mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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429 lines
14 KiB
C++
429 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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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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* Vladimir Vukicevic <vladimir@pobox.com>
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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 "ThebesLayerBuffer.h"
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#include "ThebesLayerOGL.h"
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namespace mozilla {
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namespace layers {
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using gl::GLContext;
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using gl::TextureImage;
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// |aTexCoordRect| is the texture rect in unnormalized texture space;
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// width, height are the texture's natural
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// size. |aTexCoordRect.TopLeft()| is the texture's "rotation": the
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// texel that is to be the quad's top-left pixel. This method
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// normalizes |aTexCoordRect| to texture space and applies the
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// specified texture rotation before drawing the quad.
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static void
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BindAndDrawQuadWithTextureRect(LayerProgram *aProg,
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const nsIntRect& aTexCoordRect,
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GLContext* aGl)
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{
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GLuint vertAttribIndex =
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aProg->AttribLocation(LayerProgram::VertexAttrib);
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GLuint texCoordAttribIndex =
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aProg->AttribLocation(LayerProgram::TexCoordAttrib);
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NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");
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// clear any bound VBO so that glVertexAttribPointer() goes back to
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// "pointer mode"
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aGl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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// NB: quadVertices and texCoords vertices must match
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GLfloat quadVertices[] = {
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0.0f, 0.0f, // bottom left
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1.0f, 0.0f, // bottom right
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0.0f, 1.0f, // top left
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1.0f, 1.0f // top right
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};
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aGl->fVertexAttribPointer(vertAttribIndex, 2,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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quadVertices);
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DEBUG_GL_ERROR_CHECK(aGl);
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GLfloat w(aTexCoordRect.width), h(aTexCoordRect.height);
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GLfloat xleft = GLfloat(aTexCoordRect.x) / w;
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GLfloat ytop = GLfloat(aTexCoordRect.y) / h;
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GLfloat texCoords[] = {
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xleft, ytop,
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1.0f + xleft, ytop,
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xleft, 1.0f + ytop,
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1.0f + xleft, 1.0f + ytop,
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};
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aGl->fVertexAttribPointer(texCoordAttribIndex, 2,
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LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
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texCoords);
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DEBUG_GL_ERROR_CHECK(aGl);
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{
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aGl->fEnableVertexAttribArray(texCoordAttribIndex);
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{
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aGl->fEnableVertexAttribArray(vertAttribIndex);
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aGl->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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DEBUG_GL_ERROR_CHECK(aGl);
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aGl->fDisableVertexAttribArray(vertAttribIndex);
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}
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aGl->fDisableVertexAttribArray(texCoordAttribIndex);
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}
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DEBUG_GL_ERROR_CHECK(aGl);
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}
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class ThebesLayerBufferOGL
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{
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NS_INLINE_DECL_REFCOUNTING(ThebesLayerBufferOGL)
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public:
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typedef TextureImage::ContentType ContentType;
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typedef ThebesLayerBuffer::PaintState PaintState;
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ThebesLayerBufferOGL(ThebesLayerOGL* aLayer, TextureImage* aTexImage)
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: mLayer(aLayer)
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, mTexImage(aTexImage)
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{}
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virtual ~ThebesLayerBufferOGL() {}
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virtual PaintState BeginPaint(ContentType aContentType) = 0;
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void RenderTo(const nsIntPoint& aOffset, LayerManagerOGL* aManager);
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protected:
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virtual nsIntRect GetTexCoordRectForRepeat() = 0;
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GLContext* gl() const { return mLayer->gl(); }
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ThebesLayerOGL* mLayer;
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nsRefPtr<TextureImage> mTexImage;
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};
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void
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ThebesLayerBufferOGL::RenderTo(const nsIntPoint& aOffset,
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LayerManagerOGL* aManager)
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{
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// Note BGR: Cairo's image surfaces are always in what
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// OpenGL and our shaders consider BGR format.
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ColorTextureLayerProgram *program =
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mLayer->CanUseOpaqueSurface()
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? aManager->GetBGRXLayerProgram()
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: aManager->GetBGRALayerProgram();
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if (!mTexImage->InUpdate() || !mTexImage->EndUpdate()) {
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexImage->Texture());
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}
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nsIntRect quadRect = mLayer->GetVisibleRegion().GetBounds();
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program->Activate();
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program->SetLayerQuadRect(quadRect);
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program->SetLayerOpacity(mLayer->GetOpacity());
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program->SetLayerTransform(mLayer->GetTransform());
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program->SetRenderOffset(aOffset);
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program->SetTextureUnit(0);
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DEBUG_GL_ERROR_CHECK(gl());
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nsIntRect texCoordRect = GetTexCoordRectForRepeat();
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BindAndDrawQuadWithTextureRect(program, texCoordRect, gl());
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DEBUG_GL_ERROR_CHECK(gl());
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}
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// This implementation is the fast-path for when our TextureImage is
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// permanently backed with a server-side ASurface. We can simply
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// reuse the ThebesLayerBuffer logic in its entirety and profit.
