mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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745 lines
23 KiB
C++
745 lines
23 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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* Frederic Plourde <frederic.plourde@collabora.co.uk>
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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 "LayerManagerOGL.h"
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#include "ThebesLayerOGL.h"
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#include "ContainerLayerOGL.h"
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#include "ImageLayerOGL.h"
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#include "ColorLayerOGL.h"
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#include "CanvasLayerOGL.h"
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#include "LayerManagerOGLShaders.h"
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#include "gfxContext.h"
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#include "nsIWidget.h"
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#include "GLContext.h"
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#include "GLContextProvider.h"
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#include "nsIServiceManager.h"
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#include "nsIConsoleService.h"
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namespace mozilla {
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namespace layers {
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using namespace mozilla::gl;
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int LayerManagerOGLProgram::sCurrentProgramKey = 0;
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/**
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* LayerManagerOGL
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*/
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LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget)
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: mWidget(aWidget)
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, mBackBufferFBO(0)
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, mBackBufferTexture(0)
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, mBackBufferSize(-1, -1)
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, mHasBGRA(0)
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{
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}
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LayerManagerOGL::~LayerManagerOGL()
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{
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mRoot = nsnull;
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CleanupResources();
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}
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void
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LayerManagerOGL::CleanupResources()
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{
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if (!mGLContext)
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return;
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nsRefPtr<GLContext> ctx = mGLContext->GetSharedContext();
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if (!ctx) {
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ctx = mGLContext;
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}
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ctx->MakeCurrent();
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for (unsigned int i = 0; i < mPrograms.Length(); ++i)
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delete mPrograms[i];
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mPrograms.Clear();
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ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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if (mBackBufferFBO) {
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ctx->fDeleteFramebuffers(1, &mBackBufferFBO);
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mBackBufferFBO = 0;
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}
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if (mBackBufferTexture) {
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ctx->fDeleteTextures(1, &mBackBufferTexture);
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mBackBufferTexture = 0;
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}
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if (mQuadVBO) {
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ctx->fDeleteBuffers(1, &mQuadVBO);
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mQuadVBO = 0;
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}
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mGLContext = nsnull;
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}
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PRBool
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LayerManagerOGL::Initialize(GLContext *aExistingContext)
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{
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if (aExistingContext) {
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mGLContext = aExistingContext;
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} else {
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if (mGLContext)
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CleanupResources();
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mGLContext = gl::GLContextProvider::CreateForWindow(mWidget);
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if (!mGLContext) {
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NS_WARNING("Failed to create LayerManagerOGL context");
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return PR_FALSE;
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}
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}
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MakeCurrent();
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DEBUG_GL_ERROR_CHECK(mGLContext);
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const char *extensionStr =
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(const char*) mGLContext->fGetString(LOCAL_GL_EXTENSIONS);
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mHasBGRA = (strstr(extensionStr, "EXT_bgra") != nsnull);
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mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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mGLContext->fEnable(LOCAL_GL_BLEND);
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// We unfortunately can't do generic initialization here, since the
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// concrete type actually matters. This macro generates the
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// initialization using a concrete type and index.
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#define SHADER_PROGRAM(penum, ptype, vsstr, fsstr) do { \
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NS_ASSERTION(programIndex++ == penum, "out of order shader initialization!"); \
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ptype *p = new ptype(mGLContext); \
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if (!p->Initialize(vsstr, fsstr)) { \
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delete p; \
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return PR_FALSE; \
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} \
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mPrograms.AppendElement(p); \
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} while (0)
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// NOTE: Order matters here, and should be in the same order as the
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// ProgramType enum!
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GLint programIndex = 0;
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/* Layer programs */
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SHADER_PROGRAM(RGBALayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sRGBATextureLayerFS);
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SHADER_PROGRAM(BGRALayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sBGRATextureLayerFS);
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SHADER_PROGRAM(RGBXLayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sRGBXTextureLayerFS);
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SHADER_PROGRAM(BGRXLayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sBGRXTextureLayerFS);
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SHADER_PROGRAM(RGBARectLayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sRGBARectTextureLayerFS);
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SHADER_PROGRAM(ColorLayerProgramType, SolidColorLayerProgram,
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sLayerVS, sSolidColorLayerFS);
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SHADER_PROGRAM(YCbCrLayerProgramType, YCbCrTextureLayerProgram,
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sLayerVS, sYCbCrTextureLayerFS);
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/* Copy programs (used for final framebuffer blit) */
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SHADER_PROGRAM(Copy2DProgramType, CopyProgram,
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sCopyVS, sCopy2DFS);
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SHADER_PROGRAM(Copy2DRectProgramType, CopyProgram,
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sCopyVS, sCopy2DRectFS);
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#undef SHADER_PROGRAM
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NS_ASSERTION(programIndex == NumProgramTypes,
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"not all programs were initialized!");
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/**
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* We'll test the ability here to bind NPOT textures to a framebuffer, if
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* this fails we'll try ARB_texture_rectangle.
