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https://gitlab.winehq.org/wine/wine-gecko.git
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Bug 1012407 - Part 7: Use a single GL draw call to draw up to 4 texture quads (r=Bas)
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@ -307,11 +307,24 @@ CompositorOGL::Initialize()
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mGLContext->fGenBuffers(1, &mQuadVBO);
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
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// 4 quads, with the number of the quad (vertexID) encoded in w.
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GLfloat vertices[] = {
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/* First quad vertices */
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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/* Then quad texcoords */
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 2.0f,
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1.0f, 0.0f, 0.0f, 2.0f,
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0.0f, 1.0f, 0.0f, 2.0f,
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1.0f, 1.0f, 0.0f, 2.0f,
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0.0f, 0.0f, 0.0f, 3.0f,
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1.0f, 0.0f, 0.0f, 3.0f,
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0.0f, 1.0f, 0.0f, 3.0f,
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1.0f, 1.0f, 0.0f, 3.0f,
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};
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HeapCopyOfStackArray<GLfloat> verticesOnHeap(vertices);
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mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
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@ -516,9 +529,7 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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aTexCoordRect,
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layerRects,
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textureRects);
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for (int n = 0; n < rects; ++n) {
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BindAndDrawQuad(aProg, layerRects[n], textureRects[n]);
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}
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BindAndDrawQuads(aProg, rects, layerRects, textureRects);
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}
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void
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@ -1482,26 +1493,27 @@ CompositorOGL::BindQuadVBO() {
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void
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CompositorOGL::QuadVBOVerticesAttrib(GLuint aAttribIndex) {
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mGLContext->fVertexAttribPointer(aAttribIndex, 2,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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(GLvoid*) QuadVBOVertexOffset());
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mGLContext->fVertexAttribPointer(aAttribIndex, 4,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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(GLvoid*) 0);
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}
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void
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CompositorOGL::QuadVBOTexCoordsAttrib(GLuint aAttribIndex) {
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mGLContext->fVertexAttribPointer(aAttribIndex, 2,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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(GLvoid*) QuadVBOTexCoordOffset());
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mGLContext->fVertexAttribPointer(aAttribIndex, 4,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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(GLvoid*) 0);
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}
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void
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CompositorOGL::BindAndDrawQuad(ShaderProgramOGL *aProg,
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const Rect& aLayerRect,
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const Rect& aTextureRect)
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CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
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int aQuads,
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const Rect* aLayerRects,
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const Rect* aTextureRects)
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{
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NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
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aProg->SetLayerRect(aLayerRect);
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aProg->SetLayerRects(aLayerRects);
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GLuint vertAttribIndex = aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
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GLuint texCoordAttribIndex = aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
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@ -1513,11 +1525,11 @@ CompositorOGL::BindAndDrawQuad(ShaderProgramOGL *aProg,
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QuadVBOTexCoordsAttrib(texCoordAttribIndex);
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mGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
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aProg->SetTextureRect(aTextureRect);
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aProg->SetTextureRects(aTextureRects);
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}
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mGLContext->fEnableVertexAttribArray(vertAttribIndex);
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mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4 * aQuads);
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}
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GLuint
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@ -362,15 +362,22 @@ private:
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GLuint aSourceFrameBuffer,
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GLuint *aFBO, GLuint *aTexture);
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GLintptr QuadVBOVertexOffset() { return 0; }
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GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; }
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void BindQuadVBO();
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void QuadVBOVerticesAttrib(GLuint aAttribIndex);
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void QuadVBOTexCoordsAttrib(GLuint aAttribIndex);
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void BindAndDrawQuads(ShaderProgramOGL *aProg,
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int aQuads,
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const gfx::Rect* aLayerRect,
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const gfx::Rect* aTextureRect);
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void BindAndDrawQuad(ShaderProgramOGL *aProg,
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const gfx::Rect& aLayerRect,
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const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f));
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const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f)) {
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gfx::Rect layerRects[4];
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gfx::Rect textureRects[4];
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layerRects[0] = aLayerRect;
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textureRects[0] = aTextureRect;
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BindAndDrawQuads(aProg, 1, layerRects, textureRects);
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}
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void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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@ -32,10 +32,10 @@ AddUniforms(ProgramProfileOGL& aProfile)
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static const char *sKnownUniformNames[] = {
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"uLayerTransform",
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"uMaskTransform",
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"uLayerRect",
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"uLayerRects",
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"uMatrixProj",
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"uTextureTransform",
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"uTextureRect",
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"uTextureRects",
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"uRenderTargetOffset",
