gecko/gfx/layers/opengl/LayerManagerOGLProgram.cpp

569 lines
18 KiB
C++

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "LayerManagerOGLProgram.h"
#include <stdint.h> // for uint32_t
#include "gfxMatrix.h" // for gfxMatrix
#include "gfxPoint.h" // for gfxIntSize, gfxPoint, etc
#include "gfxRect.h" // for gfxRect
#include "mozilla/DebugOnly.h" // for DebugOnly
#include "nsAString.h"
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsString.h" // for nsAutoCString
#include "prenv.h" // for PR_GetEnv
#include "LayerManagerOGL.h"
#include "LayerManagerOGLShaders.h"
#include "Layers.h"
#include "GLContext.h"
struct gfxRGBA;
namespace mozilla {
namespace layers {
typedef ProgramProfileOGL::Argument Argument;
// helper methods for GetProfileFor
void
AddCommonArgs(ProgramProfileOGL& aProfile)
{
aProfile.mUniforms.AppendElement(Argument("uLayerTransform"));
aProfile.mUniforms.AppendElement(Argument("uLayerQuadTransform"));
aProfile.mUniforms.AppendElement(Argument("uMatrixProj"));
aProfile.mHasMatrixProj = true;
aProfile.mUniforms.AppendElement(Argument("uRenderTargetOffset"));
aProfile.mAttributes.AppendElement(Argument("aVertexCoord"));
}
void
AddCommonTextureArgs(ProgramProfileOGL& aProfile)
{
aProfile.mUniforms.AppendElement(Argument("uLayerOpacity"));
aProfile.mUniforms.AppendElement(Argument("uTexture"));
aProfile.mUniforms.AppendElement(Argument("uTextureTransform"));
aProfile.mAttributes.AppendElement(Argument("aTexCoord"));
}
/* static */ ProgramProfileOGL
ProgramProfileOGL::GetProfileFor(ShaderProgramType aType,
MaskType aMask)
{
NS_ASSERTION(ProgramExists(aType, aMask), "Invalid program type.");
ProgramProfileOGL result;
switch (aType) {
case RGBALayerProgramType:
if (aMask == Mask3d) {
result.mVertexShaderString = sLayerMask3DVS;
result.mFragmentShaderString = sRGBATextureLayerMask3DFS;
} else if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sRGBATextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBATextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case BGRALayerProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sBGRATextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sBGRATextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case RGBXLayerProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sRGBXTextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBXTextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case BGRXLayerProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sBGRXTextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sBGRXTextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case RGBARectLayerProgramType:
if (aMask == Mask3d) {
result.mVertexShaderString = sLayerMask3DVS;
result.mFragmentShaderString = sRGBARectTextureLayerMask3DFS;
} else if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sRGBARectTextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBARectTextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case RGBXRectLayerProgramType:
if (aMask == Mask3d) {
result.mVertexShaderString = sLayerMask3DVS;
result.mFragmentShaderString = sRGBXRectTextureLayerMask3DFS;
} else if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sRGBXRectTextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBXRectTextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case BGRARectLayerProgramType:
MOZ_ASSERT(aMask == MaskNone, "BGRARectLayerProgramType can't handle masks.");
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sBGRARectTextureLayerFS;
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case RGBAExternalLayerProgramType:
if (aMask == Mask3d) {
result.mVertexShaderString = sLayerMask3DVS;
result.mFragmentShaderString = sRGBAExternalTextureLayerMask3DFS;
} else if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sRGBAExternalTextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBAExternalTextureLayerFS;
}
AddCommonArgs(result);
AddCommonTextureArgs(result);
result.mTextureCount = 1;
break;
case ColorLayerProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sSolidColorLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sSolidColorLayerFS;
}
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uRenderColor"));
break;
case YCbCrLayerProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sYCbCrTextureLayerMaskFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sYCbCrTextureLayerFS;
}
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uLayerOpacity"));
result.mUniforms.AppendElement(Argument("uYTexture"));
result.mUniforms.AppendElement(Argument("uCbTexture"));
result.mUniforms.AppendElement(Argument("uCrTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 3;
break;
