mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
cdd7da8d7a
--HG-- extra : rebase_source : 74dce437c198a17280d1fdf459d4e87a64808b21
1032 lines
36 KiB
C++
1032 lines
36 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GLBlitHelper.h"
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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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#include "mozilla/Preferences.h"
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#include "ImageContainer.h"
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#include "HeapCopyOfStackArray.h"
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#include "mozilla/gfx/Matrix.h"
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#ifdef MOZ_WIDGET_GONK
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#include "GrallocImages.h"
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#include "GLLibraryEGL.h"
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#endif
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#ifdef MOZ_WIDGET_ANDROID
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#include "AndroidSurfaceTexture.h"
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#include "GLImages.h"
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#include "GLLibraryEGL.h"
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#endif
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using mozilla::layers::PlanarYCbCrImage;
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using mozilla::layers::PlanarYCbCrData;
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namespace mozilla {
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namespace gl {
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static void
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RenderbufferStorageBySamples(GLContext* aGL, GLsizei aSamples,
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GLenum aInternalFormat, const gfx::IntSize& aSize)
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{
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if (aSamples) {
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aGL->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER,
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aSamples,
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aInternalFormat,
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aSize.width, aSize.height);
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} else {
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aGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
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aInternalFormat,
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aSize.width, aSize.height);
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}
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}
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GLuint
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CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
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GLenum aType, const gfx::IntSize& aSize, bool linear)
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{
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GLuint tex = 0;
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aGL->fGenTextures(1, &tex);
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ScopedBindTexture autoTex(aGL, tex);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D,
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LOCAL_GL_TEXTURE_MIN_FILTER, linear ? LOCAL_GL_LINEAR
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: LOCAL_GL_NEAREST);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D,
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LOCAL_GL_TEXTURE_MAG_FILTER, linear ? LOCAL_GL_LINEAR
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: LOCAL_GL_NEAREST);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S,
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LOCAL_GL_CLAMP_TO_EDGE);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T,
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LOCAL_GL_CLAMP_TO_EDGE);
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aGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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aInternalFormat,
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aSize.width, aSize.height,
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0,
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aFormat,
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aType,
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nullptr);
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return tex;
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}
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GLuint
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CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
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const gfx::IntSize& aSize)
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{
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MOZ_ASSERT(aFormats.color_texInternalFormat);
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MOZ_ASSERT(aFormats.color_texFormat);
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MOZ_ASSERT(aFormats.color_texType);
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return CreateTexture(aGL,
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aFormats.color_texInternalFormat,
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aFormats.color_texFormat,
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aFormats.color_texType,
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aSize);
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}