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*/
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mGLContext->fGenFramebuffers(1, &mBackBufferFBO);
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GLenum textureTargets[] = {
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LOCAL_GL_TEXTURE_2D,
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#ifndef USE_GLES2
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LOCAL_GL_TEXTURE_RECTANGLE_ARB
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#endif
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};
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mFBOTextureTarget = LOCAL_GL_NONE;
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for (PRUint32 i = 0; i < NS_ARRAY_LENGTH(textureTargets); i++) {
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GLenum target = textureTargets[i];
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mGLContext->fGenTextures(1, &mBackBufferTexture);
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mGLContext->fBindTexture(target, mBackBufferTexture);
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mGLContext->fTexParameteri(target,
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LOCAL_GL_TEXTURE_MIN_FILTER,
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LOCAL_GL_NEAREST);
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mGLContext->fTexParameteri(target,
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LOCAL_GL_TEXTURE_MAG_FILTER,
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LOCAL_GL_NEAREST);
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mGLContext->fTexImage2D(target,
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0,
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LOCAL_GL_RGBA,
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5, 3, /* sufficiently NPOT */
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0,
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LOCAL_GL_RGBA,
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LOCAL_GL_UNSIGNED_BYTE,
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NULL);
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// unbind this texture, in preparation for binding it to the FBO
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mGLContext->fBindTexture(target, 0);
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
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mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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target,
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mBackBufferTexture,
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0);
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if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
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LOCAL_GL_FRAMEBUFFER_COMPLETE)
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{
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mFBOTextureTarget = target;
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break;
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}
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// We weren't succesful with this texture, so we don't need it
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// any more.
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mGLContext->fDeleteTextures(1, &mBackBufferTexture);
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}
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if (mFBOTextureTarget == LOCAL_GL_NONE) {
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/* Unable to find a texture target that works with FBOs and NPOT textures */
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return false;
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}
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
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/* If we're using TEXTURE_RECTANGLE, then we must have the ARB
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* extension -- the EXT variant does not provide support for
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* texture rectangle access inside GLSL (sampler2DRect,
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* texture2DRect).
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*/
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if (strstr(extensionStr, "ARB_texture_rectangle") == NULL)
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return false;
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}
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// back to default framebuffer, to avoid confusion
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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DEBUG_GL_ERROR_CHECK(mGLContext);
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/* Create a simple quad VBO */
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mGLContext->fGenBuffers(1, &mQuadVBO);
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
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GLfloat vertices[] = {
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/* First quad vertices */
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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/* Then quad texcoords */
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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/* Then flipped quad texcoords */
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0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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};
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mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW);
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DEBUG_GL_ERROR_CHECK(mGLContext);
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nsCOMPtr<nsIConsoleService>
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console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
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if (console) {
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nsString msg;
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msg +=
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NS_LITERAL_STRING("OpenGL LayerManager Initialized Succesfully.\nVersion: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION)));
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msg += NS_LITERAL_STRING("\nVendor: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR)));
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msg += NS_LITERAL_STRING("\nRenderer: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER)));
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msg += NS_LITERAL_STRING("\nFBO Texture Target: ");
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if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D)
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msg += NS_LITERAL_STRING("TEXTURE_2D");
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else
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msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE");
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console->LogStringMessage(msg.get());
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}
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DEBUG_GL_ERROR_CHECK(mGLContext);
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return true;
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}
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void
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LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion)
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{
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mClippingRegion = aClippingRegion;
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}
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void
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LayerManagerOGL::BeginTransaction()
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{
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}
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void
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LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget)
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{
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mTarget = aTarget;
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}
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void
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LayerManagerOGL::EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData)
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{
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mThebesLayerCallback = aCallback;
