gecko/gfx/gl/GLBlitHelper.cpp

609 lines
21 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* 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 "GLBlitHelper.h"
#include "GLContext.h"
#include "ScopedGLHelpers.h"
#include "mozilla/Preferences.h"
namespace mozilla {
namespace gl {
static void
RenderbufferStorageBySamples(GLContext* aGL, GLsizei aSamples,
GLenum aInternalFormat, const gfx::IntSize& aSize)
{
if (aSamples) {
aGL->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER,
aSamples,
aInternalFormat,
aSize.width, aSize.height);
} else {
aGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
aInternalFormat,
aSize.width, aSize.height);
}
}
GLuint
CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
GLenum aType, const gfx::IntSize& aSize)
{
GLuint tex = 0;
aGL->fGenTextures(1, &tex);
ScopedBindTexture autoTex(aGL, tex);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
aGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
aInternalFormat,
aSize.width, aSize.height,
0,
aFormat,
aType,
nullptr);
return tex;
}
GLuint
CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
const gfx::IntSize& aSize)
{
MOZ_ASSERT(aFormats.color_texInternalFormat);
MOZ_ASSERT(aFormats.color_texFormat);
MOZ_ASSERT(aFormats.color_texType);
return CreateTexture(aGL,
aFormats.color_texInternalFormat,
aFormats.color_texFormat,
aFormats.color_texType,
aSize);
}
GLuint
CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
const gfx::IntSize& aSize)
{
GLuint rb = 0;
aGL->fGenRenderbuffers(1, &rb);
ScopedBindRenderbuffer autoRB(aGL, rb);
RenderbufferStorageBySamples(aGL, aSamples, aFormat, aSize);
return rb;
}
void
CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
const gfx::IntSize& aSize, bool aMultisample,
GLuint* aColorMSRB, GLuint* aDepthRB,
GLuint* aStencilRB)
{
GLsizei samples = aMultisample ? aFormats.samples : 0;
if (aColorMSRB) {
MOZ_ASSERT(aFormats.samples > 0);
MOZ_ASSERT(aFormats.color_rbFormat);
*aColorMSRB = CreateRenderbuffer(aGL, aFormats.color_rbFormat, samples, aSize);
}
if (aDepthRB &&
aStencilRB &&
aFormats.depthStencil)
{
*aDepthRB = CreateRenderbuffer(aGL, aFormats.depthStencil, samples, aSize);
*aStencilRB = *aDepthRB;
} else {
if (aDepthRB) {
MOZ_ASSERT(aFormats.depth);
*aDepthRB = CreateRenderbuffer(aGL, aFormats.depth, samples, aSize);
}
if (aStencilRB) {
MOZ_ASSERT(aFormats.stencil);
*aStencilRB = CreateRenderbuffer(aGL, aFormats.stencil, samples, aSize);
}
}
}
GLBlitHelper::GLBlitHelper(GLContext* gl)
: mGL(gl)
, mTexBlit_Buffer(0)
, mTexBlit_VertShader(0)
, mTex2DBlit_FragShader(0)
, mTex2DRectBlit_FragShader(0)
, mTex2DBlit_Program(0)
, mTex2DRectBlit_Program(0)
{
}
GLBlitHelper::~GLBlitHelper()
{
DeleteTexBlitProgram();
}
// Allowed to be destructive of state we restore in functions below.
bool
GLBlitHelper::InitTexQuadProgram(GLenum target)
{
const char kTexBlit_VertShaderSource[] = "\
attribute vec2 aPosition; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
vTexCoord = aPosition; \n\
vec2 vertPos = aPosition * 2.0 - 1.0; \n\
gl_Position = vec4(vertPos, 0.0, 1.0); \n\
} \n\
";
const char kTex2DBlit_FragShaderSource[] = "\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
precision mediump float; \n\
#endif \n\
\n\
uniform sampler2D uTexUnit; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
} \n\
";
const char kTex2DRectBlit_FragShaderSource[] = "\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
precision mediump float; \n\
#endif \n\
\n\
uniform sampler2D uTexUnit; \n\
uniform vec2 uTexCoordMult; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
gl_FragColor = texture2DRect(uTexUnit, \n\
vTexCoord * uTexCoordMult); \n\
} \n\
";
MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
bool success = false;
GLuint *programPtr;
GLuint *fragShaderPtr;
const char* fragShaderSource;
if (target == LOCAL_GL_TEXTURE_2D) {
programPtr = &mTex2DBlit_Program;
fragShaderPtr = &mTex2DBlit_FragShader;
fragShaderSource = kTex2DBlit_FragShaderSource;
} else {
programPtr = &mTex2DRectBlit_Program;
fragShaderPtr = &mTex2DRectBlit_FragShader;
fragShaderSource = kTex2DRectBlit_FragShaderSource;
}
GLuint& program = *programPtr;
GLuint& fragShader = *fragShaderPtr;
// Use do-while(false) to let us break on failure
do {
if (program) {
// Already have it...