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GLuint
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CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
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const gfx::IntSize& aSize)
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{
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GLuint rb = 0;
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aGL->fGenRenderbuffers(1, &rb);
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ScopedBindRenderbuffer autoRB(aGL, rb);
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RenderbufferStorageBySamples(aGL, aSamples, aFormat, aSize);
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return rb;
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}
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void
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CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
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const gfx::IntSize& aSize, bool aMultisample,
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GLuint* aColorMSRB, GLuint* aDepthRB,
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GLuint* aStencilRB)
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{
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GLsizei samples = aMultisample ? aFormats.samples : 0;
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if (aColorMSRB) {
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MOZ_ASSERT(aFormats.samples > 0);
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MOZ_ASSERT(aFormats.color_rbFormat);
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*aColorMSRB = CreateRenderbuffer(aGL, aFormats.color_rbFormat, samples, aSize);
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}
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if (aDepthRB &&
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aStencilRB &&
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aFormats.depthStencil)
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{
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*aDepthRB = CreateRenderbuffer(aGL, aFormats.depthStencil, samples, aSize);
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*aStencilRB = *aDepthRB;
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} else {
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if (aDepthRB) {
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MOZ_ASSERT(aFormats.depth);
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*aDepthRB = CreateRenderbuffer(aGL, aFormats.depth, samples, aSize);
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}
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if (aStencilRB) {
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MOZ_ASSERT(aFormats.stencil);
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*aStencilRB = CreateRenderbuffer(aGL, aFormats.stencil, samples, aSize);
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}
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}
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}
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GLBlitHelper::GLBlitHelper(GLContext* gl)
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: mGL(gl)
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, mTexBlit_Buffer(0)
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, mTexBlit_VertShader(0)
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, mTex2DBlit_FragShader(0)
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, mTex2DRectBlit_FragShader(0)
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, mTex2DBlit_Program(0)
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, mTex2DRectBlit_Program(0)
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, mYFlipLoc(-1)
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, mTextureTransformLoc(-1)
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, mTexExternalBlit_FragShader(0)
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, mTexYUVPlanarBlit_FragShader(0)
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, mTexExternalBlit_Program(0)
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, mTexYUVPlanarBlit_Program(0)
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, mFBO(0)
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, mSrcTexY(0)
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, mSrcTexCb(0)
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, mSrcTexCr(0)
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, mSrcTexEGL(0)
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, mYTexScaleLoc(-1)
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, mCbCrTexScaleLoc(-1)
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, mTexWidth(0)
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, mTexHeight(0)
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, mCurYScale(1.0f)
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, mCurCbCrScale(1.0f)
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{
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}
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GLBlitHelper::~GLBlitHelper()
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{
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DeleteTexBlitProgram();
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GLuint tex[] = {
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mSrcTexY,
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mSrcTexCb,
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mSrcTexCr,
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mSrcTexEGL,
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};
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mSrcTexY = mSrcTexCb = mSrcTexCr = mSrcTexEGL = 0;