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mThebesLayerCallbackData = aCallbackData;
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Render();
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mThebesLayerCallback = nsnull;
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mThebesLayerCallbackData = nsnull;
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mTarget = NULL;
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}
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already_AddRefed<ThebesLayer>
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LayerManagerOGL::CreateThebesLayer()
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{
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nsRefPtr<ThebesLayer> layer = new ThebesLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ContainerLayer>
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LayerManagerOGL::CreateContainerLayer()
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{
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nsRefPtr<ContainerLayer> layer = new ContainerLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ImageContainer>
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LayerManagerOGL::CreateImageContainer()
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{
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nsRefPtr<ImageContainer> container = new ImageContainerOGL(this);
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return container.forget();
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}
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already_AddRefed<ImageLayer>
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LayerManagerOGL::CreateImageLayer()
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{
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nsRefPtr<ImageLayer> layer = new ImageLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ColorLayer>
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LayerManagerOGL::CreateColorLayer()
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{
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nsRefPtr<ColorLayer> layer = new ColorLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<CanvasLayer>
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LayerManagerOGL::CreateCanvasLayer()
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{
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nsRefPtr<CanvasLayer> layer = new CanvasLayerOGL(this);
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return layer.forget();
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}
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void
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LayerManagerOGL::MakeCurrent()
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{
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mGLContext->MakeCurrent();
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}
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LayerOGL*
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LayerManagerOGL::RootLayer() const
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{
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return static_cast<LayerOGL*>(mRoot->ImplData());
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}
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void
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LayerManagerOGL::Render()
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{
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nsIntRect rect;
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mWidget->GetBounds(rect);
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GLint width = rect.width;
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GLint height = rect.height;
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MakeCurrent();
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DEBUG_GL_ERROR_CHECK(mGLContext);
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SetupBackBuffer(width, height);
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SetupPipeline(width, height);
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// Default blend function implements "OVER"
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mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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DEBUG_GL_ERROR_CHECK(mGLContext);
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#if 0
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// XXX for whatever reason, scissor is not working -- even with no
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// cliprect set, so we go through the 0,0,w,h path, any updates
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// after the initial render end up failing the scissor rectangle. I
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// have no idea why. We disable it for now, because it's not actually
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// helping us with anything -- we draw to a specific location in the
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// front buffer as it is.
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const nsIntRect *clipRect = mRoot->GetClipRect();
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if (clipRect) {
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mGLContext->fScissor(clipRect->x, clipRect->y,
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clipRect->width, clipRect->height);
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} else {
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mGLContext->fScissor(0, 0, width, height);
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}
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mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
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#else
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mGLContext->fDisable(LOCAL_GL_SCISSOR_TEST);
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#endif
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DEBUG_GL_ERROR_CHECK(mGLContext);
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// Render our layers.
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RootLayer()->RenderLayer(mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO,
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nsIntPoint(0, 0));
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DEBUG_GL_ERROR_CHECK(mGLContext);
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if (mTarget) {
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CopyToTarget();
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return;
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}
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if (mGLContext->IsDoubleBuffered()) {
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mGLContext->SwapBuffers();
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return;
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}
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
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CopyProgram *copyprog = GetCopy2DProgram();
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if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
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copyprog = GetCopy2DRectProgram();
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}
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mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture);
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copyprog->Activate();
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copyprog->SetTextureUnit(0);
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if (copyprog->GetTexCoordMultiplierUniformLocation() != -1) {
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float f[] = { float(width), float(height) };
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copyprog->SetUniform(copyprog->GetTexCoordMultiplierUniformLocation(),
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2, f);
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}
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DEBUG_GL_ERROR_CHECK(mGLContext);
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// we're going to use client-side vertex arrays for this.
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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// "COPY"
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mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO,
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LOCAL_GL_ONE, LOCAL_GL_ZERO);
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// enable our vertex attribs; we'll call glVertexPointer below
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// to fill with the correct data.
