gecko/gfx/gl/GLBlitHelper.cpp
James Willcox 9a5423d8f0 Bug 1014614 - Add GLBlitHelper::BlitImageToFramebuffer and support SurfaceTexture images r=jgilbert
--HG--
extra : rebase_source : e823897f3ff6593af7286432903618dc483877dd
2014-10-21 08:53:02 -05:00

987 lines
35 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"
#include "ImageContainer.h"
#include "HeapCopyOfStackArray.h"
#include "mozilla/gfx/Matrix.h"
#ifdef MOZ_WIDGET_GONK
#include "GrallocImages.h"
#include "GLLibraryEGL.h"
#endif
#ifdef MOZ_WIDGET_ANDROID
#include "AndroidSurfaceTexture.h"
#include "GLImages.h"
#endif
using mozilla::layers::PlanarYCbCrImage;
using mozilla::layers::PlanarYCbCrData;
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, bool linear)
{
GLuint tex = 0;
aGL->fGenTextures(1, &tex);
ScopedBindTexture autoTex(aGL, tex);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D,
LOCAL_GL_TEXTURE_MIN_FILTER, linear ? LOCAL_GL_LINEAR
: LOCAL_GL_NEAREST);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D,
LOCAL_GL_TEXTURE_MAG_FILTER, linear ? LOCAL_GL_LINEAR
: LOCAL_GL_NEAREST);
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)
, mYFlipLoc(-1)
, mTextureTransformLoc(-1)
, mTexExternalBlit_FragShader(0)
, mTexYUVPlanarBlit_FragShader(0)
, mTexExternalBlit_Program(0)
, mTexYUVPlanarBlit_Program(0)
, mFBO(0)
, mSrcTexY(0)
, mSrcTexCb(0)
, mSrcTexCr(0)
, mSrcTexEGL(0)
, mYTexScaleLoc(-1)
, mCbCrTexScaleLoc(-1)
, mTexWidth(0)
, mTexHeight(0)
, mCurYScale(1.0f)
, mCurCbCrScale(1.0f)
{
}
GLBlitHelper::~GLBlitHelper()
{
DeleteTexBlitProgram();
GLuint tex[] = {
mSrcTexY,
mSrcTexCb,
mSrcTexCr,
mSrcTexEGL,
};
mSrcTexY = mSrcTexCb = mSrcTexCr = mSrcTexEGL = 0;
mGL->fDeleteTextures(ArrayLength(tex), tex);
if (mFBO) {
mGL->fDeleteFramebuffers(1, &mFBO);
}
mFBO = 0;
}
// Allowed to be destructive of state we restore in functions below.
bool
GLBlitHelper::InitTexQuadProgram(BlitType target)
{
const char kTexBlit_VertShaderSource[] = "\
#ifdef GL_ES \n\
precision mediump float; \n\
#endif \n\
attribute vec2 aPosition; \n\
\n\
uniform float uYflip; \n\
varying vec2 vTexCoord; \n\
\n\
void main(void) \n\
{ \n\
vTexCoord = aPosition; \n\
vTexCoord.y = abs(vTexCoord.y - uYflip); \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\
prevision mediump float; \n\
#endif \n\
uniform sampler2D uTexUnit; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) \n\
{ \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\
{ \n\
gl_FragColor = texture2DRect(uTexUnit, \n\
vTexCoord * uTexCoordMult); \n\
} \n\
";
#ifdef ANDROID /* MOZ_WIDGET_ANDROID || MOZ_WIDGET_GONK */
const char kTexExternalBlit_FragShaderSource[] = "\
#extension GL_OES_EGL_image_external : require \n\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
precision mediump float; \n\
#endif \n\
varying vec2 vTexCoord; \n\
uniform mat4 uTextureTransform; \n\
uniform samplerExternalOES uTexUnit; \n\
\n\
void main() \n\
{ \n\
gl_FragColor = texture2D(uTexUnit, \n\
(uTextureTransform * vec4(vTexCoord, 0.0, 1.0)).xy); \n\
} \n\
";
#endif
/* From Rec601:
[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
For [0,1] instead of [0,255], and to 5 places:
[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
*/
const char kTexYUVPlanarBlit_FragShaderSource[] = "\
#ifdef GL_ES \n\
