gecko/gfx/layers/opengl/CompositorOGL.cpp
Jeff Muizelaar 4b0029fdf7 Bug 1073036. layers: Track program state more carefully to avoid setting unnecessarily. r=nical
This introduces some infrastructure to start tracking the program state more carefully. Currently
it only tracks the program because UseProgram was showing up the most in profiles, but more
state could also be added as needed.

--HG--
extra : rebase_source : 289ab867ef63032f7604a6cbe6d0230fd0a9411a
2014-11-10 14:34:06 -05:00

1616 lines
52 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 "CompositorOGL.h"
#include <stddef.h> // for size_t
#include <stdint.h> // for uint32_t, uint8_t
#include <stdlib.h> // for free, malloc
#include "GLContextProvider.h" // for GLContextProvider
#include "GLContext.h" // for GLContext
#include "GLUploadHelpers.h"
#include "Layers.h" // for WriteSnapshotToDumpFile
#include "LayerScope.h" // for LayerScope
#include "gfx2DGlue.h" // for ThebesFilter
#include "gfxCrashReporterUtils.h" // for ScopedGfxFeatureReporter
#include "GraphicsFilter.h" // for GraphicsFilter
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxRect.h" // for gfxRect
#include "gfxUtils.h" // for NextPowerOfTwo, gfxUtils, etc
#include "mozilla/ArrayUtils.h" // for ArrayLength
#include "mozilla/Preferences.h" // for Preferences
#include "mozilla/gfx/BasePoint.h" // for BasePoint
#include "mozilla/gfx/Matrix.h" // for Matrix4x4, Matrix
#include "mozilla/layers/LayerManagerComposite.h" // for LayerComposite, etc
#include "mozilla/layers/CompositingRenderTargetOGL.h"
#include "mozilla/layers/Effects.h" // for EffectChain, TexturedEffect, etc
#include "mozilla/layers/TextureHost.h" // for TextureSource, etc
#include "mozilla/layers/TextureHostOGL.h" // for TextureSourceOGL, etc
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "nsAString.h"
#include "nsIConsoleService.h" // for nsIConsoleService, etc
#include "nsIWidget.h" // for nsIWidget
#include "nsLiteralString.h" // for NS_LITERAL_STRING
#include "nsMathUtils.h" // for NS_roundf
#include "nsRect.h" // for nsIntRect
#include "nsServiceManagerUtils.h" // for do_GetService
#include "nsString.h" // for nsString, nsAutoCString, etc
#include "ScopedGLHelpers.h"
#include "GLReadTexImageHelper.h"
#include "GLBlitTextureImageHelper.h"
#include "TiledLayerBuffer.h" // for TiledLayerComposer
#include "HeapCopyOfStackArray.h"
#if MOZ_WIDGET_ANDROID
#include "TexturePoolOGL.h"
#endif
#ifdef XP_MACOSX
#include "nsCocoaFeatures.h"
#endif
#include "GeckoProfiler.h"
#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
#include "libdisplay/GonkDisplay.h" // for GonkDisplay
#include <ui/Fence.h>
#endif
namespace mozilla {
using namespace std;
using namespace gfx;
namespace layers {
using namespace mozilla::gl;
static void
BindMaskForProgram(ShaderProgramOGL* aProgram, TextureSourceOGL* aSourceMask,
GLenum aTexUnit, const gfx::Matrix4x4& aTransform)
{
MOZ_ASSERT(LOCAL_GL_TEXTURE0 <= aTexUnit && aTexUnit <= LOCAL_GL_TEXTURE31);
aSourceMask->BindTexture(aTexUnit, gfx::Filter::LINEAR);
aProgram->SetMaskTextureUnit(aTexUnit - LOCAL_GL_TEXTURE0);
aProgram->SetMaskLayerTransform(aTransform);
}
CompositorOGL::CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth,
int aSurfaceHeight, bool aUseExternalSurfaceSize)
: mWidget(aWidget)
, mWidgetSize(-1, -1)
, mSurfaceSize(aSurfaceWidth, aSurfaceHeight)
, mHasBGRA(0)
, mUseExternalSurfaceSize(aUseExternalSurfaceSize)
, mFrameInProgress(false)
, mDestroyed(false)
, mHeight(0)
, mCurrentProgram(nullptr)
{
MOZ_COUNT_CTOR(CompositorOGL);
SetBackend(LayersBackend::LAYERS_OPENGL);
}
CompositorOGL::~CompositorOGL()
{
MOZ_COUNT_DTOR(CompositorOGL);
Destroy();
}
already_AddRefed<mozilla::gl::GLContext>
CompositorOGL::CreateContext()
{
nsRefPtr<GLContext> context;
#ifdef XP_WIN
if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) {
printf_stderr("Trying GL layers...\n");
context = gl::GLContextProviderEGL::CreateForWindow(mWidget);
}
#endif
// Allow to create offscreen GL context for main Layer Manager
if (!context && PR_GetEnv("MOZ_LAYERS_PREFER_OFFSCREEN")) {
SurfaceCaps caps = SurfaceCaps::ForRGB();
caps.preserve = false;
caps.bpp16 = gfxPlatform::GetPlatform()->GetOffscreenFormat() == gfxImageFormat::RGB16_565;
context = GLContextProvider::CreateOffscreen(gfxIntSize(mSurfaceSize.width,
mSurfaceSize.height), caps);
}
if (!context)