success = true;
break;
}
if (!mTexBlit_Buffer) {
/* CCW tri-strip:
* 2---3
* | \ |
* 0---1
*/
GLfloat verts[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
MOZ_ASSERT(!mTexBlit_Buffer);
mGL->fGenBuffers(1, &mTexBlit_Buffer);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
const size_t vertsSize = sizeof(verts);
// Make sure we have a sane size.
MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat));
mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
}
if (!mTexBlit_VertShader) {
const char* vertShaderSource = kTexBlit_VertShaderSource;
mTexBlit_VertShader = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
mGL->fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
mGL->fCompileShader(mTexBlit_VertShader);
}
MOZ_ASSERT(!fragShader);
fragShader = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
mGL->fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
mGL->fCompileShader(fragShader);
program = mGL->fCreateProgram();
mGL->fAttachShader(program, mTexBlit_VertShader);
mGL->fAttachShader(program, fragShader);
mGL->fBindAttribLocation(program, 0, "aPosition");
mGL->fLinkProgram(program);
if (mGL->DebugMode()) {
GLint status = 0;
mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Vert shader compilation failed.");
GLint length = 0;
mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
mGL->fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
}
status = 0;
mGL->fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Frag shader compilation failed.");
GLint length = 0;
mGL->fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
mGL->fGetShaderInfoLog(fragShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
}
}
GLint status = 0;
mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
if (mGL->DebugMode()) {
NS_ERROR("Linking blit program failed.");
GLint length = 0;
mGL->fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No program info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
mGL->fGetProgramInfoLog(program, length, nullptr, buffer);
printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
}
break;
}
MOZ_ASSERT(mGL->fGetAttribLocation(program, "aPosition") == 0);
GLint texUnitLoc = mGL->fGetUniformLocation(program, "uTexUnit");
MOZ_ASSERT(texUnitLoc != -1, "uniform not found");
// Set uniforms here:
mGL->fUseProgram(program);
mGL->fUniform1i(texUnitLoc, 0);
success = true;
} while (false);
if (!success) {
NS_ERROR("Creating program for texture blit failed!");
// Clean up:
DeleteTexBlitProgram();
return false;
}
mGL->fUseProgram(program);
mGL->fEnableVertexAttribArray(0);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
mGL->fVertexAttribPointer(0,
2,
LOCAL_GL_FLOAT,
false,
0,
nullptr);
return true;
}
bool
GLBlitHelper::UseTexQuadProgram(GLenum target, const gfx::IntSize& srcSize)
{
if (!InitTexQuadProgram(target)) {
return false;
}
if (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
GLint texCoordMultLoc = mGL->fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
mGL->fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
}
return true;
}
void
GLBlitHelper::DeleteTexBlitProgram()
{
if (mTexBlit_Buffer) {
mGL->fDeleteBuffers(1, &mTexBlit_Buffer);
mTexBlit_Buffer = 0;
}
if (mTexBlit_VertShader) {
mGL->fDeleteShader(mTexBlit_VertShader);
mTexBlit_VertShader = 0;
}
if (mTex2DBlit_FragShader) {
mGL->fDeleteShader(mTex2DBlit_FragShader);
mTex2DBlit_FragShader = 0;
}
if (mTex2DRectBlit_FragShader) {
mGL->fDeleteShader(mTex2DRectBlit_FragShader);
mTex2DRectBlit_FragShader = 0;
}
if (mTex2DBlit_Program) {
mGL->fDeleteProgram(mTex2DBlit_Program);
mTex2DBlit_Program = 0;
}
if (mTex2DRectBlit_Program) {
mGL->fDeleteProgram(mTex2DRectBlit_Program);
mTex2DRectBlit_Program = 0;
}
}
void
GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize)
{
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
ScopedBindFramebuffer boundFB(mGL);
ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
mGL->BindReadFB(srcFB);
mGL->BindDrawFB(destFB);
mGL->fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
0, 0, destSize.width, destSize.height,
LOCAL_GL_COLOR_BUFFER_BIT,
LOCAL_GL_NEAREST);
}
void
GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
const GLFormats& srcFormats)
{
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
BlitFramebufferToFramebuffer(srcFB, destFB,
srcSize, destSize);
return;
}
GLuint tex = CreateTextureForOffscreen(mGL, srcFormats, srcSize);
MOZ_ASSERT(tex);
BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize);
BlitTextureToFramebuffer(tex, destFB, srcSize, destSize);
mGL->fDeleteTextures(1, &tex);
}
void
GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget)
{
MOZ_ASSERT(mGL->fIsTexture(srcTex));
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
MOZ_ASSERT(srcWrapper.IsComplete());
BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
srcSize, destSize);
return;
}
ScopedBindFramebuffer boundFB(mGL, destFB);
// UseTexQuadProgram initializes a shader that reads
// from texture unit 0.
