/* -*- 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 ***** */ #ifndef GFX_LAYERMANAGEROGL_H #define GFX_LAYERMANAGEROGL_H #include "Layers.h" #ifdef XP_WIN #include #endif /** * We don't include GLDefs.h here since we don't want to drag in all defines * in for all our users. */ typedef unsigned int GLenum; typedef unsigned int GLbitfield; typedef unsigned int GLuint; typedef int GLint; typedef int GLsizei; #define BUFFER_OFFSET(i) ((char *)NULL + (i)) #include "gfxContext.h" #include "gfx3DMatrix.h" #include "nsIWidget.h" #include "GLContext.h" #include "LayerManagerOGLProgram.h" namespace mozilla { namespace layers { class LayerOGL; /** * This is the LayerManager used for OpenGL 2.1. For now this will render on * the main thread. */ class THEBES_API LayerManagerOGL : public LayerManager { public: LayerManagerOGL(nsIWidget *aWidget); virtual ~LayerManagerOGL(); /** * Initializes the layer manager, this is when the layer manager will * actually access the device and attempt to create the swap chain used * to draw to the window. If this method fails the device cannot be used. * This function is not threadsafe. * * \return True is initialization was succesful, false when it was not. */ PRBool Initialize(); /** * Sets the clipping region for this layer manager. This is important on * windows because using OGL we no longer have GDI's native clipping. Therefor * widget must tell us what part of the screen is being invalidated, * and we should clip to this. * * \param aClippingRegion Region to clip to. Setting an empty region * will disable clipping. */ void SetClippingRegion(const nsIntRegion& aClippingRegion); /** * LayerManager implementation. */ void BeginTransaction(); void BeginTransactionWithTarget(gfxContext* aTarget); void EndConstruction(); virtual void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData); void SetRoot(Layer* aLayer); virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateImageContainer(); virtual LayersBackend GetBackendType() { return LAYERS_OPENGL; } /** * Helper methods. */ void MakeCurrent(); ColorTextureLayerProgram *GetRGBALayerProgram() { return static_cast(mPrograms[RGBALayerProgramType]); } ColorTextureLayerProgram *GetBGRALayerProgram() { return static_cast(mPrograms[BGRALayerProgramType]); } ColorTextureLayerProgram *GetRGBXLayerProgram() { return static_cast(mPrograms[RGBXLayerProgramType]); } ColorTextureLayerProgram *GetBGRXLayerProgram() { return static_cast(mPrograms[BGRXLayerProgramType]); } ColorTextureLayerProgram *GetRGBARectLayerProgram() { return static_cast(mPrograms[RGBARectLayerProgramType]); } SolidColorLayerProgram *GetColorLayerProgram() { return static_cast(mPrograms[ColorLayerProgramType]); } YCbCrTextureLayerProgram *GetYCbCrLayerProgram() { return static_cast(mPrograms[YCbCrLayerProgramType]); } CopyProgram *GetCopy2DProgram() { return static_cast(mPrograms[Copy2DProgramType]); } CopyProgram *GetCopy2DRectProgram() { return static_cast(mPrograms[Copy2DRectProgramType]); } ColorTextureLayerProgram *GetFBOLayerProgram() { if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) return static_cast(mPrograms[RGBARectLayerProgramType]); return static_cast(mPrograms[RGBALayerProgramType]); } typedef mozilla::gl::GLContext GLContext; GLContext *gl() const { return mGLContext; } /* * Helper functions for our layers */ void CallThebesLayerDrawCallback(ThebesLayer* aLayer, gfxContext* aContext, const nsIntRegion& aRegionToDraw) { NS_ASSERTION(mThebesLayerCallback, "CallThebesLayerDrawCallback without callback!"); mThebesLayerCallback(aLayer, aContext, aRegionToDraw, mThebesLayerCallbackData); } GLenum FBOTextureTarget() { return mFBOTextureTarget; } /* Create a FBO backed by a texture; will leave the FBO * bound. 