mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
623 lines
17 KiB
C++
623 lines
17 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "LayerManagerOGL.h"
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#include "ThebesLayerOGL.h"
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#include "ContainerLayerOGL.h"
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#include "ImageLayerOGL.h"
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#include "LayerManagerOGLShaders.h"
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#include "gfxContext.h"
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#include "nsIWidget.h"
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#include "glWrapper.h"
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#include "nsIServiceManager.h"
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#include "nsIConsoleService.h"
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static const GLint VERTEX_ATTRIB_LOCATION = 0;
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namespace mozilla {
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namespace layers {
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/**
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* LayerManagerOGL
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*/
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LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget)
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: mWidget(aWidget)
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, mBackBuffer(0)
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, mFrameBuffer(0)
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, mRGBLayerProgram(NULL)
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, mYCbCrLayerProgram(NULL)
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, mVertexShader(0)
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, mRGBShader(0)
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, mYUVShader(0)
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{
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}
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LayerManagerOGL::~LayerManagerOGL()
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{
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MakeCurrent();
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delete mRGBLayerProgram;
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delete mYCbCrLayerProgram;
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#ifdef XP_WIN
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BOOL deleted = sglWrapper.wDeleteContext(mContext);
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NS_ASSERTION(deleted, "Error deleting OpenGL context!");
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::ReleaseDC((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW), mDC);
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#endif
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}
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PRBool
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LayerManagerOGL::Initialize()
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{
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#ifdef XP_WIN
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mDC = (HDC)mWidget->GetNativeData(NS_NATIVE_GRAPHIC);
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mContext = sglWrapper.wCreateContext(mDC);
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if (!mContext) {
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return PR_FALSE;
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}
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#else
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// Don't know how to initialize on this platform!
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return PR_FALSE;
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#endif
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MakeCurrent();
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sglWrapper.BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE);
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sglWrapper.Enable(LOCAL_GL_BLEND);
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sglWrapper.Enable(LOCAL_GL_TEXTURE_2D);
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sglWrapper.Enable(LOCAL_GL_SCISSOR_TEST);
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mVertexShader = sglWrapper.CreateShader(LOCAL_GL_VERTEX_SHADER);
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mRGBShader = sglWrapper.CreateShader(LOCAL_GL_FRAGMENT_SHADER);
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mYUVShader = sglWrapper.CreateShader(LOCAL_GL_FRAGMENT_SHADER);
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sglWrapper.ShaderSource(mVertexShader, 1, (const GLchar**)&sVertexShader, NULL);
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sglWrapper.ShaderSource(mRGBShader, 1, (const GLchar**)&sRGBLayerPS, NULL);
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sglWrapper.ShaderSource(mYUVShader, 1, (const GLchar**)&sYUVLayerPS, NULL);
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sglWrapper.CompileShader(mVertexShader);
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sglWrapper.CompileShader(mRGBShader);
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sglWrapper.CompileShader(mYUVShader);
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GLint status;
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sglWrapper.GetShaderiv(mVertexShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (!status) {
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return false;
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}
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sglWrapper.GetShaderiv(mRGBShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (!status) {
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return false;
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}
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sglWrapper.GetShaderiv(mYUVShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (!status) {
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return false;
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}
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mRGBLayerProgram = new RGBLayerProgram();
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if (!mRGBLayerProgram->Initialize(mVertexShader, mRGBShader)) {
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return false;
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}
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mYCbCrLayerProgram = new YCbCrLayerProgram();
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if (!mYCbCrLayerProgram->Initialize(mVertexShader, mYUVShader)) {
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return false;
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}
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mRGBLayerProgram->UpdateLocations();
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mYCbCrLayerProgram->UpdateLocations();
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sglWrapper.GenBuffers(1, &mVBO);
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sglWrapper.BindBuffer(LOCAL_GL_ARRAY_BUFFER, mVBO);
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sglWrapper.EnableClientState(LOCAL_GL_VERTEX_ARRAY);
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sglWrapper.EnableVertexAttribArray(VERTEX_ATTRIB_LOCATION);
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GLfloat vertices[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f };
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sglWrapper.BufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW);
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mRGBLayerProgram->Activate();
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sglWrapper.VertexAttribPointer(VERTEX_ATTRIB_LOCATION,
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2,
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LOCAL_GL_FLOAT,
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LOCAL_GL_FALSE,
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0,
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0);
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mYCbCrLayerProgram->Activate();
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sglWrapper.VertexAttribPointer(VERTEX_ATTRIB_LOCATION,
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2,
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LOCAL_GL_FLOAT,
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LOCAL_GL_FALSE,
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0,
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0);
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mRGBLayerProgram->SetLayerTexture(0);
