/* -*- 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/. */ #include "mozilla/layers/TextureHostOGL.h" #include "CompositorOGL.h" #include "mozilla/layers/ImageHost.h" #include "mozilla/layers/ContentHost.h" #include "mozilla/layers/CompositingRenderTargetOGL.h" #include "mozilla/Preferences.h" #include "mozilla/layers/ShadowLayers.h" #include "mozilla/layers/PLayer.h" #include "mozilla/layers/Effects.h" #include "nsIWidget.h" #include "FPSCounter.h" #include "gfxUtils.h" #include "GLContextProvider.h" #include "nsIServiceManager.h" #include "nsIConsoleService.h" #include "gfxCrashReporterUtils.h" #include "nsMathUtils.h" #include "GeckoProfiler.h" #include #if MOZ_ANDROID_OMTC #include "TexturePoolOGL.h" #endif namespace mozilla { using namespace gfx; namespace layers { using namespace mozilla::gl; static inline IntSize ns2gfxSize(const nsIntSize& s) { return IntSize(s.width, s.height); } void FPSState::DrawFPS(TimeStamp aNow, GLContext* context, ShaderProgramOGL* copyprog) { int fps = int(mCompositionFps.AddFrameAndGetFps(aNow)); int txnFps = int(mTransactionFps.GetFpsAt(aNow)); GLint viewport[4]; context->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport); if (!mTexture) { // Bind the number of textures we need, in this case one. context->fGenTextures(1, &mTexture); context->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MIN_FILTER,LOCAL_GL_NEAREST); context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MAG_FILTER,LOCAL_GL_NEAREST); uint32_t text[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 255, 0, 255, 0, 0, 255, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; // convert from 8 bit to 32 bit so that don't have to write the text above out in 32 bit format // we rely on int being 32 bits unsigned int* buf = (unsigned int*)malloc(64 * 8 * 4); for (int i = 0; i < 7; i++) { for (int j = 0; j < 41; j++) { unsigned int purple = 0xfff000ff; unsigned int white = 0xffffffff; buf[i * 64 + j] = (text[i * 41 + j] == 0) ? purple : white; } } context->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 64, 8, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); free(buf); } struct Vertex2D { float x,y; }; float oneOverVP2 = 1.0 / viewport[2]; float oneOverVP3 = 1.0 / viewport[3]; const Vertex2D vertices[] = { { -1.0f, 1.0f - 42.f * oneOverVP3 }, { -1.0f, 1.0f}, { -1.0f + 22.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 22.f * oneOverVP2, 1.0f }, { -1.0f + 22.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 22.f * oneOverVP2, 1.0f }, { -1.0f + 44.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 44.f * oneOverVP2, 1.0f }, { -1.0f + 44.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 44.f * oneOverVP2, 1.0f }, { -1.0f + 66.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 66.f * oneOverVP2, 1.0f } }; const Vertex2D vertices2[] = { { -1.0f + 80.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 80.f * oneOverVP2, 1.0f }, { -1.0f + 102.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 102.f * oneOverVP2, 1.0f }, { -1.0f + 102.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 102.f * oneOverVP2, 1.0f }, { -1.0f + 124.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 124.f * oneOverVP2, 1.0f }, { -1.0f + 124.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 124.f * oneOverVP2, 1.0f }, { -1.0f + 146.f * oneOverVP2, 1.0f - 42.f * oneOverVP3 }, { -1.0f + 146.f * oneOverVP2, 1.0f }, }; int v1 = fps % 10; int v10 = (fps % 100) / 10; int v100 = (fps % 1000) / 100; int txn1 = txnFps % 10; int txn10 = (txnFps % 100) / 10; int txn100 = (txnFps % 1000) / 100; // Feel free to comment these texture coordinates out and use one // of the ones below instead, or play around with your own values. const GLfloat texCoords[] = { (v100 * 4.f) / 64, 7.f / 8, (v100 * 4.f) / 64, 0.0f, (v100 * 4.f + 4) / 64, 7.f / 8, (v100 * 4.f + 4) / 64, 0.0f, (v10 * 4.f) / 64, 7.f / 8, (v10 * 4.f) / 64, 0.0f, (v10 * 4.f + 4) / 64, 7.f / 8, (v10 * 4.f + 4) / 64, 0.0f, (v1 * 4.f) / 64, 7.f / 8, (v1 * 4.f) / 64, 0.0f, (v1 * 4.f + 4) / 64, 7.f / 8, (v1 * 4.f + 4) / 64, 0.0f, }; const GLfloat texCoords2[] = { (txn100 * 4.f) / 64, 7.f / 8, (txn100 * 4.f) / 64, 0.0f, (txn100 * 4.f + 4) / 64, 7.f / 8, (txn100 * 4.f + 4) / 64, 0.0f, (txn10 * 4.f) / 64, 7.f / 8, (txn10 * 4.f) / 