gecko/gfx/layers/opengl/ThebesLayerOGL.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** 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 Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
2010-05-24 23:35:35 -07:00
* Vladimir Vukicevic <vladimir@pobox.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 "ThebesLayerBuffer.h"
#include "ThebesLayerOGL.h"
namespace mozilla {
namespace layers {
using gl::GLContext;
using gl::TextureImage;
// |aTexCoordRect| is the texture rect in unnormalized texture space;
// width, height are the texture's natural
// size. |aTexCoordRect.TopLeft()| is the texture's "rotation": the
// texel that is to be the quad's top-left pixel. This method
// normalizes |aTexCoordRect| to texture space and applies the
// specified texture rotation before drawing the quad.
static void
BindAndDrawQuadWithTextureRect(LayerProgram *aProg,
const nsIntRect& aTexCoordRect,
GLContext* aGl)
{
GLuint vertAttribIndex =
aProg->AttribLocation(LayerProgram::VertexAttrib);
GLuint texCoordAttribIndex =
aProg->AttribLocation(LayerProgram::TexCoordAttrib);
NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");
// clear any bound VBO so that glVertexAttribPointer() goes back to
// "pointer mode"
aGl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// NB: quadVertices and texCoords vertices must match
GLfloat quadVertices[] = {
0.0f, 0.0f, // bottom left
1.0f, 0.0f, // bottom right
0.0f, 1.0f, // top left
1.0f, 1.0f // top right
};
aGl->fVertexAttribPointer(vertAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
quadVertices);
DEBUG_GL_ERROR_CHECK(aGl);
GLfloat w(aTexCoordRect.width), h(aTexCoordRect.height);
GLfloat xleft = GLfloat(aTexCoordRect.x) / w;
GLfloat ytop = GLfloat(aTexCoordRect.y) / h;
GLfloat texCoords[] = {
xleft, ytop,
1.0f + xleft, ytop,
xleft, 1.0f + ytop,
1.0f + xleft, 1.0f + ytop,
};
aGl->fVertexAttribPointer(texCoordAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
texCoords);
DEBUG_GL_ERROR_CHECK(aGl);
{
aGl->fEnableVertexAttribArray(texCoordAttribIndex);
{
aGl->fEnableVertexAttribArray(vertAttribIndex);
aGl->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
DEBUG_GL_ERROR_CHECK(aGl);
aGl->fDisableVertexAttribArray(vertAttribIndex);
}
aGl->fDisableVertexAttribArray(texCoordAttribIndex);
}
DEBUG_GL_ERROR_CHECK(aGl);
}
class ThebesLayerBufferOGL
{
NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
public:
typedef TextureImage::ContentType ContentType;
typedef ThebesLayerBuffer::PaintState PaintState;
ThebesLayerBufferOGL(ThebesLayerOGL* aLayer, TextureImage* aTexImage)
: mLayer(aLayer)
, mTexImage(aTexImage)
{}
virtual ~ThebesLayerBufferOGL() {}
virtual PaintState BeginPaint(ContentType aContentType) = 0;
void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager);
protected:
virtual nsIntRect GetTexCoordRectForRepeat() = 0;
GLContext* gl() const { return mLayer->gl(); }
ThebesLayerOGL* mLayer;
nsRefPtr<TextureImage> mTexImage;
};
void
ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
LayerManagerOGL* aManager)
{
// Note BGR: Cairo's image surfaces are always in what
// OpenGL and our shaders consider BGR format.
ColorTextureLayerProgram *program =
mLayer->CanUseOpaqueSurface()
? aManager->GetBGRXLayerProgram()
: aManager->GetBGRALayerProgram();
if (!mTexImage->InUpdate() || !mTexImage->EndUpdate()) {
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexImage->Texture());
}
nsIntRect quadRect = mLayer->GetVisibleRegion().GetBounds();
program->Activate();
program->SetLayerQuadRect(quadRect);
program->SetLayerOpacity(mLayer->GetOpacity());
program->SetLayerTransform(mLayer->GetTransform());
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
DEBUG_GL_ERROR_CHECK(gl());
nsIntRect texCoordRect = GetTexCoordRectForRepeat();
BindAndDrawQuadWithTextureRect(program, texCoordRect, gl());
DEBUG_GL_ERROR_CHECK(gl());
}
// This implementation is the fast-path for when our TextureImage is
// permanently backed with a server-side ASurface. We can simply
// reuse the ThebesLayerBuffer logic in its entirety and profit.
