mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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512 lines
15 KiB
C++
512 lines
15 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_LAYERMANAGEROGL_H
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#define GFX_LAYERMANAGEROGL_H
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#include "LayerManagerOGLProgram.h"
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#include "mozilla/layers/ShadowLayers.h"
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#include "mozilla/TimeStamp.h"
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#ifdef XP_WIN
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#include <windows.h>
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#endif
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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#include "gfxContext.h"
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#include "gfx3DMatrix.h"
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#include "nsIWidget.h"
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#include "GLContextTypes.h"
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namespace mozilla {
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namespace gl {
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class GLContext;
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}
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namespace layers {
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class Composer2D;
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class LayerOGL;
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class ShadowThebesLayer;
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class ShadowContainerLayer;
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class ShadowImageLayer;
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class ShadowCanvasLayer;
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class ShadowColorLayer;
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struct FPSState;
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/**
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* This is the LayerManager used for OpenGL 2.1 and OpenGL ES 2.0.
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* This can be used either on the main thread or the compositor.
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*/
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class THEBES_API LayerManagerOGL :
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public ShadowLayerManager
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{
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typedef mozilla::gl::GLContext GLContext;
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typedef mozilla::gl::ShaderProgramType ProgramType;
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public:
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LayerManagerOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1,
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bool aIsRenderingToEGLSurface = false);
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virtual ~LayerManagerOGL();
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void Destroy();
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/**
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* Initializes the layer manager with a given GLContext. If aContext is null
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* then the layer manager will try to create one for the associated widget.
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*
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* \param aContext an existing GL context to use. Can be created with CreateContext()
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*
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* \return True is initialization was succesful, false when it was not.
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*/
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bool Initialize(bool force = false);
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bool Initialize(nsRefPtr<GLContext> aContext, bool force = false);
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/**
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* Sets the clipping region for this layer manager. This is important on
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* windows because using OGL we no longer have GDI's native clipping. Therefor
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* widget must tell us what part of the screen is being invalidated,
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* and we should clip to this.
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*
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* \param aClippingRegion Region to clip to. Setting an empty region
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* will disable clipping.
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*/
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void SetClippingRegion(const nsIntRegion& aClippingRegion);
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/**
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* LayerManager implementation.
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*/
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virtual ShadowLayerManager* AsShadowManager()
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{
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return this;
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}
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void BeginTransaction();
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void BeginTransactionWithTarget(gfxContext* aTarget);
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void EndConstruction();
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virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
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virtual void NotifyShadowTreeTransaction();
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virtual void EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags = END_DEFAULT);
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virtual void SetRoot(Layer* aLayer) { mRoot = aLayer; }
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virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) {
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if (!mGLContext)
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return false;
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int32_t maxSize = GetMaxTextureSize();
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return aSize <= gfxIntSize(maxSize, maxSize);
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}
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virtual int32_t GetMaxTextureSize() const;
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virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
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virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
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virtual already_AddRefed<ImageLayer> CreateImageLayer();
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virtual already_AddRefed<ColorLayer> CreateColorLayer();
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virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
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virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
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virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
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virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
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virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
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virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
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virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer();
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virtual LayersBackend GetBackendType() { return LAYERS_OPENGL; }
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virtual void GetBackendName(nsAString& name) { name.AssignLiteral("OpenGL"); }
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virtual already_AddRefed<gfxASurface>
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CreateOptimalMaskSurface(const gfxIntSize &aSize);
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virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
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/**
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* Helper methods.