64, 0.0f, (txn10 * 4.f + 4) / 64, 7.f / 8, (txn10 * 4.f + 4) / 64, 0.0f, (txn1 * 4.f) / 64, 7.f / 8, (txn1 * 4.f) / 64, 0.0f, (txn1 * 4.f + 4) / 64, 7.f / 8, (txn1 * 4.f + 4) / 64, 0.0f, }; // Turn necessary features on context->fEnable(LOCAL_GL_BLEND); context->fBlendFunc(LOCAL_GL_ONE, LOCAL_GL_SRC_COLOR); context->fActiveTexture(LOCAL_GL_TEXTURE0); context->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); copyprog->Activate(); copyprog->SetTextureUnit(0); // we're going to use client-side vertex arrays for this. context->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // "COPY" context->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(ShaderProgramOGL::VertexCoordAttrib); GLint tcattr = copyprog->AttribLocation(ShaderProgramOGL::TexCoordAttrib); context->fEnableVertexAttribArray(vcattr); context->fEnableVertexAttribArray(tcattr); context->fVertexAttribPointer(vcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertices); context->fVertexAttribPointer(tcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoords); context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12); context->fVertexAttribPointer(vcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertices2); context->fVertexAttribPointer(tcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoords2); context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12); } #ifdef CHECK_CURRENT_PROGRAM int ShaderProgramOGL::sCurrentProgramKey = 0; #endif CompositorOGL::CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth, int aSurfaceHeight, bool aUseExternalSurfaceSize) : mWidget(aWidget) , mWidgetSize(-1, -1) , mSurfaceSize(aSurfaceWidth, aSurfaceHeight) , mHasBGRA(0) , mUseExternalSurfaceSize(aUseExternalSurfaceSize) , mFrameInProgress(false) , mDestroyed(false) { MOZ_COUNT_CTOR(CompositorOGL); sBackend = LAYERS_OPENGL; } CompositorOGL::~CompositorOGL() { MOZ_COUNT_DTOR(CompositorOGL); Destroy(); } already_AddRefed CompositorOGL::CreateContext() { nsRefPtr context; #ifdef XP_WIN if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) { printf_stderr("Trying GL layers...\n"); context = gl::GLContextProviderEGL::CreateForWindow(mWidget); } #endif if (!context) context = gl::GLContextProvider::CreateForWindow(mWidget); if (!context) { NS_WARNING("Failed to create CompositorOGL context"); } return context.forget(); } void CompositorOGL::AddPrograms(ShaderProgramType aType) { for (PRUint32 maskType = MaskNone; maskType < NumMaskTypes; ++maskType) { if (ProgramProfileOGL::ProgramExists(aType, static_cast(maskType))) { mPrograms[aType].mVariations[maskType] = new ShaderProgramOGL(this->gl(), ProgramProfileOGL::GetProfileFor(aType, static_cast(maskType))); } else { mPrograms[aType].mVariations[maskType] = nullptr; } } } void CompositorOGL::Destroy() { if (!mDestroyed) { mDestroyed = true; CleanupResources(); } } void CompositorOGL::CleanupResources() { if (!mGLContext) return; nsRefPtr ctx = mGLContext->GetSharedContext(); if (!ctx) { ctx = mGLContext; } mPrograms.Clear(); ctx->MakeCurrent(); ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (mQuadVBO) { ctx->fDeleteBuffers(1, &mQuadVBO); mQuadVBO = 0; } mGLContext = nullptr; } // Impl of a a helper-runnable's "Run" method, used in Initialize() NS_IMETHODIMP CompositorOGL::ReadDrawFPSPref::Run() { // NOTE: This must match the code in Initialize()'s NS_IsMainThread check. Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps"); Preferences::AddBoolVarCache(&sFrameCounter, "layers.acceleration.frame-counter"); return NS_OK; } bool CompositorOGL::Initialize() { ScopedGfxFeatureReporter reporter("GL Layers", true); // Do not allow double initialization NS_ABORT_IF_FALSE(mGLContext == nullptr, "Don't reinitialize CompositorOGL"); mGLContext = CreateContext(); #ifdef MOZ_WIDGET_ANDROID if (!mGLContext) NS_RUNTIMEABORT("We need a context on Android"); #endif if (!mGLContext) return false; mGLContext->SetFlipped(true); MakeCurrent(); mHasBGRA = mGLContext->IsExtensionSupported(gl::GLContext::EXT_texture_format_BGRA8888) || mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra); mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); mPrograms.AppendElements(NumProgramTypes); for (int type = 0; type < NumProgramTypes; ++type) { AddPrograms(static_cast(type)); } // initialise a