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class SurfaceBufferOGL : public ThebesLayerBufferOGL, private ThebesLayerBuffer
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{
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public:
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typedef ThebesLayerBufferOGL::ContentType ContentType;
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typedef ThebesLayerBufferOGL::PaintState PaintState;
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SurfaceBufferOGL(ThebesLayerOGL* aLayer, TextureImage* aTexImage)
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: ThebesLayerBufferOGL(aLayer, aTexImage)
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, ThebesLayerBuffer(SizedToVisibleBounds)
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{
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mTmpSurface = mTexImage->GetBackingSurface();
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NS_ABORT_IF_FALSE(mTmpSurface, "SurfaceBuffer without backing surface??");
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}
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virtual ~SurfaceBufferOGL() {}
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// ThebesLayerBufferOGL interface
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virtual PaintState BeginPaint(ContentType aContentType)
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{
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// Let ThebesLayerBuffer do all the hard work for us! :D
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return ThebesLayerBuffer::BeginPaint(mLayer, aContentType);
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}
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// ThebesLayerBuffer interface
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virtual already_AddRefed<gfxASurface>
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CreateBuffer(ContentType aType, const nsIntSize& aSize)
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{
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NS_ASSERTION(gfxASurface::CONTENT_ALPHA != aType,"ThebesBuffer has color");
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if (mTmpSurface)
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{
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NS_ASSERTION(aSize == mTexImage->GetSize(),
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"initial TextureImage is the wrong size");
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NS_ASSERTION(aType == mTexImage->GetContentType(),
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"initial TextureImage has the wrong content type");
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// We were just created, and this is the first buffer paint.
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// This is the first time ThebesLayerBuffer has asked for a
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// buffer, so hand it the surface we already created. From here
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// on we take the normal path below.
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return mTmpSurface.forget();
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}
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mTexImage = gl()->CreateTextureImage(aSize, aType, LOCAL_GL_REPEAT);
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return mTexImage ? mTexImage->GetBackingSurface() : nsnull;
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}
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protected:
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virtual nsIntRect
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GetTexCoordRectForRepeat()
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{
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// BufferRect() mapped to unnormalized texture space, translated by
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// our rotation
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return nsIntRect(BufferRotation(), BufferRect().Size());
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}
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private:
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nsRefPtr<gfxASurface> mTmpSurface;
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};
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// This implementation is (currently) the slow-path for when we can't
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// implement pixel retaining using thebes. This implementation and
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// the above could be unified by abstracting buffer-copy operations
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// and implementing them here using GL hacketry.
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class BasicBufferOGL : public ThebesLayerBufferOGL
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{
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public:
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BasicBufferOGL(ThebesLayerOGL* aLayer, TextureImage* aTexImage)
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: ThebesLayerBufferOGL(aLayer, aTexImage)
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{}
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virtual ~BasicBufferOGL() {}
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virtual PaintState BeginPaint(ContentType aContentType);
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protected:
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virtual nsIntRect
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GetTexCoordRectForRepeat()
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{
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// we don't rotate yet
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return nsIntRect(nsIntPoint(0, 0), mBufferRect.Size());
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}
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private:
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nsIntRect mBufferRect;
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};
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BasicBufferOGL::PaintState
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BasicBufferOGL::BeginPaint(ContentType aContentType)
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{
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PaintState state;
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nsIntRect visibleRect = mLayer->GetVisibleRegion().GetBounds();
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if (aContentType != mTexImage->GetContentType() ||
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visibleRect.Size() != mTexImage->GetSize())
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{
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mBufferRect = nsIntRect();
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mTexImage = gl()->CreateTextureImage(visibleRect.Size(), aContentType,
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LOCAL_GL_REPEAT);
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DEBUG_GL_ERROR_CHECK(gl());
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if (!mTexImage) {
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return state;
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}
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}
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NS_ABORT_IF_FALSE((mTexImage->GetContentType() == aContentType &&
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mTexImage->GetSize() == visibleRect.Size()),
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"TextureImage matches layer attributes");
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state.mRegionToDraw = mLayer->GetVisibleRegion();
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if (mBufferRect != visibleRect) {
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// FIXME/bug 573829: keep some of these pixels, if we can!
