Bug 1012407 - Part 7: Use a single GL draw call to draw up to 4 texture quads (r=Bas)

This commit is contained in:
Andreas Gal 2014-05-22 00:44:40 +02:00
parent 5ef859e3ca
commit 2886fdd985
5 changed files with 75 additions and 40 deletions

View File

@ -307,11 +307,24 @@ CompositorOGL::Initialize()
mGLContext->fGenBuffers(1, &mQuadVBO);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
// 4 quads, with the number of the quad (vertexID) encoded in w.
GLfloat vertices[] = {
/* First quad vertices */
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
/* Then quad texcoords */
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 2.0f,
1.0f, 0.0f, 0.0f, 2.0f,
0.0f, 1.0f, 0.0f, 2.0f,
1.0f, 1.0f, 0.0f, 2.0f,
0.0f, 0.0f, 0.0f, 3.0f,
1.0f, 0.0f, 0.0f, 3.0f,
0.0f, 1.0f, 0.0f, 3.0f,
1.0f, 1.0f, 0.0f, 3.0f,
};
HeapCopyOfStackArray<GLfloat> verticesOnHeap(vertices);
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
@ -516,9 +529,7 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
aTexCoordRect,
layerRects,
textureRects);
for (int n = 0; n < rects; ++n) {
BindAndDrawQuad(aProg, layerRects[n], textureRects[n]);
}
BindAndDrawQuads(aProg, rects, layerRects, textureRects);
}
void
@ -1482,26 +1493,27 @@ CompositorOGL::BindQuadVBO() {
void
CompositorOGL::QuadVBOVerticesAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOVertexOffset());
mGLContext->fVertexAttribPointer(aAttribIndex, 4,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) 0);
}
void
CompositorOGL::QuadVBOTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOTexCoordOffset());
mGLContext->fVertexAttribPointer(aAttribIndex, 4,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) 0);
}
void
CompositorOGL::BindAndDrawQuad(ShaderProgramOGL *aProg,
const Rect& aLayerRect,
const Rect& aTextureRect)
CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
int aQuads,
const Rect* aLayerRects,
const Rect* aTextureRects)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
aProg->SetLayerRect(aLayerRect);
aProg->SetLayerRects(aLayerRects);
GLuint vertAttribIndex = aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex = aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
@ -1513,11 +1525,11 @@ CompositorOGL::BindAndDrawQuad(ShaderProgramOGL *aProg,
QuadVBOTexCoordsAttrib(texCoordAttribIndex);
mGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
aProg->SetTextureRect(aTextureRect);
aProg->SetTextureRects(aTextureRects);
}
mGLContext->fEnableVertexAttribArray(vertAttribIndex);
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4 * aQuads);
}
GLuint

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@ -362,15 +362,22 @@ private:
GLuint aSourceFrameBuffer,
GLuint *aFBO, GLuint *aTexture);
GLintptr QuadVBOVertexOffset() { return 0; }
GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; }
void BindQuadVBO();
void QuadVBOVerticesAttrib(GLuint aAttribIndex);
void QuadVBOTexCoordsAttrib(GLuint aAttribIndex);
void BindAndDrawQuads(ShaderProgramOGL *aProg,
int aQuads,
const gfx::Rect* aLayerRect,
const gfx::Rect* aTextureRect);
void BindAndDrawQuad(ShaderProgramOGL *aProg,
const gfx::Rect& aLayerRect,
const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f));
const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f)) {
gfx::Rect layerRects[4];
gfx::Rect textureRects[4];
layerRects[0] = aLayerRect;
textureRects[0] = aTextureRect;
BindAndDrawQuads(aProg, 1, layerRects, textureRects);
}
void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,

