Bug 875232 - Make most of the GLContext helper functions take a texture target parameter so that we can support GL_TEXTURE_RECTANGLE. r=jgilbert

This commit is contained in:
Matt Woodrow 2013-07-17 23:24:15 -04:00
parent 15b6cbf471
commit cef59c4d1b
6 changed files with 230 additions and 121 deletions

View File

@ -1165,7 +1165,7 @@ GLContext::IsFramebufferComplete(GLuint fb, GLenum* pStatus)
void
GLContext::AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
GLuint depthRB, GLuint stencilRB,
GLuint fb)
GLuint fb, GLenum target)
{
MOZ_ASSERT(fb);
MOZ_ASSERT( !(colorTex && colorRB) );
@ -1175,9 +1175,11 @@ GLContext::AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
if (colorTex) {
MOZ_ASSERT(fIsTexture(colorTex));
MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
target,
colorTex,
0);
} else if (colorRB) {

View File

@ -101,8 +101,10 @@ public:
bool isOffscreen = false)
: mTexBlit_Buffer(0),
mTexBlit_VertShader(0),
mTexBlit_FragShader(0),
mTexBlit_Program(0),
mTex2DBlit_FragShader(0),
mTex2DRectBlit_FragShader(0),
mTex2DBlit_Program(0),
mTex2DRectBlit_Program(0),
mTexBlit_UseDrawNotCopy(false),
mInitialized(false),
mIsOffscreen(isOffscreen),
@ -380,12 +382,16 @@ public:
protected:
GLuint mTexBlit_Buffer;
GLuint mTexBlit_VertShader;
GLuint mTexBlit_FragShader;
GLuint mTexBlit_Program;
GLuint mTex2DBlit_FragShader;
GLuint mTex2DRectBlit_FragShader;
GLuint mTex2DBlit_Program;
GLuint mTex2DRectBlit_Program;
bool mTexBlit_UseDrawNotCopy;
bool UseTexQuadProgram();
bool UseTexQuadProgram(GLenum target = LOCAL_GL_TEXTURE_2D,
const gfxIntSize& srcSize = gfxIntSize());
bool InitTexQuadProgram(GLenum target = LOCAL_GL_TEXTURE_2D);
void DeleteTexBlitProgram();
public:
@ -401,13 +407,17 @@ public:
const GLFormats& srcFormats);
void BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize);
const gfxIntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D);
void BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize);
const gfxIntSize& destSize,
GLenum destTarget = LOCAL_GL_TEXTURE_2D);
void BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize);
const gfxIntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
GLenum destTarget = LOCAL_GL_TEXTURE_2D);
/*
* Resize the current offscreen buffer. Returns true on success.
@ -1329,7 +1339,7 @@ public:
// Does not check completeness.
void AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
GLuint depthRB, GLuint stencilRB,
GLuint fb);
GLuint fb, GLenum target = LOCAL_GL_TEXTURE_2D);
// Passing null is fine if the value you'd get is 0.
bool AssembleOffscreenFBs(const GLuint colorMSRB,
@ -3146,32 +3156,21 @@ protected:
}
};
struct ScopedBindTexture
: public ScopedGLWrapper<ScopedBindTexture>
struct ScopedBindTextureUnit
: public ScopedGLWrapper<ScopedBindTextureUnit>
{
friend struct ScopedGLWrapper<ScopedBindTexture>;
friend struct ScopedGLWrapper<ScopedBindTextureUnit>;
protected:
GLuint mOldTex;
private:
void Init() {
mOldTex = 0;
mGL->GetUIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &mOldTex);
}
GLenum mOldTexUnit;
public:
explicit ScopedBindTexture(GLContext* gl)
: ScopedGLWrapper<ScopedBindTexture>(gl)
ScopedBindTextureUnit(GLContext* gl, GLenum texUnit)
: ScopedGLWrapper<ScopedBindTextureUnit>(gl)
{
Init();
}
ScopedBindTexture(GLContext* gl, GLuint newTex)
: ScopedGLWrapper<ScopedBindTexture>(gl)
{
Init();
mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, newTex);
MOZ_ASSERT(texUnit >= LOCAL_GL_TEXTURE0);
mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
mGL->fActiveTexture(texUnit);
}
protected:
@ -3180,7 +3179,46 @@ protected:
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mOldTex);
mGL->fActiveTexture(mOldTexUnit);
}
};
struct ScopedBindTexture
: public ScopedGLWrapper<ScopedBindTexture>
{
friend struct ScopedGLWrapper<ScopedBindTexture>;
protected:
GLuint mOldTex;
GLenum mTarget;
private:
void Init(GLenum target) {
MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
mTarget = target;
mOldTex = 0;
GLenum bindingTarget = (target == LOCAL_GL_TEXTURE_2D) ?
LOCAL_GL_TEXTURE_BINDING_2D :
LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB;
mGL->GetUIntegerv(bindingTarget, &mOldTex);
}
public:
ScopedBindTexture(GLContext* gl, GLuint newTex, GLenum target = LOCAL_GL_TEXTURE_2D)
: ScopedGLWrapper<ScopedBindTexture>(gl)
{
Init(target);
mGL->fBindTexture(target, newTex);
}
protected:
void UnwrapImpl() {
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fBindTexture(mTarget, mOldTex);
}
};
@ -3233,7 +3271,8 @@ protected:
GLuint mFB;
public:
ScopedFramebufferForTexture(GLContext* gl, GLuint texture)
ScopedFramebufferForTexture(GLContext* gl, GLuint texture,
GLenum target = LOCAL_GL_TEXTURE_2D)
: ScopedGLWrapper<ScopedFramebufferForTexture>(gl)
, mComplete(false)
, mFB(0)
@ -3242,7 +3281,7 @@ public:
ScopedBindFramebuffer autoFB(gl, mFB);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
target,
texture,
0);