common shader to check that we can actually compile a shader if (!mPrograms[gl::RGBALayerProgramType].mVariations[MaskNone]->Initialize()) { return false; } if (mGLContext->WorkAroundDriverBugs()) { /** * We'll test the ability here to bind NPOT textures to a framebuffer, if * this fails we'll try ARB_texture_rectangle. */ GLenum textureTargets[] = { LOCAL_GL_TEXTURE_2D, LOCAL_GL_NONE }; if (mGLContext->IsGLES2()) { textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB; } mFBOTextureTarget = LOCAL_GL_NONE; GLuint testFBO = 0; mGLContext->fGenFramebuffers(1, &testFBO); GLuint testTexture = 0; for (PRUint32 i = 0; i < ArrayLength(textureTargets); i++) { GLenum target = textureTargets[i]; if (!target) continue; mGLContext->fGenTextures(1, &testTexture); mGLContext->fBindTexture(target, testTexture); 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, testFBO); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, target, testTexture, 0); if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mFBOTextureTarget = target; mGLContext->fDeleteTextures(1, &testTexture); break; } mGLContext->fDeleteTextures(1, &testTexture); } if (testFBO) { mGLContext->fDeleteFramebuffers(1, &testFBO); } if (mFBOTextureTarget == LOCAL_GL_NONE) { /* Unable to find a texture target that works with FBOs and NPOT textures */ return false; } } else { // not trying to work around driver bugs, so TEXTURE_2D should just work mFBOTextureTarget = LOCAL_GL_TEXTURE_2D; } // back to default framebuffer, to avoid confusion 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 (!mGLContext->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle)) return false; } /* 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); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); 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()); } if (NS_IsMainThread()) { // NOTE: This must match the code in ReadDrawFPSPref::Run(). Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps"); Preferences::AddBoolVarCache(&sFrameCounter, "layers.acceleration.frame-counter"); } else { // We have to dispatch an event to the main thread to read the pref. NS_DispatchToMainThread(new ReadDrawFPSPref()); } reporter.SetSuccessful(); return true; } // |aTexCoordRect| is the rectangle from the texture that we want to // draw using the given program. The program already has a necessary // offset and scale, so the geometry that needs to be drawn is a unit // square from 0,0 to 1,1. // // |aTexSize| is the actual size of the texture, as it can be larger // than the rectangle given by |aTexCoordRect|. void CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg, const Rect& aTexCoordRect, TextureSource *aTexture) { NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized"); GLuint vertAttribIndex = aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib); GLuint texCoordAttribIndex = aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib); NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?"); // clear any bound VBO so that glVertexAttribPointer() goes back to // "pointer mode" mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // Given what we know about these textures and coordinates, we can // compute fmod(t, 1.0f) to get the same texture coordinate out. If // the texCoordRect dimension is < 0 or > width/height, then we have // wraparound that we need to deal with by drawing multiple quads, // because we can't rely on full non-power-of-two texture support // (which is required for the REPEAT wrap mode). GLContext::RectTriangles rects; GLenum wrapMode = aTexture->AsSourceOGL()->GetWrapMode(); IntSize realTexSize = aTexture->GetSize(); if (!mGLContext->CanUploadNonPowerOfTwo()) { realTexSize = IntSize(NextPowerOfTwo(realTexSize.width), NextPowerOfTwo(realTexSize.height)); } // We need to convert back to actual texels here to get proper behaviour with // our GL helper functions. Should fix this sometime. // I want to vomit. IntRect texCoordRect = IntRect(NS_roundf(aTexCoordRect.x * aTexture->GetSize().width), NS_roundf(aTexCoordRect.y * aTexture->GetSize().height), NS_roundf(aTexCoordRect.width * aTexture->GetSize().width), NS_roundf(aTexCoordRect.height * aTexture->GetSize().height)); // This is fairly disgusting - if the texture should be flipped it will