/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */ /* 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 "GLTextureImage.h" #include "GLContext.h" #include "gfxContext.h" #include "gfxPlatform.h" #include "gfxUtils.h" #include "gfx2DGlue.h" #include "ScopedGLHelpers.h" #include "GLUploadHelpers.h" #include "TextureImageEGL.h" #ifdef XP_MACOSX #include "TextureImageCGL.h" #endif namespace mozilla { namespace gl { already_AddRefed CreateTextureImage(GLContext* gl, const nsIntSize& aSize, TextureImage::ContentType aContentType, GLenum aWrapMode, TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) { switch (gl->GetContextType()) { #ifdef XP_MACOSX case ContextTypeCGL: return CreateTextureImageCGL(gl, aSize, aContentType, aWrapMode, aFlags, aImageFormat); #endif case ContextTypeEGL: return CreateTextureImageEGL(gl, aSize, aContentType, aWrapMode, aFlags, aImageFormat); default: return CreateBasicTextureImage(gl, aSize, aContentType, aWrapMode, aFlags, aImageFormat); } } static already_AddRefed TileGenFunc(GLContext* gl, const nsIntSize& aSize, TextureImage::ContentType aContentType, TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) { switch (gl->GetContextType()) { #ifdef XP_MACOSX case ContextTypeCGL: return TileGenFuncCGL(gl, aSize, aContentType, aFlags, aImageFormat); #endif case ContextTypeEGL: return TileGenFuncEGL(gl, aSize, aContentType, aFlags, aImageFormat); default: return nullptr; } } already_AddRefed TextureImage::Create(GLContext* gl, const nsIntSize& size, TextureImage::ContentType contentType, GLenum wrapMode, TextureImage::Flags flags) { return CreateTextureImage(gl, size, contentType, wrapMode, flags); } // Moz2D equivalent... already_AddRefed TextureImage::Create(GLContext* gl, const gfx::IntSize& size, TextureImage::ContentType contentType, GLenum wrapMode, TextureImage::Flags flags) { return Create(gl, ThebesIntSize(size), contentType, wrapMode, flags); } bool TextureImage::UpdateFromDataSource(gfx::DataSourceSurface *aSurface, const nsIntRegion* aDestRegion, const gfx::IntPoint* aSrcPoint) { nsIntRegion destRegion = aDestRegion ? *aDestRegion : nsIntRect(0, 0, aSurface->GetSize().width, aSurface->GetSize().height); nsIntPoint thebesSrcPoint = aSrcPoint ? nsIntPoint(aSrcPoint->x, aSrcPoint->y) : nsIntPoint(0, 0); RefPtr thebesSurf = new gfxImageSurface(aSurface->GetData(), ThebesIntSize(aSurface->GetSize()), aSurface->Stride(), SurfaceFormatToImageFormat(aSurface->GetFormat())); return DirectUpdate(thebesSurf, destRegion, thebesSrcPoint); } gfx::IntRect TextureImage::GetTileRect() { return gfx::IntRect(gfx::IntPoint(0,0), ToIntSize(mSize)); } gfx::IntRect TextureImage::GetSrcTileRect() { return GetTileRect(); } BasicTextureImage::~BasicTextureImage() { GLContext *ctx = mGLContext; if (ctx->IsDestroyed() || !ctx->IsOwningThreadCurrent()) { ctx = ctx->GetSharedContext(); } // If we have a context, then we need to delete the texture; // if we don't have a context (either real or shared), // then they went away when the contex was deleted, because it // was the only one that had access to it. if (ctx && ctx->MakeCurrent()) { ctx->fDeleteTextures(1, &mTexture); } } gfxASurface* BasicTextureImage::BeginUpdate(nsIntRegion& aRegion) { NS_ASSERTION(!mUpdateSurface, "BeginUpdate() without EndUpdate()?"); // determine the region the client will need to repaint if (CanUploadSubTextures(mGLContext)) { GetUpdateRegion(aRegion); } else { aRegion = nsIntRect(nsIntPoint(0, 0), mSize); } mUpdateRegion = aRegion; nsIntRect rgnSize = mUpdateRegion.GetBounds(); if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(rgnSize)) { NS_ERROR("update outside of image"); return nullptr; } ImageFormat format = (GetContentType() == GFX_CONTENT_COLOR) ? gfxImageFormatRGB24 : gfxImageFormatARGB32; mUpdateSurface = GetSurfaceForUpdate(gfxIntSize(rgnSize.width, rgnSize.height), format); if (!mUpdateSurface || mUpdateSurface->CairoStatus()) { mUpdateSurface = nullptr; return nullptr; } mUpdateSurface->SetDeviceOffset(gfxPoint(-rgnSize.x, -rgnSize.y)); return mUpdateSurface; } void BasicTextureImage::GetUpdateRegion(nsIntRegion& aForRegion) { // if the texture hasn't been initialized yet, or something important // changed, we need to recreate our backing surface and force the // client to paint everything if (mTextureState != Valid) aForRegion = nsIntRect(nsIntPoint(0, 0), mSize); } void BasicTextureImage::EndUpdate() { NS_ASSERTION(!!mUpdateSurface, "EndUpdate() without BeginUpdate()?"); // FIXME: this is the slow boat. Make me fast (with GLXPixmap?). // Undo the device offset that BeginUpdate set; doesn't much matter for us here, // but important if we ever do anything directly with the surface. mUpdateSurface->SetDeviceOffset(gfxPoint(0, 0)); bool relative = FinishedSurfaceUpdate(); mTextureFormat = UploadSurfaceToTexture(mGLContext, mUpdateSurface, mUpdateRegion, mTexture, mTextureState == Created, mUpdateOffset, relative); FinishedSurfaceUpload(); mUpdateSurface = nullptr; mTextureState = Valid; } void BasicTextureImage::BindTexture(GLenum aTextureUnit) { mGLContext->fActiveTexture(aTextureUnit); mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); } already_AddRefed BasicTextureImage::GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt) { return gfxPlatform::GetPlatform()-> CreateOffscreenSurface(aSize, gfxASurface::ContentFromFormat(aFmt)); } bool BasicTextureImage::FinishedSurfaceUpdate() { return false; } void BasicTextureImage::FinishedSurfaceUpload() { } bool BasicTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */) { nsIntRect bounds = aRegion.GetBounds(); nsIntRegion region; if (mTextureState != Valid) { bounds = nsIntRect(0, 0, mSize.width, mSize.height); region = nsIntRegion(bounds); } else { region = aRegion; } mTextureFormat = UploadSurfaceToTexture(mGLContext, aSurf, region, mTexture, mTextureState == Created, bounds.TopLeft() + aFrom, false); mTextureState = Valid; return true; } void BasicTextureImage::Resize(const nsIntSize& aSize) { NS_ASSERTION(!mUpdateSurface, "Resize() while in update?"); mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, aSize.width, aSize.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr); mTextureState = Allocated; mSize = aSize; } // Moz2D equivalents... void TextureImage::Resize(const gfx::IntSize& aSize) { Resize(ThebesIntSize(aSize)); } gfx::IntSize TextureImage::GetSize() const { return ToIntSize(mSize); } TextureImage::TextureImage(const gfx::IntSize& aSize, GLenum aWrapMode, ContentType aContentType, Flags aFlags) : mSize(ThebesIntSize(aSize)) , mWrapMode(aWrapMode) , mContentType(aContentType) , mFilter(GraphicsFilter::FILTER_GOOD) , mFlags(aFlags) {} BasicTextureImage::BasicTextureImage(GLuint aTexture, const nsIntSize& aSize, GLenum aWrapMode, ContentType aContentType, GLContext* aContext, TextureImage::Flags aFlags /* = TextureImage::NoFlags */, TextureImage::ImageFormat aImageFormat /* = gfxImageFormatUnknown */) : TextureImage(aSize, aWrapMode, aContentType, aFlags, aImageFormat) , mTexture(aTexture) , mTextureState(Created) , mGLContext(aContext) , mUpdateOffset(0, 0) { } BasicTextureImage::BasicTextureImage(GLuint aTexture, const gfx::IntSize& aSize, GLenum aWrapMode, ContentType aContentType, GLContext* aContext, TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) : TextureImage(ThebesIntSize(aSize), aWrapMode, aContentType, aFlags, aImageFormat) , mTexture(aTexture) , mTextureState(Created) , mGLContext(aContext) , mUpdateOffset(0, 0) {} already_AddRefed CreateBasicTextureImage(GLContext* aGL, const gfx::IntSize& aSize, TextureImage::ContentType aContentType, GLenum aWrapMode, TextureImage::Flags aFlags) { return CreateBasicTextureImage(aGL, ThebesIntSize(aSize), aContentType, aWrapMode, aFlags); } static bool WantsSmallTiles(GLContext* gl) { // We must use small tiles for good performance if we can't use // glTexSubImage2D() for