View File

@ -26,7 +26,7 @@ void main(void) { \n\
} \n\
";
static const char kTexBlit_FragShaderSource[] = "\
static const char kTex2DBlit_FragShaderSource[] = "\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
@ -42,67 +42,99 @@ void main(void) { \n\
} \n\
";
static const char kTex2DRectBlit_FragShaderSource[] = "\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
precision mediump float; \n\
#endif \n\
\n\
uniform sampler2D uTexUnit; \n\
uniform vec2 uTexCoordMult; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
gl_FragColor = texture2DRect(uTexUnit, \n\
vTexCoord * uTexCoordMult); \n\
} \n\
";
// Allowed to be destructive of state we restore in functions below.
bool
GLContext::UseTexQuadProgram()
GLContext::InitTexQuadProgram(GLenum target)
{
MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
bool success = false;
GLuint *programPtr;
GLuint *fragShaderPtr;
const char* fragShaderSource;
if (target == LOCAL_GL_TEXTURE_2D) {
programPtr = &mTex2DBlit_Program;
fragShaderPtr = &mTex2DBlit_FragShader;
fragShaderSource = kTex2DBlit_FragShaderSource;
} else {
programPtr = &mTex2DRectBlit_Program;
fragShaderPtr = &mTex2DRectBlit_FragShader;
fragShaderSource = kTex2DRectBlit_FragShaderSource;
}
GLuint& program = *programPtr;
GLuint& fragShader = *fragShaderPtr;
// Use do-while(false) to let us break on failure
do {
if (mTexBlit_Program) {
if (program) {
// Already have it...
success = true;
break;
}
/* CCW tri-strip:
* 2---3
* | \ |
* 0---1
*/
GLfloat verts[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
if (!mTexBlit_Buffer) {
MOZ_ASSERT(!mTexBlit_Buffer);
fGenBuffers(1, &mTexBlit_Buffer);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
/* CCW tri-strip:
* 2---3
* | \ |
* 0---1
*/
GLfloat verts[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
const size_t vertsSize = sizeof(verts);
MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat)); // Make sure we have a sane size.
fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
MOZ_ASSERT(!mTexBlit_Buffer);
fGenBuffers(1, &mTexBlit_Buffer);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
fEnableVertexAttribArray(0);
fVertexAttribPointer(0,
2,
LOCAL_GL_FLOAT,
false,
0,
nullptr);
const size_t vertsSize = sizeof(verts);
// Make sure we have a sane size.
MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat));
fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
}
MOZ_ASSERT(!mTexBlit_VertShader);
MOZ_ASSERT(!mTexBlit_FragShader);
if (!mTexBlit_VertShader) {
const char* vertShaderSource = kTexBlit_VertShaderSource;
const char* fragShaderSource = kTexBlit_FragShaderSource;
const char* vertShaderSource = kTexBlit_VertShaderSource;
mTexBlit_VertShader = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
fCompileShader(mTexBlit_VertShader);
mTexBlit_VertShader = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
fCompileShader(mTexBlit_VertShader);
}
mTexBlit_FragShader = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(mTexBlit_FragShader, 1, &fragShaderSource, nullptr);
fCompileShader(mTexBlit_FragShader);
MOZ_ASSERT(!fragShader);
fragShader = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
fCompileShader(fragShader);
mTexBlit_Program = fCreateProgram();
fAttachShader(mTexBlit_Program, mTexBlit_VertShader);
fAttachShader(mTexBlit_Program, mTexBlit_FragShader);
fBindAttribLocation(mTexBlit_Program, 0, "aPosition");
fLinkProgram(mTexBlit_Program);
