/* -*- 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) 2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * 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 "CanvasLayerOGL.h" #include "gfxImageSurface.h" #include "gfxContext.h" #ifdef XP_WIN #include "gfxWindowsSurface.h" #include "WGLLibrary.h" #endif #ifdef XP_MACOSX #include #endif using namespace mozilla; using namespace mozilla::layers; using namespace mozilla::gl; CanvasLayerOGL::~CanvasLayerOGL() { mOGLManager->MakeCurrent(); if (mTexture) gl()->fDeleteTextures(1, &mTexture); } void CanvasLayerOGL::Initialize(const Data& aData) { NS_ASSERTION(mCanvasSurface == nsnull, "BasicCanvasLayer::Initialize called twice!"); if (aData.mSurface) { mCanvasSurface = aData.mSurface; NS_ASSERTION(aData.mGLContext == nsnull, "CanvasLayerOGL can't have both surface and GLContext"); mNeedsYFlip = PR_FALSE; } else if (aData.mGLContext) { // this must be a pbuffer context void *pbuffer = aData.mGLContext->GetNativeData(GLContext::NativePBuffer); if (!pbuffer) { NS_WARNING("CanvasLayerOGL with GL context without NativePBuffer"); return; } mCanvasGLContext = aData.mGLContext; mGLBufferIsPremultiplied = aData.mGLBufferIsPremultiplied; mNeedsYFlip = PR_TRUE; } else { NS_WARNING("CanvasLayerOGL::Initialize called without surface or GL context!"); return; } mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height); } void CanvasLayerOGL::Updated(const nsIntRect& aRect) { NS_ASSERTION(mUpdatedRect.IsEmpty(), "CanvasLayer::Updated called more than once during a transaction!"); mOGLManager->MakeCurrent(); mUpdatedRect.UnionRect(mUpdatedRect, aRect); if (mCanvasSurface) { if (mTexture == 0) { gl()->fGenTextures(1, &mTexture); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mUpdatedRect = mBounds; } else { gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); } nsRefPtr updatedAreaImageSurface; nsRefPtr sourceSurface = mCanvasSurface; #ifdef XP_WIN if (sourceSurface->GetType() == gfxASurface::SurfaceTypeWin32) { sourceSurface = static_cast(sourceSurface.get())->GetImageSurface(); if (!sourceSurface) sourceSurface = mCanvasSurface; } #endif #if 0 // XXX don't copy, blah. // but need to deal with stride on the gl side; do this later. if (mCanvasSurface->GetType() == gfxASurface::SurfaceTypeImage) { gfxImageSurface *s = static_cast(mCanvasSurface.get()); if (s->Format() == gfxASurface::ImageFormatARGB32 || s->Format() == gfxASurface::ImageFormatRGB24) { updatedAreaImageSurface = ...; } else { NS_WARNING("surface with format that we can't handle"); return; } } else #endif { updatedAreaImageSurface = new gfxImageSurface(gfxIntSize(mUpdatedRect.width, mUpdatedRect.height), gfxASurface::ImageFormatARGB32); nsRefPtr ctx = new gfxContext(updatedAreaImageSurface); ctx->Translate(gfxPoint(-mUpdatedRect.x, -mUpdatedRect.y)); ctx->SetOperator(gfxContext::OPERATOR_SOURCE); ctx->SetSource(sourceSurface); ctx->Paint(); } if (mUpdatedRect == mBounds) { gl()->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, mUpdatedRect.width, mUpdatedRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, updatedAreaImageSurface->Data()); } else { gl()->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, mUpdatedRect.x, mUpdatedRect.y, mUpdatedRect.width, mUpdatedRect.height, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, updatedAreaImageSurface->Data()); } } else if (mCanvasGLContext) { // we just need to create a texture that we'll use, the first time through if (mTexture == 0) { gl()->fGenTextures(1, (GLuint*)&mTexture); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mUpdatedRect = mBounds; } } // sanity NS_ASSERTION(mUpdatedRect.IsEmpty() || mBounds.Contains(mUpdatedRect), "CanvasLayer: Updated rect bigger than bounds!"); } void CanvasLayerOGL::RenderLayer(int aPreviousDestination, const nsIntPoint& aOffset) { mOGLManager->MakeCurrent(); // XXX We're going to need a different program depending on if // mGLBufferIsPremultiplied is TRUE or not. The RGBLayerProgram // assumes that it's true. ColorTextureLayerProgram *program = nsnull; gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); if (mCanvasGLContext) { #if defined(XP_MACOSX) CGLError err; err = CGLTexImagePBuffer((CGLContextObj) mCanvasGLContext->GetNativeData(GLContext::NativeCGLContext), (CGLPBufferObj) mCanvasGLContext->GetNativeData(GLContext::NativePBuffer), LOCAL_GL_BACK); #elif defined(XP_WIN) if (!sWGLLibrary.fBindTexImage((HANDLE) mCanvasGLContext->GetNativeData(GLContext::NativePBuffer), LOCAL_WGL_FRONT_LEFT_ARB)) { NS_WARNING("CanvasLayerOGL::RenderLayer wglBindTexImageARB failed"); return; } #else NS_WARNING("CanvasLayerOGL::RenderLayer with GL context, but I don't know how to render on this platform!"); #endif program = mOGLManager->GetRGBALayerProgram(); } else { program = mOGLManager->GetBGRALayerProgram(); } program->Activate(); program->SetLayerQuadRect(mBounds); program->SetLayerTransform(mTransform); program->SetLayerOpacity(GetOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); mOGLManager->BindAndDrawQuad(program, mNeedsYFlip ? true : false); if (mCanvasGLContext) { #if defined(XP_WIN) sWGLLibrary.fReleaseTexImage((HANDLE) mCanvasGLContext->GetNativeData(GLContext::NativePBuffer), LOCAL_WGL_FRONT_LEFT_ARB); #endif } }