some reason. if (!CanUploadSubTextures(gl)) return true; // We can't use small tiles on the SGX 540, because of races in texture upload. if (gl->WorkAroundDriverBugs() && gl->Renderer() == GLContext::RendererSGX540) return false; // Don't use small tiles otherwise. (If we implement incremental texture upload, // then we will want to revisit this.) return false; } TiledTextureImage::TiledTextureImage(GLContext* aGL, nsIntSize aSize, TextureImage::ContentType aContentType, TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) : TextureImage(aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType, aFlags) , mCurrentImage(0) , mIterationCallback(nullptr) , mInUpdate(false) , mRows(0) , mColumns(0) , mGL(aGL) , mTextureState(Created) , mImageFormat(aImageFormat) { if (!(aFlags & TextureImage::DisallowBigImage) && WantsSmallTiles(mGL)) { mTileSize = 256; } else { mGL->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*) &mTileSize); } if (aSize.width != 0 && aSize.height != 0) { Resize(aSize); } } TiledTextureImage::~TiledTextureImage() { } bool TiledTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */) { if (mSize.width == 0 || mSize.height == 0) { return true; } nsIntRegion region; if (mTextureState != Valid) { nsIntRect bounds = nsIntRect(0, 0, mSize.width, mSize.height); region = nsIntRegion(bounds); } else { region = aRegion; } bool result = true; int oldCurrentImage = mCurrentImage; BeginTileIteration(); do { nsIntRect tileRect = ThebesIntRect(GetSrcTileRect()); int xPos = tileRect.x; int yPos = tileRect.y; nsIntRegion tileRegion; tileRegion.And(region, tileRect); // intersect with tile if (tileRegion.IsEmpty()) continue; if (CanUploadSubTextures(mGL)) { tileRegion.MoveBy(-xPos, -yPos); // translate into tile local space } else { // If sub-textures are unsupported, expand to tile boundaries tileRect.x = tileRect.y = 0; tileRegion = nsIntRegion(tileRect); } result &= mImages[mCurrentImage]-> DirectUpdate(aSurf, tileRegion, aFrom + nsIntPoint(xPos, yPos)); if (mCurrentImage == mImages.Length() - 1) { // We know we're done, but we still need to ensure that the callback // gets called (e.g. to update the uploaded region). NextTile(); break; } // Override a callback cancelling iteration if the texture wasn't valid. // We need to force the update in that situation, or we may end up // showing invalid/out-of-date texture data. } while (NextTile() || (mTextureState != Valid)); mCurrentImage = oldCurrentImage; mTextureFormat = mImages[0]->GetTextureFormat(); mTextureState = Valid; return result; } void TiledTextureImage::GetUpdateRegion(nsIntRegion& aForRegion) { if (mTextureState != Valid) { // if the texture hasn't been initialized yet, or something important // changed, we need to recreate our backing surface and force the // client to paint everything aForRegion = nsIntRect(nsIntPoint(0, 0), mSize); return; } nsIntRegion newRegion; // We need to query each texture with the region it will be drawing and // set aForRegion to be the combination of all of these regions for (unsigned i = 0; i < mImages.Length(); i++) { int xPos = (i % mColumns) * mTileSize; int yPos = (i / mColumns) * mTileSize; nsIntRect imageRect = nsIntRect(nsIntPoint(xPos,yPos), ThebesIntSize(mImages[i]->GetSize())); if (aForRegion.Intersects(imageRect)) { // Make a copy of the region nsIntRegion subRegion; subRegion.And(aForRegion, imageRect); // Translate it into tile-space subRegion.MoveBy(-xPos, -yPos); // Query region mImages[i]->GetUpdateRegion(subRegion); // Translate back subRegion.MoveBy(xPos, yPos); // Add to the accumulated region newRegion.Or(newRegion, subRegion); } } aForRegion = newRegion; } gfxASurface* TiledTextureImage::BeginUpdate(nsIntRegion& aRegion) { NS_ASSERTION(!mInUpdate, "nested update"); mInUpdate = true; // Note, we don't call GetUpdateRegion here as if the updated region is // fully contained in a single tile, we get to avoid iterating through // the tiles