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GLint vcattr = copyprog->AttribLocation(CopyProgram::VertexCoordAttrib);
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GLint tcattr = copyprog->AttribLocation(CopyProgram::TexCoordAttrib);
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mGLContext->fEnableVertexAttribArray(vcattr);
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mGLContext->fEnableVertexAttribArray(tcattr);
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const nsIntRect *r;
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nsIntRegionRectIterator iter(mClippingRegion);
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while ((r = iter.Next()) != nsnull) {
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float left = (GLfloat)r->x / width;
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float right = (GLfloat)r->XMost() / width;
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float top = (GLfloat)r->y / height;
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float bottom = (GLfloat)r->YMost() / height;
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float vertices[] = { left * 2.0f - 1.0f,
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-(top * 2.0f - 1.0f),
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right * 2.0f - 1.0f,
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-(top * 2.0f - 1.0f),
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left * 2.0f - 1.0f,
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-(bottom * 2.0f - 1.0f),
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|
right * 2.0f - 1.0f,
|
|
-(bottom * 2.0f - 1.0f) };
|
|
|
|
float coords[] = { left, top,
|
|
right, top,
|
|
left, bottom,
|
|
right, bottom };
|
|
|
|
mGLContext->fVertexAttribPointer(vcattr,
|
|
2, LOCAL_GL_FLOAT,
|
|
LOCAL_GL_FALSE,
|
|
0, vertices);
|
|
|
|
mGLContext->fVertexAttribPointer(tcattr,
|
|
2, LOCAL_GL_FLOAT,
|
|
LOCAL_GL_FALSE,
|
|
0, coords);
|
|
|
|
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
DEBUG_GL_ERROR_CHECK(mGLContext);
|
|
}
|
|
|
|
mGLContext->fDisableVertexAttribArray(vcattr);
|
|
mGLContext->fDisableVertexAttribArray(tcattr);
|
|
|
|
DEBUG_GL_ERROR_CHECK(mGLContext);
|
|
|
|
mGLContext->fFlush();
|
|
|
|
DEBUG_GL_ERROR_CHECK(mGLContext);
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::SetupPipeline(int aWidth, int aHeight)
|
|
{
|
|
// Set the viewport correctly
|
|
mGLContext->fViewport(0, 0, aWidth, aHeight);
|
|
|
|
// Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
|
|
// <1.0, -1.0> bottomright)
|
|
gfx3DMatrix viewMatrix;
|
|
if (mGLContext->IsDoubleBuffered()) {
|
|
/* If it's double buffered, we don't have a frontbuffer FBO,
|
|
* so put in a Y-flip in this transform.
|
|
*/
|
|
viewMatrix._11 = 2.0f / float(aWidth);
|
|
viewMatrix._22 = -2.0f / float(aHeight);
|
|
viewMatrix._41 = -1.0f;
|
|
viewMatrix._42 = 1.0f;
|
|
} else {
|
|
viewMatrix._11 = 2.0f / float(aWidth);
|
|
viewMatrix._22 = 2.0f / float(aHeight);
|
|
viewMatrix._41 = -1.0f;
|
|
viewMatrix._42 = -1.0f;
|
|
}
|
|
|
|
SetLayerProgramProjectionMatrix(viewMatrix);
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::SetupBackBuffer(int aWidth, int aHeight)
|
|
{
|
|
if (mGLContext->IsDoubleBuffered()) {
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
|
return;
|
|
}
|
|
|
|
// Do we have a FBO of the right size already?
|
|
if (mBackBufferSize.width == aWidth &&
|
|
mBackBufferSize.height == aHeight)
|
|
{
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
|
|
return;
|
|
}
|
|
|
|
// we already have a FBO, but we need to resize its texture.
|
|
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture);
|
|
mGLContext->fTexImage2D(mFBOTextureTarget,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
aWidth, aHeight,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
NULL);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, 0);
|
|
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
|
|
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
mFBOTextureTarget,
|
|
mBackBufferTexture,
|
|
0);
|
|
|
|
mBackBufferSize.width = aWidth;
|
|
mBackBufferSize.height = aHeight;
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::CopyToTarget()
|
|
{
|
|
nsIntRect rect;
|
|
mWidget->GetBounds(rect);
|
|
GLint width = rect.width;
|
|
GLint height = rect.height;
|
|
|
|
if ((PRInt64(width) * PRInt64(height) * PRInt64(4)) > PR_INT32_MAX) {
|
|
NS_ERROR("Widget size too big - integer overflow!");
|
|
return;
|
|
}
|
|
|
|
nsRefPtr<gfxImageSurface> imageSurface =
|
|
new gfxImageSurface(gfxIntSize(width, height),
|
|
gfxASurface::ImageFormatARGB32);
|
|
|
|
#ifdef USE_GLES2
|
|
// GLES2 promises that binding to any custom FBO will attach
|
|
// to GL_COLOR_ATTACHMENT0 attachment point.