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mYCbCrLayerProgram->SetYTexture(0);
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mYCbCrLayerProgram->SetCbTexture(1);
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mYCbCrLayerProgram->SetCrTexture(2);
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nsCOMPtr<nsIConsoleService>
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console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
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if (console) {
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nsString msg;
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msg +=
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NS_LITERAL_STRING("OpenGL LayerManager Initialized Succesfully.\nVersion: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)sglWrapper.GetString(LOCAL_GL_VERSION)));
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msg += NS_LITERAL_STRING("\nVendor: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)sglWrapper.GetString(LOCAL_GL_VENDOR)));
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msg += NS_LITERAL_STRING("\nRenderer: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)sglWrapper.GetString(LOCAL_GL_RENDERER)));
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console->LogStringMessage(msg.get());
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}
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return true;
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}
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void
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LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion)
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{
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mClippingRegion = aClippingRegion;
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}
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void
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LayerManagerOGL::BeginTransaction()
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{
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}
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void
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LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget)
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{
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mTarget = aTarget;
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}
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void
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LayerManagerOGL::EndConstruction()
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{
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}
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void
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LayerManagerOGL::EndTransaction()
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{
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Render();
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mTarget = NULL;
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}
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void
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LayerManagerOGL::SetRoot(Layer *aLayer)
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{
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mRootLayer = static_cast<LayerOGL*>(aLayer->ImplData());;
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}
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already_AddRefed<ThebesLayer>
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LayerManagerOGL::CreateThebesLayer()
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{
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nsRefPtr<ThebesLayer> layer = new ThebesLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ContainerLayer>
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LayerManagerOGL::CreateContainerLayer()
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{
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nsRefPtr<ContainerLayer> layer = new ContainerLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ImageContainer>
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LayerManagerOGL::CreateImageContainer()
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{
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nsRefPtr<ImageContainer> container = new ImageContainerOGL(this);
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return container.forget();
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}
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already_AddRefed<ImageLayer>
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LayerManagerOGL::CreateImageLayer()
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{
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nsRefPtr<ImageLayer> layer = new ImageLayerOGL(this);
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return layer.forget();
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}
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void
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LayerManagerOGL::SetClippingEnabled(PRBool aEnabled)
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{
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if (aEnabled) {
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sglWrapper.Enable(LOCAL_GL_SCISSOR_TEST);
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} else {
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sglWrapper.Disable(LOCAL_GL_SCISSOR_TEST);
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}
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}
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void
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LayerManagerOGL::MakeCurrent()
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{
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#ifdef XP_WIN
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BOOL succeeded = sglWrapper.wMakeCurrent(mDC, mContext);
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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#endif
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}
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void
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LayerManagerOGL::Render()
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{
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nsIntRect rect;
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mWidget->GetBounds(rect);
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GLint width = rect.width;
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GLint height = rect.height;
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MakeCurrent();
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SetupBackBuffer();
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sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, mFrameBuffer);
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sglWrapper.BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE);
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sglWrapper.ClearColor(0.0, 0.0, 0.0, 0.0);
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sglWrapper.Clear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
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SetupPipeline();
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SetClippingEnabled(PR_FALSE);
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if (mRootLayer) {
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const nsIntRect *clipRect = mRootLayer->GetLayer()->GetClipRect();
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if (clipRect) {
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sglWrapper.Scissor(clipRect->x, clipRect->y, clipRect->width, clipRect->height);
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} else {
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sglWrapper.Scissor(0, 0, width, height);
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}
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mRootLayer->RenderLayer(mFrameBuffer);
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}
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if (mTarget) {
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CopyToTarget();
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} else {
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/**
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* Draw our backbuffer to the screen without using vertex or fragment
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* shaders. We're fine with just calculating the viewport coordinates
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* in software. And nothing special is required for the texture sampling.