program = fCreateProgram();
fAttachShader(program, mTexBlit_VertShader);
fAttachShader(program, fragShader);
fBindAttribLocation(program, 0, "aPosition");
fLinkProgram(program);
if (DebugMode()) {
GLint status = 0;
@ -125,19 +157,19 @@ GLContext::UseTexQuadProgram()
}
status = 0;
fGetShaderiv(mTexBlit_FragShader, LOCAL_GL_COMPILE_STATUS, &status);
fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Frag shader compilation failed.");
GLint length = 0;
fGetShaderiv(mTexBlit_FragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetShaderInfoLog(mTexBlit_FragShader, length, nullptr, buffer);
fGetShaderInfoLog(fragShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
@ -145,30 +177,31 @@ GLContext::UseTexQuadProgram()
}
GLint status = 0;
fGetProgramiv(mTexBlit_Program, LOCAL_GL_LINK_STATUS, &status);
fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
if (DebugMode()) {
NS_ERROR("Linking blit program failed.");
GLint length = 0;
fGetProgramiv(mTexBlit_Program, LOCAL_GL_INFO_LOG_LENGTH, &length);
fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No program info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetProgramInfoLog(mTexBlit_Program, length, nullptr, buffer);
fGetProgramInfoLog(program, length, nullptr, buffer);
printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
}
break;
}
MOZ_ASSERT(fGetAttribLocation(mTexBlit_Program, "aPosition") == 0);
GLuint texUnitLoc = fGetUniformLocation(mTexBlit_Program, "uTexUnit");
MOZ_ASSERT(fGetAttribLocation(program, "aPosition") == 0);
GLint texUnitLoc = fGetUniformLocation(program, "uTexUnit");
MOZ_ASSERT(texUnitLoc != -1, "uniform not found");
// Set uniforms here:
fUseProgram(mTexBlit_Program);
fUseProgram(program);
fUniform1i(texUnitLoc, 0);
success = true;
@ -182,7 +215,7 @@ GLContext::UseTexQuadProgram()
return false;
}
fUseProgram(mTexBlit_Program);
fUseProgram(program);
fEnableVertexAttribArray(0);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
fVertexAttribPointer(0,
@ -194,6 +227,22 @@ GLContext::UseTexQuadProgram()
return true;
}
bool
GLContext::UseTexQuadProgram(GLenum target, const gfxIntSize& srcSize)
{
if (!InitTexQuadProgram(target)) {
return false;
}
if (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
GLint texCoordMultLoc = fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
}
return true;
}
void
GLContext::DeleteTexBlitProgram()
{
@ -205,13 +254,21 @@ GLContext::DeleteTexBlitProgram()
fDeleteShader(mTexBlit_VertShader);
mTexBlit_VertShader = 0;
}
if (mTexBlit_FragShader) {
fDeleteShader(mTexBlit_FragShader);
mTexBlit_FragShader = 0;
if (mTex2DBlit_FragShader) {
fDeleteShader(mTex2DBlit_FragShader);
mTex2DBlit_FragShader = 0;
}
if (mTexBlit_Program) {
fDeleteProgram(mTexBlit_Program);
mTexBlit_Program = 0;
if (mTex2DRectBlit_FragShader) {
fDeleteShader(mTex2DRectBlit_FragShader);
mTex2DRectBlit_FragShader = 0;
}
if (mTex2DBlit_Program) {
fDeleteProgram(mTex2DBlit_Program);
mTex2DBlit_Program = 0;
}
if (mTex2DRectBlit_Program) {
fDeleteProgram(mTex2DRectBlit_Program);
mTex2DRectBlit_Program = 0;
}
}
@ -267,7 +324,8 @@ GLContext::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
void
GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
const gfxIntSize& destSize,
GLenum srcTarget)
{
MOZ_ASSERT(fIsTexture(srcTex));
MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
@ -275,7 +333,7 @@ GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
