/* -*- 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_LAYERMANAGEROGL_H #define GFX_LAYERMANAGEROGL_H #include "Layers.h" #ifdef XP_WIN #include #endif typedef unsigned int GLuint; typedef int GLint; typedef float GLfloat; typedef char GLchar; #define BUFFER_OFFSET(i) ((char *)NULL + (i)) #include "gfxContext.h" #include "nsIWidget.h" namespace mozilla { namespace layers { class LayerOGL; struct GLvec2 { GLfloat mX; GLfloat mY; }; /** * Helper class for Layer Programs. */ class LayerProgram { public: LayerProgram(); virtual ~LayerProgram(); PRBool Initialize(GLuint aVertexShader, GLuint aFragmentShader); virtual void UpdateLocations(); void Activate(); void SetMatrixUniform(GLint aLocation, const GLfloat *aValue); void SetInt(GLint aLocation, GLint aValue); void SetMatrixProj(GLfloat *aValue) { SetMatrixUniform(mMatrixProjLocation, aValue); } void SetLayerQuadTransform(GLfloat *aValue) { SetMatrixUniform(mLayerQuadTransformLocation, aValue); } void SetLayerTransform(const GLfloat *aValue) { SetMatrixUniform(mLayerTransformLocation, aValue); } void SetLayerOpacity(GLfloat aValue); void PushRenderTargetOffset(GLfloat aValueX, GLfloat aValueY); void PopRenderTargetOffset(); void Apply(); protected: GLuint mProgram; GLint mMatrixProjLocation; GLint mLayerQuadTransformLocation; GLint mLayerTransformLocation; GLint mRenderTargetOffsetLocation; GLint mLayerOpacityLocation; nsTArray mRenderTargetOffsetStack; }; class RGBLayerProgram : public LayerProgram { public: void UpdateLocations(); void SetLayerTexture(GLint aValue) { SetInt(mLayerTextureLocation, aValue); } protected: GLint mLayerTextureLocation; }; class YCbCrLayerProgram : public LayerProgram { public: void UpdateLocations(); void SetYTexture(GLint aValue) { SetInt(mYTextureLocation, aValue); } void SetCbTexture(GLint aValue) { SetInt(mCbTextureLocation, aValue); } void SetCrTexture(GLint aValue) { SetInt(mCrTextureLocation, aValue); } protected: GLint mYTextureLocation; GLint mCbTextureLocation; GLint mCrTextureLocation; }; /** * This is the LayerManager used for OpenGL 2.1. For now this will render on * the main thread. */ class THEBES_API LayerManagerOGL : public LayerManager { public: LayerManagerOGL(nsIWidget *aWidget); virtual ~LayerManagerOGL(); /** * Initializes the layer manager, this is when the layer manager will * actually access the device and attempt to create the swap chain used * to draw to the window. If this method fails the device cannot be used. * This function is not threadsafe. * * \return True is initialization was succesful, false when it was not. */ PRBool Initialize(); /** * Sets the clipping region for this layer manager. This is important on * windows because using OGL we no longer have GDI's native clipping. Therefor * widget must tell us what part of the screen is being invalidated, * and we should clip to this. * * \param aClippingRegion Region to clip to. Setting an empty region * will disable clipping. */ void SetClippingRegion(const nsIntRegion& aClippingRegion); /** * LayerManager implementation. */ void BeginTransaction(); void BeginTransactionWithTarget(gfxContext* aTarget); void EndConstruction(); void EndTransaction(); void SetRoot(Layer* aLayer); virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateImageContainer(); virtual LayersBackend GetBackendType() { return LAYERS_OPENGL; } /** * Helper methods. */ void SetClippingEnabled(PRBool aEnabled); void MakeCurrent(); RGBLayerProgram *GetRGBLayerProgram() { return mRGBLayerProgram; } YCbCrLayerProgram *GetYCbCrLayerProgram() { return mYCbCrLayerProgram; } private: /** Widget associated with this layer manager */ nsIWidget *mWidget; /** * Context target, NULL when drawing directly to our swap chain. */ nsRefPtr mTarget; #ifdef XP_WIN /** Windows Device Context */ HDC mDC; /** OpenGL Context */ HGLRC mContext; #endif /** Backbuffer */ GLuint mBackBuffer; /** Backbuffer size */ nsIntSize mBackBufferSize; /** Framebuffer */ GLuint mFrameBuffer; /** RGB Layer Program */ RGBLayerProgram *mRGBLayerProgram; /** YUV Layer Program */ YCbCrLayerProgram *mYCbCrLayerProgram; /** Vertex Shader */ GLuint mVertexShader; /** RGB fragment shader */ GLuint mRGBShader; /** YUV fragment shader */ GLuint mYUVShader; /** Current root layer. */ LayerOGL *mRootLayer; /** Vertex buffer */ GLuint mVBO; /** * Region we're clipping our current drawing to. */ nsIntRegion mClippingRegion; /** * Render the current layer tree to the active target. */ void Render(); /** * Setup the pipeline. */ void SetupPipeline(); /** * Setup the backbuffer. * * \return PR_TRUE if setup was succesful */ PRBool SetupBackBuffer(); /** * Copies the content of our backbuffer to the set transaction target. */ void CopyToTarget(); }; /** * General information and tree management for OGL layers. */ class LayerOGL { public: LayerOGL(); enum LayerType { TYPE_THEBES, TYPE_CONTAINER, TYPE_IMAGE }; virtual LayerType GetType() = 0; LayerOGL *GetNextSibling(); virtual LayerOGL *GetFirstChildOGL() { return nsnull; } void SetNextSibling(LayerOGL *aParent); void SetFirstChild(LayerOGL *aParent); virtual Layer* GetLayer() = 0; virtual void RenderLayer(int aPreviousFrameBuffer) = 0; protected: LayerOGL *mNextSibling; }; } /* layers */ } /* mozilla */ #endif /* GFX_LAYERMANAGEROGL_H */