have a // negative height, in which case we un-invert the texture coords and pass the // flipped 'flag' to the functions below. We can't just use the inverted coords // because our GL funtions use an explicit flag. bool flipped = false; if (texCoordRect.height < 0) { flipped = true; texCoordRect.y = texCoordRect.YMost(); texCoordRect.height = -texCoordRect.height; } if (wrapMode == LOCAL_GL_REPEAT) { rects.addRect(/* dest rectangle */ 0.0f, 0.0f, 1.0f, 1.0f, /* tex coords */ texCoordRect.x / GLfloat(realTexSize.width), texCoordRect.y / GLfloat(realTexSize.height), texCoordRect.XMost() / GLfloat(realTexSize.width), texCoordRect.YMost() / GLfloat(realTexSize.height), flipped); } else { nsIntRect tcRect(texCoordRect.x, texCoordRect.y, texCoordRect.width, texCoordRect.height); GLContext::DecomposeIntoNoRepeatTriangles(tcRect, nsIntSize(realTexSize.width, realTexSize.height), rects, flipped); } mGLContext->fVertexAttribPointer(vertAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexPointer()); mGLContext->fVertexAttribPointer(texCoordAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoordPointer()); { mGLContext->fEnableVertexAttribArray(texCoordAttribIndex); { mGLContext->fEnableVertexAttribArray(vertAttribIndex); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements()); mGLContext->fDisableVertexAttribArray(vertAttribIndex); } mGLContext->fDisableVertexAttribArray(texCoordAttribIndex); } } void CompositorOGL::PrepareViewport(const gfx::IntSize& aSize, const gfxMatrix& aWorldTransform) { // Set the viewport correctly. mGLContext->fViewport(0, 0, aSize.width, aSize.height); // We flip the view matrix around so that everything is right-side up; we're // drawing directly into the window's back buffer, so this keeps things // looking correct. // XXX: We keep track of whether the window size changed, so we could skip // this update if it hadn't changed since the last call. We will need to // track changes to aTransformPolicy and aWorldTransform for this to work // though. // Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0, // 2, 2) and flip the contents. gfxMatrix viewMatrix; viewMatrix.Translate(-gfxPoint(1.0, -1.0)); viewMatrix.Scale(2.0f / float(aSize.width), 2.0f / float(aSize.height)); viewMatrix.Scale(1.0f, -1.0f); if (!mTarget) { viewMatrix.Translate(gfxPoint(mRenderOffset.x, mRenderOffset.y)); } viewMatrix = aWorldTransform * viewMatrix; gfx3DMatrix matrix3d = gfx3DMatrix::From2D(viewMatrix); matrix3d._33 = 0.0f; SetLayerProgramProjectionMatrix(matrix3d); } void CompositorOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix) { for (unsigned int i = 0; i < mPrograms.Length(); ++i) { for (PRUint32 mask = MaskNone; mask < NumMaskTypes; ++mask) { if (mPrograms[i].mVariations[mask]) { mPrograms[i].mVariations[mask]->CheckAndSetProjectionMatrix(aMatrix); } } } } TemporaryRef CompositorOGL::CreateRenderTarget(const IntRect &aRect, SurfaceInitMode aInit) { GLuint tex = 0; GLuint fbo = 0; CreateFBOWithTexture(aRect, aInit, 0, &fbo, &tex); RefPtr surface = new CompositingRenderTargetOGL(this, tex, fbo); surface->Initialize(IntSize(aRect.width, aRect.height), mFBOTextureTarget, aInit); return surface.forget(); } TemporaryRef CompositorOGL::CreateRenderTargetFromSource(const IntRect &aRect, const CompositingRenderTarget *aSource) { GLuint tex = 0; GLuint fbo = 0; const CompositingRenderTargetOGL* sourceSurface = static_cast(aSource); if (aSource) { CreateFBOWithTexture(aRect, INIT_MODE_COPY, sourceSurface->GetFBO(), &fbo, &tex); } else { CreateFBOWithTexture(aRect, INIT_MODE_COPY, 0, &fbo, &tex); } RefPtr surface = new CompositingRenderTargetOGL(this, tex, fbo); surface->Initialize(IntSize(aRect.width, aRect.height), mFBOTextureTarget, INIT_MODE_COPY); return surface.forget(); } void CompositorOGL::SetRenderTarget(CompositingRenderTarget *aSurface) { MOZ_ASSERT(aSurface); CompositingRenderTargetOGL* surface = static_cast(aSurface); if (mCurrentRenderTarget != surface) { surface->BindRenderTarget(); mCurrentRenderTarget = surface; } } CompositingRenderTarget* CompositorOGL::GetCurrentRenderTarget() { return mCurrentRenderTarget; } static GLenum GetFrameBufferInternalFormat(GLContext* gl, GLuint aFrameBuffer, nsIWidget* aWidget) { if (aFrameBuffer == 0) { // default framebuffer return