context = gl::GLContextProvider::CreateForWindow(mWidget);
if (!context) {
NS_WARNING("Failed to create CompositorOGL context");
}
return context.forget();
}
void
CompositorOGL::Destroy()
{
if (mTexturePool) {
mTexturePool->Clear();
mTexturePool = nullptr;
}
if (!mDestroyed) {
mDestroyed = true;
CleanupResources();
}
}
void
CompositorOGL::CleanupResources()
{
if (!mGLContext)
return;
nsRefPtr<GLContext> ctx = mGLContext->GetSharedContext();
if (!ctx) {
ctx = mGLContext;
}
for (std::map<ShaderConfigOGL, ShaderProgramOGL *>::iterator iter = mPrograms.begin();
iter != mPrograms.end();
iter++) {
delete iter->second;
}
mPrograms.clear();
if (!ctx->MakeCurrent()) {
mQuadVBO = 0;
mGLContext = nullptr;
return;
}
ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mQuadVBO) {
ctx->fDeleteBuffers(1, &mQuadVBO);
mQuadVBO = 0;
}
mGLContext->MakeCurrent();
mBlitTextureImageHelper = nullptr;
mContextStateTracker.DestroyOGL(mGLContext);
// On the main thread the Widget will be destroyed soon and calling MakeCurrent
// after that could cause a crash (at least with GLX, see bug 1059793), unless
// context is marked as destroyed.
// There may be some textures still alive that will try to call MakeCurrent on
// the context so let's make sure it is marked destroyed now.
mGLContext->MarkDestroyed();
mGLContext = nullptr;
}
bool
CompositorOGL::Initialize()
{
bool force = gfxPrefs::LayersAccelerationForceEnabled();
ScopedGfxFeatureReporter reporter("GL Layers", force);
// Do not allow double initialization
NS_ABORT_IF_FALSE(mGLContext == nullptr, "Don't reinitialize CompositorOGL");
mGLContext = CreateContext();
#ifdef MOZ_WIDGET_ANDROID
if (!mGLContext)
NS_RUNTIMEABORT("We need a context on Android");
#endif
if (!mGLContext)
return false;
MakeCurrent();
mHasBGRA =
mGLContext->IsExtensionSupported(gl::GLContext::EXT_texture_format_BGRA8888) ||
mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra);
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
mGLContext->fEnable(LOCAL_GL_BLEND);
// initialise a common shader to check that we can actually compile a shader
RefPtr<EffectSolidColor> effect = new EffectSolidColor(Color(0, 0, 0, 0));
ShaderConfigOGL config = GetShaderConfigFor(effect);
if (!GetShaderProgramFor(config)) {
return false;
}
if (mGLContext->WorkAroundDriverBugs()) {
/**
* We'll test the ability here to bind NPOT textures to a framebuffer, if
* this fails we'll try ARB_texture_rectangle.
*/
GLenum textureTargets[] = {
LOCAL_GL_TEXTURE_2D,
LOCAL_GL_NONE
};
if (!mGLContext->IsGLES()) {
// No TEXTURE_RECTANGLE_ARB available on ES2
textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB;
}
mFBOTextureTarget = LOCAL_GL_NONE;
GLuint testFBO = 0;
mGLContext->fGenFramebuffers(1, &testFBO);
GLuint testTexture = 0;
for (uint32_t i = 0; i < ArrayLength(textureTargets); i++) {
GLenum target = textureTargets[i];
if (!target)
continue;
mGLContext->fGenTextures(1, &testTexture);
mGLContext->fBindTexture(target, testTexture);
mGLContext->fTexParameteri(target,
LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_NEAREST);
mGLContext->fTexParameteri(target,
LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_NEAREST);
mGLContext->fTexImage2D(target,
0,
LOCAL_GL_RGBA,
5, 3, /* sufficiently NPOT */
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
nullptr);
// unbind this texture, in preparation for binding it to the FBO
mGLContext->fBindTexture(target, 0);
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, testFBO);
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
target,
testTexture,
0);
if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
LOCAL_GL_FRAMEBUFFER_COMPLETE)
{
mFBOTextureTarget = target;
mGLContext->fDeleteTextures(1, &testTexture);
break;
}
mGLContext->fDeleteTextures(1, &testTexture);
}
if (testFBO) {
mGLContext->fDeleteFramebuffers(1, &testFBO);
}
if (mFBOTextureTarget == LOCAL_GL_NONE) {
/* Unable to find a texture target that works with FBOs and NPOT textures */
return false;
}
} else {
// not trying to work around driver bugs, so TEXTURE_2D should just work
mFBOTextureTarget = LOCAL_GL_TEXTURE_2D;
}
// back to default framebuffer, to avoid confusion
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
/* If we're using TEXTURE_RECTANGLE, then we must have the ARB
* extension -- the EXT variant does not provide support for
* texture rectangle access inside GLSL (sampler2DRect,
* texture2DRect).
