/* -*- 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 ***** */ #include "ContainerLayerOGL.h" #include "glWrapper.h" namespace mozilla { namespace layers { ContainerLayerOGL::ContainerLayerOGL(LayerManager *aManager) : ContainerLayer(aManager, NULL) { mImplData = static_cast(this); } const nsIntRect& ContainerLayerOGL::GetVisibleRect() { return mVisibleRect; } void ContainerLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion) { mVisibleRect = aRegion.GetBounds(); } void ContainerLayerOGL::InsertAfter(Layer* aChild, Layer* aAfter) { LayerOGL *newChild = static_cast(aChild->ImplData()); aChild->SetParent(this); if (!aAfter) { LayerOGL *oldFirstChild = GetFirstChildOGL(); mFirstChild = newChild->GetLayer(); newChild->SetNextSibling(oldFirstChild); return; } for (LayerOGL *child = GetFirstChildOGL(); child; child = child->GetNextSibling()) { if (aAfter == child->GetLayer()) { LayerOGL *oldNextSibling = child->GetNextSibling(); child->SetNextSibling(newChild); child->GetNextSibling()->SetNextSibling(oldNextSibling); return; } } NS_WARNING("Failed to find aAfter layer!"); } void ContainerLayerOGL::RemoveChild(Layer *aChild) { if (GetFirstChild() == aChild) { mFirstChild = GetFirstChildOGL()->GetNextSibling()->GetLayer(); return; } LayerOGL *lastChild = NULL; for (LayerOGL *child = GetFirstChildOGL(); child; child = child->GetNextSibling()) { if (child->GetLayer() == aChild) { // We're sure this is not our first child. So lastChild != NULL. lastChild->SetNextSibling(child->GetNextSibling()); child->SetNextSibling(NULL); child->GetLayer()->SetParent(NULL); return; } lastChild = child; } } LayerOGL::LayerType ContainerLayerOGL::GetType() { return TYPE_CONTAINER; } Layer* ContainerLayerOGL::GetLayer() { return this; } LayerOGL* ContainerLayerOGL::GetFirstChildOGL() { if (!mFirstChild) { return nsnull; } return static_cast(mFirstChild->ImplData()); } void ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer) { /** * Setup our temporary texture for rendering the contents of this container. */ GLuint containerSurface; sglWrapper.GenTextures(1, &containerSurface); sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, containerSurface); sglWrapper.TexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, mVisibleRect.width, mVisibleRect.height, 0, LOCAL_GL_BGRA, LOCAL_GL_UNSIGNED_BYTE, NULL); /** * Create the framebuffer and bind it to make our content render into our * framebuffer. */ GLuint frameBuffer; sglWrapper.GenFramebuffersEXT(1, &frameBuffer); sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, frameBuffer); sglWrapper.FramebufferTexture2DEXT(LOCAL_GL_FRAMEBUFFER_EXT, LOCAL_GL_COLOR_ATTACHMENT0_EXT, LOCAL_GL_TEXTURE_2D, containerSurface, 0); RGBLayerProgram *rgbProgram = static_cast(mManager)->GetRGBLayerProgram(); YCbCrLayerProgram *yCbCrProgram = static_cast(mManager)->GetYCbCrLayerProgram(); /** * Store old shader program variables and set the ones used for rendering * this container's content. */ rgbProgram->Activate(); rgbProgram->PushRenderTargetOffset((GLfloat)GetVisibleRect().x, (GLfloat)GetVisibleRect().y); yCbCrProgram->Activate(); yCbCrProgram->PushRenderTargetOffset((GLfloat)GetVisibleRect().x, (GLfloat)GetVisibleRect().y); /** * Render this container's contents. */ LayerOGL *layerToRender = GetFirstChildOGL(); while (layerToRender) { const nsIntRect *clipRect = layerToRender->GetLayer()->GetClipRect(); if (clipRect) { sglWrapper.Scissor(clipRect->x - GetVisibleRect().x, clipRect->y - GetVisibleRect().y, clipRect->width, clipRect->height); } else { sglWrapper.Scissor(0, 0, GetVisibleRect().width, GetVisibleRect().height); } layerToRender->RenderLayer(frameBuffer); layerToRender = layerToRender->GetNextSibling(); } // Unbind the current framebuffer and rebind the previous one. sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, aPreviousFrameBuffer); sglWrapper.DeleteFramebuffersEXT(1, &frameBuffer); // Restore old shader program variables. yCbCrProgram->Activate(); yCbCrProgram->PopRenderTargetOffset(); rgbProgram->Activate(); rgbProgram->PopRenderTargetOffset(); /** * Render the contents of this container to our destination. */ float quadTransform[4][4]; /* * Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position * and size. */ memset(&quadTransform, 0, sizeof(quadTransform)); quadTransform[0][0] = (float)GetVisibleRect().width; quadTransform[1][1] = (float)GetVisibleRect().height; quadTransform[2][2] = 1.0f; quadTransform[3][0] = (float)GetVisibleRect().x; quadTransform[3][1] = (float)GetVisibleRect().y; quadTransform[3][3] = 1.0f; rgbProgram->SetLayerQuadTransform(&quadTransform[0][0]); sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, containerSurface); rgbProgram->SetLayerOpacity(GetOpacity()); rgbProgram->SetLayerTransform(&mTransform._11); rgbProgram->Apply(); sglWrapper.DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); // Clean up resources. sglWrapper.DeleteTextures(1, &containerSurface); } } /* layers */ } /* mozilla */