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399 lines
13 KiB
C++
399 lines
13 KiB
C++
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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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 GLTEXTUREIMAGE_H_
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#define GLTEXTUREIMAGE_H_
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#include "nsAutoPtr.h"
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#include "nsRegion.h"
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#include "nsTArray.h"
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#include "gfxASurface.h"
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#include "GLContextTypes.h"
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#include "gfxPattern.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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* A TextureImage encapsulates a surface that can be drawn to by a
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* Thebes gfxContext and (hopefully efficiently!) synchronized to a
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* texture in the server. TextureImages are associated with one and
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* only one GLContext.
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*
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* Implementation note: TextureImages attempt to unify two categories
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* of backends
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*
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* (1) proxy to server-side object that can be bound to a texture;
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* e.g. Pixmap on X11.
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*
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* (2) efficient manager of texture memory; e.g. by having clients draw
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* into a scratch buffer which is then uploaded with
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* glTexSubImage2D().
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*/
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class TextureImage
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{
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NS_INLINE_DECL_REFCOUNTING(TextureImage)
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public:
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enum TextureState
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{
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Created, // Texture created, but has not had glTexImage called to initialize it.
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Allocated, // Texture memory exists, but contents are invalid.
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Valid // Texture fully ready to use.
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};
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enum Flags {
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NoFlags = 0x0,
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UseNearestFilter = 0x1,
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NeedsYFlip = 0x2,
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ForceSingleTile = 0x4
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};
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typedef gfxASurface::gfxContentType ContentType;
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static already_AddRefed<TextureImage> Create(
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GLContext* gl,
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const nsIntSize& aSize,
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TextureImage::ContentType aContentType,
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GLenum aWrapMode,
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TextureImage::Flags aFlags = TextureImage::NoFlags);
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virtual ~TextureImage() {}
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/**
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* Returns a gfxASurface for updating |aRegion| of the client's
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* image if successul, NULL if not. |aRegion|'s bounds must fit
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* within Size(); its coordinate space (if any) is ignored. If
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* the update begins successfully, the returned gfxASurface is
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* owned by this. Otherwise, NULL is returned.
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*
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* |aRegion| is an inout param: the returned region is what the
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* client must repaint. Category (1) regions above can
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* efficiently handle repaints to "scattered" regions, while (2)
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* can only efficiently handle repaints to rects.
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*
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* Painting the returned surface outside of |aRegion| results
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* in undefined behavior.
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*
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* BeginUpdate() calls cannot be "nested", and each successful
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* BeginUpdate() must be followed by exactly one EndUpdate() (see
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* below). Failure to do so can leave this in a possibly
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* inconsistent state. Unsuccessful BeginUpdate()s must not be
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* followed by EndUpdate().
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*/
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virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
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/**
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* Retrieves the region that will require updating, given a
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* region that needs to be updated. This can be used for
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* making decisions about updating before calling BeginUpdate().
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*
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* |aRegion| is an inout param.
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*/
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virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
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}
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/**
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* Finish the active update and synchronize with the server, if
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* necessary.
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*
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* BeginUpdate() must have been called exactly once before
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* EndUpdate().
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*/
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virtual void EndUpdate() = 0;
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/**
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* The Image may contain several textures for different regions (tiles).
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* These functions iterate over each sub texture image tile.
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*/
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virtual void BeginTileIteration() {
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}
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virtual bool NextTile() {
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return false;
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}
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// Function prototype for a tile iteration callback. Returning false will
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// cause iteration to be interrupted (i.e. the corresponding NextTile call
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// will return false).
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typedef bool (* TileIterationCallback)(TextureImage* aImage,
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int aTileNumber,
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void* aCallbackData);
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// Sets a callback to be called every time NextTile is called.
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virtual void SetIterationCallback(TileIterationCallback aCallback,
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void* aCallbackData) {
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}
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virtual nsIntRect GetTileRect() {
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return nsIntRect(nsIntPoint(0,0), mSize);
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}
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virtual GLuint GetTextureID() = 0;
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virtual uint32_t GetTileCount() {
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return 1;
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}
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/**
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* Set this TextureImage's size, and ensure a texture has been
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* allocated. Must not be called between BeginUpdate and EndUpdate.