again (and a little copying). if (mTextureState != Valid) { // if the texture hasn't been initialized yet, or something important // changed, we need to recreate our backing surface and force the // client to paint everything aRegion = nsIntRect(nsIntPoint(0, 0), mSize); } nsIntRect bounds = aRegion.GetBounds(); for (unsigned i = 0; i < mImages.Length(); i++) { int xPos = (i % mColumns) * mTileSize; int yPos = (i / mColumns) * mTileSize; nsIntRegion imageRegion = nsIntRegion(nsIntRect(nsIntPoint(xPos,yPos), ThebesIntSize(mImages[i]->GetSize()))); // a single Image can handle this update request if (imageRegion.Contains(aRegion)) { // adjust for tile offset aRegion.MoveBy(-xPos, -yPos); // forward the actual call nsRefPtr surface = mImages[i]->BeginUpdate(aRegion); // caller expects container space aRegion.MoveBy(xPos, yPos); // Correct the device offset gfxPoint offset = surface->GetDeviceOffset(); surface->SetDeviceOffset(gfxPoint(offset.x - xPos, offset.y - yPos)); // we don't have a temp surface mUpdateSurface = nullptr; // remember which image to EndUpdate mCurrentImage = i; return surface.get(); } } // Get the real updated region, taking into account the capabilities of // each TextureImage tile GetUpdateRegion(aRegion); mUpdateRegion = aRegion; bounds = aRegion.GetBounds(); // update covers multiple Images - create a temp surface to paint in gfxImageFormat format = (GetContentType() == GFX_CONTENT_COLOR) ? gfxImageFormatRGB24 : gfxImageFormatARGB32; mUpdateSurface = gfxPlatform::GetPlatform()-> CreateOffscreenSurface(gfxIntSize(bounds.width, bounds.height), gfxASurface::ContentFromFormat(format)); mUpdateSurface->SetDeviceOffset(gfxPoint(-bounds.x, -bounds.y)); return mUpdateSurface; } void TiledTextureImage::EndUpdate() { NS_ASSERTION(mInUpdate, "EndUpdate not in update"); if (!mUpdateSurface) { // update was to a single TextureImage mImages[mCurrentImage]->EndUpdate(); mInUpdate = false; mTextureState = Valid; mTextureFormat = mImages[mCurrentImage]->GetTextureFormat(); return; } // upload tiles from temp surface for (unsigned i = 0; i < mImages.Length(); i++) { int xPos = (i % mColumns) * mTileSize; int yPos = (i / mColumns) * mTileSize; nsIntRect imageRect = nsIntRect(nsIntPoint(xPos,yPos), ThebesIntSize(mImages[i]->GetSize())); nsIntRegion subregion; subregion.And(mUpdateRegion, imageRect); if (subregion.IsEmpty()) continue; subregion.MoveBy(-xPos, -yPos); // Tile-local space // copy tile from temp surface gfxASurface* surf = mImages[i]->BeginUpdate(subregion); nsRefPtr ctx = new gfxContext(surf); gfxUtils::ClipToRegion(ctx, subregion); ctx->SetOperator(gfxContext::OPERATOR_SOURCE); ctx->SetSource(mUpdateSurface, gfxPoint(-xPos, -yPos)); ctx->Paint(); mImages[i]->EndUpdate(); } mUpdateSurface = nullptr; mInUpdate = false; mTextureFormat = mImages[0]->GetTextureFormat(); mTextureState = Valid; } void TiledTextureImage::BeginTileIteration() { mCurrentImage = 0; } bool TiledTextureImage::NextTile() { bool continueIteration = true; if (mIterationCallback) continueIteration = mIterationCallback(this, mCurrentImage, mIterationCallbackData); if (mCurrentImage + 1 < mImages.Length()) { mCurrentImage++; return continueIteration; } return false; } void TiledTextureImage::SetIterationCallback(TileIterationCallback aCallback, void* aCallbackData) { mIterationCallback = aCallback; mIterationCallbackData = aCallbackData; } gfx::IntRect TiledTextureImage::GetTileRect() { if (!GetTileCount()) { return gfx::IntRect(); } gfx::IntRect rect = mImages[mCurrentImage]->GetTileRect(); unsigned int xPos = (mCurrentImage % mColumns) * mTileSize; unsigned int yPos = (mCurrentImage / mColumns) * mTileSize; rect.MoveBy(xPos, yPos); return rect; } gfx::IntRect TiledTextureImage::GetSrcTileRect() { gfx::IntRect rect = GetTileRect(); unsigned int srcY = mFlags & NeedsYFlip ? mSize.height - rect.height - rect.y : rect.y; return gfx::IntRect(rect.x, srcY, rect.width, rect.height); } void