*/
if (!mGLContext->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle))
return false;
}
/* Create a simple quad VBO */
mGLContext->fGenBuffers(1, &mQuadVBO);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
// 4 quads, with the number of the quad (vertexID) encoded in w.
GLfloat vertices[] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 2.0f,
1.0f, 0.0f, 0.0f, 2.0f,
0.0f, 1.0f, 0.0f, 2.0f,
1.0f, 0.0f, 0.0f, 2.0f,
0.0f, 1.0f, 0.0f, 2.0f,
1.0f, 1.0f, 0.0f, 2.0f,
0.0f, 0.0f, 0.0f, 3.0f,
1.0f, 0.0f, 0.0f, 3.0f,
0.0f, 1.0f, 0.0f, 3.0f,
1.0f, 0.0f, 0.0f, 3.0f,
0.0f, 1.0f, 0.0f, 3.0f,
1.0f, 1.0f, 0.0f, 3.0f,
};
HeapCopyOfStackArray<GLfloat> verticesOnHeap(vertices);
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
verticesOnHeap.ByteLength(),
verticesOnHeap.Data(),
LOCAL_GL_STATIC_DRAW);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
nsCOMPtr<nsIConsoleService>
console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
if (console) {
nsString msg;
msg +=
NS_LITERAL_STRING("OpenGL compositor Initialized Succesfully.\nVersion: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION)));
msg += NS_LITERAL_STRING("\nVendor: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR)));
msg += NS_LITERAL_STRING("\nRenderer: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER)));
msg += NS_LITERAL_STRING("\nFBO Texture Target: ");
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D)
msg += NS_LITERAL_STRING("TEXTURE_2D");
else
msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE");
console->LogStringMessage(msg.get());
}
reporter.SetSuccessful();
return true;
}
// |aRect| is the rectangle we want to draw to. We will draw it with
// up to 4 draw commands if necessary to avoid wrapping.
// |aTexCoordRect| is the rectangle from the texture that we want to
// draw using the given program.
// |aTexture| is the texture we are drawing. Its actual size can be
// larger than the rectangle given by |texCoordRect|.
void
CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const Rect& aRect,
const Rect& aTexCoordRect,
TextureSource *aTexture)
{
Rect layerRects[4];
Rect textureRects[4];
size_t rects = DecomposeIntoNoRepeatRects(aRect,
aTexCoordRect,
&layerRects,
&textureRects);
BindAndDrawQuads(aProg, rects, layerRects, textureRects);
}
void
CompositorOGL::PrepareViewport(const gfx::IntSize& aSize)
{
// Set the viewport correctly.
mGLContext->fViewport(0, 0, aSize.width, aSize.height);
mHeight = aSize.height;
// We flip the view matrix around so that everything is right-side up; we're
// drawing directly into the window's back buffer, so this keeps things
// looking correct.
// XXX: We keep track of whether the window size changed, so we could skip
// this update if it hadn't changed since the last call.
// Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0,
// 2, 2) and flip the contents.
Matrix viewMatrix;
if (mGLContext->IsOffscreen()) {
// In case of rendering via GL Offscreen context, disable Y-Flipping
viewMatrix.PreTranslate(-1.0, -1.0);
viewMatrix.PreScale(2.0f / float(aSize.width), 2.0f / float(aSize.height));
} else {
viewMatrix.PreTranslate(-1.0, 1.0);
viewMatrix.PreScale(2.0f / float(aSize.width), 2.0f / float(aSize.height));
viewMatrix.PreScale(1.0f, -1.0f);
}
MOZ_ASSERT(mCurrentRenderTarget, "No destination");
// If we're drawing directly to the window then we want to offset
// drawing by the render offset.
