffers(1, &fb);
fDeleteShader(vs);
fDeleteShader(fs);
fDeleteProgram(prog);
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb);
fUseProgram(oldprog);
PopViewportRect();
return isurf.forget();
}
void
GLContext::ReadPixelsIntoImageSurface(GLint aX, GLint aY,
GLsizei aWidth, GLsizei aHeight,
gfxImageSurface *aDest)
{
MakeCurrent();
if (aDest->Format() != gfxASurface::ImageFormatARGB32 &&
aDest->Format() != gfxASurface::ImageFormatRGB24)
{
NS_WARNING("ReadPixelsIntoImageSurface called with invalid image format");
return;
}
if (aDest->Width() != aWidth ||
aDest->Height() != aHeight ||
aDest->Stride() != aWidth * 4)
{
NS_WARNING("ReadPixelsIntoImageSurface called with wrong size or stride surface");
return;
}
GLint currentPackAlignment = 0;
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &currentPackAlignment);
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
// defaults for desktop
GLenum format = LOCAL_GL_BGRA;
GLenum datatype = LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV;
bool swap = false;
if (IsGLES2()) {
datatype = LOCAL_GL_UNSIGNED_BYTE;
if (IsExtensionSupported(gl::GLContext::EXT_read_format_bgra) ||
IsExtensionSupported(gl::GLContext::IMG_read_format) ||
IsExtensionSupported(gl::GLContext::EXT_bgra))
{
format = LOCAL_GL_BGRA;
} else {
format = LOCAL_GL_RGBA;
swap = true;
}
}
fReadPixels(0, 0, aWidth, aHeight,
format, datatype,
aDest->Data());
if (swap) {
// swap B and R bytes
for (int j = 0; j < aHeight; ++j) {
PRUint32 *row = (PRUint32*) (aDest->Data() + aDest->Stride() * j);
for (int i = 0; i < aWidth; ++i) {
*row = (*row & 0xff00ff00) | ((*row & 0xff) << 16) | ((*row & 0xff0000) >> 16);
row++;
}
}
}
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
}
void
GLContext::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect)
{
NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
fDisable(LOCAL_GL_SCISSOR_TEST);
fDisable(LOCAL_GL_BLEND);
SetBlitFramebufferForDestTexture(aDst->Texture());
DEBUG_GL_ERROR_CHECK(this);
UseBlitProgram();
DEBUG_GL_ERROR_CHECK(this);
nsIntSize srcSize = aSrc->GetSize();
nsIntSize dstSize = aDst->GetSize();
PushViewportRect(nsIntRect(0, 0, dstSize.width, dstSize.height));
float sx0 = float(aSrcRect.x) / float(srcSize.width);
float sy0 = float(aSrcRect.y) / float(srcSize.height);
float sx1 = float(aSrcRect.x + aSrcRect.width) / float(srcSize.width);
float sy1 = float(aSrcRect.y + aSrcRect.height) / float(srcSize.height);
float dx0 = 2.0 * float(aDstRect.x) / float(dstSize.width) - 1.0;
float dy0 = 2.0 * float(aDstRect.y) / float(dstSize.height) - 1.0;
float dx1 = 2.0 * float(aDstRect.x + aDstRect.width) / float(dstSize.width) - 1.0;
float dy1 = 2.0 * float(aDstRect.y + aDstRect.height) / float(dstSize.height) - 1.0;
float quadTriangleCoords[] = {
dx0, dy1,
dx0, dy0,
dx1, dy1,
dx1, dy0
};
float texCoords[] = {
sx0, sy1,
sx0, sy0,
sx1, sy1,
sx1, sy0
};
fActiveTexture(LOCAL_GL_TEXTURE0);
fBindTexture(LOCAL_GL_TEXTURE_2D, aSrc->Texture());
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, quadTriangleCoords);
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoords);
fEnableVertexAttribArray(0);
fEnableVertexAttribArray(1);
DEBUG_GL_ERROR_CHECK(this);
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
DEBUG_GL_ERROR_CHECK(this);
fDisableVertexAttribArray(0);
fDisableVertexAttribArray(1);
fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, NULL);
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, NULL);
SetBlitFramebufferForDestTexture(0);
fEnable(LOCAL_GL_SCISSOR_TEST);
fEnable(LOCAL_GL_BLEND);
PopViewportRect();
}
void
GLContext::UseBlitProgram()
{
if (mBlitProgram) {
fUseProgram(mBlitProgram);
return;
}
mBlitProgram = fCreateProgram();
GLuint shaders[2];
shaders[0] = fCreateShader(LOCAL_GL_VERTEX_SHADER);
shaders[1] = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
const char *blitVSSrc =
"attribute vec2 aVertex;"
"attribute vec2 aTexCoord;"
"varying vec2 vTexCoord;"
"void main() {"
" vTexCoord = aTexCoord;"
" gl_Position = vec4(aVertex, 0.0, 1.0);"
"}";
const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
"uniform sampler2D uSrcTexture;"
"varying vec2 vTexCoord;"
"void main() {"
" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
"}";
fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, NULL);
fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, NULL);
for (int i = 0; i < 2; ++i) {
GLint success, len = 0;
fCompileShader(shaders[i]);
fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
NS_ASSERTION(success, "Shader compilation failed!");
if (!success) {
nsCAutoString log;
fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
log.SetCapacity(len);
fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
printf_stderr("Shader %d compilation failed:\n%s\n", nsPromiseFlatCString(log).get());
return;
}
fAttachShader(mBlitProgram, shaders[i]);
fDeleteShader(shaders[i]);
}
fBindAttribLocation(mBlitProgram, 0, "aVertex");
fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
fLinkProgram(mBlitProgram);
GLint success, len = 0;
fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
NS_ASSERTION(success, "Shader linking failed!");
if (!success) {
nsCAutoString log;
fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
log.SetCapacity(len);
fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
printf_stderr("Program linking failed:\n%s\n", nsPromiseFlatCString(log).get());
return;
}
fUseProgram(mBlitProgram);
fUniform1i(fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
}
void
GLContext::SetBlitFramebufferForDestTexture(GLuint aTexture)
{
if (!mBlitFramebuffer) {
fGenFramebuffers(1, &mBlitFramebuffer);
}
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
aTexture,
0);
if (aTexture) {
GLenum status = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
// Note: if you are hitting this assertion, it is likely that
// your texture is not texture complete -- that is, you
// allocated a texture name, but didn't actually define its
// size via a call to TexImage2D.
