/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** 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 * * 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_IMAGELAYEROGL_H #define GFX_IMAGELAYEROGL_H #include "LayerManagerOGL.h" #include "ImageLayers.h" #include "mozilla/Mutex.h" namespace mozilla { namespace layers { /** * This class wraps a GL texture. It includes a GLContext reference * so we can use to free the texture when destroyed. The implementation * makes sure to always free the texture on the main thread, even if the * destructor runs on another thread. * * We ensure that the GLContext reference is only addrefed and released * on the main thread, although it uses threadsafe recounting so we don't * really have to. * * Initially the texture is not allocated --- it's in a "null" state. */ class GLTexture { typedef mozilla::gl::GLContext GLContext; public: GLTexture() : mTexture(0) {} ~GLTexture() { Release(); } /** * Allocate the texture. This can only be called on the main thread. */ void Allocate(GLContext *aContext); /** * Move the state of aOther to this GLTexture. If this GLTexture currently * has a texture, it is released. This can be called on any thread. */ void TakeFrom(GLTexture *aOther); PRBool IsAllocated() { return mTexture != 0; } GLuint GetTextureID() { return mTexture; } GLContext *GetGLContext() { return mContext; } private: void Release(); nsRefPtr mContext; GLuint mTexture; }; /** * A RecycleBin is owned by an ImageContainerOGL. We store buffers * and textures in it that we want to recycle from one image to the next. * It's a separate object from ImageContainerOGL because images need to store * a strong ref to their RecycleBin and we must avoid creating a * reference loop between an ImageContainerOGL and its active image. */ class RecycleBin { THEBES_INLINE_DECL_THREADSAFE_REFCOUNTING(RecycleBin) typedef mozilla::gl::GLContext GLContext; public: RecycleBin(); void RecycleBuffer(PRUint8* aBuffer, PRUint32 aSize); // Returns a recycled buffer of the right size, or allocates a new buffer. PRUint8* TakeBuffer(PRUint32 aSize); enum TextureType { TEXTURE_Y, TEXTURE_C }; void RecycleTexture(GLTexture *aTexture, TextureType aType, const gfxIntSize& aSize); void TakeTexture(TextureType aType, const gfxIntSize& aSize, GLContext *aContext, GLTexture *aOutTexture); private: typedef mozilla::Mutex Mutex; // This protects mRecycledBuffers, mRecycledBufferSize, mRecycledTextures // and mRecycledTextureSizes Mutex mLock; // We should probably do something to prune this list on a timer so we don't // eat excess memory while video is paused... nsTArray > mRecycledBuffers; // This is only valid if mRecycledBuffers is non-empty PRUint32 mRecycledBufferSize; nsTArray mRecycledTextures[2]; gfxIntSize mRecycledTextureSizes[2]; }; class THEBES_API ImageContainerOGL : public ImageContainer { public: ImageContainerOGL(LayerManagerOGL *aManager); virtual ~ImageContainerOGL() {} virtual already_AddRefed CreateImage(const Image::Format* aFormats, PRUint32 aNumFormats); virtual void SetCurrentImage(Image* aImage); virtual already_AddRefed GetCurrentImage(); virtual already_AddRefed GetCurrentAsSurface(gfxIntSize* aSize); virtual gfxIntSize GetCurrentSize(); private: typedef mozilla::Mutex Mutex; nsRefPtr mRecycleBin; // This protects mActiveImage Mutex mActiveImageLock; nsRefPtr mActiveImage; }; class THEBES_API ImageLayerOGL : public ImageLayer, public LayerOGL { public: ImageLayerOGL(LayerManagerOGL *aManager) : ImageLayer(aManager, NULL) , LayerOGL(aManager) { mImplData = static_cast(this); } // LayerOGL Implementation virtual Layer* GetLayer(); virtual void RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset); }; class THEBES_API PlanarYCbCrImageOGL : public PlanarYCbCrImage { typedef mozilla::gl::GLContext GLContext; public: PlanarYCbCrImageOGL(RecycleBin *aRecycleBin); ~PlanarYCbCrImageOGL(); virtual void SetData(const Data &aData); /** * Upload the data from out mData into our textures. For now we use this to * make sure the textures are created and filled on the main thread. */ void AllocateTextures(LayerManagerOGL *aManager); PRBool HasData() { return mHasData; } PRBool HasTextures() { return mTextures[0].IsAllocated() && mTextures[1].IsAllocated() && mTextures[2].IsAllocated(); } nsAutoArrayPtr mBuffer; PRUint32 mBufferSize; nsRefPtr mRecycleBin; GLTexture mTextures[3]; Data mData; gfxIntSize mSize; PRPackedBool mHasData; }; class THEBES_API CairoImageOGL : public CairoImage { typedef mozilla::gl::GLContext GLContext; public: CairoImageOGL(LayerManagerOGL *aManager); void SetData(const Data &aData); GLTexture mTexture; gfxIntSize mSize; nsRefPtr mASurfaceAsGLContext; }; } /* layers */ } /* mozilla */ #endif /* GFX_IMAGELAYEROGL_H */