gecko/gfx/gl/GLBlitHelper.h
James Willcox 9a5423d8f0 Bug 1014614 - Add GLBlitHelper::BlitImageToFramebuffer and support SurfaceTexture images r=jgilbert
--HG--
extra : rebase_source : e823897f3ff6593af7286432903618dc483877dd
2014-10-21 08:53:02 -05:00

197 lines
7.2 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* 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 GLBLITHELPER_H_
#define GLBLITHELPER_H_
#include "GLContextTypes.h"
#include "GLConsts.h"
#include "nsSize.h"
#include "mozilla/Attributes.h"
#include "mozilla/gfx/Point.h"
namespace mozilla {
namespace layers {
class Image;
class PlanarYCbCrImage;
class GrallocImage;
class SurfaceTextureImage;
}
namespace gl {
class GLContext;
/**
* Helper function that creates a 2D texture aSize.width x aSize.height with
* storage type specified by aFormats. Returns GL texture object id.
*
* See mozilla::gl::CreateTexture.
*/
GLuint CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
const gfx::IntSize& aSize);
/**
* Helper function that creates a 2D texture aSize.width x aSize.height with
* storage type aInternalFormat. Returns GL texture object id.
*
* Initialize textyre parameters to:
* GL_TEXTURE_MIN_FILTER = GL_LINEAR
* GL_TEXTURE_MAG_FILTER = GL_LINEAR
* GL_TEXTURE_WRAP_S = GL_CLAMP_TO_EDGE
* GL_TEXTURE_WRAP_T = GL_CLAMP_TO_EDGE
*/
GLuint CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
GLenum aType, const gfx::IntSize& aSize, bool linear = true);
/**
* Helper function to create, potentially, multisample render buffers suitable
* for offscreen rendering. Buffers of size aSize.width x aSize.height with
* storage specified by aFormat. returns GL render buffer object id.
*/
GLuint CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
const gfx::IntSize& aSize);
/**
* Helper function to create, potentially, multisample render buffers suitable
* for offscreen rendering. Buffers of size aSize.width x aSize.height with
* storage specified by aFormats. GL render buffer object ids are returned via
* aColorMSRB, aDepthRB, and aStencilRB
*/
void CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
const gfx::IntSize& aSize, bool aMultisample,
GLuint* aColorMSRB, GLuint* aDepthRB,
GLuint* aStencilRB);
/** Buffer blitting helper */
class GLBlitHelper MOZ_FINAL
{
enum Channel
{
Channel_Y = 0,
Channel_Cb,
Channel_Cr,
Channel_Max,
};
/**
* BlitTex2D is used to copy blit the content of a GL_TEXTURE_2D object,
* BlitTexRect is used to copy blit the content of a GL_TEXTURE_RECT object,
* The difference between BlitTex2D and BlitTexRect is the texture type, which affect
* the fragment shader a bit.
*
* ConvertGralloc is used to color convert copy blit the GrallocImage into a
* normal RGB texture by egl_image_external extension
* ConvertPlnarYcbCr is used to color convert copy blit the PlanarYCbCrImage
* into a normal RGB texture by create textures of each color channel, and
* convert it in GPU.
* Convert type is created for canvas.
*/
enum BlitType
{
BlitTex2D,
BlitTexRect,
ConvertGralloc,
ConvertPlanarYCbCr,
ConvertSurfaceTexture
};
// The GLContext is the sole owner of the GLBlitHelper.
GLContext* mGL;
GLuint mTexBlit_Buffer;
GLuint mTexBlit_VertShader;
GLuint mTex2DBlit_FragShader;
GLuint mTex2DRectBlit_FragShader;
GLuint mTex2DBlit_Program;
GLuint mTex2DRectBlit_Program;
GLint mYFlipLoc;
GLint mTextureTransformLoc;
// Data for image blit path
GLuint mTexExternalBlit_FragShader;
GLuint mTexYUVPlanarBlit_FragShader;
GLuint mTexExternalBlit_Program;
GLuint mTexYUVPlanarBlit_Program;
GLuint mFBO;
GLuint mSrcTexY;
GLuint mSrcTexCb;
GLuint mSrcTexCr;
GLuint mSrcTexEGL;
GLint mYTexScaleLoc;
GLint mCbCrTexScaleLoc;
int mTexWidth;
int mTexHeight;
// Cache some uniform values
float mCurYScale;
float mCurCbCrScale;
void UseBlitProgram();
void SetBlitFramebufferForDestTexture(GLuint aTexture);
bool UseTexQuadProgram(BlitType target, const gfx::IntSize& srcSize);
bool InitTexQuadProgram(BlitType target = BlitTex2D);
void DeleteTexBlitProgram();
void BindAndUploadYUVTexture(Channel which, uint32_t width, uint32_t height, void* data, bool allocation);
#ifdef MOZ_WIDGET_GONK
void BindAndUploadExternalTexture(EGLImage image);
bool BlitGrallocImage(layers::GrallocImage* grallocImage, bool yFlip = false);
#endif
bool BlitPlanarYCbCrImage(layers::PlanarYCbCrImage* yuvImage, bool yFlip = false);
#ifdef MOZ_WIDGET_ANDROID
bool BlitSurfaceTextureImage(layers::SurfaceTextureImage* stImage);
#endif
public:
explicit GLBlitHelper(GLContext* gl);
~GLBlitHelper();
// If you don't have |srcFormats| for the 2nd definition,
// then you'll need the framebuffer_blit extensions to use
// the first BlitFramebufferToFramebuffer.
void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
bool internalFBs = false);
void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
const GLFormats& srcFormats,
bool internalFBs = false);
void BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
bool internalFBs = false);
void BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum destTarget = LOCAL_GL_TEXTURE_2D,
bool internalFBs = false);
void BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
GLenum destTarget = LOCAL_GL_TEXTURE_2D);
bool BlitImageToFramebuffer(layers::Image* srcImage, const gfx::IntSize& destSize,
GLuint destFB, bool yFlip = false, GLuint xoffset = 0,
GLuint yoffset = 0, GLuint width = 0, GLuint height = 0);
bool BlitImageToTexture(layers::Image* srcImage, const gfx::IntSize& destSize,
GLuint destTex, GLenum destTarget, bool yFlip = false, GLuint xoffset = 0,
GLuint yoffset = 0, GLuint width = 0, GLuint height = 0);
};
}
}
#endif // GLBLITHELPER_H_