aWidget->GetGLFrameBufferFormat(); } return LOCAL_GL_RGBA; } bool CompositorOGL::sDrawFPS = false; bool CompositorOGL::sFrameCounter = false; static uint16_t sFrameCount = 0; void FPSState::DrawFrameCounter(GLContext* context) { profiler_set_frame_number(sFrameCount); context->fEnable(LOCAL_GL_SCISSOR_TEST); uint16_t frameNumber = sFrameCount; for (size_t i = 0; i < 16; i++) { context->fScissor(3*i, 0, 3, 3); // We should do this using a single draw call // instead of 16 glClear() if ((frameNumber >> i) & 0x1) { context->fClearColor(0.0, 0.0, 0.0, 0.0); } else { context->fClearColor(1.0, 1.0, 1.0, 0.0); } context->fClear(LOCAL_GL_COLOR_BUFFER_BIT); } // We intentionally overflow at 2^16. sFrameCount++; context->fDisable(LOCAL_GL_SCISSOR_TEST); } /* * Returns a size that is larger than and closest to aSize where both * width and height are powers of two. * If the OpenGL setup is capable of using non-POT textures, then it * will just return aSize. */ static IntSize CalculatePOTSize(const IntSize& aSize, GLContext* gl) { if (gl->CanUploadNonPowerOfTwo()) return aSize; return IntSize(NextPowerOfTwo(aSize.width), NextPowerOfTwo(aSize.height)); } void CompositorOGL::BeginFrame(const Rect *aClipRectIn, const gfxMatrix& aTransform, const Rect& aRenderBounds, Rect *aClipRectOut, Rect *aRenderBoundsOut) { MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame or AbortFrame"); mFrameInProgress = true; gfxRect rect; if (mUseExternalSurfaceSize) { rect = gfxRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { rect = gfxRect(aRenderBounds.x, aRenderBounds.y, aRenderBounds.width, aRenderBounds.height); // If render bounds is not updated explicitly, try to infer it from widget if (rect.width == 0 || rect.height == 0) { // FIXME/bug XXXXXX this races with rotation changes on the main // thread, and undoes all the care we take with layers txns being // sent atomically with rotation changes nsIntRect intRect; mWidget->GetClientBounds(intRect); rect = gfxRect(0, 0, intRect.width, intRect.height); } } rect = aTransform.TransformBounds(rect); if (aRenderBoundsOut) { *aRenderBoundsOut = Rect(rect.x, rect.y, rect.width, rect.height); } GLint width = rect.width; GLint height = rect.height; // We can't draw anything to something with no area // so just return if (width == 0 || height == 0) return; // If the widget size changed, we have to force a MakeCurrent // to make sure that GL sees the updated widget size. if (mWidgetSize.width != width || mWidgetSize.height != height) { MakeCurrent(ForceMakeCurrent); mWidgetSize.width = width; mWidgetSize.height = height; } else { MakeCurrent(); } #if MOZ_ANDROID_OMTC TexturePoolOGL::Fill(gl()); #endif mCurrentRenderTarget = CompositingRenderTargetOGL::RenderTargetForWindow(this, IntSize(width, height), aTransform); mCurrentRenderTarget->BindRenderTarget(); #ifdef DEBUG mWindowRenderTarget = mCurrentRenderTarget; #endif // Default blend function implements "OVER" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); if (!aClipRectIn) { mGLContext->fScissor(0, 0, width, height); if (aClipRectOut) { aClipRectOut->SetRect(0, 0, width, height); } } else { mGLContext->fScissor(aClipRectIn->x, aClipRectIn->y, aClipRectIn->width, aClipRectIn->height); } mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST); // If the Android compositor is being used, this clear will be done in // DrawWindowUnderlay. Make sure the bits used here match up with those used // in mobile/android/base/gfx/LayerRenderer.java #ifndef MOZ_ANDROID_OMTC mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT); #endif } void CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, SurfaceInitMode aInit, GLuint aSourceFrameBuffer, GLuint *aFBO, GLuint *aTexture) { GLuint tex, fbo; mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fGenTextures(1, &tex); mGLContext->fBindTexture(mFBOTextureTarget, tex); if (aInit == INIT_MODE_COPY) { GLuint curFBO = mCurrentRenderTarget->GetFBO(); if (curFBO != aSourceFrameBuffer) { mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aSourceFrameBuffer); } // We're going to create an RGBA temporary fbo. But to // CopyTexImage() from the current framebuffer, the framebuffer's // format has to be compatible with the new texture's. So we // check the format of the framebuffer here and take a