gecko/gfx/layers/opengl/CompositorOGL.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_COMPOSITOROGL_H
#define MOZILLA_GFX_COMPOSITOROGL_H
#include "GLContextTypes.h" // for GLContext, etc
#include "GLDefs.h" // for GLuint, LOCAL_GL_TEXTURE_2D, etc
#include "LayerManagerOGLProgram.h" // for ShaderProgramOGL, etc
#include "Units.h" // for ScreenPoint
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/Attributes.h" // for MOZ_OVERRIDE, MOZ_FINAL
#include "mozilla/RefPtr.h" // for TemporaryRef, RefPtr
#include "mozilla/gfx/2D.h" // for DrawTarget
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/Point.h" // for IntSize, Point
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for Float, SurfaceFormat, etc
#include "mozilla/layers/Compositor.h" // for SurfaceInitMode, Compositor, etc
#include "mozilla/layers/CompositorTypes.h" // for MaskType::NumMaskTypes, etc
#include "mozilla/layers/LayersTypes.h"
#include "nsAutoPtr.h" // for nsRefPtr, nsAutoPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING
#include "nsSize.h" // for nsIntSize
#include "nsTArray.h" // for nsAutoTArray, nsTArray, etc
#include "nsThreadUtils.h" // for nsRunnable
#include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc
#include "nsXULAppAPI.h" // for XRE_GetProcessType
#include "nscore.h" // for NS_IMETHOD
#include "VBOArena.h" // for gl::VBOArena
class gfx3DMatrix;
class nsIWidget;
struct gfxMatrix;
namespace mozilla {
class TimeStamp;
namespace gfx {
class Matrix4x4;
}
namespace layers {
class CompositingRenderTarget;
class CompositingRenderTargetOGL;
class DataTextureSource;
class GLManagerCompositor;
class TextureSource;
struct Effect;
struct EffectChain;
struct FPSState;
class CompositorOGL : public Compositor
{
typedef mozilla::gl::GLContext GLContext;
typedef ShaderProgramType ProgramType;
friend class GLManagerCompositor;
public:
CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1,
bool aUseExternalSurfaceSize = false);
virtual ~CompositorOGL();
virtual TemporaryRef<DataTextureSource>
CreateDataTextureSource(TextureFlags aFlags = 0) MOZ_OVERRIDE;
virtual bool Initialize() MOZ_OVERRIDE;
virtual void Destroy() MOZ_OVERRIDE;
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() MOZ_OVERRIDE
{
return TextureFactoryIdentifier(LAYERS_OPENGL,
XRE_GetProcessType(),
GetMaxTextureSize(),
mFBOTextureTarget == LOCAL_GL_TEXTURE_2D,
SupportsPartialTextureUpdate());
}
virtual TemporaryRef<CompositingRenderTarget>
CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) MOZ_OVERRIDE;
virtual TemporaryRef<CompositingRenderTarget>
CreateRenderTargetFromSource(const gfx::IntRect &aRect,
const CompositingRenderTarget *aSource,
const gfx::IntPoint &aSourcePoint) MOZ_OVERRIDE;
virtual void SetRenderTarget(CompositingRenderTarget *aSurface) MOZ_OVERRIDE;
virtual CompositingRenderTarget* GetCurrentRenderTarget() MOZ_OVERRIDE;
virtual void DrawQuad(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4 &aTransform) MOZ_OVERRIDE;
virtual void EndFrame() MOZ_OVERRIDE;
virtual void EndFrameForExternalComposition(const gfxMatrix& aTransform) MOZ_OVERRIDE;
virtual void AbortFrame() MOZ_OVERRIDE;
virtual bool SupportsPartialTextureUpdate() MOZ_OVERRIDE;
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) MOZ_OVERRIDE
{
if (!mGLContext)
return false;
int32_t maxSize = GetMaxTextureSize();
return aSize <= gfx::IntSize(maxSize, maxSize);
}
virtual int32_t GetMaxTextureSize() const MOZ_OVERRIDE;
/**
* Set the size of the EGL surface we're rendering to, if we're rendering to
* an EGL surface.
*/
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) MOZ_OVERRIDE;
virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) MOZ_OVERRIDE {
mRenderOffset = aOffset;
}
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) MOZ_OVERRIDE;
virtual void SetTargetContext(gfx::DrawTarget* aTarget) MOZ_OVERRIDE
{
mTarget = aTarget;
}
virtual void PrepareViewport(const gfx::IntSize& aSize,
const gfxMatrix& aWorldTransform) MOZ_OVERRIDE;
#ifdef MOZ_DUMP_PAINTING
virtual const char* Name() const MOZ_OVERRIDE { return "OGL"; }
#endif // MOZ_DUMP_PAINTING
virtual void NotifyLayersTransaction() MOZ_OVERRIDE;
virtual void Pause() MOZ_OVERRIDE;
virtual bool Resume() MOZ_OVERRIDE;
virtual nsIWidget* GetWidget() const MOZ_OVERRIDE { return mWidget; }
virtual const nsIntSize& GetWidgetSize() MOZ_OVERRIDE {
return mWidgetSize;
}
GLContext* gl() const { return mGLContext; }
ShaderProgramType GetFBOLayerProgramType() const {
return mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB ?