precision mediump float \n\
#endif \n\
varying vec2 vTexCoord; \n\
uniform sampler2D uYTexture; \n\
uniform sampler2D uCbTexture; \n\
uniform sampler2D uCrTexture; \n\
uniform vec2 uYTexScale; \n\
uniform vec2 uCbCrTexScale; \n\
void main() \n\
{ \n\
float y = texture2D(uYTexture, vTexCoord * uYTexScale).r; \n\
float cb = texture2D(uCbTexture, vTexCoord * uCbCrTexScale).r; \n\
float cr = texture2D(uCrTexture, vTexCoord * uCbCrTexScale).r; \n\
y = (y - 0.06275) * 1.16438; \n\
cb = cb - 0.50196; \n\
cr = cr - 0.50196; \n\
gl_FragColor.r = y + cr * 1.59603; \n\
gl_FragColor.g = y - 0.81297 * cr - 0.39176 * cb; \n\
gl_FragColor.b = y + cb * 2.01723; \n\
gl_FragColor.a = 1.0; \n\
} \n\
";
bool success = false;
GLuint *programPtr;
GLuint *fragShaderPtr;
const char* fragShaderSource;
switch (target) {
case BlitTex2D:
programPtr = &mTex2DBlit_Program;
fragShaderPtr = &mTex2DBlit_FragShader;
fragShaderSource = kTex2DBlit_FragShaderSource;
break;
case BlitTexRect:
programPtr = &mTex2DRectBlit_Program;
fragShaderPtr = &mTex2DRectBlit_FragShader;
fragShaderSource = kTex2DRectBlit_FragShaderSource;
break;
#ifdef ANDROID
case ConvertSurfaceTexture:
case ConvertGralloc:
programPtr = &mTexExternalBlit_Program;
fragShaderPtr = &mTexExternalBlit_FragShader;
fragShaderSource = kTexExternalBlit_FragShaderSource;
break;
#endif
case ConvertPlanarYCbCr:
programPtr = &mTexYUVPlanarBlit_Program;
fragShaderPtr = &mTexYUVPlanarBlit_FragShader;
fragShaderSource = kTexYUVPlanarBlit_FragShaderSource;
break;
default:
return false;
}
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
};
HeapCopyOfStackArray<GLfloat> vertsOnHeap(verts);
MOZ_ASSERT(!mTexBlit_Buffer);
mGL->fGenBuffers(1, &mTexBlit_Buffer);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
// Make sure we have a sane size.
mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsOnHeap.ByteLength(), vertsOnHeap.Data(), 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;
}
// Cache and set attribute and uniform
mGL->fUseProgram(program);
switch (target) {
case BlitTex2D:
case BlitTexRect:
case ConvertSurfaceTexture:
case ConvertGralloc: {
#ifdef ANDROID
GLint texUnitLoc = mGL->fGetUniformLocation(program, "uTexUnit");
MOZ_ASSERT(texUnitLoc != -1, "uniform uTexUnit not found");
mGL->fUniform1i(texUnitLoc, 0);
break;
#endif
}
case ConvertPlanarYCbCr: {
GLint texY = mGL->fGetUniformLocation(program, "uYTexture");
GLint texCb = mGL->fGetUniformLocation(program, "uCbTexture");
GLint texCr = mGL->fGetUniformLocation(program, "uCrTexture");
mYTexScaleLoc = mGL->fGetUniformLocation(program, "uYTexScale");
mCbCrTexScaleLoc= mGL->fGetUniformLocation(program, "uCbCrTexScale");
DebugOnly<bool> hasUniformLocations = texY != -1 &&
texCb != -1 &&
texCr != -1 &&
mYTexScaleLoc != -1 &&
mCbCrTexScaleLoc != -1;
MOZ_ASSERT(hasUniformLocations, "uniforms not found");
mGL->fUniform1i(texY, Channel_Y);
mGL->fUniform1i(texCb, Channel_Cb);
mGL->fUniform1i(texCr, Channel_Cr);
break;
}
}
MOZ_ASSERT(mGL->fGetAttribLocation(program, "aPosition") == 0);
mYFlipLoc = mGL->fGetUniformLocation(program, "uYflip");
MOZ_ASSERT(mYFlipLoc != -1, "uniform: uYflip not found");
mTextureTransformLoc = mGL->fGetUniformLocation(program, "uTextureTransform");
if (mTextureTransformLoc >= 0) {
