/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*- * ***** 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 Android code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009-2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Patrick Walton * Arkady Blyakher * * 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 ***** */ package org.mozilla.gecko.gfx; import android.graphics.Point; import android.graphics.Rect; import android.graphics.RectF; import android.graphics.Region; import android.opengl.GLES20; import android.util.Log; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; /** * Base class for tile layers, which encapsulate the logic needed to draw textured tiles in OpenGL * ES. */ public abstract class TileLayer extends Layer { private static final String LOGTAG = "GeckoTileLayer"; private final Rect mDirtyRect; private IntSize mSize; private int[] mTextureIDs; protected final CairoImage mImage; public enum PaintMode { NORMAL, REPEAT, STRETCH }; private PaintMode mPaintMode; public TileLayer(CairoImage image, PaintMode paintMode) { super(image.getSize()); mPaintMode = paintMode; mImage = image; mSize = new IntSize(0, 0); mDirtyRect = new Rect(); } protected boolean repeats() { return mPaintMode == PaintMode.REPEAT; } protected boolean stretches() { return mPaintMode == PaintMode.STRETCH; } protected int getTextureID() { return mTextureIDs[0]; } protected boolean initialized() { return mImage != null && mTextureIDs != null; } @Override protected void finalize() throws Throwable { try { if (mTextureIDs != null) TextureReaper.get().add(mTextureIDs); } finally { super.finalize(); } } public void setPaintMode(PaintMode mode) { mPaintMode = mode; } /** * Invalidates the entire buffer so that it will be uploaded again. Only valid inside a * transaction. */ public void invalidate() { if (!inTransaction()) throw new RuntimeException("invalidate() is only valid inside a transaction"); IntSize bufferSize = mImage.getSize(); mDirtyRect.set(0, 0, bufferSize.width, bufferSize.height); } private void validateTexture() { /* Calculate the ideal texture size. This must be a power of two if * the texture is repeated or OpenGL ES 2.0 isn't supported, as * OpenGL ES 2.0 is required for NPOT texture support (without * extensions), but doesn't support repeating NPOT textures. * * XXX Currently, we don't pick a GLES 2.0 context, so always round. */ IntSize textureSize = mImage.getSize().nextPowerOfTwo(); if (!textureSize.equals(mSize)) { mSize = textureSize; // Delete the old texture if (mTextureIDs != null) { TextureReaper.get().add(mTextureIDs); mTextureIDs = null; // Free the texture immediately, so we don't incur a // temporarily increased memory usage. TextureReaper.get().reap(); } } } @Override protected void performUpdates(RenderContext context) { super.performUpdates(context); // Reallocate the texture if the size has changed validateTexture(); // Don't do any work if the image has an invalid size. if (!mImage.getSize().isPositive()) return; // If we haven't allocated a texture, assume the whole region is dirty if (mTextureIDs == null) { uploadFullTexture(); } else { uploadDirtyRect(mDirtyRect); } mDirtyRect.setEmpty(); } private void uploadFullTexture() { IntSize bufferSize = mImage.getSize(); uploadDirtyRect(new Rect(0, 0, bufferSize.width, bufferSize.height)); } private void uploadDirtyRect(Rect dirtyRect) { // If we have nothing to upload, just return for now if (dirtyRect.isEmpty()) return; // It's possible that the buffer will be null, check for that and return ByteBuffer imageBuffer = mImage.getBuffer(); if (imageBuffer == null) return; if (mTextureIDs == null) { mTextureIDs = new int[1]; GLES20.glGenTextures(mTextureIDs.length, mTextureIDs, 0); } int cairoFormat = mImage.getFormat(); CairoGLInfo glInfo = new CairoGLInfo(cairoFormat); bindAndSetGLParameters(); // XXX TexSubImage2D is too broken to rely on on Adreno, and very slow // on other chipsets, so we always upload the entire buffer. IntSize bufferSize = mImage.getSize(); if (mSize.equals(bufferSize)) { GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, glInfo.internalFormat, mSize.width, mSize.height, 0, glInfo.format, glInfo.type, imageBuffer); } else { // Our texture has been expanded to the next power of two. // XXX We probably never want to take this path, so throw an exception. throw new RuntimeException("Buffer/image size mismatch in TileLayer!"); } } private void bindAndSetGLParameters() { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIDs[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); int repeatMode = repeats() ? GLES20.GL_REPEAT : GLES20.GL_CLAMP_TO_EDGE; GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, repeatMode); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, repeatMode); } }