RGBARectLayerProgramType : RGBALayerProgramType;
}
gfx::SurfaceFormat GetFBOFormat() const {
return gfx::FORMAT_R8G8B8A8;
}
virtual void SaveState() MOZ_OVERRIDE;
virtual void RestoreState() MOZ_OVERRIDE;
/**
* The compositor provides with temporary textures for use with direct
* textruing like gralloc texture.
* Doing so lets us use gralloc the way it has been designed to be used
* (see https://wiki.mozilla.org/Platform/GFX/Gralloc)
*/
GLuint GetTemporaryTexture(GLenum aUnit);
private:
/**
* Context target, nullptr when drawing directly to our swap chain.
*/
RefPtr<gfx::DrawTarget> mTarget;
/** Widget associated with this compositor */
nsIWidget *mWidget;
nsIntSize mWidgetSize;
nsRefPtr<GLContext> mGLContext;
/** The size of the surface we are rendering to */
nsIntSize mSurfaceSize;
ScreenPoint mRenderOffset;
/** Helper-class used by Initialize **/
class ReadDrawFPSPref MOZ_FINAL : public nsRunnable {
public:
NS_IMETHOD Run() MOZ_OVERRIDE;
};
already_AddRefed<mozilla::gl::GLContext> CreateContext();
/** Shader Programs */
struct ShaderProgramVariations {
nsAutoTArray<nsAutoPtr<ShaderProgramOGL>, NumMaskTypes> mVariations;
ShaderProgramVariations() {
MOZ_COUNT_CTOR(ShaderProgramVariations);
mVariations.SetLength(NumMaskTypes);
}
~ShaderProgramVariations() {
MOZ_COUNT_DTOR(ShaderProgramVariations);
}
};
nsTArray<ShaderProgramVariations> mPrograms;
/** Texture target to use for FBOs */
GLenum mFBOTextureTarget;
/** Currently bound render target */
RefPtr<CompositingRenderTargetOGL> mCurrentRenderTarget;
#ifdef DEBUG
CompositingRenderTargetOGL* mWindowRenderTarget;
#endif
/** VBO that has some basics in it for a textured quad,
* including vertex coords and texcoords for both
* flipped and unflipped textures */
GLuint mQuadVBO;
/**
* When we can't use mQuadVBO, we allocate VBOs from this arena instead.
*/
gl::VBOArena mVBOs;
bool mHasBGRA;
/**
* When rendering to some EGL surfaces (e.g. on Android), we rely on being told
* about size changes (via SetSurfaceSize) rather than pulling this information
* from the widget.
*/
bool mUseExternalSurfaceSize;
/**
* Have we had DrawQuad calls since the last frame was rendered?
*/
bool mFrameInProgress;
/* Start a new frame. If aClipRectIn is null and aClipRectOut is non-null,
* sets *aClipRectOut to the screen dimensions.
*/
virtual void BeginFrame(const gfx::Rect *aClipRectIn,
const gfxMatrix& aTransform,
const gfx::Rect& aRenderBounds,
gfx::Rect *aClipRectOut = nullptr,
gfx::Rect *aRenderBoundsOut = nullptr) MOZ_OVERRIDE;
ShaderProgramType GetProgramTypeForEffect(Effect* aEffect) const;
/**
* Updates all layer programs with a new projection matrix.
*/
void SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix);
/**
* Helper method for Initialize, creates all valid variations of a program
* and adds them to mPrograms
*/
void AddPrograms(ShaderProgramType aType);
ShaderProgramOGL* GetProgram(ShaderProgramType aType,
MaskType aMask = MaskNone) {
MOZ_ASSERT(ProgramProfileOGL::ProgramExists(aType, aMask),
"Invalid program type.");
return mPrograms[aType].mVariations[aMask];
}
/**
* Create a FBO backed by a texture.
* Note that the texture target type will be
* of the type returned by FBOTextureTarget; different
* shaders are required to sample from the different
* texture types.
*/
void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
GLuint aSourceFrameBuffer,
GLuint *aFBO, GLuint *aTexture);
GLintptr QuadVBOVertexOffset() { return 0; }
GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; }
GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; }
void BindQuadVBO();
void QuadVBOVerticesAttrib(GLuint aAttribIndex);
void QuadVBOTexCoordsAttrib(GLuint aAttribIndex);
void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex);
void BindAndDrawQuad(GLuint aVertAttribIndex,
GLuint aTexCoordAttribIndex,
bool aFlipped = false);
void BindAndDrawQuad(ShaderProgramOGL *aProg,
bool aFlipped = false);
void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const gfx::Rect& aTexCoordRect,
TextureSource *aTexture);
void CleanupResources();
/**
* Copies the content of our backbuffer to the set transaction target.
* Does not restore the target FBO, so only call from EndFrame.
*/
void CopyToTarget(gfx::DrawTarget* aTarget, const gfxMatrix& aWorldMatrix);
/**
* Records the passed frame timestamp and returns the current estimated FPS.
*/
double AddFrameAndGetFps(const TimeStamp& timestamp);
bool mDestroyed;
nsAutoPtr<FPSState> mFPS;
// Textures used for direct texturing of buffers like gralloc.
// The index of the texture in this array must correspond to the texture unit.
nsTArray<GLuint> mTextures;
static bool sDrawFPS;
};
}
}
#endif /* MOZILLA_GFX_COMPOSITOROGL_H */