/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* vim: set ts=8 sts=4 et sw=4 tw=80: */ /* 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 "GLBlitTextureImageHelper.h" #include "GLUploadHelpers.h" #include "DecomposeIntoNoRepeatTriangles.h" #include "GLContext.h" #include "ScopedGLHelpers.h" #include "nsRect.h" #include "gfx2DGlue.h" #include "gfxUtils.h" namespace mozilla { namespace gl { GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl) : mGL(gl) , mBlitProgram(0) , mBlitFramebuffer(0) { } GLBlitTextureImageHelper::~GLBlitTextureImageHelper() { // Likely used by OGL Layers. mGL->fDeleteProgram(mBlitProgram); mGL->fDeleteFramebuffers(1, &mBlitFramebuffer); } void GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect, TextureImage *aDst, const nsIntRect& aDstRect) { NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!"); NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!"); if (aSrcRect.IsEmpty() || aDstRect.IsEmpty()) return; int savedFb = 0; mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb); ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false); ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false); // 2.0 means scale up by two float blitScaleX = float(aDstRect.width) / float(aSrcRect.width); float blitScaleY = float(aDstRect.height) / float(aSrcRect.height); // We start iterating over all destination tiles aDst->BeginTileIteration(); do { // calculate portion of the tile that is going to be painted to nsIntRect dstSubRect; nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect()); dstSubRect.IntersectRect(aDstRect, dstTextureRect); // this tile is not part of the destination rectangle aDstRect if (dstSubRect.IsEmpty()) continue; // (*) transform the rect of this tile into the rectangle defined by aSrcRect... nsIntRect dstInSrcRect(dstSubRect); dstInSrcRect.MoveBy(-aDstRect.TopLeft()); // ...which might be of different size, hence scale accordingly dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY); dstInSrcRect.MoveBy(aSrcRect.TopLeft()); SetBlitFramebufferForDestTexture(aDst->GetTextureID()); UseBlitProgram(); aSrc->BeginTileIteration(); // now iterate over all tiles in the source Image... do { // calculate portion of the source tile that is in the source rect nsIntRect srcSubRect; nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect()); srcSubRect.IntersectRect(aSrcRect, srcTextureRect); // this tile is not part of the source rect if (srcSubRect.IsEmpty()) { continue; } // calculate intersection of source rect with destination rect srcSubRect.IntersectRect(srcSubRect, dstInSrcRect); // this tile does not overlap the current destination tile if (srcSubRect.IsEmpty()) { continue; } // We now have the intersection of // the current source tile // and the desired source rectangle // and the destination tile // and the desired destination rectange // in destination space. // We need to transform this back into destination space, inverting the transform from (*) nsIntRect srcSubInDstRect(srcSubRect); srcSubInDstRect.MoveBy(-aSrcRect.TopLeft()); srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY); srcSubInDstRect.MoveBy(aDstRect.TopLeft()); // we transform these rectangles to be relative to the current src and dst tiles, respectively nsIntSize srcSize = srcTextureRect.Size(); nsIntSize dstSize = dstTextureRect.Size(); srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y); srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y); float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f; float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f; float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f; float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f; ScopedViewportRect autoViewportRect(mGL, 0, 0, dstSize.width, dstSize.height); RectTriangles rects; nsIntSize realTexSize = srcSize; if (!CanUploadNonPowerOfTwo(mGL)) { realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width), gfx::NextPowerOfTwo(srcSize.height)); } if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) { rects.addRect(/* dest rectangle */ dx0, dy0, dx1, dy1, /* tex coords */ srcSubRect.x / float(realTexSize.width), srcSubRect.y / float(realTexSize.height), srcSubRect.XMost() / float(realTexSize.width), srcSubRect.YMost() / float(realTexSize.height)); } else { DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects); // now put the coords into the d[xy]0 .. d[xy]1 coordinate space // from the 0..1 that it comes out of decompose InfallibleTArray& coords = rects.vertCoords(); for (unsigned int i = 0; i < coords.Length(); ++i) { coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0; coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0; } } ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0); ScopedBindTexture autoTex(mGL, aSrc->GetTextureID()); mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertCoords().Elements()); mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoords().Elements()); mGL->fEnableVertexAttribArray(0); mGL->fEnableVertexAttribArray(1); mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements()); mGL->fDisableVertexAttribArray(0); mGL->fDisableVertexAttribArray(1); } while (aSrc->NextTile()); } while (aDst->NextTile()); mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr); mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr); // unbind the previous texture from the framebuffer SetBlitFramebufferForDestTexture(0); mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb); } void GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture) { if (!mBlitFramebuffer) { mGL->fGenFramebuffers(1, &mBlitFramebuffer); } mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer); mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_TEXTURE_2D, aTexture, 0); GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) { nsAutoCString msg; msg.Append("Framebuffer not complete -- error 0x"); msg.AppendInt(result, 16); // Note: if you are hitting this, it is likely that // your texture is not texture complete -- that is, you // allocated a texture name, but didn't actually define its // size via a call to TexImage2D. NS_RUNTIMEABORT(msg.get()); } } void GLBlitTextureImageHelper::UseBlitProgram() { if (mBlitProgram) { mGL->fUseProgram(mBlitProgram); return; } mBlitProgram = mGL->fCreateProgram(); GLuint shaders[2]; shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER); shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER); const char *blitVSSrc = "attribute vec2 aVertex;" "attribute vec2 aTexCoord;" "varying vec2 vTexCoord;" "void main() {" " vTexCoord = aTexCoord;" " gl_Position = vec4(aVertex, 0.0, 1.0);" "}"; const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n" "uniform sampler2D uSrcTexture;" "varying vec2 vTexCoord;" "void main() {" " gl_FragColor = texture2D(uSrcTexture, vTexCoord);" "}"; mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr); mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr); for (int i = 0; i < 2; ++i) { GLint success, len = 0; mGL->fCompileShader(shaders[i]); mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success); NS_ASSERTION(success, "Shader compilation failed!"); if (!success) { nsAutoCString log; mGL->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len); log.SetCapacity(len); mGL->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting()); log.SetLength(len); printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get()); return; } mGL->fAttachShader(mBlitProgram, shaders[i]); mGL->fDeleteShader(shaders[i]); } mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex"); mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord"); mGL->fLinkProgram(mBlitProgram); GLint success, len = 0; mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success); NS_ASSERTION(success, "Shader linking failed!"); if (!success) { nsAutoCString log; mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len); log.SetCapacity(len); mGL->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting()); log.SetLength(len); printf_stderr("Program linking failed:\n%s\n", log.get()); return; } mGL->fUseProgram(mBlitProgram); mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0); } } }