gecko/gfx/layers/opengl/CompositingRenderTargetOGL.h

221 lines
6.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_COMPOSITINGRENDERTARGETOGL_H
#define MOZILLA_GFX_COMPOSITINGRENDERTARGETOGL_H
#include "mozilla/layers/CompositorOGL.h"
#include "mozilla/gfx/Rect.h"
#include "gfxASurface.h"
#ifdef MOZ_DUMP_PAINTING
#include "mozilla/layers/CompositorOGL.h"
#endif
namespace mozilla {
namespace gl {
class TextureImage;
class BindableTexture;
}
namespace layers {
class CompositingRenderTargetOGL : public CompositingRenderTarget
{
typedef mozilla::gl::GLContext GLContext;
// For lazy initialisation of the GL stuff
struct InitParams
{
InitParams() : mStatus(NO_PARAMS) {}
InitParams(const gfx::IntSize& aSize,
GLenum aFBOTextureTarget,
SurfaceInitMode aInit)
: mStatus(READY)
, mSize(aSize)
, mFBOTextureTarget(aFBOTextureTarget)
, mInit(aInit)
{}
enum {
NO_PARAMS,
READY,
INITIALIZED
} mStatus;
gfx::IntSize mSize;
GLenum mFBOTextureTarget;
SurfaceInitMode mInit;
};
public:
CompositingRenderTargetOGL(CompositorOGL* aCompositor, GLuint aTexure, GLuint aFBO)
: mInitParams()
, mTransform()
, mCompositor(aCompositor)
, mGL(aCompositor->gl())
, mTextureHandle(aTexure)
, mFBO(aFBO)
{}
~CompositingRenderTargetOGL()
{
mGL->fDeleteTextures(1, &mTextureHandle);
mGL->fDeleteFramebuffers(1, &mFBO);
}
/**
* Create a render target around the default FBO, for rendering straight to
* the window.
*/
static TemporaryRef<CompositingRenderTargetOGL>
RenderTargetForWindow(CompositorOGL* aCompositor,
const gfx::IntSize& aSize,
const gfxMatrix& aTransform)
{
RefPtr<CompositingRenderTargetOGL> result
= new CompositingRenderTargetOGL(aCompositor, 0, 0);
result->mTransform = aTransform;
result->mInitParams = InitParams(aSize, 0, INIT_MODE_NONE);
result->mInitParams.mStatus = InitParams::INITIALIZED;
return result.forget();
}
/**
* Some initialisation work on the backing FBO and texture.
* We do this lazily so that when we first set this render target on the
* compositor we do not have to re-bind the FBO after unbinding it, or
* alternatively leave the FBO bound after creation.
*/
void Initialize(const gfx::IntSize& aSize,
GLenum aFBOTextureTarget,
SurfaceInitMode aInit)
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::NO_PARAMS, "Initialized twice?");
// postpone initialization until we actually want to use this render target
mInitParams = InitParams(aSize, aFBOTextureTarget, aInit);
}
void BindTexture(GLenum aTextureUnit, GLenum aTextureTarget)
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
MOZ_ASSERT(mTextureHandle != 0);
mGL->fActiveTexture(aTextureUnit);
mGL->fBindTexture(aTextureTarget, mTextureHandle);
}
/**
* Call when we want to draw into our FBO
*/
void BindRenderTarget()
{
if (mInitParams.mStatus != InitParams::INITIALIZED) {
InitializeImpl();
} else {
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFBO);
GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
nsAutoCString msg;
msg.AppendPrintf("Framebuffer not complete -- error 0x%x, aFBOTextureTarget 0x%x, aRect.width %d, aRect.height %d",
result, mInitParams.mFBOTextureTarget, mInitParams.mSize.width, mInitParams.mSize.height);
NS_WARNING(msg.get());
}
mCompositor->PrepareViewport(mInitParams.mSize, mTransform);
}
}
GLuint GetFBO() const
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
return mFBO;
}
GLuint GetTextureHandle() const
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
return mTextureHandle;
}
// TextureSourceOGL
TextureSourceOGL* AsSourceOGL() MOZ_OVERRIDE
{
MOZ_ASSERT(false, "CompositingRenderTargetOGL should not be used as a TextureSource");
return nullptr;
}
gfx::IntSize GetSize() const MOZ_OVERRIDE
{
MOZ_ASSERT(false, "CompositingRenderTargetOGL should not be used as a TextureSource");
return gfx::IntSize(0, 0);
}
gfx::SurfaceFormat GetFormat() const MOZ_OVERRIDE
{
// XXX - Should it be implemented ? is the above assert true ?
MOZ_ASSERT(false, "Not implemented");
return gfx::FORMAT_UNKNOWN;
}
const gfxMatrix& GetTransform() {
return mTransform;
}
#ifdef MOZ_DUMP_PAINTING
virtual already_AddRefed<gfxImageSurface> Dump(Compositor* aCompositor)
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
CompositorOGL* compositorOGL = static_cast<CompositorOGL*>(aCompositor);
return mGL->GetTexImage(mTextureHandle, true, compositorOGL->GetFBOFormat());
}
#endif
private:
/**
* Actually do the initialisation. Note that we leave our FBO bound, and so
* calling this method is only suitable when about to use this render target.
*/
void InitializeImpl()
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::READY);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFBO);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
mInitParams.mFBOTextureTarget,
mTextureHandle,
0);
// Making this call to fCheckFramebufferStatus prevents a crash on
// PowerVR. See bug 695246.
GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
nsAutoCString msg;
msg.AppendPrintf("Framebuffer not complete -- error 0x%x, aFBOTextureTarget 0x%x, mFBO %d, mTextureHandle %d, aRect.width %d, aRect.height %d",
result, mInitParams.mFBOTextureTarget, mFBO, mTextureHandle, mInitParams.mSize.width, mInitParams.mSize.height);
NS_ERROR(msg.get());
}
mCompositor->PrepareViewport(mInitParams.mSize, mTransform);
mGL->fScissor(0, 0, mInitParams.mSize.width, mInitParams.mSize.height);
if (mInitParams.mInit == INIT_MODE_CLEAR) {
mGL->fClearColor(0.0, 0.0, 0.0, 0.0);
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
}
mInitParams.mStatus = InitParams::INITIALIZED;
}
InitParams mInitParams;
gfxMatrix mTransform;
CompositorOGL* mCompositor;
GLContext* mGL;
GLuint mTextureHandle;
GLuint mFBO;
};
}
}
#endif /* MOZILLA_GFX_SURFACEOGL_H */