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mGL->fDeleteTextures(ArrayLength(tex), tex);
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if (mFBO) {
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mGL->fDeleteFramebuffers(1, &mFBO);
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}
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mFBO = 0;
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}
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// Allowed to be destructive of state we restore in functions below.
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bool
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GLBlitHelper::InitTexQuadProgram(BlitType target)
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{
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const char kTexBlit_VertShaderSource[] = "\
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#ifdef GL_ES \n\
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precision mediump float; \n\
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#endif \n\
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attribute vec2 aPosition; \n\
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\n\
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uniform float uYflip; \n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) \n\
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{ \n\
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vTexCoord = aPosition; \n\
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vTexCoord.y = abs(vTexCoord.y - uYflip); \n\
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vec2 vertPos = aPosition * 2.0 - 1.0; \n\
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gl_Position = vec4(vertPos, 0.0, 1.0); \n\
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} \n\
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";
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const char kTex2DBlit_FragShaderSource[] = "\
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#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
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precision highp float; \n\
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#else \n\
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prevision mediump float; \n\
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#endif \n\
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uniform sampler2D uTexUnit; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) \n\
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{ \n\
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gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
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} \n\
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";
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const char kTex2DRectBlit_FragShaderSource[] = "\
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#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
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precision highp float; \n\
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#else \n\
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precision mediump float; \n\
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#endif \n\
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\n\
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uniform sampler2D uTexUnit; \n\
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uniform vec2 uTexCoordMult; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) \n\
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{ \n\
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gl_FragColor = texture2DRect(uTexUnit, \n\
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vTexCoord * uTexCoordMult); \n\
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} \n\
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";
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#ifdef ANDROID /* MOZ_WIDGET_ANDROID || MOZ_WIDGET_GONK */
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const char kTexExternalBlit_FragShaderSource[] = "\
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#extension GL_OES_EGL_image_external : require \n\
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#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
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precision highp float; \n\
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#else \n\
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precision mediump float; \n\
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#endif \n\
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varying vec2 vTexCoord; \n\
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uniform mat4 uTextureTransform; \n\
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uniform samplerExternalOES uTexUnit; \n\
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\n\
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void main() \n\
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{ \n\
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gl_FragColor = texture2D(uTexUnit, \n\
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(uTextureTransform * vec4(vTexCoord, 0.0, 1.0)).xy); \n\
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} \n\
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";
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#endif
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/* From Rec601:
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[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
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[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
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[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