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state.mRegionToInvalidate = mLayer->GetValidRegion();
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mBufferRect = visibleRect;
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} else {
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state.mRegionToDraw.Sub(state.mRegionToDraw, mLayer->GetValidRegion());
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}
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if (state.mRegionToDraw.IsEmpty()) {
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return state;
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}
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// Offset the region to draw by our visible region's origin, before
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// passing to BeginUpdate. The TextureImage has no concept of an
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// origin, only a size, so it always represents a 0,0 origin area.
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// The layer however has a position, represented by its visible
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// region. So we have to move things around so that we can interact
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// with the TextureImage.
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state.mRegionToDraw.MoveBy(-visibleRect.TopLeft());
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// BeginUpdate is allowed to modify the given region,
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// if it wants more to be repainted than we request.
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state.mContext = mTexImage->BeginUpdate(state.mRegionToDraw);
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if (!state.mContext) {
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NS_WARNING("unable to get context for update");
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return state;
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}
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// Move rgnToPaint back into position so that the thebes callback
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// gets the right coordintes.
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state.mRegionToDraw.MoveBy(visibleRect.TopLeft());
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// Translate the context so that we're matching the layer's
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// origin, not the 0,0-based TextureImage
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state.mContext->Translate(-gfxPoint(visibleRect.x, visibleRect.y));
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//ClipToRegion(ctx, rgnToDraw);
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if (gfxASurface::CONTENT_COLOR_ALPHA == aContentType) {
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state.mContext->SetOperator(gfxContext::OPERATOR_CLEAR);
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state.mContext->Paint();
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state.mContext->SetOperator(gfxContext::OPERATOR_OVER);
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}
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return state;
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}
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ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
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: ThebesLayer(aManager, nsnull)
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, LayerOGL(aManager)
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, mBuffer(nsnull)
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{
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mImplData = static_cast<LayerOGL*>(this);
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}
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ThebesLayerOGL::~ThebesLayerOGL()
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{
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mBuffer = nsnull;
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DEBUG_GL_ERROR_CHECK(gl());
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}
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PRBool
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ThebesLayerOGL::CreateSurface()
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{
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NS_ASSERTION(!mBuffer, "buffer already created?");
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if (mVisibleRegion.IsEmpty()) {
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return PR_FALSE;
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}
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nsIntSize visibleSize = mVisibleRegion.GetBounds().Size();
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TextureImage::ContentType contentType =
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CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
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gfxASurface::CONTENT_COLOR_ALPHA;
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nsRefPtr<TextureImage> teximage(
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gl()->CreateTextureImage(visibleSize, contentType,
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LOCAL_GL_CLAMP_TO_EDGE));
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if (!teximage) {
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return PR_FALSE;
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}
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nsRefPtr<gfxASurface> surf = teximage->GetBackingSurface();
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if (surf) {
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// use the ThebesLayerBuffer fast-path
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mBuffer = new SurfaceBufferOGL(this, teximage);
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} else {
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mBuffer = new BasicBufferOGL(this, teximage);
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}
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return PR_TRUE;
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}
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void
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ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
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{
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if (aRegion.IsEqual(mVisibleRegion))
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return;
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ThebesLayer::SetVisibleRegion(aRegion);
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}
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void
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ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
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{
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mValidRegion.Sub(mValidRegion, aRegion);
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}
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void
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ThebesLayerOGL::RenderLayer(int /*unused aPreviousFrameBuffer*/,
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const nsIntPoint& aOffset)
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{
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if (!mBuffer && !CreateSurface()) {
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return;
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}
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NS_ABORT_IF_FALSE(mBuffer, "should have a buffer here");
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mOGLManager->MakeCurrent();
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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TextureImage::ContentType contentType =
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+ CanUseOpaqueSurface() ? gfxASurface::CONTENT_COLOR :
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gfxASurface::CONTENT_COLOR_ALPHA;
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Buffer::PaintState state = mBuffer->BeginPaint(contentType);
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mValidRegion.Sub(mValidRegion, state.mRegionToInvalidate);
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if (state.mContext) {
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state.mRegionToInvalidate.And(state.mRegionToInvalidate, mVisibleRegion);
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LayerManager::DrawThebesLayerCallback callback =
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mOGLManager->GetThebesLayerCallback();
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void* callbackData = mOGLManager->GetThebesLayerCallbackData();
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callback(this, state.mContext, state.mRegionToDraw,
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state.mRegionToInvalidate, callbackData);
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mValidRegion.Or(mValidRegion, state.mRegionToDraw);
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}
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mBuffer->RenderTo(aOffset, mOGLManager);
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DEBUG_GL_ERROR_CHECK(gl());
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}
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Layer*
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ThebesLayerOGL::GetLayer()
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{
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return this;
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}
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PRBool
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ThebesLayerOGL::IsEmpty()
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{
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return !mBuffer;
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}
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} /* layers */
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} /* mozilla */
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