NS_ASSERTION(status == LOCAL_GL_FRAMEBUFFER_COMPLETE, "Framebuffer not complete!");
}
}
#ifdef DEBUG
void
GLContext::CreatedProgram(GLContext *aOrigin, GLuint aName)
{
mTrackedPrograms.AppendElement(NamedResource(aOrigin, aName));
}
void
GLContext::CreatedShader(GLContext *aOrigin, GLuint aName)
{
mTrackedShaders.AppendElement(NamedResource(aOrigin, aName));
}
void
GLContext::CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedBuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedTextures.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedFramebuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedRenderbuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
static void
RemoveNamesFromArray(GLContext *aOrigin, GLsizei aCount, GLuint *aNames, nsTArray<GLContext::NamedResource>& aArray)
{
for (GLsizei j = 0; j < aCount; ++j) {
GLuint name = aNames[j];
// name 0 can be ignored
if (name == 0)
continue;
PRBool found = PR_FALSE;
for (PRUint32 i = 0; i < aArray.Length(); ++i) {
if (aArray[i].name == name) {
aArray.RemoveElementAt(i);
found = PR_TRUE;
break;
}
}
#ifdef DEBUG
if (!found) {
printf_stderr("GL Context %p deleting resource %d, which doesn't exist!\n", aOrigin, name);
}
#endif
}
}
void
GLContext::DeletedProgram(GLContext *aOrigin, GLuint aName)
{
RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedPrograms);
}
void
GLContext::DeletedShader(GLContext *aOrigin, GLuint aName)
{
RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedShaders);
}
void
GLContext::DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedBuffers);
}
void
GLContext::DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedTextures);
}
void
GLContext::DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedFramebuffers);
}
void
GLContext::DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedRenderbuffers);
}
static void
MarkContextDestroyedInArray(GLContext *aContext, nsTArray<GLContext::NamedResource>& aArray)
{
for (PRUint32 i = 0; i < aArray.Length(); ++i) {
if (aArray[i].origin == aContext)
aArray[i].originDeleted = PR_TRUE;
}
}
void
GLContext::SharedContextDestroyed(GLContext *aChild)
{
MarkContextDestroyedInArray(aChild, mTrackedPrograms);
MarkContextDestroyedInArray(aChild, mTrackedShaders);
MarkContextDestroyedInArray(aChild, mTrackedTextures);
MarkContextDestroyedInArray(aChild, mTrackedFramebuffers);
MarkContextDestroyedInArray(aChild, mTrackedRenderbuffers);
MarkContextDestroyedInArray(aChild, mTrackedBuffers);
}
static void
ReportArrayContents(const nsTArray<GLContext::NamedResource>& aArray)
{
nsTArray<GLContext::NamedResource> copy(aArray);
copy.Sort();
GLContext *lastContext = NULL;
for (PRUint32 i = 0; i < copy.Length(); ++i) {
if (lastContext != copy[i].origin) {
if (lastContext)
printf_stderr("\n");
printf_stderr(" [%p - %s] ", copy[i].origin, copy[i].originDeleted ? "deleted" : "live");
lastContext = copy[i].origin;
}
printf_stderr("%d ", copy[i].name);
}
printf_stderr("\n");
}
void
GLContext::ReportOutstandingNames()
{
printf_stderr("== GLContext %p ==\n", this);
printf_stderr("Outstanding Textures:\n");
ReportArrayContents(mTrackedTextures);
printf_stderr("Outstanding Buffers:\n");
ReportArrayContents(mTrackedBuffers);
printf_stderr("Outstanding Programs:\n");
ReportArrayContents(mTrackedPrograms);
printf_stderr("Outstanding Shaders:\n");
ReportArrayContents(mTrackedShaders);
printf_stderr("Outstanding Framebuffers:\n");
ReportArrayContents(mTrackedFramebuffers);
printf_stderr("Outstanding Renderbuffers:\n");
ReportArrayContents(mTrackedRenderbuffers);
}
#endif /* DEBUG */
} /* namespace gl */
} /* namespace mozilla */