/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * Frederic Plourde * Vladimir Vukicevic * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include "LayerManagerOGL.h" #include "ThebesLayerOGL.h" #include "ContainerLayerOGL.h" #include "ImageLayerOGL.h" #include "ColorLayerOGL.h" #include "CanvasLayerOGL.h" #include "LayerManagerOGLShaders.h" #include "gfxContext.h" #include "nsIWidget.h" #include "GLContext.h" #include "GLContextProvider.h" #include "nsIServiceManager.h" #include "nsIConsoleService.h" namespace mozilla { namespace layers { using namespace mozilla::gl; int LayerManagerOGLProgram::sCurrentProgramKey = 0; static void DumpLayerAndChildren(LayerOGL *l, int advance = 0) { for (int i = 0; i < advance; i++) fprintf(stderr, " "); fprintf(stderr, "%p: Layer type %d\n", l, l->GetType()); l = l->GetFirstChildOGL(); while (l) { DumpLayerAndChildren(l, advance+1); Layer *genl = l->GetLayer()->GetNextSibling(); l = genl ? static_cast(genl->ImplData()) : nsnull; } } /** * LayerManagerOGL */ LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget) : mWidget(aWidget) , mBackBufferFBO(0) , mBackBufferTexture(0) , mBackBufferSize(-1, -1) , mHasBGRA(0) { } LayerManagerOGL::~LayerManagerOGL() { if (mGLContext) mGLContext->MakeCurrent(); for (unsigned int i = 0; i < mPrograms.Length(); ++i) delete mPrograms[i]; mPrograms.Clear(); } PRBool LayerManagerOGL::Initialize(GLContext *aExistingContext) { if (aExistingContext) { mGLContext = aExistingContext; } else { mGLContext = sGLContextProvider.CreateForWindow(mWidget); if (!mGLContext) { NS_WARNING("Failed to create LayerManagerOGL context"); return PR_FALSE; } } MakeCurrent(); DEBUG_GL_ERROR_CHECK(mGLContext); const char *extensionStr = (const char*) mGLContext->fGetString(LOCAL_GL_EXTENSIONS); mHasBGRA = (strstr(extensionStr, "EXT_bgra") != nsnull); mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); // We unfortunately can't do generic initialization here, since the // concrete type actually matters. This macro generates the // initialization using a concrete type and index. #define SHADER_PROGRAM(penum, ptype, vsstr, fsstr) do { \ NS_ASSERTION(programIndex++ == penum, "out of order shader initialization!"); \ ptype *p = new ptype(mGLContext); \ if (!p->Initialize(vsstr, fsstr)) \ return PR_FALSE; \ mPrograms.AppendElement(p); \ } while (0) // NOTE: Order matters here, and should be in the same order as the // ProgramType enum! GLint programIndex = 0; /* Layer programs */ SHADER_PROGRAM(RGBALayerProgramType, ColorTextureLayerProgram, sLayerVS, sRGBATextureLayerFS); SHADER_PROGRAM(BGRALayerProgramType, ColorTextureLayerProgram, sLayerVS, sBGRATextureLayerFS); SHADER_PROGRAM(RGBXLayerProgramType, ColorTextureLayerProgram, sLayerVS, sRGBXTextureLayerFS); SHADER_PROGRAM(BGRXLayerProgramType, ColorTextureLayerProgram, sLayerVS, sBGRXTextureLayerFS); SHADER_PROGRAM(RGBARectLayerProgramType, ColorTextureLayerProgram, sLayerVS, sRGBARectTextureLayerFS); SHADER_PROGRAM(ColorLayerProgramType, SolidColorLayerProgram, sLayerVS, sSolidColorLayerFS); SHADER_PROGRAM(YCbCrLayerProgramType, YCbCrTextureLayerProgram, sLayerVS, sYCbCrTextureLayerFS); /* Copy programs (used for final framebuffer blit) */ SHADER_PROGRAM(Copy2DProgramType, CopyProgram, sCopyVS, sCopy2DFS); SHADER_PROGRAM(Copy2DRectProgramType, CopyProgram, sCopyVS, sCopy2DRectFS); #undef SHADER_PROGRAM NS_ASSERTION(programIndex == NumProgramTypes, "not all programs were initialized!"); /** * We'll test the ability here to bind NPOT textures to a framebuffer, if * this fails we'll try ARB_texture_rectangle. */ mGLContext->fGenFramebuffers(1, &mBackBufferFBO); GLenum textureTargets[] = { LOCAL_GL_TEXTURE_2D, #ifndef USE_GLES2 LOCAL_GL_TEXTURE_RECTANGLE_ARB #endif }; mFBOTextureTarget = LOCAL_GL_NONE; for (PRUint32 i = 0; i < NS_ARRAY_LENGTH(textureTargets); i++) { GLenum target = textureTargets[i]; mGLContext->fGenTextures(1, &mBackBufferTexture); mGLContext->fBindTexture(target, mBackBufferTexture); mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST); mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST); mGLContext->fTexImage2D(target, 0, LOCAL_GL_RGBA, 5, 3, /* sufficiently NPOT */ 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); // unbind this texture, in preparation for binding it to the FBO mGLContext->fBindTexture(target, 0); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, target, mBackBufferTexture, 0); if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mFBOTextureTarget = target; break; } // We weren't succesful with this texture, so we don't need it // any more. mGLContext->fDeleteTextures(1, &mBackBufferTexture); } if (mFBOTextureTarget == LOCAL_GL_NONE) { /* Unable to find a texture target that works with FBOs and NPOT textures */ return false; } mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) { /* If we're using TEXTURE_RECTANGLE, then we must have the ARB * extension -- the EXT variant does not provide support for * texture rectangle access inside GLSL (sampler2DRect, * texture2DRect). */ if (strstr(extensionStr, "ARB_texture_rectangle") == NULL) return false; } // back to default framebuffer, to avoid confusion mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); DEBUG_GL_ERROR_CHECK(mGLContext); /* Create a simple quad VBO */ mGLContext->fGenBuffers(1, &mQuadVBO); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO); GLfloat vertices[] = { /* 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, /* Then flipped quad texcoords */ 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW); DEBUG_GL_ERROR_CHECK(mGLContext); nsCOMPtr console(do_GetService(NS_CONSOLESERVICE_CONTRACTID)); if (console) { nsString msg; msg += NS_LITERAL_STRING("OpenGL LayerManager Initialized Succesfully.\nVersion: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION))); msg += NS_LITERAL_STRING("\nVendor: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR))); msg += NS_LITERAL_STRING("\nRenderer: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER))); msg += NS_LITERAL_STRING("\nFBO Texture Target: "); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D) msg += NS_LITERAL_STRING("TEXTURE_2D"); else msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE"); console->LogStringMessage(msg.get()); } DEBUG_GL_ERROR_CHECK(mGLContext); return true; } void LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion) { mClippingRegion = aClippingRegion; } void LayerManagerOGL::BeginTransaction() { } void LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget) { mTarget = aTarget; } void LayerManagerOGL::EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData) { mThebesLayerCallback = aCallback; mThebesLayerCallbackData = aCallbackData; Render(); mThebesLayerCallback = nsnull; mThebesLayerCallbackData = nsnull; mTarget = NULL; } already_AddRefed LayerManagerOGL::CreateThebesLayer() { nsRefPtr layer = new ThebesLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateContainerLayer() { nsRefPtr layer = new ContainerLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateImageContainer() { nsRefPtr container = new ImageContainerOGL(this); return container.forget(); } already_AddRefed LayerManagerOGL::CreateImageLayer() { nsRefPtr layer = new ImageLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateColorLayer() { nsRefPtr layer = new ColorLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateCanvasLayer() { nsRefPtr layer = new CanvasLayerOGL(this); return layer.forget(); } void LayerManagerOGL::MakeCurrent() { mGLContext->MakeCurrent(); } LayerOGL* LayerManagerOGL::RootLayer() const { return static_cast(mRoot->ImplData()); } void LayerManagerOGL::Render() { nsIntRect rect; mWidget->GetBounds(rect); GLint width = rect.width; GLint height = rect.height; MakeCurrent(); DEBUG_GL_ERROR_CHECK(mGLContext); SetupBackBuffer(width, height); SetupPipeline(width, height); // Default blend function implements "OVER" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); DEBUG_GL_ERROR_CHECK(mGLContext); #if 0 // XXX for whatever reason, scissor is not working -- even with no // cliprect set, so we go through the 0,0,w,h path, any updates // after the initial render end up failing the scissor rectangle. I // have no idea why. We disable it for now, because it's not actually // helping us with anything -- we draw to a specific location in the // front buffer as it is. const nsIntRect *clipRect = mRoot->GetClipRect(); if (clipRect) { mGLContext->fScissor(clipRect->x, clipRect->y, clipRect->width, clipRect->height); } else { mGLContext->fScissor(0, 0, width, height); } mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST); #else mGLContext->fDisable(LOCAL_GL_SCISSOR_TEST); #endif DEBUG_GL_ERROR_CHECK(mGLContext); // Render our layers. RootLayer()->RenderLayer(mBackBufferFBO, nsIntPoint(0, 0)); DEBUG_GL_ERROR_CHECK(mGLContext); if (mTarget) { CopyToTarget(); return; } mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); CopyProgram *copyprog = GetCopy2DProgram(); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) { copyprog = GetCopy2DRectProgram(); } mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture); copyprog->Activate(); copyprog->SetTextureUnit(0); if (copyprog->GetTexCoordMultiplierUniformLocation() != -1) { float f[] = { float(width), float(height) }; copyprog->SetUniform(copyprog->GetTexCoordMultiplierUniformLocation(), 2, f); } DEBUG_GL_ERROR_CHECK(mGLContext); // we're going to use client-side vertex arrays for this. mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // "COPY" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO, LOCAL_GL_ONE, LOCAL_GL_ZERO); // enable our vertex attribs; we'll call glVertexPointer below // to fill with the correct data. GLint vcattr = copyprog->AttribLocation(CopyProgram::VertexCoordAttrib); GLint tcattr = copyprog->AttribLocation(CopyProgram::TexCoordAttrib); mGLContext->fEnableVertexAttribArray(vcattr); mGLContext->fEnableVertexAttribArray(tcattr); const nsIntRect *r; nsIntRegionRectIterator iter(mClippingRegion); while ((r = iter.Next()) != nsnull) { float left = (GLfloat)r->x / width; float right = (GLfloat)r->XMost() / width; float top = (GLfloat)r->y / height; float bottom = (GLfloat)r->YMost() / height; float vertices[] = { left * 2.0f - 1.0f, -(top * 2.0f - 1.0f), right * 2.0f - 1.0f, -(top * 2.0f - 1.0f), left * 2.0f - 1.0f, -(bottom * 2.0f - 1.0f), right * 2.0f - 1.0f, -(bottom * 2.0f - 1.0f) }; float coords[] = { left, top, right, top, left, bottom, right, bottom }; mGLContext->fVertexAttribPointer(vcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertices); mGLContext->fVertexAttribPointer(tcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, coords); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); DEBUG_GL_ERROR_CHECK(mGLContext); } mGLContext->fDisableVertexAttribArray(vcattr); mGLContext->fDisableVertexAttribArray(tcattr); DEBUG_GL_ERROR_CHECK(mGLContext); // XXX this is an intermediate workaround for windows that are // double-buffered by default on GLX systems. The swap is a no-op // everywhere else (and for non-double-buffered GLX windows). If // the swap is actually performed, it implicitly glFlush()s. if (!mGLContext->SwapBuffers()) { mGLContext->fFlush(); } DEBUG_GL_ERROR_CHECK(mGLContext); } void LayerManagerOGL::SetupPipeline(int