if (!mTarget && mCurrentRenderTarget->IsWindow()) {
viewMatrix.PreTranslate(mRenderOffset.x, mRenderOffset.y);
}
Matrix4x4 matrix3d = Matrix4x4::From2D(viewMatrix);
matrix3d._33 = 0.0f;
mProjMatrix = matrix3d;
}
TemporaryRef<CompositingRenderTarget>
CompositorOGL::CreateRenderTarget(const IntRect &aRect, SurfaceInitMode aInit)
{
MOZ_ASSERT(aRect.width != 0 && aRect.height != 0, "Trying to create a render target of invalid size");
if (aRect.width * aRect.height == 0) {
return nullptr;
}
GLuint tex = 0;
GLuint fbo = 0;
CreateFBOWithTexture(aRect, false, 0, &fbo, &tex);
RefPtr<CompositingRenderTargetOGL> surface
= new CompositingRenderTargetOGL(this, aRect.TopLeft(), tex, fbo);
surface->Initialize(aRect.Size(), mFBOTextureTarget, aInit);
return surface.forget();
}
TemporaryRef<CompositingRenderTarget>
CompositorOGL::CreateRenderTargetFromSource(const IntRect &aRect,
const CompositingRenderTarget *aSource,
const IntPoint &aSourcePoint)
{
MOZ_ASSERT(aRect.width != 0 && aRect.height != 0, "Trying to create a render target of invalid size");
if (aRect.width * aRect.height == 0) {
return nullptr;
}
GLuint tex = 0;
GLuint fbo = 0;
const CompositingRenderTargetOGL* sourceSurface
= static_cast<const CompositingRenderTargetOGL*>(aSource);
IntRect sourceRect(aSourcePoint, aRect.Size());
if (aSource) {
CreateFBOWithTexture(sourceRect, true, sourceSurface->GetFBO(),
&fbo, &tex);
} else {
CreateFBOWithTexture(sourceRect, true, 0,
&fbo, &tex);
}
RefPtr<CompositingRenderTargetOGL> surface
= new CompositingRenderTargetOGL(this, aRect.TopLeft(), tex, fbo);
surface->Initialize(aRect.Size(),
mFBOTextureTarget,
INIT_MODE_NONE);
return surface.forget();
}
void
CompositorOGL::SetRenderTarget(CompositingRenderTarget *aSurface)
{
MOZ_ASSERT(aSurface);
CompositingRenderTargetOGL* surface
= static_cast<CompositingRenderTargetOGL*>(aSurface);
if (mCurrentRenderTarget != surface) {
mCurrentRenderTarget = surface;
mContextStateTracker.PopOGLSection(gl(), "Frame");
mContextStateTracker.PushOGLSection(gl(), "Frame");
surface->BindRenderTarget();
}
}
CompositingRenderTarget*
CompositorOGL::GetCurrentRenderTarget() const
{
return mCurrentRenderTarget;
}
static GLenum
GetFrameBufferInternalFormat(GLContext* gl,
GLuint aFrameBuffer,
nsIWidget* aWidget)
{
if (aFrameBuffer == 0) { // default framebuffer
return aWidget->GetGLFrameBufferFormat();
}
return LOCAL_GL_RGBA;
}
/*
* Returns a size that is larger than and closest to aSize where both
* width and height are powers of two.
* If the OpenGL setup is capable of using non-POT textures, then it
* will just return aSize.
*/
static IntSize
CalculatePOTSize(const IntSize& aSize, GLContext* gl)
{
if (CanUploadNonPowerOfTwo(gl))
return aSize;
return IntSize(NextPowerOfTwo(aSize.width), NextPowerOfTwo(aSize.height));
}
void
CompositorOGL::ClearRect(const gfx::Rect& aRect)
{
// Map aRect to OGL coordinates, origin:bottom-left
GLint y = mHeight - (aRect.y + aRect.height);
ScopedGLState scopedScissorTestState(mGLContext, LOCAL_GL_SCISSOR_TEST, true);
ScopedScissorRect autoScissorRect(mGLContext, aRect.x, y, aRect.width, aRect.height);
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
}
void
CompositorOGL::BeginFrame(const nsIntRegion& aInvalidRegion,
const Rect *aClipRectIn,
const Rect& aRenderBounds,
Rect *aClipRectOut,
Rect *aRenderBoundsOut)
{
PROFILER_LABEL("CompositorOGL", "BeginFrame",
js::ProfileEntry::Category::GRAPHICS);
MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame or AbortFrame");
mFrameInProgress = true;
gfx::Rect rect;
if (mUseExternalSurfaceSize) {
rect = gfx::Rect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
rect = gfx::Rect(aRenderBounds.x, aRenderBounds.y, aRenderBounds.width, aRenderBounds.height);
}
if (aRenderBoundsOut) {
*aRenderBoundsOut = rect;
}
GLint width = rect.width;
GLint height = rect.height;
// We can't draw anything to something with no area
// so just return
if (width == 0 || height == 0)
return;
// If the widget size changed, we have to force a MakeCurrent
// to make sure that GL sees the updated widget size.
if (mWidgetSize.width != width ||
mWidgetSize.height != height)
{
MakeCurrent(ForceMakeCurrent);
mWidgetSize.width = width;
mWidgetSize.height = height;
} else {
MakeCurrent();
}
mPixelsPerFrame = width * height;
mPixelsFilled = 0;
#if MOZ_WIDGET_ANDROID
TexturePoolOGL::Fill(gl());
#endif
mCurrentRenderTarget =
CompositingRenderTargetOGL::RenderTargetForWindow(this,
IntSize(width, height));
mCurrentRenderTarget->BindRenderTarget();
mContextStateTracker.PushOGLSection(gl(), "Frame");
#ifdef DEBUG
mWindowRenderTarget = mCurrentRenderTarget;
#endif
// Default blend function implements "OVER"
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
mGLContext->fEnable(LOCAL_GL_BLEND);
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
if (aClipRectOut && !aClipRectIn) {
aClipRectOut->SetRect(0, 0, width, height);
}
// If the Android compositor is being used, this clear will be done in
// DrawWindowUnderlay. Make sure the bits used here match up with those used
// in mobile/android/base/gfx/LayerRenderer.java
#ifndef MOZ_WIDGET_ANDROID
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
#endif
}
void
CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, bool aCopyFromSource,
GLuint aSourceFrameBuffer,
GLuint *aFBO, GLuint *aTexture)
{
// we're about to create a framebuffer backed by textures to use as an intermediate
// surface. What to do if its size (as given by aRect) would exceed the
// maximum texture size supported by the GL? The present code chooses the compromise
// of just clamping the framebuffer's size to the max supported size.