// Set identity matrix as default
gfx::Matrix4x4 identity;
mGL->fUniformMatrix4fv(mTextureTransformLoc, 1, false, &identity._11);
}
success = true;
} while (false);
if (!success) {
// 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(BlitType target, const gfx::IntSize& srcSize)
{
if (!InitTexQuadProgram(target)) {
return false;
}
if (target == BlitTexRect) {
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;
}
if (mTexExternalBlit_FragShader) {
mGL->fDeleteShader(mTexExternalBlit_FragShader);
mTexExternalBlit_FragShader = 0;
}
if (mTexYUVPlanarBlit_FragShader) {
mGL->fDeleteShader(mTexYUVPlanarBlit_FragShader);
mTexYUVPlanarBlit_FragShader = 0;
}
if (mTexExternalBlit_Program) {
mGL->fDeleteProgram(mTexExternalBlit_Program);
mTexExternalBlit_Program = 0;
}
if (mTexYUVPlanarBlit_Program) {
mGL->fDeleteProgram(mTexYUVPlanarBlit_Program);
mTexYUVPlanarBlit_Program = 0;
}
}
void
GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
bool internalFBs)
{
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);
if (internalFBs) {
mGL->Screen()->BindReadFB_Internal(srcFB);
mGL->Screen()->BindDrawFB_Internal(destFB);
} else {
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,
bool internalFBs)
{
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
BlitFramebufferToFramebuffer(srcFB, destFB,
srcSize, destSize,
internalFBs);
return;
}
GLuint tex = CreateTextureForOffscreen(mGL, srcFormats, srcSize);
MOZ_ASSERT(tex);
BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize, internalFBs);
BlitTextureToFramebuffer(tex, destFB, srcSize, destSize, internalFBs);
mGL->fDeleteTextures(1, &tex);
}
void
GLBlitHelper::BindAndUploadYUVTexture(Channel which,
uint32_t width,
uint32_t height,
void* data,
bool needsAllocation)
{
MOZ_ASSERT(which < Channel_Max, "Invalid channel!");
GLuint* srcTexArr[3] = {&mSrcTexY, &mSrcTexCb, &mSrcTexCr};
GLuint& tex = *srcTexArr[which];
if (!tex) {
MOZ_ASSERT(needsAllocation);
tex = CreateTexture(mGL, LOCAL_GL_LUMINANCE, LOCAL_GL_LUMINANCE, LOCAL_GL_UNSIGNED_BYTE,
gfx::IntSize(width, height), false);
}
mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + which);
mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, tex);
if (!needsAllocation) {
mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
0,
0,
0,
width,
height,
LOCAL_GL_LUMINANCE,
LOCAL_GL_UNSIGNED_BYTE,
data);
} else {
mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_LUMINANCE,
width,
height,
0,
LOCAL_GL_LUMINANCE,
LOCAL_GL_UNSIGNED_BYTE,
data);
}
}
#ifdef MOZ_WIDGET_GONK
void
GLBlitHelper::BindAndUploadExternalTexture(EGLImage image)
{
MOZ_ASSERT(image != EGL_NO_IMAGE, "Bad EGLImage");
if (!mSrcTexEGL) {
mGL->fGenTextures(1, &mSrcTexEGL);
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL_OES, mSrcTexEGL);
mGL->fTexParameteri(LOCAL_GL_TEXTURE_EXTERNAL_OES, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
mGL->fTexParameteri(LOCAL_GL_TEXTURE_EXTERNAL_OES, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
mGL->fTexParameteri(LOCAL_GL_TEXTURE_EXTERNAL_OES, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
mGL->fTexParameteri(LOCAL_GL_TEXTURE_EXTERNAL_OES, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
} else {
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL_OES, mSrcTexEGL);
}