aWidth, int aHeight) { // Set the viewport correctly mGLContext->fViewport(0, 0, aWidth, aHeight); // Matrix to transform to viewport space ( <-1.0, 1.0> topleft, // <1.0, -1.0> bottomright) gfx3DMatrix viewMatrix; viewMatrix._11 = 2.0f / float(aWidth); viewMatrix._22 = 2.0f / float(aHeight); viewMatrix._41 = -1.0f; viewMatrix._42 = -1.0f; SetLayerProgramProjectionMatrix(viewMatrix); } void LayerManagerOGL::SetupBackBuffer(int aWidth, int aHeight) { // Do we have a FBO of the right size already? if (mBackBufferSize.width == aWidth && mBackBufferSize.height == aHeight) { mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); return; } // we already have a FBO, but we need to resize its texture. mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture); mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aWidth, aHeight, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, mFBOTextureTarget, mBackBufferTexture, 0); mBackBufferSize.width = aWidth; mBackBufferSize.height = aHeight; } void LayerManagerOGL::CopyToTarget() { nsIntRect rect; mWidget->GetBounds(rect); GLint width = rect.width; GLint height = rect.height; if ((PRInt64(width) * PRInt64(height) * PRInt64(4)) > PR_INT32_MAX) { NS_ERROR("Widget size too big - integer overflow!"); return; } nsRefPtr imageSurface = new gfxImageSurface(gfxIntSize(width, height), gfxASurface::ImageFormatARGB32); #ifdef USE_GLES2 // GLES2 promises that binding to any custom FBO will attach // to GL_COLOR_ATTACHMENT0 attachment point. mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); #else mGLContext->fReadBuffer(LOCAL_GL_COLOR_ATTACHMENT0); #endif GLenum format = LOCAL_GL_RGBA; if (mHasBGRA) format = LOCAL_GL_BGRA; NS_ASSERTION(imageSurface->Stride() == width * 4, "Image Surfaces being created with weird stride!"); mGLContext->fReadPixels(0, 0, width, height, format, LOCAL_GL_UNSIGNED_BYTE, imageSurface->Data()); if (!mHasBGRA) { // need to swap B and R bytes for (int j = 0; j < height; ++j) { PRUint32 *row = (PRUint32*) (imageSurface->Data() + imageSurface->Stride() * j); for (int i = 0; i < width; ++i) { *row = (*row & 0xff00ff00) | ((*row & 0xff) << 16) | ((*row & 0xff0000) >> 16); row++; } } } mTarget->SetOperator(gfxContext::OPERATOR_OVER); mTarget->SetSource(imageSurface); mTarget->Paint(); } LayerManagerOGL::ProgramType LayerManagerOGL::sLayerProgramTypes[] = { LayerManagerOGL::RGBALayerProgramType, LayerManagerOGL::BGRALayerProgramType, LayerManagerOGL::RGBXLayerProgramType, LayerManagerOGL::BGRXLayerProgramType, LayerManagerOGL::RGBARectLayerProgramType, LayerManagerOGL::ColorLayerProgramType, LayerManagerOGL::YCbCrLayerProgramType }; #define FOR_EACH_LAYER_PROGRAM(vname) \ for (size_t lpindex = 0; \ lpindex < NS_ARRAY_LENGTH(sLayerProgramTypes); \ ++lpindex) \ { \ LayerProgram *vname = static_cast \ (mPrograms[sLayerProgramTypes[lpindex]]); \ do #define FOR_EACH_LAYER_PROGRAM_END \ while (0); \ } \ void LayerManagerOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix) { FOR_EACH_LAYER_PROGRAM(lp) { lp->Activate(); lp->SetProjectionMatrix(aMatrix); } FOR_EACH_LAYER_PROGRAM_END } void LayerManagerOGL::CreateFBOWithTexture(int aWidth, int aHeight, GLuint *aFBO, GLuint *aTexture) { GLuint tex, fbo; mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fGenTextures(1, &tex); mGLContext->fBindTexture(mFBOTextureTarget, tex); mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aWidth, aHeight, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fGenFramebuffers(1, &fbo); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, mFBOTextureTarget, tex, 0); NS_ASSERTION(mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE, "Error setting up framebuffer."); *aFBO = fbo; *aTexture = tex; DEBUG_GL_ERROR_CHECK(gl()); } } /* layers */ } /* mozilla */