// This gives us a lower resolution rendering of the intermediate surface (children layers).
// See bug 827170 for a discussion.
IntRect clampedRect = aRect;
int32_t maxTexSize = GetMaxTextureSize();
clampedRect.width = std::min(clampedRect.width, maxTexSize);
clampedRect.height = std::min(clampedRect.height, maxTexSize);
GLuint tex, fbo;
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
mGLContext->fGenTextures(1, &tex);
mGLContext->fBindTexture(mFBOTextureTarget, tex);
if (aCopyFromSource) {
GLuint curFBO = mCurrentRenderTarget->GetFBO();
if (curFBO != aSourceFrameBuffer) {
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aSourceFrameBuffer);
}
// We're going to create an RGBA temporary fbo. But to
// CopyTexImage() from the current framebuffer, the framebuffer's
// format has to be compatible with the new texture's. So we
// check the format of the framebuffer here and take a slow path
// if it's incompatible.
GLenum format =
GetFrameBufferInternalFormat(gl(), aSourceFrameBuffer, mWidget);
bool isFormatCompatibleWithRGBA
= gl()->IsGLES() ? (format == LOCAL_GL_RGBA)
: true;
if (isFormatCompatibleWithRGBA) {
mGLContext->fCopyTexImage2D(mFBOTextureTarget,
0,
LOCAL_GL_RGBA,
clampedRect.x, FlipY(clampedRect.y + clampedRect.height),
clampedRect.width, clampedRect.height,
0);
} else {
// Curses, incompatible formats. Take a slow path.
// RGBA
size_t bufferSize = clampedRect.width * clampedRect.height * 4;
nsAutoArrayPtr<uint8_t> buf(new uint8_t[bufferSize]);
mGLContext->fReadPixels(clampedRect.x, clampedRect.y,
clampedRect.width, clampedRect.height,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
buf);
mGLContext->fTexImage2D(mFBOTextureTarget,
0,
LOCAL_GL_RGBA,
clampedRect.width, clampedRect.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
buf);
}
GLenum error = mGLContext->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
nsAutoCString msg;
msg.AppendPrintf("Texture initialization failed! -- error 0x%x, Source %d, Source format %d, RGBA Compat %d",
error, aSourceFrameBuffer, format, isFormatCompatibleWithRGBA);
NS_ERROR(msg.get());
}
} else {
mGLContext->fTexImage2D(mFBOTextureTarget,
0,
LOCAL_GL_RGBA,
clampedRect.width, clampedRect.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
nullptr);
}
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_LINEAR);
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_LINEAR);
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S,
LOCAL_GL_CLAMP_TO_EDGE);
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T,
LOCAL_GL_CLAMP_TO_EDGE);
mGLContext->fBindTexture(mFBOTextureTarget, 0);
mGLContext->fGenFramebuffers(1, &fbo);
*aFBO = fbo;
*aTexture = tex;
}
ShaderConfigOGL
CompositorOGL::GetShaderConfigFor(Effect *aEffect,
MaskType aMask,
gfx::CompositionOp aOp,
bool aColorMatrix) const
{
ShaderConfigOGL config;
switch(aEffect->mType) {
case EffectTypes::SOLID_COLOR:
config.SetRenderColor(true);
break;
case EffectTypes::YCBCR:
config.SetYCbCr(true);
break;
case EffectTypes::COMPONENT_ALPHA:
{
config.SetComponentAlpha(true);
EffectComponentAlpha* effectComponentAlpha =
static_cast<EffectComponentAlpha*>(aEffect);
gfx::SurfaceFormat format = effectComponentAlpha->mOnWhite->GetFormat();
config.SetRBSwap(format == gfx::SurfaceFormat::B8G8R8A8 ||
format == gfx::SurfaceFormat::B8G8R8X8);
break;
}
case EffectTypes::RENDER_TARGET:
config.SetTextureTarget(mFBOTextureTarget);
break;
default:
{
MOZ_ASSERT(aEffect->mType == EffectTypes::RGB);
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffect);
TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL();
MOZ_ASSERT_IF(source->GetTextureTarget() == LOCAL_GL_TEXTURE_EXTERNAL,
source->GetFormat() == gfx::SurfaceFormat::R8G8B8A8 ||
source->GetFormat() == gfx::SurfaceFormat::R8G8B8X8);
MOZ_ASSERT_IF(source->GetTextureTarget() == LOCAL_GL_TEXTURE_RECTANGLE_ARB,
source->GetFormat() == gfx::SurfaceFormat::R8G8B8A8 ||
source->GetFormat() == gfx::SurfaceFormat::R8G8B8X8 ||
source->GetFormat() == gfx::SurfaceFormat::R5G6B5);
config = ShaderConfigFromTargetAndFormat(source->GetTextureTarget(),
source->GetFormat());
if (aOp == gfx::CompositionOp::OP_MULTIPLY &&
!texturedEffect->mPremultiplied) {
// We can do these blend modes just using glBlendFunc but we need the data
// to be premultiplied first.