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For [0,1] instead of [0,255], and to 5 places:
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[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
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[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
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[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
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*/
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const char kTexYUVPlanarBlit_FragShaderSource[] = "\
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#ifdef GL_ES \n\
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precision mediump float \n\
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#endif \n\
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varying vec2 vTexCoord; \n\
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uniform sampler2D uYTexture; \n\
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uniform sampler2D uCbTexture; \n\
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uniform sampler2D uCrTexture; \n\
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uniform vec2 uYTexScale; \n\
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uniform vec2 uCbCrTexScale; \n\
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void main() \n\
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{ \n\
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float y = texture2D(uYTexture, vTexCoord * uYTexScale).r; \n\
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float cb = texture2D(uCbTexture, vTexCoord * uCbCrTexScale).r; \n\
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float cr = texture2D(uCrTexture, vTexCoord * uCbCrTexScale).r; \n\
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y = (y - 0.06275) * 1.16438; \n\
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cb = cb - 0.50196; \n\
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cr = cr - 0.50196; \n\
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gl_FragColor.r = y + cr * 1.59603; \n\
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gl_FragColor.g = y - 0.81297 * cr - 0.39176 * cb; \n\
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gl_FragColor.b = y + cb * 2.01723; \n\
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gl_FragColor.a = 1.0; \n\
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} \n\
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";
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bool success = false;
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GLuint *programPtr;
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GLuint *fragShaderPtr;
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const char* fragShaderSource;
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switch (target) {
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case ConvertEGLImage:
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case BlitTex2D:
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programPtr = &mTex2DBlit_Program;
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fragShaderPtr = &mTex2DBlit_FragShader;
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fragShaderSource = kTex2DBlit_FragShaderSource;
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break;
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case BlitTexRect:
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programPtr = &mTex2DRectBlit_Program;
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fragShaderPtr = &mTex2DRectBlit_FragShader;
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fragShaderSource = kTex2DRectBlit_FragShaderSource;
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break;
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#ifdef ANDROID
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case ConvertSurfaceTexture:
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case ConvertGralloc:
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programPtr = &mTexExternalBlit_Program;
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fragShaderPtr = &mTexExternalBlit_FragShader;
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fragShaderSource = kTexExternalBlit_FragShaderSource;
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break;
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#endif
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case ConvertPlanarYCbCr:
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programPtr = &mTexYUVPlanarBlit_Program;
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fragShaderPtr = &mTexYUVPlanarBlit_FragShader;
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fragShaderSource = kTexYUVPlanarBlit_FragShaderSource;
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break;
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default:
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return false;
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}
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GLuint& program = *programPtr;
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GLuint& fragShader = *fragShaderPtr;
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// Use do-while(false) to let us break on failure
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do {
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if (program) {
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// Already have it...
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success = true;
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break;
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}
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if (!mTexBlit_Buffer) {