TiledTextureImage::BindTexture(GLenum aTextureUnit) { if (!GetTileCount()) { return; } mImages[mCurrentImage]->BindTexture(aTextureUnit); } /* * Resize, trying to reuse tiles. The reuse strategy is to decide on reuse per * column. A tile on a column is reused if it hasn't changed size, otherwise it * is discarded/replaced. Extra tiles on a column are pruned after iterating * each column, and extra rows are pruned after iteration over the entire image * finishes. */ void TiledTextureImage::Resize(const nsIntSize& aSize) { if (mSize == aSize && mTextureState != Created) { return; } // calculate rows and columns, rounding up unsigned int columns = (aSize.width + mTileSize - 1) / mTileSize; unsigned int rows = (aSize.height + mTileSize - 1) / mTileSize; // Iterate over old tile-store and insert/remove tiles as necessary int row; unsigned int i = 0; for (row = 0; row < (int)rows; row++) { // If we've gone beyond how many rows there were before, set mColumns to // zero so that we only create new tiles. if (row >= (int)mRows) mColumns = 0; // Similarly, if we're on the last row of old tiles and the height has // changed, discard all tiles in that row. // This will cause the pruning of columns not to work, but we don't need // to worry about that, as no more tiles will be reused past this point // anyway. if ((row == (int)mRows - 1) && (aSize.height != mSize.height)) mColumns = 0; int col; for (col = 0; col < (int)columns; col++) { nsIntSize size( // use tilesize first, then the remainder (col+1) * mTileSize > (unsigned int)aSize.width ? aSize.width % mTileSize : mTileSize, (row+1) * mTileSize > (unsigned int)aSize.height ? aSize.height % mTileSize : mTileSize); bool replace = false; // Check if we can re-use old tiles. if (col < (int)mColumns) { // Reuse an existing tile. If the tile is an end-tile and the // width differs, replace it instead. if (mSize.width != aSize.width) { if (col == (int)mColumns - 1) { // Tile at the end of the old column, replace it with // a new one. replace = true; } else if (col == (int)columns - 1) { // Tile at the end of the new column, create a new one. } else { // Before the last column on both the old and new sizes, // reuse existing tile. i++; continue; } } else { // Width hasn't changed, reuse existing tile. i++; continue; } } // Create a new tile. nsRefPtr teximg = TileGenFunc(mGL, size, mContentType, mFlags, mImageFormat); if (replace) mImages.ReplaceElementAt(i, teximg.forget()); else mImages.InsertElementAt(i, teximg.forget()); i++; } // Prune any unused tiles on the end of the column. if (row < (int)mRows) { for (col = (int)mColumns - col; col > 0; col--) { mImages.RemoveElementAt(i); } } } // Prune any unused tiles at the end of the store. unsigned int length = mImages.Length(); for (; i < length; i++) mImages.RemoveElementAt(mImages.Length()-1); // Reset tile-store properties. mRows = rows; mColumns = columns; mSize = aSize; mTextureState = Allocated; mCurrentImage = 0; } uint32_t TiledTextureImage::GetTileCount() { return mImages.Length(); } already_AddRefed CreateBasicTextureImage(GLContext* aGL, const nsIntSize& aSize, TextureImage::ContentType aContentType, GLenum aWrapMode, TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) { bool useNearestFilter = aFlags & TextureImage::UseNearestFilter; if (!aGL->MakeCurrent()) { return nullptr; } GLuint texture = 0; aGL->fGenTextures(1, &texture); ScopedBindTexture bind(aGL, texture); GLint texfilter = useNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR; aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter); aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter); aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, aWrapMode); aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, aWrapMode); nsRefPtr texImage = new BasicTextureImage(texture, aSize, aWrapMode, aContentType, aGL, aFlags, aImageFormat); return texImage.forget(); } } // namespace } // namespace