config.SetPremultiply(true);
}
break;
}
}
config.SetColorMatrix(aColorMatrix);
config.SetMask2D(aMask == MaskType::Mask2d);
config.SetMask3D(aMask == MaskType::Mask3d);
return config;
}
ShaderProgramOGL*
CompositorOGL::GetShaderProgramFor(const ShaderConfigOGL &aConfig)
{
std::map<ShaderConfigOGL, ShaderProgramOGL *>::iterator iter = mPrograms.find(aConfig);
if (iter != mPrograms.end())
return iter->second;
ProgramProfileOGL profile = ProgramProfileOGL::GetProfileFor(aConfig);
ShaderProgramOGL *shader = new ShaderProgramOGL(gl(), profile);
if (!shader->Initialize()) {
delete shader;
return nullptr;
}
mPrograms[aConfig] = shader;
return shader;
}
void
CompositorOGL::ActivateProgram(ShaderProgramOGL* aProg)
{
if (mCurrentProgram != aProg) {
gl()->fUseProgram(aProg->GetProgram());
mCurrentProgram = aProg;
}
}
void
CompositorOGL::ResetProgram()
{
mCurrentProgram = nullptr;
}
static bool SetBlendMode(GLContext* aGL, gfx::CompositionOp aBlendMode, bool aIsPremultiplied = true)
{
if (aBlendMode == gfx::CompositionOp::OP_OVER && aIsPremultiplied) {
return false;
}
GLenum srcBlend;
GLenum dstBlend;
GLenum srcAlphaBlend = LOCAL_GL_ONE;
GLenum dstAlphaBlend = LOCAL_GL_ONE;
switch (aBlendMode) {
case gfx::CompositionOp::OP_OVER:
MOZ_ASSERT(!aIsPremultiplied);
srcBlend = LOCAL_GL_SRC_ALPHA;
dstBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA;
break;
case gfx::CompositionOp::OP_SCREEN:
srcBlend = aIsPremultiplied ? LOCAL_GL_ONE : LOCAL_GL_SRC_ALPHA;
dstBlend = LOCAL_GL_ONE_MINUS_SRC_COLOR;
break;
case gfx::CompositionOp::OP_MULTIPLY:
// If the source data was un-premultiplied we should have already
// asked the fragment shader to fix that.
srcBlend = LOCAL_GL_DST_COLOR;
dstBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA;
break;
case gfx::CompositionOp::OP_SOURCE:
srcBlend = aIsPremultiplied ? LOCAL_GL_ONE : LOCAL_GL_SRC_ALPHA;
dstBlend = LOCAL_GL_ZERO;
srcAlphaBlend = LOCAL_GL_ONE;
dstAlphaBlend = LOCAL_GL_ZERO;
break;
default:
MOZ_ASSERT_UNREACHABLE("Unsupported blend mode!");
return false;
}
aGL->fBlendFuncSeparate(srcBlend, dstBlend,
srcAlphaBlend, dstAlphaBlend);
return true;
}
void
CompositorOGL::DrawQuad(const Rect& aRect,
const Rect& aClipRect,
const EffectChain &aEffectChain,
Float aOpacity,
const gfx::Matrix4x4 &aTransform)
{
PROFILER_LABEL("CompositorOGL", "DrawQuad",
js::ProfileEntry::Category::GRAPHICS);
MOZ_ASSERT(mFrameInProgress, "frame not started");
MOZ_ASSERT(mCurrentRenderTarget, "No destination");
Rect clipRect = aClipRect;
// aClipRect is in destination coordinate space (after all
// transforms and offsets have been applied) so if our
// drawing is going to be shifted by mRenderOffset then we need
// to shift the clip rect by the same amount.