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* After a resize, the contents are undefined.
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*
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* If this isn't implemented by a subclass, it will just perform
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* a dummy BeginUpdate/EndUpdate pair.
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*/
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virtual void Resize(const nsIntSize& aSize) {
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mSize = aSize;
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nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
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BeginUpdate(r);
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EndUpdate();
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}
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/**
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* Mark this texture as having valid contents. Call this after modifying
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* the texture contents externally.
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*/
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virtual void MarkValid() {}
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/**
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* aSurf - the source surface to update from
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* aRegion - the region in this image to update
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* aFrom - offset in the source to update from
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*/
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virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0;
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virtual void BindTexture(GLenum aTextureUnit) = 0;
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virtual void ReleaseTexture() {}
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void BindTextureAndApplyFilter(GLenum aTextureUnit) {
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BindTexture(aTextureUnit);
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ApplyFilter();
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}
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class ScopedBindTexture
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{
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public:
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ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit);
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~ScopedBindTexture()
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{
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if (mTexture) {
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mTexture->ReleaseTexture();
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}
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}
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protected:
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TextureImage *mTexture;
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};
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class ScopedBindTextureAndApplyFilter
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: public ScopedBindTexture
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{
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public:
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ScopedBindTextureAndApplyFilter(TextureImage *aTexture, GLenum aTextureUnit) :
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ScopedBindTexture(aTexture, aTextureUnit)
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{
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if (mTexture) {
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mTexture->ApplyFilter();
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}
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}
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};
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/**
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* Returns the shader program type that should be used to render
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* this texture. Only valid after a matching BeginUpdate/EndUpdate
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* pair have been called.
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*/
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virtual ShaderProgramType GetShaderProgramType()
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{
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return mShaderType;
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}
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/** Can be called safely at any time. */
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/**
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* If this TextureImage has a permanent gfxASurface backing,
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* return it. Otherwise return nullptr.
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*/
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virtual already_AddRefed<gfxASurface> GetBackingSurface()
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{ return nullptr; }
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const nsIntSize& GetSize() const { return mSize; }
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ContentType GetContentType() const { return mContentType; }
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virtual bool InUpdate() const = 0;
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GLenum GetWrapMode() const { return mWrapMode; }
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void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
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/**
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* Applies this TextureImage's filter, assuming that its texture is
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* the currently bound texture.
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*/
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virtual void ApplyFilter() = 0;
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protected:
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friend class GLContext;
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/**
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* After the ctor, the TextureImage is invalid. Implementations
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* must allocate resources successfully before returning the new
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* TextureImage from GLContext::CreateTextureImage(). That is,
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* clients must not be given partially-constructed TextureImages.
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*/
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TextureImage(const nsIntSize& aSize,
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GLenum aWrapMode, ContentType aContentType,
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Flags aFlags = NoFlags)
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: mSize(aSize)
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, mWrapMode(aWrapMode)
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, mContentType(aContentType)
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, mFilter(gfxPattern::FILTER_GOOD)
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, mFlags(aFlags)
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{}
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virtual nsIntRect GetSrcTileRect() {
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return nsIntRect(nsIntPoint(0,0), mSize);
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}
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nsIntSize mSize;
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GLenum mWrapMode;
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ContentType mContentType;
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ShaderProgramType mShaderType;
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gfxPattern::GraphicsFilter mFilter;
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Flags mFlags;
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};
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/**
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* BasicTextureImage is the baseline TextureImage implementation ---
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* it updates its texture by allocating a scratch buffer for the
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* client to draw into, then using glTexSubImage2D() to upload the new
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* pixels. Platforms must provide the code to create a new surface
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* into which the updated pixels will be drawn, and the code to
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* convert the update surface's pixels into an image on which we can
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* glTexSubImage2D().