case ComponentAlphaPass1ProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sComponentPassMask1FS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sComponentPass1FS;
}
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uLayerOpacity"));
result.mUniforms.AppendElement(Argument("uBlackTexture"));
result.mUniforms.AppendElement(Argument("uWhiteTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 2;
break;
case ComponentAlphaPass1RGBProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sComponentPassMask1RGBFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sComponentPass1RGBFS;
}
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uLayerOpacity"));
result.mUniforms.AppendElement(Argument("uBlackTexture"));
result.mUniforms.AppendElement(Argument("uWhiteTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 2;
break;
case ComponentAlphaPass2ProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sComponentPassMask2FS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sComponentPass2FS;
}
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uLayerOpacity"));
result.mUniforms.AppendElement(Argument("uBlackTexture"));
result.mUniforms.AppendElement(Argument("uWhiteTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 2;
break;
case ComponentAlphaPass2RGBProgramType:
if (aMask == Mask2d) {
result.mVertexShaderString = sLayerMaskVS;
result.mFragmentShaderString = sComponentPassMask2RGBFS;
} else {
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sComponentPass2RGBFS;
}
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uLayerOpacity"));
result.mUniforms.AppendElement(Argument("uBlackTexture"));
result.mUniforms.AppendElement(Argument("uWhiteTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 2;
break;
case Copy2DProgramType:
NS_ASSERTION(!aMask, "Program does not have masked variant.");
result.mVertexShaderString = sCopyVS;
result.mFragmentShaderString = sCopy2DFS;
result.mUniforms.AppendElement(Argument("uTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aVertexCoord"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 1;
break;
case Copy2DRectProgramType:
NS_ASSERTION(!aMask, "Program does not have masked variant.");
result.mVertexShaderString = sCopyVS;
result.mFragmentShaderString = sCopy2DRectFS;
result.mUniforms.AppendElement(Argument("uTexture"));
result.mUniforms.AppendElement(Argument("uTextureTransform"));
result.mAttributes.AppendElement(Argument("aVertexCoord"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
result.mTextureCount = 1;
break;
default:
NS_NOTREACHED("Unknown shader program type.");
}
if (aMask > MaskNone) {
result.mUniforms.AppendElement(Argument("uMaskTexture"));
result.mUniforms.AppendElement(Argument("uMaskQuadTransform"));
result.mTextureCount += 1;
}
return result;
}
const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord";
const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord";
ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile)
: mIsProjectionMatrixStale(false)
, mGL(aGL)
, mProgram(0)
, mProfile(aProfile)
, mProgramState(STATE_NEW)
{}
ShaderProgramOGL::~ShaderProgramOGL()
{
if (mProgram <= 0) {
return;
}
nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
if (!ctx) {
ctx = mGL;
}
ctx->MakeCurrent();
ctx->fDeleteProgram(mProgram);
}
bool
ShaderProgramOGL::Initialize()
{
NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised");
if (!CreateProgram(mProfile.mVertexShaderString,
mProfile.mFragmentShaderString)) {
mProgramState = STATE_ERROR;
return false;
}
mProgramState = STATE_OK;
for (uint32_t i = 0; i < mProfile.mUniforms.Length(); ++i) {
mProfile.mUniforms[i].mLocation =
mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mName);
NS_ASSERTION(mProfile.mUniforms[i].mLocation >= 0, "Bad uniform location.");
}
for (uint32_t i = 0; i < mProfile.mAttributes.Length(); ++i) {
mProfile.mAttributes[i].mLocation =
mGL->fGetAttribLocation(mProgram, mProfile.mAttributes[i].mName);
NS_ASSERTION(mProfile.mAttributes[i].mLocation >= 0, "Bad attribute location.");
}
// this is a one-off that's present in the 2DRect versions of some shaders.
mTexCoordMultiplierUniformLocation =
mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
return true;
}
GLint
ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource)
{
GLint success, len = 0;
GLint sh = mGL->fCreateShader(aShaderType);
mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, nullptr);
mGL->fCompileShader(sh);
mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
/* Even if compiling is successful, there may still be warnings. Print them
* in a debug build. The > 10 is to catch silly compilers that might put
* some whitespace in the log but otherwise leave it empty.