if (IsExtensionSupported(EXT_framebuffer_blit) ||
IsExtensionSupported(ANGLE_framebuffer_blit))
{
ScopedFramebufferForTexture srcWrapper(this, srcTex);
ScopedFramebufferForTexture srcWrapper(this, srcTex, srcTarget);
MOZ_ASSERT(srcWrapper.IsComplete());
BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
@ -285,14 +343,10 @@ GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
ScopedBindFramebuffer boundFB(this, destFB);
GLuint boundTexUnit = 0;
GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &boundTexUnit);
fActiveTexture(LOCAL_GL_TEXTURE0);
GLuint boundTex = 0;
GetUIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &boundTex);
fBindTexture(LOCAL_GL_TEXTURE_2D, srcTex);
// UseTexQuadProgram initializes a shader that reads
// from texture unit 0.
ScopedBindTextureUnit boundTU(this, LOCAL_GL_TEXTURE0);
ScopedBindTexture boundTex(this, srcTex, srcTarget);
GLuint boundProgram = 0;
GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
@ -355,7 +409,7 @@ GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
fViewport(0, 0, destSize.width, destSize.height);
// Does destructive things to (only!) what we just saved above.
bool good = UseTexQuadProgram();
bool good = UseTexQuadProgram(srcTarget, srcSize);
if (!good) {
// We're up against the wall, so bail.
// This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
@ -387,14 +441,13 @@ GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
fUseProgram(boundProgram);
fBindTexture(LOCAL_GL_TEXTURE_2D, boundTex);
fActiveTexture(boundTexUnit);
}
void
GLContext::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
const gfxIntSize& destSize,
GLenum destTarget)
{
MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
MOZ_ASSERT(fIsTexture(destTex));
@ -402,18 +455,18 @@ GLContext::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
if (IsExtensionSupported(EXT_framebuffer_blit) ||
IsExtensionSupported(ANGLE_framebuffer_blit))
{
ScopedFramebufferForTexture destWrapper(this, destTex);
ScopedFramebufferForTexture destWrapper(this, destTex, destTarget);
BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
srcSize, destSize);
return;
}
ScopedBindTexture autoTex(this, destTex);
ScopedBindTexture autoTex(this, destTex, destTarget);
ScopedBindFramebuffer boundFB(this, srcFB);
ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
fCopyTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0,
fCopyTexSubImage2D(destTarget, 0,
0, 0,
0, 0,
srcSize.width, srcSize.height);
@ -422,25 +475,26 @@ GLContext::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
void
GLContext::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
const gfxIntSize& destSize,
GLenum srcTarget, GLenum destTarget)
{
MOZ_ASSERT(fIsTexture(srcTex));
MOZ_ASSERT(fIsTexture(destTex));
if (mTexBlit_UseDrawNotCopy) {
// Draw is texture->framebuffer
ScopedFramebufferForTexture destWrapper(this, destTex);
ScopedFramebufferForTexture destWrapper(this, destTex, destTarget);
BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
srcSize, destSize);
srcSize, destSize, srcTarget);
return;
}
// Generally, just use the CopyTexSubImage path
ScopedFramebufferForTexture srcWrapper(this, srcTex);
ScopedFramebufferForTexture srcWrapper(this, srcTex, srcTarget);
BlitFramebufferToTexture(srcWrapper.FB(), destTex,
srcSize, destSize);
srcSize, destSize, destTarget);
}
uint32_t GetBitsPerTexel(GLenum format, GLenum type)

