/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef MOZILLA_GFX_COMPOSITOROGL_H #define MOZILLA_GFX_COMPOSITOROGL_H #include "GLContextTypes.h" // for GLContext, etc #include "GLDefs.h" // for GLuint, LOCAL_GL_TEXTURE_2D, etc #include "OGLShaderProgram.h" // for ShaderProgramOGL, etc #include "Units.h" // for ScreenPoint #include "mozilla/Assertions.h" // for MOZ_ASSERT, etc #include "mozilla/Attributes.h" // for MOZ_OVERRIDE, MOZ_FINAL #include "mozilla/RefPtr.h" // for TemporaryRef, RefPtr #include "mozilla/gfx/2D.h" // for DrawTarget #include "mozilla/gfx/BaseSize.h" // for BaseSize #include "mozilla/gfx/Point.h" // for IntSize, Point #include "mozilla/gfx/Rect.h" // for Rect, IntRect #include "mozilla/gfx/Types.h" // for Float, SurfaceFormat, etc #include "mozilla/layers/Compositor.h" // for SurfaceInitMode, Compositor, etc #include "mozilla/layers/CompositorTypes.h" // for MaskType::NumMaskTypes, etc #include "mozilla/layers/LayersTypes.h" #include "nsAutoPtr.h" // for nsRefPtr, nsAutoPtr #include "nsCOMPtr.h" // for already_AddRefed #include "nsDebug.h" // for NS_ASSERTION, NS_WARNING #include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc #include "nsSize.h" // for nsIntSize #include "nsTArray.h" // for nsAutoTArray, nsTArray, etc #include "nsThreadUtils.h" // for nsRunnable #include "nsXULAppAPI.h" // for XRE_GetProcessType #include "nscore.h" // for NS_IMETHOD #include "VBOArena.h" // for gl::VBOArena class gfx3DMatrix; class nsIWidget; namespace mozilla { class TimeStamp; namespace gfx { class Matrix4x4; } namespace layers { class CompositingRenderTarget; class CompositingRenderTargetOGL; class DataTextureSource; class GLManagerCompositor; class TextureSource; struct Effect; struct EffectChain; class CompositorOGL : public Compositor { typedef mozilla::gl::GLContext GLContext; friend class GLManagerCompositor; std::map mPrograms; public: CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1, bool aUseExternalSurfaceSize = false); virtual ~CompositorOGL(); virtual TemporaryRef CreateDataTextureSource(TextureFlags aFlags = 0) MOZ_OVERRIDE; virtual bool Initialize() MOZ_OVERRIDE; virtual void Destroy() MOZ_OVERRIDE; virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() MOZ_OVERRIDE { return TextureFactoryIdentifier(LayersBackend::LAYERS_OPENGL, XRE_GetProcessType(), GetMaxTextureSize(), mFBOTextureTarget == LOCAL_GL_TEXTURE_2D, SupportsPartialTextureUpdate()); } virtual TemporaryRef CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) MOZ_OVERRIDE; virtual TemporaryRef CreateRenderTargetFromSource(const gfx::IntRect &aRect, const CompositingRenderTarget *aSource, const gfx::IntPoint &aSourcePoint) MOZ_OVERRIDE; virtual void SetRenderTarget(CompositingRenderTarget *aSurface) MOZ_OVERRIDE; virtual CompositingRenderTarget* GetCurrentRenderTarget() MOZ_OVERRIDE; virtual void DrawQuad(const gfx::Rect& aRect, const gfx::Rect& aClipRect, const EffectChain &aEffectChain, gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform) MOZ_OVERRIDE { DrawQuadInternal(aRect, aClipRect, aEffectChain, aOpacity, aTransform, LOCAL_GL_TRIANGLE_STRIP); } virtual void DrawLines(const std::vector& aLines, const gfx::Rect& aClipRect, const gfx::Color& aColor, gfx::Float aOpacity, const gfx::Matrix4x4 &aTransform) MOZ_OVERRIDE; virtual void EndFrame() MOZ_OVERRIDE; virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) MOZ_OVERRIDE; virtual void AbortFrame() MOZ_OVERRIDE; virtual bool SupportsPartialTextureUpdate() MOZ_OVERRIDE; virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) MOZ_OVERRIDE { if (!mGLContext) return false; int32_t maxSize = GetMaxTextureSize(); return aSize <= gfx::IntSize(maxSize, maxSize); } virtual int32_t GetMaxTextureSize() const MOZ_OVERRIDE; /** * Set the size of the EGL surface we're rendering to, if we're rendering to * an EGL surface. */ virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) MOZ_OVERRIDE; virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) MOZ_OVERRIDE { mRenderOffset = aOffset; } virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) MOZ_OVERRIDE; virtual void SetTargetContext(gfx::DrawTarget* aTarget) MOZ_OVERRIDE { mTarget = aTarget; } virtual void PrepareViewport(const gfx::IntSize& aSize, const gfx::Matrix& aWorldTransform) MOZ_OVERRIDE; #ifdef MOZ_DUMP_PAINTING virtual const char* Name() const MOZ_OVERRIDE { return "OGL"; } #endif // MOZ_DUMP_PAINTING virtual LayersBackend GetBackendType() const MOZ_OVERRIDE { return LayersBackend::LAYERS_OPENGL; } virtual void Pause() MOZ_OVERRIDE; virtual bool Resume() MOZ_OVERRIDE; virtual nsIWidget* GetWidget() const