class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
{
public:
typedef ThebesLayerBufferOGL::ContentType ContentType;
typedef ThebesLayerBufferOGL::PaintState PaintState;
SurfaceBufferOGL(ThebesLayerOGL* aLayer, TextureImage* aTexImage)
: ThebesLayerBufferOGL(aLayer, aTexImage)
, ThebesLayerBuffer(SizedToVisibleBounds)
{
mTmpSurface = mTexImage->GetBackingSurface();
NS_ABORT_IF_FALSE(mTmpSurface, "SurfaceBuffer without backing surface??");
}
virtual ~SurfaceBufferOGL() {}
// ThebesLayerBufferOGL interface
virtual PaintState BeginPaint(ContentType aContentType)
{
// Let ThebesLayerBuffer do all the hard work for us! :D
return ThebesLayerBuffer::BeginPaint(mLayer, aContentType);
}
// ThebesLayerBuffer interface
virtual already_AddRefed<gfxASurface>
CreateBuffer(ContentType aType, const nsIntSize& aSize)
{
NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
if (mTmpSurface)
{
NS_ASSERTION(aSize == mTexImage->GetSize(),
"initial TextureImage is the wrong size");
NS_ASSERTION(aType == mTexImage->GetContentType(),
"initial TextureImage has the wrong content type");
// We were just created, and this is the first buffer paint.
// This is the first time ThebesLayerBuffer has asked for a
// buffer, so hand it the surface we already created. From here
// on we take the normal path below.
return mTmpSurface.forget();
}
mTexImage = gl()->CreateTextureImage(aSize, aType, LOCAL_GL_REPEAT);
return mTexImage ? mTexImage->GetBackingSurface() : nsnull;
}
protected:
virtual nsIntRect
GetTexCoordRectForRepeat()
{
// BufferRect() mapped to unnormalized texture space, translated by
// our rotation
return nsIntRect(BufferRotation(), BufferRect().Size());
}
private:
nsRefPtr<gfxASurface> mTmpSurface;
};
// This implementation is (currently) the slow-path for when we can't
// implement pixel retaining using thebes. This implementation and
// the above could be unified by abstracting buffer-copy operations
// and implementing them here using GL hacketry.
class BasicBufferOGL : public ThebesLayerBufferOGL
{
public:
BasicBufferOGL(ThebesLayerOGL* aLayer, TextureImage* aTexImage)
: ThebesLayerBufferOGL(aLayer, aTexImage)
{}
virtual ~BasicBufferOGL() {}
virtual PaintState BeginPaint(ContentType aContentType);
protected:
virtual nsIntRect
GetTexCoordRectForRepeat()
{
// we don't rotate yet
return nsIntRect(nsIntPoint(0, 0), mBufferRect.Size());
}
private:
nsIntRect mBufferRect;
};
BasicBufferOGL::PaintState
BasicBufferOGL::BeginPaint(ContentType aContentType)
{
PaintState state;
nsIntRect visibleRect = mLayer->GetVisibleRegion().GetBounds();
if (aContentType != mTexImage->GetContentType() ||
visibleRect.Size() != mTexImage->GetSize())
{
mBufferRect = nsIntRect();
mTexImage = gl()->CreateTextureImage(visibleRect.Size(), aContentType,
LOCAL_GL_REPEAT);
DEBUG_GL_ERROR_CHECK(gl());
if (!mTexImage) {
return state;
}
}
NS_ABORT_IF_FALSE((mTexImage->GetContentType() == aContentType &&
mTexImage->GetSize() == visibleRect.Size()),
"TextureImage matches layer attributes");
state.mRegionToDraw = mLayer->GetVisibleRegion();
if (mBufferRect != visibleRect) {
// FIXME/bug 573829: keep some of these pixels, if we can!
state.mRegionToInvalidate = mLayer->GetValidRegion();
mBufferRect = visibleRect;
} else {
state.mRegionToDraw.Sub(state.mRegionToDraw, mLayer->GetValidRegion());
}
if (state.mRegionToDraw.IsEmpty()) {
return state;
}
// Offset the region to draw by our visible region's origin, before
// passing to BeginUpdate. The TextureImage has no concept of an
// origin, only a size, so it always represents a 0,0 origin area.