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*/
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void MakeCurrent(bool aForce = false);
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ShaderProgramOGL* GetBasicLayerProgram(bool aOpaque, bool aIsRGB,
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MaskType aMask = MaskNone)
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{
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gl::ShaderProgramType format = gl::BGRALayerProgramType;
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if (aIsRGB) {
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if (aOpaque) {
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format = gl::RGBXLayerProgramType;
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} else {
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format = gl::RGBALayerProgramType;
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}
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} else {
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if (aOpaque) {
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format = gl::BGRXLayerProgramType;
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}
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}
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return GetProgram(format, aMask);
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}
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ShaderProgramOGL* GetProgram(gl::ShaderProgramType aType,
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Layer* aMaskLayer) {
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if (aMaskLayer)
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return GetProgram(aType, Mask2d);
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return GetProgram(aType, MaskNone);
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}
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ShaderProgramOGL* GetProgram(gl::ShaderProgramType aType,
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MaskType aMask = MaskNone) {
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NS_ASSERTION(ProgramProfileOGL::ProgramExists(aType, aMask),
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"Invalid program type.");
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return mPrograms[aType].mVariations[aMask];
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}
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ShaderProgramOGL* GetFBOLayerProgram(MaskType aMask = MaskNone) {
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return GetProgram(GetFBOLayerProgramType(), aMask);
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}
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gl::ShaderProgramType GetFBOLayerProgramType() {
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if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB)
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return gl::RGBARectLayerProgramType;
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return gl::RGBALayerProgramType;
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}
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GLContext* gl() const { return mGLContext; }
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// |NSOpenGLContext*|:
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void* GetNSOpenGLContext() const;
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DrawThebesLayerCallback GetThebesLayerCallback() const
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{ return mThebesLayerCallback; }
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void* GetThebesLayerCallbackData() const
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{ return mThebesLayerCallbackData; }
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/*
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* Helper functions for our layers
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*/
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void CallThebesLayerDrawCallback(ThebesLayer* aLayer,
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gfxContext* aContext,
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const nsIntRegion& aRegionToDraw)
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{
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NS_ASSERTION(mThebesLayerCallback,
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"CallThebesLayerDrawCallback without callback!");
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mThebesLayerCallback(aLayer, aContext,
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aRegionToDraw, nsIntRegion(),
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mThebesLayerCallbackData);
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}
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GLenum FBOTextureTarget() { return mFBOTextureTarget; }
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/**
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* Controls how to initialize the texture / FBO created by
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* CreateFBOWithTexture.
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* - InitModeNone: No initialization, contents are undefined.
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* - InitModeClear: Clears the FBO.
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* - InitModeCopy: Copies the contents of the current glReadBuffer into the
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* texture.
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*/
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enum InitMode {
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InitModeNone,
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InitModeClear,
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InitModeCopy
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};
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/* Create a FBO backed by a texture; will leave the FBO
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* bound. Note that the texture target type will be
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* of the type returned by FBOTextureTarget; different
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* shaders are required to sample from the different
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* texture types.
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*/
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void CreateFBOWithTexture(const nsIntRect& aRect, InitMode aInit,
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GLuint aCurrentFrameBuffer,
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GLuint *aFBO, GLuint *aTexture);
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GLuint QuadVBO() { return mQuadVBO; }
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GLintptr QuadVBOVertexOffset() { return 0; }
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GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; }
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GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; }
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void BindQuadVBO();
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void QuadVBOVerticesAttrib(GLuint aAttribIndex);
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void QuadVBOTexCoordsAttrib(GLuint aAttribIndex);
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void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex);
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// Super common
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void BindAndDrawQuad(GLuint aVertAttribIndex,
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GLuint aTexCoordAttribIndex,
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bool aFlipped = false);
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void BindAndDrawQuad(ShaderProgramOGL *aProg,
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bool aFlipped = false)
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{
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NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
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BindAndDrawQuad(aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib),
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aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib),
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aFlipped);
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}
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void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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const nsIntRect& aTexCoordRect,
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const nsIntSize& aTexSize,
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GLenum aWrapMode = LOCAL_GL_REPEAT,
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bool aFlipped = false);
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#ifdef MOZ_LAYERS_HAVE_LOG
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virtual const char* Name() const { return "OGL"; }
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#endif // MOZ_LAYERS_HAVE_LOG
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const nsIntSize& GetWidgetSize() {
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return mWidgetSize;
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}
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enum WorldTransforPolicy {
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ApplyWorldTransform,
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DontApplyWorldTransform
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};
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/**
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* Setup the viewport and projection matrix for rendering
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* to a window of the given dimensions.