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*/
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class BasicTextureImage
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: public TextureImage
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{
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public:
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typedef gfxASurface::gfxImageFormat ImageFormat;
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virtual ~BasicTextureImage();
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BasicTextureImage(GLuint aTexture,
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const nsIntSize& aSize,
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GLenum aWrapMode,
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ContentType aContentType,
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GLContext* aContext,
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TextureImage::Flags aFlags = TextureImage::NoFlags)
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: TextureImage(aSize, aWrapMode, aContentType, aFlags)
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, mTexture(aTexture)
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, mTextureState(Created)
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, mGLContext(aContext)
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, mUpdateOffset(0, 0)
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{}
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virtual void BindTexture(GLenum aTextureUnit);
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virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
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virtual void GetUpdateRegion(nsIntRegion& aForRegion);
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virtual void EndUpdate();
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virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
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virtual GLuint GetTextureID() { return mTexture; }
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// Returns a surface to draw into
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virtual already_AddRefed<gfxASurface>
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GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);
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virtual void MarkValid() { mTextureState = Valid; }
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// Call when drawing into the update surface is complete.
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// Returns true if textures should be upload with a relative
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// offset - See UploadSurfaceToTexture.
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virtual bool FinishedSurfaceUpdate();
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// Call after surface data has been uploaded to a texture.
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virtual void FinishedSurfaceUpload();
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virtual bool InUpdate() const { return !!mUpdateSurface; }
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virtual void Resize(const nsIntSize& aSize);
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virtual void ApplyFilter();
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protected:
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GLuint mTexture;
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TextureState mTextureState;
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nsRefPtr<GLContext> mGLContext;
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nsRefPtr<gfxASurface> mUpdateSurface;
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nsIntRegion mUpdateRegion;
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// The offset into the update surface at which the update rect is located.
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nsIntPoint mUpdateOffset;
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};
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/**
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* A container class that complements many sub TextureImages into a big TextureImage.
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* Aims to behave just like the real thing.
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*/
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class TiledTextureImage
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: public TextureImage
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{
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public:
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TiledTextureImage(GLContext* aGL, nsIntSize aSize,
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TextureImage::ContentType, TextureImage::Flags aFlags = TextureImage::NoFlags);
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~TiledTextureImage();
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void DumpDiv();
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virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
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virtual void GetUpdateRegion(nsIntRegion& aForRegion);
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virtual void EndUpdate();
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virtual void Resize(const nsIntSize& aSize);
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virtual uint32_t GetTileCount();
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virtual void BeginTileIteration();
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virtual bool NextTile();
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virtual void SetIterationCallback(TileIterationCallback aCallback,
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void* aCallbackData);
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virtual nsIntRect GetTileRect();
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virtual GLuint GetTextureID() {
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return mImages[mCurrentImage]->GetTextureID();
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}
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virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
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virtual bool InUpdate() const { return mInUpdate; }
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virtual void BindTexture(GLenum);
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virtual void ApplyFilter();
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protected:
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virtual nsIntRect GetSrcTileRect();
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unsigned int mCurrentImage;
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TileIterationCallback mIterationCallback;
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void* mIterationCallbackData;
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nsTArray< nsRefPtr<TextureImage> > mImages;
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bool mInUpdate;
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nsIntSize mSize;
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unsigned int mTileSize;
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unsigned int mRows, mColumns;
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GLContext* mGL;
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// A temporary surface to faciliate cross-tile updates.
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nsRefPtr<gfxASurface> mUpdateSurface;
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// The region of update requested
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nsIntRegion mUpdateRegion;
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TextureState mTextureState;
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};
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/**
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* Creates a TextureImage of the basic implementation, can be useful in cases
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* where we know we don't want to use platform-specific TextureImage.
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* In doubt, use GLContext::CreateTextureImage instead.
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*/
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already_AddRefed<TextureImage>
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CreateBasicTextureImage(GLContext* aGL,
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const nsIntSize& aSize,
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TextureImage::ContentType aContentType,
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GLenum aWrapMode,
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TextureImage::Flags aFlags);
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} // namespace gl
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} // namespace mozilla
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#endif /* GLTEXTUREIMAGE_H_ */
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