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/* CCW tri-strip:
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* 2---3
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* | \ |
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* 0---1
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*/
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GLfloat verts[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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HeapCopyOfStackArray<GLfloat> vertsOnHeap(verts);
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MOZ_ASSERT(!mTexBlit_Buffer);
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mGL->fGenBuffers(1, &mTexBlit_Buffer);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
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// Make sure we have a sane size.
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mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsOnHeap.ByteLength(), vertsOnHeap.Data(), LOCAL_GL_STATIC_DRAW);
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}
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if (!mTexBlit_VertShader) {
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const char* vertShaderSource = kTexBlit_VertShaderSource;
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mTexBlit_VertShader = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
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mGL->fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
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mGL->fCompileShader(mTexBlit_VertShader);
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}
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MOZ_ASSERT(!fragShader);
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fragShader = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
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mGL->fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
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mGL->fCompileShader(fragShader);
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program = mGL->fCreateProgram();
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mGL->fAttachShader(program, mTexBlit_VertShader);
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mGL->fAttachShader(program, fragShader);
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mGL->fBindAttribLocation(program, 0, "aPosition");
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mGL->fLinkProgram(program);
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if (mGL->DebugMode()) {
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GLint status = 0;
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mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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NS_ERROR("Vert shader compilation failed.");
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GLint length = 0;
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mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No shader info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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mGL->fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
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printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
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break;
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}
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status = 0;
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mGL->fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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NS_ERROR("Frag shader compilation failed.");
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GLint length = 0;
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mGL->fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No shader info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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mGL->fGetShaderInfoLog(fragShader, length, nullptr, buffer);
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printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
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break;
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}
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}
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GLint status = 0;
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mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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if (mGL->DebugMode()) {
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NS_ERROR("Linking blit program failed.");
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GLint length = 0;
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mGL->fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No program info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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mGL->fGetProgramInfoLog(program, length, nullptr, buffer);
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printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
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}
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break;
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}
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|
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// Cache and set attribute and uniform
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|
mGL->fUseProgram(program);
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|
switch (target) {
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|
case BlitTex2D:
|
|
case BlitTexRect:
|
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case ConvertEGLImage:
