gecko/gfx/layers/opengl/ContainerLayerOGL.cpp

251 lines
7.6 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "ContainerLayerOGL.h"
#include "glWrapper.h"
namespace mozilla {
namespace layers {
ContainerLayerOGL::ContainerLayerOGL(LayerManager *aManager)
: ContainerLayer(aManager, NULL)
{
mImplData = static_cast<LayerOGL*>(this);
}
const nsIntRect&
ContainerLayerOGL::GetVisibleRect()
{
return mVisibleRect;
}
void
ContainerLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
{
mVisibleRect = aRegion.GetBounds();
}
void
ContainerLayerOGL::InsertAfter(Layer* aChild, Layer* aAfter)
{
LayerOGL *newChild = static_cast<LayerOGL*>(aChild->ImplData());
aChild->SetParent(this);
if (!aAfter) {
LayerOGL *oldFirstChild = GetFirstChildOGL();
mFirstChild = newChild->GetLayer();
newChild->SetNextSibling(oldFirstChild);
return;
}
for (LayerOGL *child = GetFirstChildOGL();
child; child = child->GetNextSibling()) {
if (aAfter == child->GetLayer()) {
LayerOGL *oldNextSibling = child->GetNextSibling();
child->SetNextSibling(newChild);
child->GetNextSibling()->SetNextSibling(oldNextSibling);
return;
}
}
NS_WARNING("Failed to find aAfter layer!");
}
void
ContainerLayerOGL::RemoveChild(Layer *aChild)
{
if (GetFirstChild() == aChild) {
mFirstChild = GetFirstChildOGL()->GetNextSibling()->GetLayer();
return;
}
LayerOGL *lastChild = NULL;
for (LayerOGL *child = GetFirstChildOGL(); child;
child = child->GetNextSibling()) {
if (child->GetLayer() == aChild) {
// We're sure this is not our first child. So lastChild != NULL.
lastChild->SetNextSibling(child->GetNextSibling());
child->SetNextSibling(NULL);
child->GetLayer()->SetParent(NULL);
return;
}
lastChild = child;
}
}
LayerOGL::LayerType
ContainerLayerOGL::GetType()
{
return TYPE_CONTAINER;
}
Layer*
ContainerLayerOGL::GetLayer()
{
return this;
}
LayerOGL*
ContainerLayerOGL::GetFirstChildOGL()
{
if (!mFirstChild) {
return nsnull;
}
return static_cast<LayerOGL*>(mFirstChild->ImplData());
}
void
ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer)
{
/**
* Setup our temporary texture for rendering the contents of this container.
*/
GLuint containerSurface;
GLuint frameBuffer;
RGBLayerProgram *rgbProgram =
static_cast<LayerManagerOGL*>(mManager)->GetRGBLayerProgram();
YCbCrLayerProgram *yCbCrProgram =
static_cast<LayerManagerOGL*>(mManager)->GetYCbCrLayerProgram();
if (GetOpacity() != 1.0) {
sglWrapper.GenTextures(1, &containerSurface);
sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, containerSurface);
sglWrapper.TexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
mVisibleRect.width,
mVisibleRect.height,
0,
LOCAL_GL_BGRA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
/**
* Create the framebuffer and bind it to make our content render into our
* framebuffer.
*/
sglWrapper.GenFramebuffersEXT(1, &frameBuffer);
sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, frameBuffer);
sglWrapper.FramebufferTexture2DEXT(LOCAL_GL_FRAMEBUFFER_EXT,
LOCAL_GL_COLOR_ATTACHMENT0_EXT,
LOCAL_GL_TEXTURE_2D,
containerSurface,
0);
NS_ASSERTION(
sglWrapper.CheckFramebufferStatusEXT(LOCAL_GL_FRAMEBUFFER_EXT) ==
LOCAL_GL_FRAMEBUFFER_COMPLETE, "Error setting up framebuffer.");
/**
* Store old shader program variables and set the ones used for rendering
* this container's content.
*/
rgbProgram->Activate();
rgbProgram->PushRenderTargetOffset((GLfloat)GetVisibleRect().x,
(GLfloat)GetVisibleRect().y);
yCbCrProgram->Activate();
yCbCrProgram->PushRenderTargetOffset((GLfloat)GetVisibleRect().x,
(GLfloat)GetVisibleRect().y);
} else {
frameBuffer = aPreviousFrameBuffer;
}
/**
* Render this container's contents.
*/
LayerOGL *layerToRender = GetFirstChildOGL();
while (layerToRender) {
const nsIntRect *clipRect = layerToRender->GetLayer()->GetClipRect();
if (clipRect) {
sglWrapper.Scissor(clipRect->x - GetVisibleRect().x,
clipRect->y - GetVisibleRect().y,
clipRect->width,
clipRect->height);
} else {
sglWrapper.Scissor(0, 0, GetVisibleRect().width, GetVisibleRect().height);
}
layerToRender->RenderLayer(frameBuffer);
layerToRender = layerToRender->GetNextSibling();
}
if (GetOpacity() != 1.0) {
// Unbind the current framebuffer and rebind the previous one.
sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, aPreviousFrameBuffer);
sglWrapper.DeleteFramebuffersEXT(1, &frameBuffer);
// Restore old shader program variables.
yCbCrProgram->Activate();
yCbCrProgram->PopRenderTargetOffset();
rgbProgram->Activate();
rgbProgram->PopRenderTargetOffset();
/**
* Render the contents of this container to our destination.
*/
float quadTransform[4][4];
/*
* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
* and size.
*/
memset(&quadTransform, 0, sizeof(quadTransform));
quadTransform[0][0] = (float)GetVisibleRect().width;
quadTransform[1][1] = (float)GetVisibleRect().height;
quadTransform[2][2] = 1.0f;
quadTransform[3][0] = (float)GetVisibleRect().x;
quadTransform[3][1] = (float)GetVisibleRect().y;
quadTransform[3][3] = 1.0f;
rgbProgram->SetLayerQuadTransform(&quadTransform[0][0]);
sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, containerSurface);
rgbProgram->SetLayerOpacity(GetOpacity());
rgbProgram->SetLayerTransform(&mTransform._11);
rgbProgram->Apply();
sglWrapper.DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
// Clean up resources.
sglWrapper.DeleteTextures(1, &containerSurface);
}
}
} /* layers */
} /* mozilla */