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(int aWidth, int aHeight, GLuint *aFBO, GLuint *aTexture); GLuint QuadVBO() { return mQuadVBO; } GLintptr QuadVBOVertexOffset() { return 0; } GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; } GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; } void BindQuadVBO() { mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO); } void QuadVBOVerticesAttrib(GLuint aAttribIndex) { mGLContext->fVertexAttribPointer(aAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) QuadVBOVertexOffset()); } void QuadVBOTexCoordsAttrib(GLuint aAttribIndex) { mGLContext->fVertexAttribPointer(aAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) QuadVBOTexCoordOffset()); } void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex) { mGLContext->fVertexAttribPointer(aAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) QuadVBOFlippedTexCoordOffset()); } // Super common void BindAndDrawQuad(GLuint aVertAttribIndex, GLuint aTexCoordAttribIndex, bool aFlipped = false) { BindQuadVBO(); QuadVBOVerticesAttrib(aVertAttribIndex); if (aTexCoordAttribIndex != -1) { if (aFlipped) QuadVBOFlippedTexCoordsAttrib(aTexCoordAttribIndex); else QuadVBOTexCoordsAttrib(aTexCoordAttribIndex); mGLContext->fEnableVertexAttribArray(aTexCoordAttribIndex); } mGLContext->fEnableVertexAttribArray(aVertAttribIndex); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); mGLContext->fDisableVertexAttribArray(aVertAttribIndex); if (aTexCoordAttribIndex != -1) { mGLContext->fDisableVertexAttribArray(aTexCoordAttribIndex); } } void BindAndDrawQuad(LayerProgram *aProg, bool aFlipped = false) { BindAndDrawQuad(aProg->AttribLocation(LayerProgram::VertexAttrib), aProg->AttribLocation(LayerProgram::TexCoordAttrib), aFlipped); } private: /** Widget associated with this layer manager */ nsIWidget *mWidget; /** * Context target, NULL when drawing directly to our swap chain. */ nsRefPtr mTarget; nsRefPtr mGLContext; enum ProgramType { RGBALayerProgramType, BGRALayerProgramType, RGBXLayerProgramType, BGRXLayerProgramType, RGBARectLayerProgramType, ColorLayerProgramType, YCbCrLayerProgramType, Copy2DProgramType, Copy2DRectProgramType, NumProgramTypes }; static ProgramType sLayerProgramTypes[]; /** Current root layer. */ LayerOGL *mRootLayer; /** Backbuffer */ GLuint mBackBufferFBO; GLuint mBackBufferTexture; nsIntSize mBackBufferSize; /** Shader Programs */ nsTArray mPrograms; /** Texture target to use for FBOs */ GLenum mFBOTextureTarget; /** VBO that has some basics in it for a textured quad, * including vertex coords and texcoords for both * flipped and unflipped textures */ GLuint mQuadVBO; /** Region we're clipping our current drawing to. */ nsIntRegion mClippingRegion; /** Misc */ PRPackedBool mHasBGRA; /** * Render the current layer tree to the active target. */ void Render(); /** * Setup the viewport and projection matrix for rendering * to a window of the given dimensions. */ void SetupPipeline(int aWidth, int aHeight); /** * Setup a backbuffer of the given dimensions. */ void SetupBackBuffer(int aWidth, int aHeight); /** * Copies the content of our backbuffer to the set transaction target. */ void CopyToTarget(); /** * Updates all layer programs with a new projection matrix. * * XXX we need a way to be able to delay setting this until * the program is actually used. Maybe a DelayedSetUniform * on Program, that will delay the set until the next Activate? * * XXX this is only called once per frame, so it's not awful. * If we have any more similar updates, then we should delay. */ void SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix); /* Thebes layer callbacks; valid at the end of a transaciton, * while rendering */ DrawThebesLayerCallback mThebesLayerCallback; void *mThebesLayerCallbackData; }; /** * General information and tree management for OGL layers. */ class LayerOGL { public: LayerOGL(LayerManagerOGL *aManager) : mOGLManager(aManager) { } enum LayerType { TYPE_THEBES, TYPE_CONTAINER, TYPE_IMAGE, TYPE_COLOR, TYPE_CANVAS }; virtual LayerType GetType() = 0; virtual LayerOGL *GetFirstChildOGL() { return nsnull; } virtual Layer* GetLayer() = 0; virtual void RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) = 0; typedef mozilla::gl::GLContext GLContext; GLContext *gl() const { return mOGLManager->gl(); } protected: LayerManagerOGL *mOGLManager; }; #ifdef DEBUG #define DEBUG_GL_ERROR_CHECK(cx) do { \ /*fprintf (stderr, "trace %s %d\n", __FILE__, __LINE__);*/ \ GLenum err = (cx)->fGetError(); \ if (err) { fprintf (stderr, "GL ERROR: 0x%04x at %s:%d\n", err, __FILE__, __LINE__); } \ } while (0) #else #define DEBUG_GL_ERROR_CHECK(cx) do { } while (0) #endif } /* layers */ } /* mozilla */ #endif /* GFX_LAYERMANAGEROGL_H */