|
|
case ConvertSurfaceTexture:
|
|
case ConvertGralloc: {
|
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#ifdef ANDROID
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GLint texUnitLoc = mGL->fGetUniformLocation(program, "uTexUnit");
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MOZ_ASSERT(texUnitLoc != -1, "uniform uTexUnit not found");
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mGL->fUniform1i(texUnitLoc, 0);
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break;
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#endif
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}
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case ConvertPlanarYCbCr: {
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GLint texY = mGL->fGetUniformLocation(program, "uYTexture");
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GLint texCb = mGL->fGetUniformLocation(program, "uCbTexture");
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GLint texCr = mGL->fGetUniformLocation(program, "uCrTexture");
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mYTexScaleLoc = mGL->fGetUniformLocation(program, "uYTexScale");
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mCbCrTexScaleLoc= mGL->fGetUniformLocation(program, "uCbCrTexScale");
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DebugOnly<bool> hasUniformLocations = texY != -1 &&
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texCb != -1 &&
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texCr != -1 &&
|
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mYTexScaleLoc != -1 &&
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mCbCrTexScaleLoc != -1;
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MOZ_ASSERT(hasUniformLocations, "uniforms not found");
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|
|
mGL->fUniform1i(texY, Channel_Y);
|
|
mGL->fUniform1i(texCb, Channel_Cb);
|
|
mGL->fUniform1i(texCr, Channel_Cr);
|
|
break;
|
|
}
|
|
}
|
|
MOZ_ASSERT(mGL->fGetAttribLocation(program, "aPosition") == 0);
|
|
mYFlipLoc = mGL->fGetUniformLocation(program, "uYflip");
|
|
MOZ_ASSERT(mYFlipLoc != -1, "uniform: uYflip not found");
|
|
mTextureTransformLoc = mGL->fGetUniformLocation(program, "uTextureTransform");
|
|
if (mTextureTransformLoc >= 0) {
|
|
// Set identity matrix as default
|
|
gfx::Matrix4x4 identity;
|
|
mGL->fUniformMatrix4fv(mTextureTransformLoc, 1, false, &identity._11);
|
|
}
|
|
success = true;
|
|
} while (false);
|
|
|
|
if (!success) {
|
|
// Clean up:
|
|
DeleteTexBlitProgram();
|
|
return false;
|
|
}
|
|
|
|
mGL->fUseProgram(program);
|
|
mGL->fEnableVertexAttribArray(0);
|
|
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
|
|
mGL->fVertexAttribPointer(0,
|
|
2,
|
|
LOCAL_GL_FLOAT,
|
|
false,
|
|
0,
|
|
nullptr);
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
GLBlitHelper::UseTexQuadProgram(BlitType target, const gfx::IntSize& srcSize)
|
|
{
|
|
if (!InitTexQuadProgram(target)) {
|
|
return false;
|
|
}
|
|
|
|
if (target == BlitTexRect) {
|
|
GLint texCoordMultLoc = mGL->fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
|
|
MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
|
|
mGL->fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::DeleteTexBlitProgram()
|
|
{
|
|
if (mTexBlit_Buffer) {
|
|
mGL->fDeleteBuffers(1, &mTexBlit_Buffer);
|
|
mTexBlit_Buffer = 0;
|
|
}
|
|
if (mTexBlit_VertShader) {
|
|
mGL->fDeleteShader(mTexBlit_VertShader);
|
|
mTexBlit_VertShader = 0;
|
|
}
|
|
if (mTex2DBlit_FragShader) {
|
|
mGL->fDeleteShader(mTex2DBlit_FragShader);
|
|
mTex2DBlit_FragShader = 0;
|
|
}
|
|
if (mTex2DRectBlit_FragShader) {
|
|
mGL->fDeleteShader(mTex2DRectBlit_FragShader);
|
|
mTex2DRectBlit_FragShader = 0;
|
|
}
|
|
if (mTex2DBlit_Program) {
|
|
mGL->fDeleteProgram(mTex2DBlit_Program);
|
|
mTex2DBlit_Program = 0;
|
|
}
|
|
if (mTex2DRectBlit_Program) {
|
|
mGL->fDeleteProgram(mTex2DRectBlit_Program);
|
|
mTex2DRectBlit_Program = 0;
|
|
}
|
|
if (mTexExternalBlit_FragShader) {
|
|
mGL->fDeleteShader(mTexExternalBlit_FragShader);
|
|
mTexExternalBlit_FragShader = 0;
|
|
}
|
|
if (mTexYUVPlanarBlit_FragShader) {
|
|
mGL->fDeleteShader(mTexYUVPlanarBlit_FragShader);
|
|
mTexYUVPlanarBlit_FragShader = 0;
|
|
}
|
|
if (mTexExternalBlit_Program) {
|
|
mGL->fDeleteProgram(mTexExternalBlit_Program);
|
|
mTexExternalBlit_Program = 0;
|
|
}
|
|
if (mTexYUVPlanarBlit_Program) {
|
|
mGL->fDeleteProgram(mTexYUVPlanarBlit_Program);
|
|
mTexYUVPlanarBlit_Program = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
bool internalFBs)
|
|
{
|
|
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
|
|
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
|
|
|
|
MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
|
|
|
|
ScopedBindFramebuffer boundFB(mGL);
|
|
ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
|
|
|
|
if (internalFBs) {
|
|
mGL->Screen()->BindReadFB_Internal(srcFB);
|
|
mGL->Screen()->BindDrawFB_Internal(destFB);
|
|
} else {
|
|
mGL->BindReadFB(srcFB);
|
|
mGL->BindDrawFB(destFB);
|
|
}
|
|
|
|
mGL->fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
|
|
0, 0, destSize.width, destSize.height,
|
|
LOCAL_GL_COLOR_BUFFER_BIT,
|
|
LOCAL_GL_NEAREST);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
const GLFormats& srcFormats,
|
|
bool internalFBs)
|
|
{
|
|
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
|
|
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
|
|
|
|
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
|
|
BlitFramebufferToFramebuffer(srcFB, destFB,
|
|
srcSize, destSize,
|
|
internalFBs);
|
|
return;
|
|
}
|
|
|
|
GLuint tex = CreateTextureForOffscreen(mGL, srcFormats, srcSize);
|
|
MOZ_ASSERT(tex);
|
|
|
|
BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize, internalFBs);
|
|