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*/
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sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, 0);
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sglWrapper.UseProgram(0);
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sglWrapper.DisableVertexAttribArray(VERTEX_ATTRIB_LOCATION);
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sglWrapper.BindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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sglWrapper.EnableClientState(LOCAL_GL_VERTEX_ARRAY);
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sglWrapper.EnableClientState(LOCAL_GL_TEXTURE_COORD_ARRAY);
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mBackBuffer);
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const nsIntRect *r;
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for (nsIntRegionRectIterator iter(mClippingRegion);
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(r = iter.Next()) != nsnull;) {
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sglWrapper.BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO, LOCAL_GL_ONE, LOCAL_GL_ZERO);
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float left = (GLfloat)r->x / width;
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float right = (GLfloat)r->XMost() / width;
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float top = (GLfloat)r->y / height;
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float bottom = (GLfloat)r->YMost() / height;
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float vertices[] = { left * 2.0f - 1.0f,
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-(top * 2.0f - 1.0f),
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right * 2.0f - 1.0f,
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-(top * 2.0f - 1.0f),
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left * 2.0f - 1.0f,
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-(bottom * 2.0f - 1.0f),
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right * 2.0f - 1.0f,
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-(bottom * 2.0f - 1.0f) };
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float coords[] = { left, top, right, top, left, bottom, right, bottom };
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sglWrapper.VertexPointer(2, LOCAL_GL_FLOAT, 0, vertices);
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sglWrapper.TexCoordPointer(2, LOCAL_GL_FLOAT, 0, coords);
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sglWrapper.DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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}
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sglWrapper.BindBuffer(LOCAL_GL_ARRAY_BUFFER, mVBO);
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sglWrapper.EnableVertexAttribArray(VERTEX_ATTRIB_LOCATION);
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sglWrapper.DisableClientState(LOCAL_GL_TEXTURE_COORD_ARRAY);
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}
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sglWrapper.Finish();
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}
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void
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LayerManagerOGL::SetupPipeline()
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{
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nsIntRect rect;
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mWidget->GetBounds(rect);
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sglWrapper.Viewport(0, 0, rect.width, rect.height);
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float viewMatrix[4][4];
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/**
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* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
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* <1.0, -1.0> bottomright)
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*/
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memset(&viewMatrix, 0, sizeof(viewMatrix));
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viewMatrix[0][0] = 2.0f / rect.width;
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viewMatrix[1][1] = 2.0f / rect.height;
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viewMatrix[2][2] = 1.0f;
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viewMatrix[3][0] = -1.0f;
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viewMatrix[3][1] = -1.0f;
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viewMatrix[3][3] = 1.0f;
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mRGBLayerProgram->Activate();
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mRGBLayerProgram->SetMatrixProj(&viewMatrix[0][0]);
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mYCbCrLayerProgram->Activate();
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mYCbCrLayerProgram->SetMatrixProj(&viewMatrix[0][0]);
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}
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PRBool
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LayerManagerOGL::SetupBackBuffer()
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{
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nsIntRect rect;
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mWidget->GetBounds(rect);
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GLint width = rect.width;
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GLint height = rect.height;
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if (width == mBackBufferSize.width && height == mBackBufferSize.height) {
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return PR_TRUE;
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}
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if (!mBackBuffer) {
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sglWrapper.GenTextures(1, &mBackBuffer);
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}
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/**
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* Setup the texture used as the backbuffer.
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*/
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mBackBuffer);
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sglWrapper.TexEnvf(LOCAL_GL_TEXTURE_ENV, LOCAL_GL_TEXTURE_ENV_MODE, LOCAL_GL_MODULATE);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
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sglWrapper.TexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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LOCAL_GL_RGBA,
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width,
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height,
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0,
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LOCAL_GL_RGBA,
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LOCAL_GL_UNSIGNED_BYTE,
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NULL);
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/**
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* Create the framebuffer and bind it to make our content render into our
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* framebuffer.
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*/
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if (!mFrameBuffer) {
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sglWrapper.GenFramebuffersEXT(1, &mFrameBuffer);
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}
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sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, mFrameBuffer);
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sglWrapper.FramebufferTexture2DEXT(LOCAL_GL_FRAMEBUFFER_EXT,
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LOCAL_GL_COLOR_ATTACHMENT0_EXT,
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LOCAL_GL_TEXTURE_2D,
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mBackBuffer,