slow path // if it's incompatible. GLenum format = GetFrameBufferInternalFormat(gl(), aSourceFrameBuffer, mWidget); bool isFormatCompatibleWithRGBA = gl()->IsGLES2() ? (format == LOCAL_GL_RGBA) : true; if (isFormatCompatibleWithRGBA) { mGLContext->fCopyTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.x, aRect.y, aRect.width, aRect.height, 0); } else { // Curses, incompatible formats. Take a slow path. // RGBA size_t bufferSize = aRect.width * aRect.height * 4; nsAutoArrayPtr buf(new uint8_t[bufferSize]); mGLContext->fReadPixels(aRect.x, aRect.y, aRect.width, aRect.height, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); } } else { mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 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->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fGenFramebuffers(1, &fbo); *aFBO = fbo; *aTexture = tex; } gl::ShaderProgramType CompositorOGL::GetProgramTypeForEffect(Effect *aEffect) const { switch(aEffect->mType) { case EFFECT_SOLID_COLOR: return gl::ColorLayerProgramType; case EFFECT_RGBA: case EFFECT_RGBX: case EFFECT_BGRA: case EFFECT_BGRX: { TexturedEffect* texturedEffect = static_cast(aEffect); TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL(); return source->GetShaderProgram(); } case EFFECT_YCBCR: return gl::YCbCrLayerProgramType; case EFFECT_RENDER_TARGET: return GetFBOLayerProgramType(); default: return gl::RGBALayerProgramType; } } void CompositorOGL::DrawQuad(const Rect& aRect, const Rect& aClipRect, const EffectChain &aEffectChain, Float aOpacity, const gfx::Matrix4x4 &aTransform, const Point& aOffset) { MOZ_ASSERT(mFrameInProgress, "frame not started"); IntRect intClipRect; aClipRect.ToIntRect(&intClipRect); mGLContext->PushScissorRect(nsIntRect(intClipRect.x, intClipRect.y, intClipRect.width, intClipRect.height)); MaskType maskType; EffectMask* effectMask; TextureSourceOGL* sourceMask = nullptr; gfx::Matrix4x4 maskQuadTransform; if (aEffectChain.mSecondaryEffects[EFFECT_MASK]) { effectMask = static_cast(aEffectChain.mSecondaryEffects[EFFECT_MASK].get()); sourceMask = effectMask->mMaskTexture->AsSourceOGL(); // NS_ASSERTION(textureMask->IsAlpha(), // "OpenGL mask layers must be backed by alpha surfaces"); // We're assuming that the gl backend won't cheat and use NPOT // textures when glContext says it can't (which seems to happen // on a mac when you force POT textures) IntSize maskSize = CalculatePOTSize(effectMask->mSize, mGLContext); const gfx::Matrix4x4& maskTransform = effectMask->mMaskTransform; NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!"); Rect bounds = Rect(Point(), Size(maskSize)); bounds = maskTransform.As2D().TransformBounds(bounds); maskQuadTransform._11 = 1.0f/bounds.width; maskQuadTransform._22 = 1.0f/bounds.height; maskQuadTransform._41 = float(-bounds.x)/bounds.width; maskQuadTransform._42 = float(-bounds.y)/bounds.height; maskType = effectMask->mIs3D ? Mask3d : Mask2d; } else { maskType = MaskNone; } gl::ShaderProgramType programType = GetProgramTypeForEffect(aEffectChain.mPrimaryEffect); ShaderProgramOGL *program = GetProgram(programType, maskType); program->Activate(); if (programType == gl::RGBARectLayerProgramType) { TexturedEffect* texturedEffect = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL(); // This is used by IOSurface that use 0,0...w,h coordinate rather then 0,0..1,1. program->SetTexCoordMultiplier(source->GetSize().width, source->GetSize().height); } program->SetLayerQuadRect(aRect); program->SetLayerTransform(aTransform); program->SetRenderOffset(aOffset.x, aOffset.y); switch (aEffectChain.mPrimaryEffect->mType) { case EFFECT_SOLID_COLOR: { EffectSolidColor* effectSolidColor = static_cast(aEffectChain.mPrimaryEffect.get()); Color color = effectSolidColor->mColor; /* Multiply color by the layer opacity, as the shader * ignores layer opacity and expects a final color to * write to the color buffer. This saves a needless * multiply in the fragment shader. */ Float opacity = aOpacity * color.a; color.r *= opacity; color.g *= opacity; color.b *= opacity; color.a = opacity; program->SetRenderColor(color); if (maskType != MaskNone) { sourceMask->BindTexture(LOCAL_GL_TEXTURE0); program->SetMaskTextureUnit(0); program->SetMaskLayerTransform(maskQuadTransform); } BindAndDrawQuad(program); } break; case