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
ScopedBindTexture boundTex(mGL, srcTex, srcTarget);
GLuint boundProgram = 0;
mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
GLuint boundBuffer = 0;
mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
/*
* mGL->fGetVertexAttribiv takes:
* VERTEX_ATTRIB_ARRAY_ENABLED
* VERTEX_ATTRIB_ARRAY_SIZE,
* VERTEX_ATTRIB_ARRAY_STRIDE,
* VERTEX_ATTRIB_ARRAY_TYPE,
* VERTEX_ATTRIB_ARRAY_NORMALIZED,
* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
* CURRENT_VERTEX_ATTRIB
*
* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
* Others appear to be vertex array state,
* or alternatively in the internal vertex array state
* for a buffer object.
*/
GLint attrib0_enabled = 0;
GLint attrib0_size = 0;
GLint attrib0_stride = 0;
GLint attrib0_type = 0;
GLint attrib0_normalized = 0;
GLint attrib0_bufferBinding = 0;
void* attrib0_pointer = nullptr;
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
mGL->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
// Note that uniform values are program state, so we don't need to rebind those.
ScopedGLState blend (mGL, LOCAL_GL_BLEND, false);
ScopedGLState cullFace (mGL, LOCAL_GL_CULL_FACE, false);
ScopedGLState depthTest (mGL, LOCAL_GL_DEPTH_TEST, false);
ScopedGLState dither (mGL, LOCAL_GL_DITHER, false);
ScopedGLState polyOffsFill(mGL, LOCAL_GL_POLYGON_OFFSET_FILL, false);
ScopedGLState sampleAToC (mGL, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
ScopedGLState sampleCover (mGL, LOCAL_GL_SAMPLE_COVERAGE, false);
ScopedGLState scissor (mGL, LOCAL_GL_SCISSOR_TEST, false);
ScopedGLState stencil (mGL, LOCAL_GL_STENCIL_TEST, false);
realGLboolean colorMask[4];
mGL->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
mGL->fColorMask(LOCAL_GL_TRUE,
LOCAL_GL_TRUE,
LOCAL_GL_TRUE,
LOCAL_GL_TRUE);
GLint viewport[4];
mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
mGL->fViewport(0, 0, destSize.width, destSize.height);
// Does destructive things to (only!) what we just saved above.
bool good = UseTexQuadProgram(srcTarget, srcSize);
if (!good) {
// We're up against the wall, so bail.
// This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
printf_stderr("[%s:%d] Fatal Error: Failed to prepare to blit texture->framebuffer.\n",
__FILE__, __LINE__);
MOZ_CRASH();
}
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
mGL->fViewport(viewport[0], viewport[1],
viewport[2], viewport[3]);
mGL->fColorMask(colorMask[0],
colorMask[1],
colorMask[2],
colorMask[3]);
if (attrib0_enabled)
mGL->fEnableVertexAttribArray(0);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
mGL->fVertexAttribPointer(0,
attrib0_size,
attrib0_type,
attrib0_normalized,
attrib0_stride,
attrib0_pointer);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
mGL->fUseProgram(boundProgram);
}
void
GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum destTarget)
{
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
MOZ_ASSERT(mGL->fIsTexture(destTex));
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);
BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
srcSize, destSize);
return;
}
ScopedBindTexture autoTex(mGL, destTex, destTarget);
ScopedBindFramebuffer boundFB(mGL, srcFB);
ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
mGL->fCopyTexSubImage2D(destTarget, 0,
0, 0,
0, 0,
srcSize.width, srcSize.height);
}
void
GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget, GLenum destTarget)
{
MOZ_ASSERT(mGL->fIsTexture(srcTex));
MOZ_ASSERT(mGL->fIsTexture(destTex));
// Generally, just use the CopyTexSubImage path
ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
BlitFramebufferToTexture(srcWrapper.FB(), destTex,
srcSize, destSize, destTarget);
}
}
}