gecko/gfx/layers/opengl/CompositingRenderTargetOGL.cpp

88 lines
3.2 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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 "CompositingRenderTargetOGL.h"
#include "GLContext.h"
using namespace mozilla;
using namespace mozilla::layers;
CompositingRenderTargetOGL::~CompositingRenderTargetOGL()
{
mGL->fDeleteTextures(1, &mTextureHandle);
mGL->fDeleteFramebuffers(1, &mFBO);
}
void
CompositingRenderTargetOGL::BindTexture(GLenum aTextureUnit, GLenum aTextureTarget)
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
MOZ_ASSERT(mTextureHandle != 0);
mGL->fActiveTexture(aTextureUnit);
mGL->fBindTexture(aTextureTarget, mTextureHandle);
}
void
CompositingRenderTargetOGL::BindRenderTarget()
{
if (mInitParams.mStatus != InitParams::INITIALIZED) {
InitializeImpl();
} else {
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFBO);
GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
nsAutoCString msg;
msg.AppendPrintf("Framebuffer not complete -- error 0x%x, aFBOTextureTarget 0x%x, aRect.width %d, aRect.height %d",
result, mInitParams.mFBOTextureTarget, mInitParams.mSize.width, mInitParams.mSize.height);
NS_WARNING(msg.get());
}
mCompositor->PrepareViewport(mInitParams.mSize, mTransform);
}
}
#ifdef MOZ_DUMP_PAINTING
already_AddRefed<gfxImageSurface>
CompositingRenderTargetOGL::Dump(Compositor* aCompositor)
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
CompositorOGL* compositorOGL = static_cast<CompositorOGL*>(aCompositor);
return mGL->GetTexImage(mTextureHandle, true, compositorOGL->GetFBOFormat());
}
#endif
void
CompositingRenderTargetOGL::InitializeImpl()
{
MOZ_ASSERT(mInitParams.mStatus == InitParams::READY);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFBO);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
mInitParams.mFBOTextureTarget,
mTextureHandle,
0);
// Making this call to fCheckFramebufferStatus prevents a crash on
// PowerVR. See bug 695246.
GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
nsAutoCString msg;
msg.AppendPrintf("Framebuffer not complete -- error 0x%x, aFBOTextureTarget 0x%x, mFBO %d, mTextureHandle %d, aRect.width %d, aRect.height %d",
result, mInitParams.mFBOTextureTarget, mFBO, mTextureHandle, mInitParams.mSize.width, mInitParams.mSize.height);
NS_ERROR(msg.get());
}
mCompositor->PrepareViewport(mInitParams.mSize, mTransform);
mGL->fScissor(0, 0, mInitParams.mSize.width, mInitParams.mSize.height);
if (mInitParams.mInit == INIT_MODE_CLEAR) {
mGL->fClearColor(0.0, 0.0, 0.0, 0.0);
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
}
mInitParams.mStatus = InitParams::INITIALIZED;
}