// The layer however has a position, represented by its visible
// region. So we have to move things around so that we can interact
// with the TextureImage.
state.mRegionToDraw.MoveBy(-visibleRect.TopLeft());
// BeginUpdate is allowed to modify the given region,
// if it wants more to be repainted than we request.
state.mContext = mTexImage->BeginUpdate(state.mRegionToDraw);
if (!state.mContext) {
NS_WARNING("unable to get context for update");
return state;
}
// Move rgnToPaint back into position so that the thebes callback
// gets the right coordintes.
state.mRegionToDraw.MoveBy(visibleRect.TopLeft());
// Translate the context so that we're matching the layer's
// origin, not the 0,0-based TextureImage
state.mContext->Translate(-gfxPoint(visibleRect.x, visibleRect.y));
//ClipToRegion(ctx, rgnToDraw);
if (gfxASurface::CONTENT_COLOR_ALPHA == aContentType) {
state.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
state.mContext->Paint();
state.mContext->SetOperator(gfxContext::OPERATOR_OVER);
}
return state;
}
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
: ThebesLayer(aManager, nsnull)
, LayerOGL(aManager)
, mBuffer(nsnull)
{
mImplData = static_cast<LayerOGL*>(this);
}
ThebesLayerOGL::~ThebesLayerOGL()
{
mBuffer = nsnull;
DEBUG_GL_ERROR_CHECK(gl());
}
PRBool
ThebesLayerOGL::CreateSurface()
{
NS_ASSERTION(!mBuffer, "buffer already created?");
if (mVisibleRegion.IsEmpty()) {
return PR_FALSE;
}
nsIntSize visibleSize = mVisibleRegion.GetBounds().Size();
TextureImage::ContentType contentType =
CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
gfxASurface::CONTENT_COLOR_ALPHA;
nsRefPtr<TextureImage> teximage(
gl()->CreateTextureImage(visibleSize, contentType,
LOCAL_GL_CLAMP_TO_EDGE));
if (!teximage) {
return PR_FALSE;
}
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nsRefPtr<gfxASurface> surf = teximage->GetBackingSurface();
if (surf) {
// use the ThebesLayerBuffer fast-path
mBuffer = new SurfaceBufferOGL(this, teximage);
} else {
mBuffer = new BasicBufferOGL(this, teximage);
}
return PR_TRUE;
}
void
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion))
return;
ThebesLayer::SetVisibleRegion(aRegion);
}
void
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
{
mValidRegion.Sub(mValidRegion, aRegion);
}
void
ThebesLayerOGL::RenderLayer(int /*unused aPreviousFrameBuffer*/,
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const nsIntPoint& aOffset)
{
if (!mBuffer && !CreateSurface()) {
return;
}
NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
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mOGLManager->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
TextureImage::ContentType contentType =
+ CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
gfxASurface::CONTENT_COLOR_ALPHA;
Buffer::PaintState state = mBuffer->BeginPaint(contentType);
mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
if (state.mContext) {
state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
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LayerManager::DrawThebesLayerCallback callback =
mOGLManager->GetThebesLayerCallback();
void* callbackData = mOGLManager->GetThebesLayerCallbackData();
callback(this, state.mContext, state.mRegionToDraw,
state.mRegionToInvalidate, callbackData);
mValidRegion.Or(mValidRegion, state.mRegionToDraw);
}
mBuffer->RenderTo(aOffset, mOGLManager);
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DEBUG_GL_ERROR_CHECK(gl());
}
Layer*
ThebesLayerOGL::GetLayer()
{
return this;
}
PRBool
ThebesLayerOGL::IsEmpty()
{
return !mBuffer;
}
} /* layers */
} /* mozilla */