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"uLayerOpacity",
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"uTexture",
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@ -146,7 +146,7 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
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AddUniforms(result);
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vs << "uniform mat4 uMatrixProj;" << endl;
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vs << "uniform vec4 uLayerRect;" << endl;
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vs << "uniform vec4 uLayerRects[4];" << endl;
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vs << "uniform mat4 uLayerTransform;" << endl;
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vs << "uniform vec4 uRenderTargetOffset;" << endl;
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@ -154,8 +154,8 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << "uniform mat4 uTextureTransform;" << endl;
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vs << "uniform vec4 uTextureRect;" << endl;
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vs << "attribute vec2 aTexCoord;" << endl;
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vs << "uniform vec4 uTextureRects[4];" << endl;
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vs << "attribute vec4 aTexCoord;" << endl;
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vs << "varying vec2 vTexCoord;" << endl;
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}
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@ -166,7 +166,9 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
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}
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vs << "void main() {" << endl;
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vs << " vec4 finalPosition = vec4(aVertexCoord.xy * uLayerRect.zw + uLayerRect.xy, 0.0, 1.0);" << endl;
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vs << " int vertexID = int(aVertexCoord.w);" << endl;
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vs << " vec4 layerRect = uLayerRects[vertexID];" << endl;
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vs << " vec4 finalPosition = vec4(aVertexCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);" << endl;
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vs << " finalPosition = uLayerTransform * finalPosition;" << endl;
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vs << " finalPosition.xyz /= finalPosition.w;" << endl;
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@ -184,7 +186,8 @@ ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig)
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vs << " finalPosition = uMatrixProj * finalPosition;" << endl;
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if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) {
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vs << " vec2 texCoord = aTexCoord * uTextureRect.zw + uTextureRect.xy;" << endl;
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vs << " vec4 textureRect = uTextureRects[vertexID];" << endl;
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vs << " vec2 texCoord = aTexCoord.xy * textureRect.zw + textureRect.xy;" << endl;
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vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl;
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}
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@ -52,10 +52,10 @@ public:
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LayerTransform = 0,
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MaskTransform,
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LayerRect,
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LayerRects,
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MatrixProj,
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TextureTransform,
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TextureRect,
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TextureRects,
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RenderTargetOffset,
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LayerOpacity,
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Texture,
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@ -322,9 +322,12 @@ public:
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SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
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}
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void SetLayerRect(const gfx::Rect& aRect) {
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float vals[4] = { float(aRect.x), float(aRect.y), float(aRect.width), float(aRect.height) };
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SetUniform(KnownUniform::LayerRect, 4, vals);
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void SetLayerRects(const gfx::Rect* aRects) {
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float vals[16] = { aRects[0].x, aRects[0].y, aRects[0].width, aRects[0].height,
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aRects[1].x, aRects[1].y, aRects[1].width, aRects[1].height,
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aRects[2].x, aRects[2].y, aRects[2].width, aRects[2].height,
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aRects[3].x, aRects[3].y, aRects[3].width, aRects[3].height };
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SetUniform(KnownUniform::LayerRects, 16, vals);
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}
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void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
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@ -336,9 +339,12 @@ public:
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SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
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}
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void SetTextureRect(const gfx::Rect& aRect) {
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float vals[4] = { float(aRect.x), float(aRect.y), float(aRect.width), float(aRect.height) };
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SetUniform(KnownUniform::TextureRect, 4, vals);
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void SetTextureRects(const gfx::Rect* aRects) {
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float vals[16] = { aRects[0].x, aRects[0].y, aRects[0].width, aRects[0].height,
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aRects[1].x, aRects[1].y, aRects[1].width, aRects[1].height,
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aRects[2].x, aRects[2].y, aRects[2].width, aRects[2].height,
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aRects[3].x, aRects[3].y, aRects[3].width, aRects[3].height };
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SetUniform(KnownUniform::TextureRects, 16, vals);
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}
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void SetRenderOffset(const nsIntPoint& aOffset) {
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@ -471,6 +477,7 @@ protected:
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case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break;
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case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break;
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case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break;
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case 16: mGL->fUniform4fv(ku.mLocation, 4, ku.mValue.f16v); break;
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default:
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NS_NOTREACHED("Bogus aLength param");
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}
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@ -2810,8 +2810,14 @@ GLPresenter::BindAndDrawQuad(ShaderProgramOGL *aProgram,
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{
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mGLContext->MakeCurrent();
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aProgram->SetLayerRect(aLayerRect);
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aProgram->SetTextureRect(aTextureRect);
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gfx::Rect layerRects[4];
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gfx::Rect textureRects[4];
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layerRects[0] = aLayerRect;
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textureRects[0] = aTextureRect;
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aProgram->SetLayerRects(layerRects);
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aProgram->SetTextureRects(textureRects);
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GLuint vertAttribIndex = aProgram->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
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GLuint texCoordAttribIndex = aProgram->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
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