MOZ_OVERRIDE { return mWidget; } GLContext* gl() const { return mGLContext; } gfx::SurfaceFormat GetFBOFormat() const { return gfx::SurfaceFormat::R8G8B8A8; } /** * The compositor provides with temporary textures for use with direct * textruing like gralloc texture. * Doing so lets us use gralloc the way it has been designed to be used * (see https://wiki.mozilla.org/Platform/GFX/Gralloc) */ GLuint GetTemporaryTexture(GLenum aUnit); const gfx::Matrix4x4& GetProjMatrix() const { return mProjMatrix; } private: virtual void DrawQuadInternal(const gfx::Rect& aRect, const gfx::Rect& aClipRect, const EffectChain &aEffectChain, gfx::Float aOpacity, const gfx::Matrix4x4 &aTransformi, GLuint aDrawMode); /** * Context target, nullptr when drawing directly to our swap chain. */ RefPtr mTarget; /** Widget associated with this compositor */ nsIWidget *mWidget; nsIntSize mWidgetSize; nsRefPtr mGLContext; gfx::Matrix4x4 mProjMatrix; /** The size of the surface we are rendering to */ nsIntSize mSurfaceSize; ScreenPoint mRenderOffset; already_AddRefed CreateContext(); /** Texture target to use for FBOs */ GLenum mFBOTextureTarget; /** Currently bound render target */ RefPtr mCurrentRenderTarget; #ifdef DEBUG CompositingRenderTargetOGL* mWindowRenderTarget; #endif /** VBO that has some basics in it for a textured quad, * including vertex coords and texcoords for both * flipped and unflipped textures */ GLuint mQuadVBO; /** * When we can't use mQuadVBO, we allocate VBOs from this arena instead. */ gl::VBOArena mVBOs; bool mHasBGRA; /** * When rendering to some EGL surfaces (e.g. on Android), we rely on being told * about size changes (via SetSurfaceSize) rather than pulling this information * from the widget. */ bool mUseExternalSurfaceSize; /** * Have we had DrawQuad calls since the last frame was rendered? */ bool mFrameInProgress; /* * Clear aRect on FrameBuffer. */ virtual void clearFBRect(const gfx::Rect* aRect); /* Start a new frame. If aClipRectIn is null and aClipRectOut is non-null, * sets *aClipRectOut to the screen dimensions. */ virtual void BeginFrame(const nsIntRegion& aInvalidRegion, const gfx::Rect *aClipRectIn, const gfx::Matrix& aTransform, const gfx::Rect& aRenderBounds, gfx::Rect *aClipRectOut = nullptr, gfx::Rect *aRenderBoundsOut = nullptr) MOZ_OVERRIDE; ShaderConfigOGL GetShaderConfigFor(Effect *aEffect, MaskType aMask = MaskNone) const; ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL &aConfig); /** * Create a FBO backed by a texture. * Note that the texture target type will be * of the type returned by FBOTextureTarget; different * shaders are required to sample from the different * texture types. */ void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource, GLuint aSourceFrameBuffer, GLuint *aFBO, GLuint *aTexture); GLintptr QuadVBOVertexOffset() { return 0; } GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; } GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; } void BindQuadVBO(); void QuadVBOVerticesAttrib(GLuint aAttribIndex); void QuadVBOTexCoordsAttrib(GLuint aAttribIndex); void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex); void BindAndDrawQuad(GLuint aVertAttribIndex, GLuint aTexCoordAttribIndex, bool aFlipped = false, GLuint aDrawMode = LOCAL_GL_TRIANGLE_STRIP); void BindAndDrawQuad(ShaderProgramOGL *aProg, bool aFlipped = false, GLuint aDrawMode = LOCAL_GL_TRIANGLE_STRIP); void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg, const gfx3DMatrix& aTextureTransform, const gfx::Rect& aTexCoordRect, TextureSource *aTexture); void CleanupResources(); /** * Copies the content of our backbuffer to the set transaction target. * Does not restore the target FBO, so only call from EndFrame. */ void CopyToTarget(gfx::DrawTarget* aTarget, const gfx::Matrix& aWorldMatrix); /** * Implements the flipping of the y-axis to convert from layers/compositor * coordinates to OpenGL coordinates. * * Indeed, the only coordinate system that OpenGL knows has the y-axis * pointing upwards, but the layers/compositor coordinate system has the * y-axis pointing downwards, for good reason as Web pages are typically * scrolled downwards. So, some flipping has to take place; FlippedY does it. */ GLint FlipY(GLint y) const { return mHeight - y; } bool mDestroyed; // Textures used for direct texturing of buffers like gralloc. // The index of the texture in this array must correspond to the texture unit. nsTArray mTextures; /** * Height of the OpenGL context's primary framebuffer in pixels. Used by * FlipY for the y-flipping calculation. */ GLint mHeight; }; } } #endif /* MOZILLA_GFX_COMPOSITOROGL_H */