*/
if (!success
#ifdef DEBUG
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
#endif
)
{
nsAutoCString log;
log.SetCapacity(len);
mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
if (!success) {
printf_stderr("=== SHADER COMPILATION FAILED ===\n");
} else {
printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
}
printf_stderr("=== Source:\n%s\n", aShaderSource);
printf_stderr("=== Log:\n%s\n", log.get());
printf_stderr("============\n");
if (!success) {
mGL->fDeleteShader(sh);
return 0;
}
}
return sh;
}
bool
ShaderProgramOGL::CreateProgram(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
if (!vertexShader || !fragmentShader)
return false;
GLint result = mGL->fCreateProgram();
mGL->fAttachShader(result, vertexShader);
mGL->fAttachShader(result, fragmentShader);
mGL->fLinkProgram(result);
GLint success, len;
mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success);
mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
/* Even if linking is successful, there may still be warnings. Print them
* in a debug build. The > 10 is to catch silly compilers that might put
* some whitespace in the log but otherwise leave it empty.
*/
if (!success
#ifdef DEBUG
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
#endif
)
{
nsAutoCString log;
log.SetCapacity(len);
mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
if (!success) {
printf_stderr("=== PROGRAM LINKING FAILED ===\n");
} else {
printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
}
printf_stderr("=== Log:\n%s\n", log.get());
printf_stderr("============\n");
}
// We can mark the shaders for deletion; they're attached to the program
// and will remain attached.
mGL->fDeleteShader(vertexShader);
mGL->fDeleteShader(fragmentShader);
if (!success) {
mGL->fDeleteProgram(result);
return false;
}
mProgram = result;
return true;
}
bool
ShaderProgramOGL::LoadMask(Layer* aMaskLayer)
{
if (!aMaskLayer) {
return false;
}
gfxIntSize size;
if (!static_cast<LayerOGL*>(aMaskLayer->ImplData())
->LoadAsTexture(LOCAL_GL_TEXTURE0 + mProfile.mTextureCount - 1, &size)){
return false;
}
SetUniform(mProfile.LookupUniformLocation("uMaskTexture"),
(GLint)(mProfile.mTextureCount - 1));
gfxMatrix maskTransform;
mozilla::DebugOnly<bool> isMask2D =
aMaskLayer->GetEffectiveTransform().CanDraw2D(&maskTransform);
NS_ASSERTION(isMask2D, "How did we end up with a 3D transform here?!");
gfxRect bounds = gfxRect(gfxPoint(), size);
bounds = maskTransform.TransformBounds(bounds);
gfx3DMatrix m;
m._11 = 1.0f/bounds.width;
m._22 = 1.0f/bounds.height;
m._41 = float(-bounds.x)/bounds.width;
m._42 = float(-bounds.y)/bounds.height;
SetMatrixUniform(mProfile.LookupUniformLocation("uMaskQuadTransform"), m);
return true;
}
void
ShaderProgramOGL::Activate()
{
if (mProgramState == STATE_NEW) {
if (!Initialize()) {
NS_WARNING("Shader could not be initialised");
return;
}
}
NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!");
mGL->fUseProgram(mProgram);
#if CHECK_CURRENT_PROGRAM
mGL->SetUserData(&sCurrentProgramKey, this);
#endif
// check and set the projection matrix
if (mIsProjectionMatrixStale) {
SetProjectionMatrix(mProjectionMatrix);
}
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, float aFloatValue)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform1f(aLocation, aFloatValue);
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, const gfxRGBA& aColor)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, int aLength, float *aFloatValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
if (aLength == 1) {
mGL->fUniform1fv(aLocation, 1, aFloatValues);
} else if (aLength == 2) {
mGL->fUniform2fv(aLocation, 1, aFloatValues);
} else if (aLength == 3) {
mGL->fUniform3fv(aLocation, 1, aFloatValues);
} else if (aLength == 4) {
mGL->fUniform4fv(aLocation, 1, aFloatValues);
} else {
NS_NOTREACHED("Bogus aLength param");
}
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, GLint aIntValue)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform1i(aLocation, aIntValue);
}
void
ShaderProgramOGL::SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix)
{
SetMatrixUniform(aLocation, &aMatrix._11);
}
void
ShaderProgramOGL::SetMatrixUniform(GLint aLocation, const float *aFloatValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniformMatrix4fv(aLocation, 1, false, aFloatValues);
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, const gfx::Color& aColor) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
}
} /* layers */
} /* mozilla */