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*/
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void SetupPipeline(int aWidth, int aHeight, WorldTransforPolicy aTransformPolicy);
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/**
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* Setup World transform matrix.
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* Transform will be ignored if it is not PreservesAxisAlignedRectangles
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* or has non integer scale
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*/
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void SetWorldTransform(const gfxMatrix& aMatrix);
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gfxMatrix& GetWorldTransform(void);
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void WorldTransformRect(nsIntRect& aRect);
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/**
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* Set the size of the surface we're rendering to.
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*/
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void SetSurfaceSize(int width, int height);
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bool CompositingDisabled() { return mCompositingDisabled; }
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void SetCompositingDisabled(bool aCompositingDisabled) { mCompositingDisabled = aCompositingDisabled; }
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/**
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* Creates a DrawTarget which is optimized for inter-operating with this
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* layermanager.
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*/
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virtual TemporaryRef<mozilla::gfx::DrawTarget>
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CreateDrawTarget(const mozilla::gfx::IntSize &aSize,
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mozilla::gfx::SurfaceFormat aFormat);
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/**
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* Calculates the 'completeness' of the rendering that intersected with the
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* screen on the last render. This is only useful when progressive tile
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* drawing is enabled, otherwise this will always return 1.0.
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* This function's expense scales with the size of the layer tree and the
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* complexity of individual layers' valid regions.
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*/
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float ComputeRenderIntegrity();
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private:
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/** Widget associated with this layer manager */
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nsIWidget *mWidget;
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nsIntSize mWidgetSize;
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/** The size of the surface we are rendering to */
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nsIntSize mSurfaceSize;
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/**
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* Context target, NULL when drawing directly to our swap chain.
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*/
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nsRefPtr<gfxContext> mTarget;
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nsRefPtr<GLContext> mGLContext;
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/** Our more efficient but less powerful alter ego, if one is available. */
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nsRefPtr<Composer2D> mComposer2D;
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already_AddRefed<mozilla::gl::GLContext> CreateContext();
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/** Backbuffer */
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GLuint mBackBufferFBO;
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GLuint mBackBufferTexture;
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nsIntSize mBackBufferSize;
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/** Shader Programs */
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struct ShaderProgramVariations {
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ShaderProgramOGL* mVariations[NumMaskTypes];
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};
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nsTArray<ShaderProgramVariations> mPrograms;
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/** Texture target to use for FBOs */
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GLenum mFBOTextureTarget;
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/** VBO that has some basics in it for a textured quad,
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* including vertex coords and texcoords for both
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* flipped and unflipped textures */
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GLuint mQuadVBO;
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/** Region we're clipping our current drawing to. */
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nsIntRegion mClippingRegion;
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/** Misc */
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bool mHasBGRA;
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bool mCompositingDisabled;
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/**
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* When rendering to an EGL surface (e.g. on Android), we rely on being told
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* about size changes (via SetSurfaceSize) rather than pulling this information
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* from the widget, since the widget's information can lag behind.
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*/
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bool mIsRenderingToEGLSurface;
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/** Current root layer. */
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LayerOGL *RootLayer() const;
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/**
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* Render the current layer tree to the active target.
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*/
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void Render();
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/**
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* Setup a backbuffer of the given dimensions.
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*/
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void SetupBackBuffer(int aWidth, int aHeight);
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/**
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* Copies the content of our backbuffer to the set transaction target.
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*/
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void CopyToTarget(gfxContext *aTarget);
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/**
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* Updates all layer programs with a new projection matrix.