EFFECT_BGRA: case EFFECT_BGRX: case EFFECT_RGBA: case EFFECT_RGBX: { TexturedEffect* texturedEffect = static_cast(aEffectChain.mPrimaryEffect.get()); Rect textureCoords; TextureSource *source = texturedEffect->mTexture; if (!texturedEffect->mPremultiplied) { mGLContext->fBlendFuncSeparate(LOCAL_GL_SRC_ALPHA, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); } source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0); if (programType == gl::RGBALayerExternalProgramType) { program->SetTextureTransform(source->AsSourceOGL()->GetTextureTransform()); } mGLContext->ApplyFilterToBoundTexture(source->AsSourceOGL()->GetTextureTarget(), ThebesFilter(texturedEffect->mFilter)); program->SetTextureUnit(0); program->SetLayerOpacity(aOpacity); if (maskType != MaskNone) { mGLContext->fActiveTexture(LOCAL_GL_TEXTURE1); sourceMask->BindTexture(LOCAL_GL_TEXTURE1); program->SetMaskTextureUnit(1); program->SetMaskLayerTransform(maskQuadTransform); } BindAndDrawQuadWithTextureRect(program, texturedEffect->mTextureCoords, source); if (!texturedEffect->mPremultiplied) { mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); } } break; case EFFECT_YCBCR: { EffectYCbCr* effectYCbCr = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSource* sourceYCbCr = effectYCbCr->mTexture; const int Y = 0, Cb = 1, Cr = 2; TextureSourceOGL* sourceY = sourceYCbCr->GetSubSource(Y)->AsSourceOGL(); TextureSourceOGL* sourceCb = sourceYCbCr->GetSubSource(Cb)->AsSourceOGL(); TextureSourceOGL* sourceCr = sourceYCbCr->GetSubSource(Cr)->AsSourceOGL(); if (!sourceY && !sourceCb && !sourceCr) { NS_WARNING("Invalid layer texture."); return; } gfxPattern::GraphicsFilter filter = ThebesFilter(effectYCbCr->mFilter); sourceY->BindTexture(LOCAL_GL_TEXTURE0); mGLContext->ApplyFilterToBoundTexture(filter); sourceCb->BindTexture(LOCAL_GL_TEXTURE1); mGLContext->ApplyFilterToBoundTexture(filter); sourceCr->BindTexture(LOCAL_GL_TEXTURE2); mGLContext->ApplyFilterToBoundTexture(filter); program->SetYCbCrTextureUnits(Y, Cb, Cr); program->SetLayerOpacity(aOpacity); if (maskType != MaskNone) { sourceMask->BindTexture(LOCAL_GL_TEXTURE3); program->SetMaskTextureUnit(3); program->SetMaskLayerTransform(maskQuadTransform); } BindAndDrawQuadWithTextureRect(program, effectYCbCr->mTextureCoords, sourceYCbCr->GetSubSource(Y)); } break; case EFFECT_RENDER_TARGET: { EffectRenderTarget* effectRenderTarget = static_cast(aEffectChain.mPrimaryEffect.get()); RefPtr surface = static_cast(effectRenderTarget->mRenderTarget.get()); ShaderProgramOGL *program = GetProgram(GetFBOLayerProgramType(), maskType); surface->BindTexture(LOCAL_GL_TEXTURE0, mFBOTextureTarget); program->Activate(); program->SetTextureUnit(0); program->SetLayerOpacity(aOpacity); if (maskType != MaskNone) { sourceMask->BindTexture(LOCAL_GL_TEXTURE1); program->SetMaskTextureUnit(1); program->SetMaskLayerTransform(maskQuadTransform); } if (program->GetTexCoordMultiplierUniformLocation() != -1) { // 2DRect case, get the multiplier right for a sampler2DRect program->SetTexCoordMultiplier(aRect.width, aRect.height); } // Drawing is always flipped, but when copying between surfaces we want to avoid // this. Pass true for the flip parameter to introduce a second flip // that cancels the other one out. BindAndDrawQuad(program, true); } break; case EFFECT_COMPONENT_ALPHA: { EffectComponentAlpha* effectComponentAlpha = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSourceOGL* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceOGL(); TextureSourceOGL* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceOGL(); if (!sourceOnBlack->IsValid() || !sourceOnWhite->IsValid()) { NS_WARNING("Invalid layer texture for component alpha"); return; } for (PRInt32 pass = 1; pass <=2; ++pass) { ShaderProgramOGL* program; if (pass == 1) { program = GetProgram(gl::ComponentAlphaPass1ProgramType, maskType); gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR, LOCAL_GL_ONE, LOCAL_GL_ONE); } else { program = GetProgram(gl::ComponentAlphaPass2ProgramType, maskType); gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE, LOCAL_GL_ONE, LOCAL_GL_ONE); } sourceOnBlack->BindTexture(LOCAL_GL_TEXTURE0); sourceOnWhite->BindTexture(LOCAL_GL_TEXTURE1); program->Activate(); program->SetBlackTextureUnit(0); program->SetWhiteTextureUnit(1); program->SetLayerOpacity(aOpacity); program->SetLayerTransform(aTransform); program->SetRenderOffset(aOffset.x, aOffset.y); program->SetLayerQuadRect(aRect); if (maskType != MaskNone) { sourceMask->BindTexture(LOCAL_GL_TEXTURE2); program->SetMaskTextureUnit(2); program->SetMaskLayerTransform(maskQuadTransform); } BindAndDrawQuadWithTextureRect(program, effectComponentAlpha->mTextureCoords, effectComponentAlpha->mOnBlack); mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); } } break; default: MOZ_ASSERT(false, "Unhandled effect type"); break; } mGLContext->PopScissorRect(); mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); // in case rendering has used some other GL context MakeCurrent(); } void CompositorOGL::EndFrame() { MOZ_ASSERT(mCurrentRenderTarget == mWindowRenderTarget, "Rendering target not properly restored"); #ifdef MOZ_DUMP_PAINTING if (gfxUtils::sDumpPainting) { nsIntRect rect; if (mUseExternalSurfaceSize) { rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { mWidget->GetBounds(rect); } nsRefPtr surf = gfxPlatform::GetPlatform()->CreateOffscreenSurface(rect.Size(), gfxASurface::CONTENT_COLOR_ALPHA); nsRefPtr ctx = new gfxContext(surf); CopyToTarget(ctx, mCurrentRenderTarget->GetTransform()); WriteSnapshotToDumpFile(this, surf); } #endif mFrameInProgress = false; if (mTarget) { CopyToTarget(mTarget, mCurrentRenderTarget->GetTransform()); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); mCurrentRenderTarget = nullptr; return; } mCurrentRenderTarget = nullptr; if (sDrawFPS && !mFPS) { mFPS = new FPSState(); } else if (!sDrawFPS && mFPS) { mFPS = nullptr; } if (mFPS) { mFPS->DrawFPS(TimeStamp::Now(), mGLContext, GetProgram(Copy2DProgramType)); } else if (sFrameCounter) { FPSState::DrawFrameCounter(mGLContext); } mGLContext->SwapBuffers(); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); } void CompositorOGL::EndFrameForExternalComposition(const gfxMatrix& aTransform) { if (sDrawFPS) { if (!mFPS) { mFPS = new FPSState(); } double fps = mFPS->mCompositionFps.AddFrameAndGetFps(TimeStamp::Now()); printf_stderr("HWComposer: FPS is %g\n", fps); } // This lets us reftest and screenshot content rendered externally if (mTarget) { MakeCurrent(); CopyToTarget(mTarget, aTransform); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); } } void CompositorOGL::AbortFrame() { mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); mFrameInProgress = false; mCurrentRenderTarget = nullptr; } void CompositorOGL::SetDestinationSurfaceSize(const gfx::IntSize& aSize) { mSurfaceSize.width = aSize.width; mSurfaceSize.height = aSize.height; } void CompositorOGL::CopyToTarget(gfxContext *aTarget, const gfxMatrix& aTransform) { nsIntRect rect; if (mUseExternalSurfaceSize) { rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { rect = nsIntRect(0, 0, mWidgetSize.width, mWidgetSize.height); } 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); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (!mGLContext->IsGLES2()) { // GLES2 promises that binding to any custom FBO will attach // to GL_COLOR_ATTACHMENT0 attachment point. mGLContext->fReadBuffer(LOCAL_GL_BACK); } NS_ASSERTION(imageSurface->Stride() == width * 4, "Image Surfaces being created with weird stride!"); mGLContext->ReadPixelsIntoImageSurface(imageSurface); // Map from GL space to Cairo space and reverse the world transform. gfxMatrix glToCairoTransform = aTransform; glToCairoTransform.Invert(); glToCairoTransform.Scale(1.0, -1.0); glToCairoTransform.Translate(-gfxPoint(0.0, height)); gfxContextAutoSaveRestore restore(aTarget); aTarget->SetOperator(gfxContext::OPERATOR_SOURCE); aTarget->SetMatrix(glToCairoTransform); aTarget->SetSource(imageSurface); aTarget->Paint(); } double CompositorOGL::AddFrameAndGetFps(const TimeStamp& timestamp) { if (sDrawFPS) { if (!mFPS) { mFPS = new FPSState(); } double fps = mFPS->mCompositionFps.AddFrameAndGetFps(timestamp); return fps; } return 0.; } void CompositorOGL::NotifyLayersTransaction() { if (mFPS) { mFPS->NotifyShadowTreeTransaction(); } } void CompositorOGL::Pause() { #ifdef MOZ_WIDGET_ANDROID gl()->ReleaseSurface(); #endif } bool CompositorOGL::Resume() { #ifdef MOZ_WIDGET_ANDROID return gl()->RenewSurface(); #endif return true; } } /* layers */ } /* mozilla */