BlitTextureToFramebuffer(tex, destFB, srcSize, destSize, internalFBs);
|
|
|
|
mGL->fDeleteTextures(1, &tex);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BindAndUploadYUVTexture(Channel which,
|
|
uint32_t width,
|
|
uint32_t height,
|
|
void* data,
|
|
bool needsAllocation)
|
|
{
|
|
MOZ_ASSERT(which < Channel_Max, "Invalid channel!");
|
|
GLuint* srcTexArr[3] = {&mSrcTexY, &mSrcTexCb, &mSrcTexCr};
|
|
GLuint& tex = *srcTexArr[which];
|
|
if (!tex) {
|
|
MOZ_ASSERT(needsAllocation);
|
|
tex = CreateTexture(mGL, LOCAL_GL_LUMINANCE, LOCAL_GL_LUMINANCE, LOCAL_GL_UNSIGNED_BYTE,
|
|
gfx::IntSize(width, height), false);
|
|
}
|
|
mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + which);
|
|
|
|
mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, tex);
|
|
if (!needsAllocation) {
|
|
mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
|
|
0,
|
|
0,
|
|
0,
|
|
width,
|
|
height,
|
|
LOCAL_GL_LUMINANCE,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
data);
|
|
} else {
|
|
mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
|
|
0,
|
|
LOCAL_GL_LUMINANCE,
|
|
width,
|
|
height,
|
|
0,
|
|
LOCAL_GL_LUMINANCE,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
data);
|
|
}
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BindAndUploadEGLImage(EGLImage image, GLuint target)
|
|
{
|
|
MOZ_ASSERT(image != EGL_NO_IMAGE, "Bad EGLImage");
|
|
|
|
if (!mSrcTexEGL) {
|
|
mGL->fGenTextures(1, &mSrcTexEGL);
|
|
mGL->fBindTexture(target, mSrcTexEGL);
|
|
mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
|
|
mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
|
|
mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
|
|
mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
|
|
} else {
|
|
mGL->fBindTexture(target, mSrcTexEGL);
|
|
}
|
|
mGL->fEGLImageTargetTexture2D(target, image);
|
|
}
|
|
|
|
#ifdef MOZ_WIDGET_GONK
|
|
|
|
bool
|
|
GLBlitHelper::BlitGrallocImage(layers::GrallocImage* grallocImage, bool yFlip)
|
|
{
|
|
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
|
|
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
|
|
|
|
EGLint attrs[] = {
|
|
LOCAL_EGL_IMAGE_PRESERVED, LOCAL_EGL_TRUE,
|
|
LOCAL_EGL_NONE, LOCAL_EGL_NONE
|
|
};
|
|
EGLImage image = sEGLLibrary.fCreateImage(sEGLLibrary.Display(),
|
|
EGL_NO_CONTEXT,
|
|
LOCAL_EGL_NATIVE_BUFFER_ANDROID,
|
|
grallocImage->GetNativeBuffer(), attrs);
|
|
if (image == EGL_NO_IMAGE)
|
|
return false;
|
|
|
|
int oldBinding = 0;
|
|
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL_OES, &oldBinding);
|
|
|
|
BindAndUploadEGLImage(image, LOCAL_GL_TEXTURE_EXTERNAL_OES);
|
|
|
|
mGL->fUniform1f(mYFlipLoc, yFlip ? (float)1.0f : (float)0.0f);
|
|
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
sEGLLibrary.fDestroyImage(sEGLLibrary.Display(), image);
|
|
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL_OES, oldBinding);
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
#ifdef MOZ_WIDGET_ANDROID
|
|
|
|
bool
|
|
GLBlitHelper::BlitSurfaceTextureImage(layers::SurfaceTextureImage* stImage, bool yFlip)
|
|
{
|
|
AndroidSurfaceTexture* surfaceTexture = stImage->GetData()->mSurfTex;
|
|
if (stImage->GetData()->mInverted) {
|
|
yFlip = !yFlip;
|
|
}
|
|
|
|
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
|
|
|
|
if (NS_FAILED(surfaceTexture->Attach(mGL))) {
|
|
return false;
|
|
}
|
|
|
|
// UpdateTexImage() changes the EXTERNAL binding, so save it here
|
|
// so we can restore it after.
|
|
int oldBinding = 0;
|
|
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldBinding);
|
|
|
|
surfaceTexture->UpdateTexImage();
|
|
|
|
gfx::Matrix4x4 transform;
|
|
surfaceTexture->GetTransformMatrix(transform);
|
|
|
|
mGL->fUniformMatrix4fv(mTextureTransformLoc, 1, false, &transform._11);
|
|
mGL->fUniform1f(mYFlipLoc, yFlip ? 1.0f : 0.0f);
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
surfaceTexture->Detach();
|
|
|
|
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL, oldBinding);
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
GLBlitHelper::BlitEGLImageImage(layers::EGLImageImage* image, bool yFlip)
|
|
{
|
|
EGLImage eglImage = image->GetData()->mImage;
|
|
EGLSync eglSync = image->GetData()->mSync;
|
|
|
|
if (image->GetData()->mInverted) {
|
|
yFlip = !yFlip;
|
|
}
|
|
|
|
if (eglSync) {
|
|
EGLint status = sEGLLibrary.fClientWaitSync(EGL_DISPLAY(), eglSync, 0, LOCAL_EGL_FOREVER);
|
|
if (status != LOCAL_EGL_CONDITION_SATISFIED) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
|
|
|
|
int oldBinding = 0;
|
|
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldBinding);
|
|
|
|
BindAndUploadEGLImage(eglImage, LOCAL_GL_TEXTURE_2D);
|
|
|
|
mGL->fUniform1f(mYFlipLoc, yFlip ? 1.0f : 0.0f);
|
|
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL_OES, oldBinding);
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
bool
|
|
GLBlitHelper::BlitPlanarYCbCrImage(layers::PlanarYCbCrImage* yuvImage, bool yFlip)
|
|
{
|
|
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
|
|
const PlanarYCbCrData* yuvData = yuvImage->GetData();
|
|
|
|
bool needsAllocation = false;
|
|
if (mTexWidth != yuvData->mYStride || mTexHeight != yuvData->mYSize.height) {
|
|
mTexWidth = yuvData->mYStride;
|
|
mTexHeight = yuvData->mYSize.height;
|
|
needsAllocation = true;
|
|
}
|
|
|
|
GLint oldTex[3];
|
|
for (int i = 0; i < 3; i++) {
|
|
mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
|
|
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex[i]);
|
|
}
|
|
BindAndUploadYUVTexture(Channel_Y, yuvData->mYStride, yuvData->mYSize.height, yuvData->mYChannel, needsAllocation);
|
|
BindAndUploadYUVTexture(Channel_Cb, yuvData->mCbCrStride, yuvData->mCbCrSize.height, yuvData->mCbChannel, needsAllocation);
|
|
BindAndUploadYUVTexture(Channel_Cr, yuvData->mCbCrStride, yuvData->mCbCrSize.height, yuvData->mCrChannel, needsAllocation);
|
|
|
|