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*/
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void SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix);
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/**
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* Helper method for Initialize, creates all valid variations of a program
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* and adds them to mPrograms
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*/
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void AddPrograms(gl::ShaderProgramType aType);
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/**
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* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
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* any incomplete rendering on aLayer from aScreenRegion. Any low-precision
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* rendering is included in aLowPrecisionScreenRegion. aTransform is the
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* accumulated transform of intermediate surfaces beneath aLayer.
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*/
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static void ComputeRenderIntegrityInternal(Layer* aLayer,
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nsIntRegion& aScreenRegion,
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nsIntRegion& aLowPrecisionScreenRegion,
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const gfx3DMatrix& aTransform);
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/* Thebes layer callbacks; valid at the end of a transaciton,
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* while rendering */
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DrawThebesLayerCallback mThebesLayerCallback;
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void *mThebesLayerCallbackData;
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gfxMatrix mWorldMatrix;
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nsAutoPtr<FPSState> mFPS;
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#ifdef DEBUG
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// NB: only interesting when this is a purely compositing layer
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// manager. True after possibly onscreen layers have had their
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// cached resources cleared outside of a transaction, and before the
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// next forwarded transaction that re-validates their buffers.
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bool mMaybeInvalidTree;
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#endif
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static bool sDrawFPS;
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static bool sFrameCounter;
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};
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enum LayerRenderStateFlags {
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LAYER_RENDER_STATE_Y_FLIPPED = 1 << 0,
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LAYER_RENDER_STATE_BUFFER_ROTATION = 1 << 1
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};
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struct LayerRenderState {
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LayerRenderState() : mSurface(nullptr), mFlags(0)
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{}
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LayerRenderState(SurfaceDescriptor* aSurface, uint32_t aFlags = 0)
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: mSurface(aSurface)
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, mFlags(aFlags)
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{}
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bool YFlipped() const
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{ return mFlags & LAYER_RENDER_STATE_Y_FLIPPED; }
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bool BufferRotated() const
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{ return mFlags & LAYER_RENDER_STATE_BUFFER_ROTATION; }
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SurfaceDescriptor* mSurface;
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uint32_t mFlags;
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};
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/**
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* General information and tree management for OGL layers.
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*/
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class LayerOGL
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{
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public:
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LayerOGL(LayerManagerOGL *aManager)
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: mOGLManager(aManager), mDestroyed(false)
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{ }
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virtual ~LayerOGL() { }
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virtual LayerOGL *GetFirstChildOGL() {
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return nullptr;
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}
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/* Do NOT call this from the generic LayerOGL destructor. Only from the
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* concrete class destructor
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*/
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virtual void Destroy() = 0;
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virtual Layer* GetLayer() = 0;
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virtual LayerRenderState GetRenderState() { return LayerRenderState(); }
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virtual void RenderLayer(int aPreviousFrameBuffer,
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const nsIntPoint& aOffset) = 0;
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typedef mozilla::gl::GLContext GLContext;
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LayerManagerOGL* OGLManager() const { return mOGLManager; }
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GLContext *gl() const { return mOGLManager->gl(); }
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virtual void CleanupResources() = 0;
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/*
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* Loads the result of rendering the layer as an OpenGL texture in aTextureUnit.
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* Will try to use an existing texture if possible, or a temporary
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* one if not. It is the callee's responsibility to release the texture.
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* Will return true if a texture could be constructed and loaded, false otherwise.
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* The texture will not be transformed, i.e., it will be in the same coord
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* space as this.
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* Any layer that can be used as a mask layer should override this method.
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* aSize will contain the size of the image.
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*/
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virtual bool LoadAsTexture(GLuint aTextureUnit, gfxIntSize* aSize)
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{
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NS_WARNING("LoadAsTexture called without being overriden");
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return false;
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}
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protected:
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LayerManagerOGL *mOGLManager;
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bool mDestroyed;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LAYERMANAGEROGL_H */
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