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@ -32,10 +32,10 @@ AddUniforms(ProgramProfileOGL& aProfile)
static const char *sKnownUniformNames[] = {
"uLayerTransform",
"uMaskTransform",
"uLayerRect",
"uLayerRects",
"uMatrixProj",
"uTextureTransform",
"uTextureRect",
"uTextureRects",
"uRenderTargetOffset",
"uLayerOpacity",
"uTexture",
@ -146,7 +146,7 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
AddUniforms(result);
vs << "uniform mat4 uMatrixProj;" << endl;
vs << "uniform vec4 uLayerRect;" << endl;
vs << "uniform vec4 uLayerRects[4];" << endl;
vs << "uniform mat4 uLayerTransform;" << endl;
vs << "uniform vec4 uRenderTargetOffset;" << endl;
@ -154,8 +154,8 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
vs << "uniform mat4 uTextureTransform;" << endl;
vs << "uniform vec4 uTextureRect;" << endl;
vs << "attribute vec2 aTexCoord;" << endl;
vs << "uniform vec4 uTextureRects[4];" << endl;
vs << "attribute vec4 aTexCoord;" << endl;
vs << "varying vec2 vTexCoord;" << endl;
}
@ -166,7 +166,9 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
}
vs << "void main() {" << endl;
vs << " vec4 finalPosition = vec4(aVertexCoord.xy * uLayerRect.zw + uLayerRect.xy, 0.0, 1.0);" << endl;
vs << " int vertexID = int(aVertexCoord.w);" << endl;
vs << " vec4 layerRect = uLayerRects[vertexID];" << endl;
vs << " vec4 finalPosition = vec4(aVertexCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);" << endl;
vs << " finalPosition = uLayerTransform * finalPosition;" << endl;
vs << " finalPosition.xyz /= finalPosition.w;" << endl;
@ -184,7 +186,8 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
vs << " vec2 texCoord = aTexCoord * uTextureRect.zw + uTextureRect.xy;" << endl;
vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
vs << " vec2 texCoord = aTexCoord.xy * textureRect.zw + textureRect.xy;" << endl;
vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl;
}

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@ -52,10 +52,10 @@ public:
LayerTransform = 0,
MaskTransform,
LayerRect,
LayerRects,
MatrixProj,
TextureTransform,
TextureRect,
TextureRects,
RenderTargetOffset,
LayerOpacity,
Texture,
@ -322,9 +322,12 @@ public:
SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
}
void SetLayerRect(const gfx::Rect& aRect) {
float vals[4] = { float(aRect.x), float(aRect.y), float(aRect.width), float(aRect.height) };
SetUniform(KnownUniform::LayerRect, 4, vals);
void SetLayerRects(const gfx::Rect* aRects) {
float vals[16] = { aRects[0].x, aRects[0].y, aRects[0].width, aRects[0].height,
aRects[1].x, aRects[1].y, aRects[1].width, aRects[1].height,
aRects[2].x, aRects[2].y, aRects[2].width, aRects[2].height,
aRects[3].x, aRects[3].y, aRects[3].width, aRects[3].height };
SetUniform(KnownUniform::LayerRects, 16, vals);
}
void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
@ -336,9 +339,12 @@ public:
SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
}
void SetTextureRect(const gfx::Rect& aRect) {
float vals[4] = { float(aRect.x), float(aRect.y), float(aRect.width), float(aRect.height) };
SetUniform(KnownUniform::TextureRect, 4, vals);
void SetTextureRects(const gfx::Rect* aRects) {
float vals[16] = { aRects[0].x, aRects[0].y, aRects[0].width, aRects[0].height,
aRects[1].x, aRects[1].y, aRects[1].width, aRects[1].height,
aRects[2].x, aRects[2].y, aRects[2].width, aRects[2].height,
aRects[3].x, aRects[3].y, aRects[3].width, aRects[3].height };
SetUniform(KnownUniform::TextureRects, 16, vals);
}
void SetRenderOffset(const nsIntPoint& aOffset) {
@ -471,6 +477,7 @@ protected:
case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 16: mGL->fUniform4fv(ku.mLocation, 4, ku.mValue.f16v); break;
default:
NS_NOTREACHED("Bogus aLength param");
}

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@ -2810,8 +2810,14 @@ GLPresenter::BindAndDrawQuad(ShaderProgramOGL *aProgram,
{
mGLContext->MakeCurrent();
aProgram->SetLayerRect(aLayerRect);
aProgram->SetTextureRect(aTextureRect);
gfx::Rect layerRects[4];
gfx::Rect textureRects[4];
layerRects[0] = aLayerRect;
textureRects[0] = aTextureRect;
aProgram->SetLayerRects(layerRects);
aProgram->SetTextureRects(textureRects);
GLuint vertAttribIndex = aProgram->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex = aProgram->AttribLocation(ShaderProgramOGL::TexCoordAttrib);