mGL->fEGLImageTargetTexture2D(LOCAL_GL_TEXTURE_EXTERNAL_OES, image);
}
bool
GLBlitHelper::BlitGrallocImage(layers::GrallocImage* grallocImage, bool yFlip)
{
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
EGLint attrs[] = {
LOCAL_EGL_IMAGE_PRESERVED, LOCAL_EGL_TRUE,
LOCAL_EGL_NONE, LOCAL_EGL_NONE
};
EGLImage image = sEGLLibrary.fCreateImage(sEGLLibrary.Display(),
EGL_NO_CONTEXT,
LOCAL_EGL_NATIVE_BUFFER_ANDROID,
grallocImage->GetNativeBuffer(), attrs);
if (image == EGL_NO_IMAGE)
return false;
int oldBinding = 0;
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL_OES, &oldBinding);
BindAndUploadExternalTexture(image);
mGL->fUniform1f(mYFlipLoc, yFlip ? (float)1.0f : (float)0.0f);
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
sEGLLibrary.fDestroyImage(sEGLLibrary.Display(), image);
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL_OES, oldBinding);
return true;
}
#endif
#ifdef MOZ_WIDGET_ANDROID
bool
GLBlitHelper::BlitSurfaceTextureImage(layers::SurfaceTextureImage* stImage)
{
AndroidSurfaceTexture* surfaceTexture = stImage->GetData()->mSurfTex;
bool yFlip = stImage->GetData()->mInverted;
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
if (!surfaceTexture->Attach(mGL)) {
return false;
}
// UpdateTexImage() changes the EXTERNAL binding, so save it here
// so we can restore it after.
int oldBinding = 0;
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldBinding);
surfaceTexture->UpdateTexImage();
gfx::Matrix4x4 transform;
surfaceTexture->GetTransformMatrix(transform);
mGL->fUniformMatrix4fv(mTextureTransformLoc, 1, false, &transform._11);
mGL->fUniform1f(mYFlipLoc, yFlip ? 1.0f : 0.0f);
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
surfaceTexture->Detach();
mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL, oldBinding);
return true;
}
#endif
bool
GLBlitHelper::BlitPlanarYCbCrImage(layers::PlanarYCbCrImage* yuvImage, bool yFlip)
{
ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
const PlanarYCbCrData* yuvData = yuvImage->GetData();
bool needsAllocation = false;
if (mTexWidth != yuvData->mYStride || mTexHeight != yuvData->mYSize.height) {
mTexWidth = yuvData->mYStride;
mTexHeight = yuvData->mYSize.height;
needsAllocation = true;
}
GLint oldTex[3];
for (int i = 0; i < 3; i++) {
mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex[i]);
}
BindAndUploadYUVTexture(Channel_Y, yuvData->mYStride, yuvData->mYSize.height, yuvData->mYChannel, needsAllocation);
BindAndUploadYUVTexture(Channel_Cb, yuvData->mCbCrStride, yuvData->mCbCrSize.height, yuvData->mCbChannel, needsAllocation);
BindAndUploadYUVTexture(Channel_Cr, yuvData->mCbCrStride, yuvData->mCbCrSize.height, yuvData->mCrChannel, needsAllocation);
mGL->fUniform1f(mYFlipLoc, yFlip ? (float)1.0 : (float)0.0);
if (needsAllocation) {
mGL->fUniform2f(mYTexScaleLoc, (float)yuvData->mYSize.width/yuvData->mYStride, 1.0f);
mGL->fUniform2f(mCbCrTexScaleLoc, (float)yuvData->mCbCrSize.width/yuvData->mCbCrStride, 1.0f);
}
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
for (int i = 0; i < 3; i++) {
mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, oldTex[i]);
}
return true;
}
bool
GLBlitHelper::BlitImageToFramebuffer(layers::Image* srcImage,
const gfx::IntSize& destSize,
GLuint destFB,
bool yFlip,
GLuint xoffset,
GLuint yoffset,