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0);
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return PR_TRUE;
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}
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void
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LayerManagerOGL::CopyToTarget()
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{
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nsIntRect rect;
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mWidget->GetBounds(rect);
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GLint width = rect.width;
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GLint height = rect.height;
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if ((PRInt64)width * (PRInt64)height > PR_INT32_MAX) {
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NS_ERROR("Widget size too big - integer overflow!");
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return;
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}
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nsRefPtr<gfxImageSurface> imageSurface =
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new gfxImageSurface(gfxIntSize(width, height),
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gfxASurface::ImageFormatARGB32);
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sglWrapper.ReadBuffer(LOCAL_GL_COLOR_ATTACHMENT0_EXT);
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if (imageSurface->Stride() != width * 4) {
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char *tmpData = new char[width * height * 4];
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sglWrapper.ReadPixels(0,
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0,
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width,
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height,
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LOCAL_GL_BGRA,
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LOCAL_GL_UNSIGNED_BYTE,
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tmpData);
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sglWrapper.Finish();
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for (int y = 0; y < height; y++) {
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memcpy(imageSurface->Data() + imageSurface->Stride() * y,
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tmpData + width * 4 * y,
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width * 4);
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}
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delete [] tmpData;
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} else {
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sglWrapper.ReadPixels(0,
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0,
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width,
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height,
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LOCAL_GL_BGRA,
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LOCAL_GL_UNSIGNED_BYTE,
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imageSurface->Data());
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sglWrapper.Finish();
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}
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mTarget->SetOperator(gfxContext::OPERATOR_OVER);
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mTarget->SetSource(imageSurface);
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mTarget->Paint();
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}
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LayerOGL::LayerOGL()
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: mNextSibling(NULL)
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{
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}
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LayerOGL*
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LayerOGL::GetNextSibling()
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{
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return mNextSibling;
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}
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|
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void
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LayerOGL::SetNextSibling(LayerOGL *aNextSibling)
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{
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mNextSibling = aNextSibling;
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}
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|
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/**
|
|
* LayerProgram Helpers
|
|
*/
|
|
LayerProgram::LayerProgram()
|
|
: mProgram(0)
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{
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|
}
|
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|
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LayerProgram::~LayerProgram()
|
|
{
|
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sglWrapper.DeleteProgram(mProgram);
|
|
}
|
|
|
|
PRBool
|
|
LayerProgram::Initialize(GLuint aVertexShader, GLuint aFragmentShader)
|
|
{
|
|
mProgram = sglWrapper.CreateProgram();
|
|
sglWrapper.AttachShader(mProgram, aVertexShader);
|
|
sglWrapper.AttachShader(mProgram, aFragmentShader);
|
|
|
|
sglWrapper.BindAttribLocation(mProgram, VERTEX_ATTRIB_LOCATION, "aVertex");
|
|
|
|
sglWrapper.LinkProgram(mProgram);
|
|
|
|
GLint status;
|
|
sglWrapper.GetProgramiv(mProgram, LOCAL_GL_LINK_STATUS, &status);
|
|
|
|
if (!status) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void
|
|
LayerProgram::Activate()
|
|
{
|
|
sglWrapper.UseProgram(mProgram);
|
|
}
|
|
|
|
void
|
|
LayerProgram::UpdateLocations()
|
|
{
|
|
mMatrixProjLocation = sglWrapper.GetUniformLocation(mProgram, "uMatrixProj");
|
|
mLayerQuadTransformLocation =
|
|
sglWrapper.GetUniformLocation(mProgram, "uLayerQuadTransform");
|
|
mLayerTransformLocation = sglWrapper.GetUniformLocation(mProgram, "uLayerTransform");
|
|
mRenderTargetOffsetLocation =
|
|
sglWrapper.GetUniformLocation(mProgram, "uRenderTargetOffset");
|
|
mLayerOpacityLocation = sglWrapper.GetUniformLocation(mProgram, "uLayerOpacity");
|
|
}
|
|
|
|
void
|
|
LayerProgram::SetMatrixUniform(GLint aLocation, const GLfloat *aValue)
|
|
{
|
|
sglWrapper.UniformMatrix4fv(aLocation, 1, false, aValue);
|
|
}
|
|
|
|
void
|
|
LayerProgram::SetInt(GLint aLocation, GLint aValue)
|
|
{
|
|
sglWrapper.Uniform1i(aLocation, aValue);
|
|
}
|
|
|
|
void
|
|
LayerProgram::SetLayerOpacity(GLfloat aValue)
|
|
{
|
|
sglWrapper.Uniform1f(mLayerOpacityLocation, aValue);
|
|
}
|
|
|
|
void
|
|
LayerProgram::PushRenderTargetOffset(GLfloat aValueX, GLfloat aValueY)
|
|
{
|
|
GLvec2 vector;
|
|
vector.mX = aValueX;
|
|
vector.mY = aValueY;
|
|
mRenderTargetOffsetStack.AppendElement(vector);
|
|
}
|
|
|
|
void
|
|
LayerProgram::PopRenderTargetOffset()
|
|
{
|
|
NS_ASSERTION(mRenderTargetOffsetStack.Length(), "Unbalanced push/pops");
|
|
mRenderTargetOffsetStack.RemoveElementAt(mRenderTargetOffsetStack.Length() - 1);
|
|
}
|
|
|
|
void
|
|
LayerProgram::Apply()
|
|
{
|
|
if (!mRenderTargetOffsetStack.Length()) {
|
|
sglWrapper.Uniform4f(mRenderTargetOffsetLocation, 0, 0, 0, 0);
|
|
} else {
|
|
GLvec2 vector =
|
|
mRenderTargetOffsetStack[mRenderTargetOffsetStack.Length() - 1];
|
|
sglWrapper.Uniform4f(mRenderTargetOffsetLocation, vector.mX, vector.mY, 0, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
RGBLayerProgram::UpdateLocations()
|
|
{
|
|
LayerProgram::UpdateLocations();
|
|
|
|
mLayerTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uLayerTexture");
|
|
}
|
|
|
|
void
|
|
YCbCrLayerProgram::UpdateLocations()
|
|
{
|
|
LayerProgram::UpdateLocations();
|
|
|
|
mYTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uYTexture");
|
|
mCbTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uCbTexture");
|
|
mCrTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uCrTexture");
|
|
}
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|