if (!mTarget && mCurrentRenderTarget->IsWindow()) {
clipRect.MoveBy(mRenderOffset.x, mRenderOffset.y);
}
IntRect intClipRect;
clipRect.ToIntRect(&intClipRect);
gl()->fScissor(intClipRect.x, FlipY(intClipRect.y + intClipRect.height),
intClipRect.width, intClipRect.height);
LayerScope::SendEffectChain(mGLContext, aEffectChain,
aRect.width, aRect.height);
MaskType maskType;
EffectMask* effectMask;
TextureSourceOGL* sourceMask = nullptr;
gfx::Matrix4x4 maskQuadTransform;
if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
effectMask = static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
sourceMask = effectMask->mMaskTexture->AsSourceOGL();
// NS_ASSERTION(textureMask->IsAlpha(),
// "OpenGL mask layers must be backed by alpha surfaces");
// We're assuming that the gl backend won't cheat and use NPOT
// textures when glContext says it can't (which seems to happen
// on a mac when you force POT textures)
IntSize maskSize = CalculatePOTSize(effectMask->mSize, mGLContext);
const gfx::Matrix4x4& maskTransform = effectMask->mMaskTransform;
NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
Rect bounds = Rect(Point(), Size(maskSize));
bounds = maskTransform.As2D().TransformBounds(bounds);
maskQuadTransform._11 = 1.0f/bounds.width;
maskQuadTransform._22 = 1.0f/bounds.height;
maskQuadTransform._41 = float(-bounds.x)/bounds.width;
maskQuadTransform._42 = float(-bounds.y)/bounds.height;
maskType = effectMask->mIs3D
? MaskType::Mask3d
: MaskType::Mask2d;
} else {
maskType = MaskType::MaskNone;
}
{
// XXX: This doesn't handle 3D transforms. It also doesn't handled rotated
// quads. Fix me.
const Rect destRect = aTransform.TransformBounds(aRect);
mPixelsFilled += destRect.width * destRect.height;
}
// Determine the color if this is a color shader and fold the opacity into
// the color since color shaders don't have an opacity uniform.
Color color;
if (aEffectChain.mPrimaryEffect->mType == EffectTypes::SOLID_COLOR) {
EffectSolidColor* effectSolidColor =
static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get());
color = effectSolidColor->mColor;
Float opacity = aOpacity * color.a;
color.r *= opacity;
color.g *= opacity;
color.b *= opacity;
color.a = opacity;
// We can fold opacity into the color, so no need to consider it further.
aOpacity = 1.f;
}
gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER;
if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) {
EffectBlendMode *blendEffect =
static_cast<EffectBlendMode*>(aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE].get());
blendMode = blendEffect->mBlendMode;
}
bool colorMatrix = aEffectChain.mSecondaryEffects[EffectTypes::COLOR_MATRIX];
ShaderConfigOGL config = GetShaderConfigFor(aEffectChain.mPrimaryEffect, maskType, blendMode, colorMatrix);
config.SetOpacity(aOpacity != 1.f);
ShaderProgramOGL *program = GetShaderProgramFor(config);
ActivateProgram(program);
program->SetProjectionMatrix(mProjMatrix);
program->SetLayerTransform(aTransform);
if (colorMatrix) {
EffectColorMatrix* effectColorMatrix =
static_cast<EffectColorMatrix*>(aEffectChain.mSecondaryEffects[EffectTypes::COLOR_MATRIX].get());
program->SetColorMatrix(effectColorMatrix->mColorMatrix);
}
IntPoint offset = mCurrentRenderTarget->GetOrigin();
program->SetRenderOffset(offset.x, offset.y);
if (aOpacity != 1.f)
program->SetLayerOpacity(aOpacity);
if (config.mFeatures & ENABLE_TEXTURE_RECT) {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL();
// This is used by IOSurface that use 0,0...w,h coordinate rather then 0,0..1,1.
program->SetTexCoordMultiplier(source->GetSize().width, source->GetSize().height);
}
bool didSetBlendMode = false;
switch (aEffectChain.mPrimaryEffect->mType) {
case EffectTypes::SOLID_COLOR: {
program->SetRenderColor(color);
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE0, maskQuadTransform);
}
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuad(program, aRect);
}
break;
case EffectTypes::RGB: {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
TextureSource *source = texturedEffect->mTexture;
didSetBlendMode = SetBlendMode(gl(), blendMode, texturedEffect->mPremultiplied);
gfx::Filter filter = texturedEffect->mFilter;
Matrix4x4 textureTransform = source->AsSourceOGL()->GetTextureTransform();
#ifdef MOZ_WIDGET_ANDROID
gfx::Matrix textureTransform2D;
if (filter != gfx::Filter::POINT &&
aTransform.Is2DIntegerTranslation() &&
textureTransform.Is2D(&textureTransform2D) &&
textureTransform2D.HasOnlyIntegerTranslation()) {
// On Android we encounter small resampling errors in what should be
// pixel-aligned compositing operations. This works around them. This
// code should not be needed!
