mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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251 lines
7.6 KiB
C++
251 lines
7.6 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 "ContainerLayerOGL.h"
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#include "glWrapper.h"
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namespace mozilla {
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namespace layers {
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ContainerLayerOGL::ContainerLayerOGL(LayerManager *aManager)
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: ContainerLayer(aManager, NULL)
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{
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mImplData = static_cast<LayerOGL*>(this);
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}
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const nsIntRect&
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ContainerLayerOGL::GetVisibleRect()
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{
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return mVisibleRect;
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}
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void
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ContainerLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
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{
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mVisibleRect = aRegion.GetBounds();
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}
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void
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ContainerLayerOGL::InsertAfter(Layer* aChild, Layer* aAfter)
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{
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LayerOGL *newChild = static_cast<LayerOGL*>(aChild->ImplData());
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aChild->SetParent(this);
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if (!aAfter) {
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LayerOGL *oldFirstChild = GetFirstChildOGL();
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mFirstChild = newChild->GetLayer();
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newChild->SetNextSibling(oldFirstChild);
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return;
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}
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for (LayerOGL *child = GetFirstChildOGL();
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child; child = child->GetNextSibling()) {
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if (aAfter == child->GetLayer()) {
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LayerOGL *oldNextSibling = child->GetNextSibling();
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child->SetNextSibling(newChild);
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child->GetNextSibling()->SetNextSibling(oldNextSibling);
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return;
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}
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}
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NS_WARNING("Failed to find aAfter layer!");
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}
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void
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ContainerLayerOGL::RemoveChild(Layer *aChild)
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{
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if (GetFirstChild() == aChild) {
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mFirstChild = GetFirstChildOGL()->GetNextSibling()->GetLayer();
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return;
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}
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LayerOGL *lastChild = NULL;
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for (LayerOGL *child = GetFirstChildOGL(); child;
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child = child->GetNextSibling()) {
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if (child->GetLayer() == aChild) {
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// We're sure this is not our first child. So lastChild != NULL.
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lastChild->SetNextSibling(child->GetNextSibling());
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child->SetNextSibling(NULL);
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child->GetLayer()->SetParent(NULL);
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return;
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}
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lastChild = child;
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}
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}
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LayerOGL::LayerType
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ContainerLayerOGL::GetType()
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{
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return TYPE_CONTAINER;
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}
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Layer*
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ContainerLayerOGL::GetLayer()
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{
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return this;
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}
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LayerOGL*
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ContainerLayerOGL::GetFirstChildOGL()
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{
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if (!mFirstChild) {
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return nsnull;
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}
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return static_cast<LayerOGL*>(mFirstChild->ImplData());
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}
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void
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ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer)
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{
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/**
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* Setup our temporary texture for rendering the contents of this container.
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*/
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GLuint containerSurface;
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GLuint frameBuffer;
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RGBLayerProgram *rgbProgram =
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static_cast<LayerManagerOGL*>(mManager)->GetRGBLayerProgram();
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YCbCrLayerProgram *yCbCrProgram =
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static_cast<LayerManagerOGL*>(mManager)->GetYCbCrLayerProgram();
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if (GetOpacity() != 1.0) {
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sglWrapper.GenTextures(1, &containerSurface);
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, containerSurface);
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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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mVisibleRect.width,
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mVisibleRect.height,
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0,
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LOCAL_GL_BGRA,
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LOCAL_GL_UNSIGNED_BYTE,
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NULL);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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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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sglWrapper.GenFramebuffersEXT(1, &frameBuffer);
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sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, frameBuffer);
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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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containerSurface,
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0);
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NS_ASSERTION(
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sglWrapper.CheckFramebufferStatusEXT(LOCAL_GL_FRAMEBUFFER_EXT) ==
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LOCAL_GL_FRAMEBUFFER_COMPLETE, "Error setting up framebuffer.");
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/**
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* Store old shader program variables and set the ones used for rendering
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* this container's content.
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*/
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rgbProgram->Activate();
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rgbProgram->PushRenderTargetOffset((GLfloat)GetVisibleRect().x,
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(GLfloat)GetVisibleRect().y);
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yCbCrProgram->Activate();
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yCbCrProgram->PushRenderTargetOffset((GLfloat)GetVisibleRect().x,
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(GLfloat)GetVisibleRect().y);
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} else {
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frameBuffer = aPreviousFrameBuffer;
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}
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/**
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* Render this container's contents.
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*/
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LayerOGL *layerToRender = GetFirstChildOGL();
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while (layerToRender) {
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const nsIntRect *clipRect = layerToRender->GetLayer()->GetClipRect();
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if (clipRect) {
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sglWrapper.Scissor(clipRect->x - GetVisibleRect().x,
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clipRect->y - GetVisibleRect().y,
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clipRect->width,
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clipRect->height);
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} else {
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sglWrapper.Scissor(0, 0, GetVisibleRect().width, GetVisibleRect().height);
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}
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layerToRender->RenderLayer(frameBuffer);
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layerToRender = layerToRender->GetNextSibling();
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}
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if (GetOpacity() != 1.0) {
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// Unbind the current framebuffer and rebind the previous one.
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sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, aPreviousFrameBuffer);
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sglWrapper.DeleteFramebuffersEXT(1, &frameBuffer);
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// Restore old shader program variables.
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yCbCrProgram->Activate();
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yCbCrProgram->PopRenderTargetOffset();
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rgbProgram->Activate();
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rgbProgram->PopRenderTargetOffset();
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/**
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* Render the contents of this container to our destination.
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*/
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float quadTransform[4][4];
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/*
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* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
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* and size.
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*/
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memset(&quadTransform, 0, sizeof(quadTransform));
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quadTransform[0][0] = (float)GetVisibleRect().width;
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quadTransform[1][1] = (float)GetVisibleRect().height;
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quadTransform[2][2] = 1.0f;
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quadTransform[3][0] = (float)GetVisibleRect().x;
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quadTransform[3][1] = (float)GetVisibleRect().y;
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quadTransform[3][3] = 1.0f;
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rgbProgram->SetLayerQuadTransform(&quadTransform[0][0]);
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sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, containerSurface);
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rgbProgram->SetLayerOpacity(GetOpacity());
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rgbProgram->SetLayerTransform(&mTransform._11);
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rgbProgram->Apply();
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sglWrapper.DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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// Clean up resources.
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sglWrapper.DeleteTextures(1, &containerSurface);
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}
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}
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} /* layers */
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} /* mozilla */
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