Backout 471244c106e9:634be002dbc9 (bug 1012407)

This commit is contained in:
Nathan Froyd 2014-05-23 23:34:43 -04:00
parent c3996058b5
commit bdeb376055
5 changed files with 48 additions and 80 deletions

View File

@ -307,24 +307,11 @@ 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[] = {
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,
/* 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,
};
HeapCopyOfStackArray<GLfloat> verticesOnHeap(vertices);
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
@ -397,17 +384,20 @@ DecomposeIntoNoRepeatRects(const Rect& aRect,
{
Rect texCoordRect = aTexCoordRect;
// Move the texture coordinates within the range (0,1). For GL_REPEAT this
// doesn't matter but the code below assumes it.
texCoordRect.x -= uint32_t(texCoordRect.x);
texCoordRect.y -= uint32_t(texCoordRect.y);
// We want to normalize here instead of clamp because the rects we were
// given assume GL_REPEAT, which we explicitly won't use and instead
// manually split into sub-rects.
while (texCoordRect.x >= 1.0f)
texCoordRect.x -= 1.0f;
while (texCoordRect.y >= 1.0f)
texCoordRect.y -= 1.0f;
// If the texture should be flipped, it will have negative height. Detect that
// here and compensate for it. We will flip each rect as we emit it.
bool flipped = false;
if (texCoordRect.height < 0) {
flipped = true;
texCoordRect.y += texCoordRect.height;
texCoordRect.y = texCoordRect.YMost();
texCoordRect.height = -texCoordRect.height;
}
@ -534,7 +524,9 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
aTexCoordRect,
layerRects,
textureRects);
BindAndDrawQuads(aProg, rects, layerRects, textureRects);
for (int n = 0; n < rects; ++n) {
BindAndDrawQuad(aProg, layerRects[n], textureRects[n]);
}
}
void
@ -1498,27 +1490,26 @@ CompositorOGL::BindQuadVBO() {
void
CompositorOGL::QuadVBOVerticesAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 4,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) 0);
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOVertexOffset());
}
void
CompositorOGL::QuadVBOTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 4,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) 0);
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOTexCoordOffset());
}
void
CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
int aQuads,
const Rect* aLayerRects,
const Rect* aTextureRects)
CompositorOGL::BindAndDrawQuad(ShaderProgramOGL *aProg,
const Rect& aLayerRect,
const Rect& aTextureRect)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
aProg->SetLayerRects(aLayerRects);
aProg->SetLayerRect(aLayerRect);
GLuint vertAttribIndex = aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex = aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
@ -1530,11 +1521,11 @@ CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
QuadVBOTexCoordsAttrib(texCoordAttribIndex);
mGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
aProg->SetTextureRects(aTextureRects);
aProg->SetTextureRect(aTextureRect);
}
mGLContext->fEnableVertexAttribArray(vertAttribIndex);
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4 * aQuads);
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
}
GLuint

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@ -362,22 +362,15 @@ 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)) {
gfx::Rect layerRects[4];
gfx::Rect textureRects[4];
layerRects[0] = aLayerRect;
textureRects[0] = aTextureRect;
BindAndDrawQuads(aProg, 1, layerRects, textureRects);
}
const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f));
void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,

View File

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

View File

@ -52,10 +52,10 @@ public:
LayerTransform = 0,
MaskTransform,
LayerRects,
LayerRect,
MatrixProj,
TextureTransform,
TextureRects,
TextureRect,
RenderTargetOffset,
LayerOpacity,
Texture,
@ -322,12 +322,9 @@ public:
SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
}
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 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 SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
@ -339,12 +336,9 @@ public:
SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
}
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 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 SetRenderOffset(const nsIntPoint& aOffset) {
@ -477,7 +471,6 @@ 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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@ -2810,14 +2810,8 @@ GLPresenter::BindAndDrawQuad(ShaderProgramOGL *aProgram,
{
mGLContext->MakeCurrent();
gfx::Rect layerRects[4];
gfx::Rect textureRects[4];
layerRects[0] = aLayerRect;
textureRects[0] = aTextureRect;
aProgram->SetLayerRects(layerRects);
aProgram->SetTextureRects(textureRects);
aProgram->SetLayerRect(aLayerRect);
aProgram->SetTextureRect(aTextureRect);
GLuint vertAttribIndex = aProgram->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex = aProgram->AttribLocation(ShaderProgramOGL::TexCoordAttrib);