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER,
|
|
mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO);
|
|
#else
|
|
mGLContext->fReadBuffer(LOCAL_GL_COLOR_ATTACHMENT0);
|
|
#endif
|
|
|
|
GLenum format = LOCAL_GL_RGBA;
|
|
if (mHasBGRA)
|
|
format = LOCAL_GL_BGRA;
|
|
|
|
NS_ASSERTION(imageSurface->Stride() == width * 4,
|
|
"Image Surfaces being created with weird stride!");
|
|
|
|
mGLContext->fReadPixels(0, 0,
|
|
width, height,
|
|
format,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
imageSurface->Data());
|
|
|
|
if (!mHasBGRA) {
|
|
// need to swap B and R bytes
|
|
for (int j = 0; j < height; ++j) {
|
|
PRUint32 *row = (PRUint32*) (imageSurface->Data() + imageSurface->Stride() * j);
|
|
for (int i = 0; i < width; ++i) {
|
|
*row = (*row & 0xff00ff00) | ((*row & 0xff) << 16) | ((*row & 0xff0000) >> 16);
|
|
row++;
|
|
}
|
|
}
|
|
}
|
|
|
|
mTarget->SetOperator(gfxContext::OPERATOR_OVER);
|
|
mTarget->SetSource(imageSurface);
|
|
mTarget->Paint();
|
|
}
|
|
|
|
LayerManagerOGL::ProgramType LayerManagerOGL::sLayerProgramTypes[] = {
|
|
LayerManagerOGL::RGBALayerProgramType,
|
|
LayerManagerOGL::BGRALayerProgramType,
|
|
LayerManagerOGL::RGBXLayerProgramType,
|
|
LayerManagerOGL::BGRXLayerProgramType,
|
|
LayerManagerOGL::RGBARectLayerProgramType,
|
|
LayerManagerOGL::ColorLayerProgramType,
|
|
LayerManagerOGL::YCbCrLayerProgramType
|
|
};
|
|
|
|
#define FOR_EACH_LAYER_PROGRAM(vname) \
|
|
for (size_t lpindex = 0; \
|
|
lpindex < NS_ARRAY_LENGTH(sLayerProgramTypes); \
|
|
++lpindex) \
|
|
{ \
|
|
LayerProgram *vname = static_cast<LayerProgram*> \
|
|
(mPrograms[sLayerProgramTypes[lpindex]]); \
|
|
do
|
|
|
|
#define FOR_EACH_LAYER_PROGRAM_END \
|
|
while (0); \
|
|
} \
|
|
|
|
void
|
|
LayerManagerOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix)
|
|
{
|
|
FOR_EACH_LAYER_PROGRAM(lp) {
|
|
lp->Activate();
|
|
lp->SetProjectionMatrix(aMatrix);
|
|
} FOR_EACH_LAYER_PROGRAM_END
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::CreateFBOWithTexture(int aWidth, int aHeight,
|
|
GLuint *aFBO, GLuint *aTexture)
|
|
{
|
|
GLuint tex, fbo;
|
|
|
|
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
mGLContext->fGenTextures(1, &tex);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, tex);
|
|
mGLContext->fTexImage2D(mFBOTextureTarget,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
aWidth, aHeight,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
NULL);
|
|
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER,
|
|
LOCAL_GL_LINEAR);
|
|
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER,
|
|
LOCAL_GL_LINEAR);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, 0);
|
|
|
|
mGLContext->fGenFramebuffers(1, &fbo);
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo);
|
|
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
mFBOTextureTarget,
|
|
tex,
|
|
0);
|
|
|
|
NS_ASSERTION(mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
|
|
LOCAL_GL_FRAMEBUFFER_COMPLETE, "Error setting up framebuffer.");
|
|
|
|
*aFBO = fbo;
|
|
*aTexture = tex;
|
|
|
|
DEBUG_GL_ERROR_CHECK(gl());
|
|
}
|
|
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|