GLuint cropWidth,
GLuint cropHeight)
{
ScopedGLDrawState autoStates(mGL);
BlitType type;
switch (srcImage->GetFormat()) {
case ImageFormat::PLANAR_YCBCR:
type = ConvertPlanarYCbCr;
break;
case ImageFormat::GRALLOC_PLANAR_YCBCR:
#ifdef MOZ_WIDGET_GONK
type = ConvertGralloc;
break;
#endif
#ifdef MOZ_WIDGET_ANDROID
case ImageFormat::SURFACE_TEXTURE:
type = ConvertSurfaceTexture;
break;
#endif
default:
return false;
}
bool init = InitTexQuadProgram(type);
if (!init) {
return false;
}
ScopedBindFramebuffer boundFB(mGL, destFB);
mGL->fColorMask(LOCAL_GL_TRUE, LOCAL_GL_TRUE, LOCAL_GL_TRUE, LOCAL_GL_TRUE);
mGL->fViewport(0, 0, destSize.width, destSize.height);
if (xoffset != 0 && yoffset != 0 && cropWidth != 0 && cropHeight != 0) {
mGL->fEnable(LOCAL_GL_SCISSOR_TEST);
mGL->fScissor(xoffset, yoffset, (GLsizei)cropWidth, (GLsizei)cropHeight);
}
#ifdef MOZ_WIDGET_GONK
if (type == ConvertGralloc) {
layers::GrallocImage* grallocImage = static_cast<layers::GrallocImage*>(srcImage);
return BlitGrallocImage(grallocImage, yFlip);
}
#endif
if (type == ConvertPlanarYCbCr) {
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1);
PlanarYCbCrImage* yuvImage = static_cast<PlanarYCbCrImage*>(srcImage);
return BlitPlanarYCbCrImage(yuvImage, yFlip);
}
#ifdef MOZ_WIDGET_ANDROID
if (type == ConvertSurfaceTexture) {
layers::SurfaceTextureImage* stImage = static_cast<layers::SurfaceTextureImage*>(srcImage);
return BlitSurfaceTextureImage(stImage);
}
#endif
return false;
}
bool
GLBlitHelper::BlitImageToTexture(layers::Image* srcImage,
const gfx::IntSize& destSize,
GLuint destTex,
GLenum destTarget,
bool yFlip,
GLuint xoffset,
GLuint yoffset,
GLuint cropWidth,
GLuint cropHeight)
{
ScopedGLDrawState autoStates(mGL);
if (!mFBO) {
mGL->fGenFramebuffers(1, &mFBO);
}
ScopedBindFramebuffer boundFB(mGL, mFBO);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, destTarget, destTex, 0);
return BlitImageToFramebuffer(srcImage, destSize, mFBO, yFlip, xoffset, yoffset,
cropWidth, cropHeight);
}
void
GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget,
bool internalFBs)
{
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,
internalFBs);
return;
}
BlitType type;
switch (srcTarget)
{
case LOCAL_GL_TEXTURE_2D:
type = BlitTex2D;
break;
case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
type = BlitTexRect;
break;
default:
printf_stderr("Fatal Error: Failed to prepare to blit texture->framebuffer.\n");
MOZ_CRASH();
break;
}
ScopedGLDrawState autoStates(mGL);
if (internalFBs) {
mGL->Screen()->BindFB_Internal(destFB);
} else {
mGL->BindFB(destFB);
}
// Does destructive things to (only!) what we just saved above.
bool good = UseTexQuadProgram(type, 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("Fatal Error: Failed to prepare to blit texture->framebuffer.\n");
MOZ_CRASH();
}
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
}
void
GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum destTarget,
bool internalFBs)
{
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,
internalFBs);
return;
}
ScopedBindTexture autoTex(mGL, destTex, destTarget);
ScopedBindFramebuffer boundFB(mGL);
if (internalFBs) {
mGL->Screen()->BindFB_Internal(srcFB);
} else {
mGL->BindFB(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);
}
}
}