View File

@ -565,10 +565,12 @@ ReadBuffer::Create(GLContext* gl,
GLuint colorTex = 0;
GLuint colorRB = 0;
GLenum target = 0;
switch (surf->AttachType()) {
case AttachmentType::GLTexture:
colorTex = surf->Texture();
target = surf->TextureTarget();
break;
case AttachmentType::GLRenderbuffer:
colorRB = surf->Renderbuffer();
@ -580,7 +582,7 @@ ReadBuffer::Create(GLContext* gl,
GLuint fb = 0;
gl->fGenFramebuffers(1, &fb);
gl->AttachBuffersToFB(colorTex, colorRB, depthRB, stencilRB, fb);
gl->AttachBuffersToFB(colorTex, colorRB, depthRB, stencilRB, fb, target);
MOZ_ASSERT(gl->IsFramebufferComplete(fb));
@ -614,10 +616,12 @@ ReadBuffer::Attach(SharedSurface_GL* surf)
if (surf->AttachType() != AttachmentType::Screen) {
GLuint colorTex = 0;
GLuint colorRB = 0;
GLenum target = 0;
switch (surf->AttachType()) {
case AttachmentType::GLTexture:
colorTex = surf->Texture();
target = surf->TextureTarget();
break;
case AttachmentType::GLRenderbuffer:
colorRB = surf->Renderbuffer();
@ -626,7 +630,7 @@ ReadBuffer::Attach(SharedSurface_GL* surf)
MOZ_CRASH("Unknown attachment type?");
}
mGL->AttachBuffersToFB(colorTex, colorRB, 0, 0, mFB);
mGL->AttachBuffersToFB(colorTex, colorRB, 0, 0, mFB, target);
MOZ_ASSERT(mGL->IsFramebufferComplete(mFB));
}

View File

@ -108,6 +108,10 @@ public:
MOZ_CRASH("Did you forget to override this function?");
}
virtual GLenum TextureTarget() const {
return Texture() ? LOCAL_GL_TEXTURE_2D : 0;
}
virtual GLuint Renderbuffer() const {
MOZ_ASSERT(AttachType() == AttachmentType::GLRenderbuffer);
MOZ_CRASH("Did you forget to override this function?");

View File

@ -52,8 +52,9 @@ SharedSurface_GL::Copy(SharedSurface_GL* src, SharedSurface_GL* dest,
if (dest->AttachType() == AttachmentType::GLTexture) {
GLuint destTex = dest->Texture();
GLenum destTarget = dest->TextureTarget();
gl->BlitFramebufferToTexture(0, destTex, src->Size(), dest->Size());
gl->BlitFramebufferToTexture(0, destTex, src->Size(), dest->Size(), destTarget);
} else if (dest->AttachType() == AttachmentType::GLRenderbuffer) {
GLuint destRB = dest->Renderbuffer();
ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);
@ -89,8 +90,9 @@ SharedSurface_GL::Copy(SharedSurface_GL* src, SharedSurface_GL* dest,
if (src->AttachType() == AttachmentType::GLTexture) {
GLuint srcTex = src->Texture();
GLenum srcTarget = src->TextureTarget();
gl->BlitTextureToFramebuffer(srcTex, 0, src->Size(), dest->Size());
gl->BlitTextureToFramebuffer(srcTex, 0, src->Size(), dest->Size(), srcTarget);
} else if (src->AttachType() == AttachmentType::GLRenderbuffer) {
GLuint srcRB = src->Renderbuffer();
ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);
@ -115,12 +117,15 @@ SharedSurface_GL::Copy(SharedSurface_GL* src, SharedSurface_GL* dest,
if (src->AttachType() == AttachmentType::GLTexture) {
GLuint srcTex = src->Texture();
GLenum srcTarget = src->TextureTarget();
if (dest->AttachType() == AttachmentType::GLTexture) {
GLuint destTex = dest->Texture();
GLenum destTarget = dest->TextureTarget();
gl->BlitTextureToTexture(srcTex, destTex,
src->Size(), dest->Size());
src->Size(), dest->Size(),
srcTarget, destTarget);
return;
}
@ -130,7 +135,7 @@ SharedSurface_GL::Copy(SharedSurface_GL* src, SharedSurface_GL* dest,
ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);
gl->BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
src->Size(), dest->Size());
src->Size(), dest->Size(), srcTarget);
return;
}
@ -144,9 +149,10 @@ SharedSurface_GL::Copy(SharedSurface_GL* src, SharedSurface_GL* dest,
if (dest->AttachType() == AttachmentType::GLTexture) {
GLuint destTex = dest->Texture();
GLenum destTarget = dest->TextureTarget();
gl->BlitFramebufferToTexture(srcWrapper.FB(), destTex,
src->Size(), dest->Size());
src->Size(), dest->Size(), destTarget);
return;
}