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Bug 956266 - Don't rebuffer quad vertex + texture coordinates when drawing simple quads in CompositorOGL. r=nrc
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@ -5,6 +5,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "DecomposeIntoNoRepeatTriangles.h"
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#include "gfxMatrix.h"
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namespace mozilla {
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namespace gl {
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@ -14,6 +15,19 @@ RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
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GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
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bool flip_y /* = false */)
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{
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if (vertexCoords.IsEmpty() &&
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x0 == 0.0f && y0 == 0.0f && x1 == 1.0f && y1 == 1.0f) {
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mIsSimpleQuad = true;
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if (flip_y) {
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mTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty0 - ty1, tx0, ty1));
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} else {
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mTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty1 - ty0, tx0, ty0));
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}
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} else if (mIsSimpleQuad) {
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mIsSimpleQuad = false;
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mTextureTransform = gfx3DMatrix();
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}
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vert_coord v;
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v.x = x0; v.y = y0;
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vertexCoords.AppendElement(v);
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@ -10,6 +10,7 @@
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#include "GLTypes.h"
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#include "nsRect.h"
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#include "nsTArray.h"
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#include "gfx3DMatrix.h"
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namespace mozilla {
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namespace gl {
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@ -18,7 +19,7 @@ namespace gl {
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*/
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class RectTriangles {
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public:
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RectTriangles() { }
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RectTriangles() : mIsSimpleQuad(false) { }
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// Always pass texture coordinates upright. If you want to flip the
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// texture coordinates emitted to the tex_coords array, set flip_y to
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@ -27,6 +28,16 @@ public:
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GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
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bool flip_y = false);
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// Returns whether this object is made of only one rect that can be drawn
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// with a pre-buffered unity quad which has 0,0,1,1 as both vertex
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// positions and texture coordinates.
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// aOutTextureTransform returns the transform that maps 0,0,1,1 texture
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// coordinates to the correct ones.
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bool IsSimpleQuad(gfx3DMatrix& aOutTextureTransform) const {
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aOutTextureTransform = mTextureTransform;
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return mIsSimpleQuad;
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}
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/**
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* these return a float pointer to the start of each array respectively.
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* Use it for glVertexAttribPointer calls.
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@ -50,6 +61,8 @@ private:
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// default is 4 rectangles, each made up of 2 triangles (3 coord vertices each)
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nsAutoTArray<vert_coord, 6> vertexCoords;
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nsAutoTArray<tex_coord, 6> texCoords;
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gfx3DMatrix mTextureTransform;
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bool mIsSimpleQuad;
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};
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/**
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@ -557,6 +557,9 @@ CompositorOGL::Initialize()
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return true;
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}
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// |aTextureTransform| is the texture transform that will be set on
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// aProg, possibly multiplied with another texture transform of our
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// own.
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// |aTexCoordRect| is the rectangle from the texture that we want to
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// draw using the given program. The program already has a necessary
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// offset and scale, so the geometry that needs to be drawn is a unit
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@ -566,6 +569,7 @@ CompositorOGL::Initialize()
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// larger than the rectangle given by |aTexCoordRect|.
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void
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CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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const gfx3DMatrix& aTextureTransform,
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const Rect& aTexCoordRect,
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TextureSource *aTexture)
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{
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@ -622,7 +626,14 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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rects, flipped);
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}
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DrawQuads(mGLContext, mVBOs, aProg, rects);
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gfx3DMatrix textureTransform;
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if (rects.IsSimpleQuad(textureTransform)) {
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aProg->SetTextureTransform(aTextureTransform * textureTransform);
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BindAndDrawQuad(aProg, false);
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} else {
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aProg->SetTextureTransform(aTextureTransform);
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DrawQuads(mGLContext, mVBOs, aProg, rects);
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}
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}
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void
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@ -1191,9 +1202,6 @@ CompositorOGL::DrawQuadInternal(const Rect& aRect,
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AutoBindTexture bindSource(mGLContext, source->AsSourceOGL(), LOCAL_GL_TEXTURE0);
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gfx3DMatrix textureTransform = source->AsSourceOGL()->GetTextureTransform();
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program->SetTextureTransform(textureTransform);
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GraphicsFilter filter = ThebesFilter(texturedEffect->mFilter);
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gfxMatrix textureTransform2D;
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#ifdef MOZ_WIDGET_ANDROID
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@ -1218,7 +1226,8 @@ CompositorOGL::DrawQuadInternal(const Rect& aRect,
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BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
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}
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BindAndDrawQuadWithTextureRect(program, texturedEffect->mTextureCoords, source);
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BindAndDrawQuadWithTextureRect(program, source->AsSourceOGL()->GetTextureTransform(),
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texturedEffect->mTextureCoords, source);
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if (!texturedEffect->mPremultiplied) {
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mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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@ -1251,13 +1260,15 @@ CompositorOGL::DrawQuadInternal(const Rect& aRect,
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program->SetYCbCrTextureUnits(Y, Cb, Cr);
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program->SetLayerOpacity(aOpacity);
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program->SetTextureTransform(gfx3DMatrix());
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AutoSaveTexture bindMask(mGLContext, LOCAL_GL_TEXTURE3);
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if (maskType != MaskNone) {
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BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE3, maskQuadTransform);
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}
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BindAndDrawQuadWithTextureRect(program, effectYCbCr->mTextureCoords, sourceYCbCr->GetSubSource(Y));
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BindAndDrawQuadWithTextureRect(program,
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gfx3DMatrix(),
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effectYCbCr->mTextureCoords,
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sourceYCbCr->GetSubSource(Y));
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}
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break;
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case EFFECT_RENDER_TARGET: {
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@ -1332,7 +1343,6 @@ CompositorOGL::DrawQuadInternal(const Rect& aRect,
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program->SetWhiteTextureUnit(1);
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program->SetLayerOpacity(aOpacity);
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program->SetLayerTransform(aTransform);
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program->SetTextureTransform(gfx3DMatrix());
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program->SetRenderOffset(offset.x, offset.y);
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program->SetLayerQuadRect(aRect);
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AutoSaveTexture bindMask(mGLContext, LOCAL_GL_TEXTURE2);
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@ -1340,7 +1350,10 @@ CompositorOGL::DrawQuadInternal(const Rect& aRect,
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BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE2, maskQuadTransform);
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}
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BindAndDrawQuadWithTextureRect(program, effectComponentAlpha->mTextureCoords, effectComponentAlpha->mOnBlack);
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BindAndDrawQuadWithTextureRect(program,
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gfx3DMatrix(),
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effectComponentAlpha->mTextureCoords,
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effectComponentAlpha->mOnBlack);
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mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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@ -309,6 +309,7 @@ private:
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bool aFlipped = false,
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GLuint aDrawMode = LOCAL_GL_TRIANGLE_STRIP);
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void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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const gfx3DMatrix& aTextureTransform,
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const gfx::Rect& aTexCoordRect,
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TextureSource *aTexture);
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