mGL->fUniform1f(mYFlipLoc, yFlip ? (float)1.0 : (float)0.0);
|
|
|
|
if (needsAllocation) {
|
|
mGL->fUniform2f(mYTexScaleLoc, (float)yuvData->mYSize.width/yuvData->mYStride, 1.0f);
|
|
mGL->fUniform2f(mCbCrTexScaleLoc, (float)yuvData->mCbCrSize.width/yuvData->mCbCrStride, 1.0f);
|
|
}
|
|
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
for (int i = 0; i < 3; i++) {
|
|
mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
|
|
mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, oldTex[i]);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
GLBlitHelper::BlitImageToFramebuffer(layers::Image* srcImage,
|
|
const gfx::IntSize& destSize,
|
|
GLuint destFB,
|
|
bool yFlip,
|
|
GLuint xoffset,
|
|
GLuint yoffset,
|
|
GLuint cropWidth,
|
|
GLuint cropHeight)
|
|
{
|
|
ScopedGLDrawState autoStates(mGL);
|
|
|
|
BlitType type;
|
|
switch (srcImage->GetFormat()) {
|
|
case ImageFormat::PLANAR_YCBCR:
|
|
type = ConvertPlanarYCbCr;
|
|
break;
|
|
case ImageFormat::GRALLOC_PLANAR_YCBCR:
|
|
#ifdef MOZ_WIDGET_GONK
|
|
type = ConvertGralloc;
|
|
break;
|
|
#endif
|
|
#ifdef MOZ_WIDGET_ANDROID
|
|
case ImageFormat::SURFACE_TEXTURE:
|
|
type = ConvertSurfaceTexture;
|
|
break;
|
|
case ImageFormat::EGLIMAGE:
|
|
type = ConvertEGLImage;
|
|
break;
|
|
#endif
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
bool init = InitTexQuadProgram(type);
|
|
if (!init) {
|
|
return false;
|
|
}
|
|
|
|
ScopedBindFramebuffer boundFB(mGL, destFB);
|
|
mGL->fColorMask(LOCAL_GL_TRUE, LOCAL_GL_TRUE, LOCAL_GL_TRUE, LOCAL_GL_TRUE);
|
|
mGL->fViewport(0, 0, destSize.width, destSize.height);
|
|
if (xoffset != 0 && yoffset != 0 && cropWidth != 0 && cropHeight != 0) {
|
|
mGL->fEnable(LOCAL_GL_SCISSOR_TEST);
|
|
mGL->fScissor(xoffset, yoffset, (GLsizei)cropWidth, (GLsizei)cropHeight);
|
|
}
|
|
|
|
#ifdef MOZ_WIDGET_GONK
|
|
if (type == ConvertGralloc) {
|
|
layers::GrallocImage* grallocImage = static_cast<layers::GrallocImage*>(srcImage);
|
|
return BlitGrallocImage(grallocImage, yFlip);
|
|
}
|
|
#endif
|
|
if (type == ConvertPlanarYCbCr) {
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1);
|
|
PlanarYCbCrImage* yuvImage = static_cast<PlanarYCbCrImage*>(srcImage);
|
|
return BlitPlanarYCbCrImage(yuvImage, yFlip);
|
|
}
|
|
#ifdef MOZ_WIDGET_ANDROID
|
|
if (type == ConvertSurfaceTexture) {
|
|
layers::SurfaceTextureImage* stImage = static_cast<layers::SurfaceTextureImage*>(srcImage);
|
|
return BlitSurfaceTextureImage(stImage, yFlip);
|
|
}
|
|
if (type == ConvertEGLImage) {
|
|
layers::EGLImageImage* eglImage = static_cast<layers::EGLImageImage*>(srcImage);
|
|
return BlitEGLImageImage(eglImage, yFlip);
|
|
}
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
GLBlitHelper::BlitImageToTexture(layers::Image* srcImage,
|
|
const gfx::IntSize& destSize,
|
|
GLuint destTex,
|
|
GLenum destTarget,
|
|
bool yFlip,
|
|
GLuint xoffset,
|
|
GLuint yoffset,
|
|
GLuint cropWidth,
|
|
GLuint cropHeight)
|
|
{
|
|
ScopedGLDrawState autoStates(mGL);
|
|
|
|
if (!mFBO) {
|
|
mGL->fGenFramebuffers(1, &mFBO);
|
|
}
|
|
|
|
ScopedBindFramebuffer boundFB(mGL, mFBO);
|
|
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, destTarget, destTex, 0);
|
|
return BlitImageToFramebuffer(srcImage, destSize, mFBO, yFlip, xoffset, yoffset,
|
|
cropWidth, cropHeight);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
GLenum srcTarget,
|
|
bool internalFBs)
|
|
{
|
|
MOZ_ASSERT(mGL->fIsTexture(srcTex));
|
|
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
|
|
|
|
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
|
|
ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
|
|
MOZ_ASSERT(srcWrapper.IsComplete());
|
|
|
|
BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
|
|
srcSize, destSize,
|
|
internalFBs);
|
|
return;
|
|
}
|
|
|
|
BlitType type;
|
|
switch (srcTarget)
|
|
{
|
|
case LOCAL_GL_TEXTURE_2D:
|
|
type = BlitTex2D;
|
|
break;
|
|
case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
|
|
type = BlitTexRect;
|
|
break;
|
|
default:
|
|
printf_stderr("Fatal Error: Failed to prepare to blit texture->framebuffer.\n");
|
|
MOZ_CRASH();
|
|
break;
|
|
}
|
|
|
|
ScopedGLDrawState autoStates(mGL);
|
|
if (internalFBs) {
|
|
mGL->Screen()->BindFB_Internal(destFB);
|
|
} else {
|
|
mGL->BindFB(destFB);
|
|
}
|
|
|
|
// Does destructive things to (only!) what we just saved above.
|
|
bool good = UseTexQuadProgram(type, srcSize);
|
|
if (!good) {
|
|
// We're up against the wall, so bail.
|
|
// This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
|
|
printf_stderr("Fatal Error: Failed to prepare to blit texture->framebuffer.\n");
|
|
MOZ_CRASH();
|
|
}
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
GLenum destTarget,
|
|
bool internalFBs)
|
|
{
|
|
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
|
|
MOZ_ASSERT(mGL->fIsTexture(destTex));
|
|
|
|
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
|
|
ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);
|
|
|
|
BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
|
|
srcSize, destSize,
|
|
internalFBs);
|
|
return;
|
|
}
|
|
|
|
ScopedBindTexture autoTex(mGL, destTex, destTarget);
|
|
|
|
ScopedBindFramebuffer boundFB(mGL);
|
|
if (internalFBs) {
|
|
mGL->Screen()->BindFB_Internal(srcFB);
|
|
} else {
|
|
mGL->BindFB(srcFB);
|
|
}
|
|
|
|
ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
|
|
mGL->fCopyTexSubImage2D(destTarget, 0,
|
|
0, 0,
|
|
0, 0,
|
|
srcSize.width, srcSize.height);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
GLenum srcTarget, GLenum destTarget)
|
|
{
|
|
MOZ_ASSERT(mGL->fIsTexture(srcTex));
|
|
MOZ_ASSERT(mGL->fIsTexture(destTex));
|
|
|
|
// Generally, just use the CopyTexSubImage path
|
|
ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
|
|
|
|
BlitFramebufferToTexture(srcWrapper.FB(), destTex,
|
|
srcSize, destSize, destTarget);
|
|
}
|
|
|
|
}
|
|
}
|