filter = gfx::Filter::POINT;
}
#endif
source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0, filter);
program->SetTextureUnit(0);
program->SetTextureTransform(textureTransform);
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
}
BindAndDrawQuadWithTextureRect(program, aRect, texturedEffect->mTextureCoords, source);
}
break;
case EffectTypes::YCBCR: {
EffectYCbCr* effectYCbCr =
static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
TextureSource* sourceYCbCr = effectYCbCr->mTexture;
const int Y = 0, Cb = 1, Cr = 2;
TextureSourceOGL* sourceY = sourceYCbCr->GetSubSource(Y)->AsSourceOGL();
TextureSourceOGL* sourceCb = sourceYCbCr->GetSubSource(Cb)->AsSourceOGL();
TextureSourceOGL* sourceCr = sourceYCbCr->GetSubSource(Cr)->AsSourceOGL();
if (!sourceY && !sourceCb && !sourceCr) {
NS_WARNING("Invalid layer texture.");
return;
}
sourceY->BindTexture(LOCAL_GL_TEXTURE0, effectYCbCr->mFilter);
sourceCb->BindTexture(LOCAL_GL_TEXTURE1, effectYCbCr->mFilter);
sourceCr->BindTexture(LOCAL_GL_TEXTURE2, effectYCbCr->mFilter);
program->SetYCbCrTextureUnits(Y, Cb, Cr);
program->SetTextureTransform(Matrix4x4());
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE3, maskQuadTransform);
}
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuadWithTextureRect(program,
aRect,
effectYCbCr->mTextureCoords,
sourceYCbCr->GetSubSource(Y));
}
break;
case EffectTypes::RENDER_TARGET: {
EffectRenderTarget* effectRenderTarget =
static_cast<EffectRenderTarget*>(aEffectChain.mPrimaryEffect.get());
RefPtr<CompositingRenderTargetOGL> surface
= static_cast<CompositingRenderTargetOGL*>(effectRenderTarget->mRenderTarget.get());
surface->BindTexture(LOCAL_GL_TEXTURE0, mFBOTextureTarget);
// Drawing is always flipped, but when copying between surfaces we want to avoid
// this, so apply a flip here to cancel the other one out.
Matrix transform;
transform.PreTranslate(0.0, 1.0);
transform.PreScale(1.0f, -1.0f);
program->SetTextureTransform(Matrix4x4::From2D(transform));
program->SetTextureUnit(0);
if (maskType != MaskType::MaskNone) {
sourceMask->BindTexture(LOCAL_GL_TEXTURE1, gfx::Filter::LINEAR);
program->SetMaskTextureUnit(1);
program->SetMaskLayerTransform(maskQuadTransform);
}
if (config.mFeatures & ENABLE_TEXTURE_RECT) {
// 2DRect case, get the multiplier right for a sampler2DRect
program->SetTexCoordMultiplier(aRect.width, aRect.height);
}
// Drawing is always flipped, but when copying between surfaces we want to avoid
// this. Pass true for the flip parameter to introduce a second flip
// that cancels the other one out.
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuad(program, aRect);
}
break;
case EffectTypes::COMPONENT_ALPHA: {
MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled());
MOZ_ASSERT(blendMode == gfx::CompositionOp::OP_OVER, "Can't support blend modes with component alpha!");
EffectComponentAlpha* effectComponentAlpha =
static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
TextureSourceOGL* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceOGL();
TextureSourceOGL* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceOGL();
if (!sourceOnBlack->IsValid() ||
!sourceOnWhite->IsValid()) {
NS_WARNING("Invalid layer texture for component alpha");
return;
}
sourceOnBlack->BindTexture(LOCAL_GL_TEXTURE0, effectComponentAlpha->mFilter);
sourceOnWhite->BindTexture(LOCAL_GL_TEXTURE1, effectComponentAlpha->mFilter);
program->SetBlackTextureUnit(0);
program->SetWhiteTextureUnit(1);
program->SetTextureTransform(Matrix4x4());
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE2, maskQuadTransform);
}
// Pass 1.
gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
LOCAL_GL_ONE, LOCAL_GL_ONE);
program->SetTexturePass2(false);
BindAndDrawQuadWithTextureRect(program,
aRect,
effectComponentAlpha->mTextureCoords,
effectComponentAlpha->mOnBlack);
// Pass 2.
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE, LOCAL_GL_ONE);
#ifdef XP_MACOSX
if (gl()->WorkAroundDriverBugs() &&
gl()->Vendor() == GLVendor::NVIDIA &&
!nsCocoaFeatures::OnMavericksOrLater()) {
// Bug 987497: With some GPUs the nvidia driver on 10.8 and below
// won't pick up the TexturePass2 uniform change below if we don't do
// something to force it. Re-activating the shader seems to be one way
// of achieving that.
GLint program;
mGLContext->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &program);
mGLContext->fUseProgram(program);
}
#endif
program->SetTexturePass2(true);
BindAndDrawQuadWithTextureRect(program,
aRect,
effectComponentAlpha->mTextureCoords,
effectComponentAlpha->mOnBlack);
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
break;
default:
MOZ_ASSERT(false, "Unhandled effect type");
break;
}
if (didSetBlendMode) {
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
// in case rendering has used some other GL context
MakeCurrent();
}
void
CompositorOGL::EndFrame()
{
PROFILER_LABEL("CompositorOGL", "EndFrame",
js::ProfileEntry::Category::GRAPHICS);
MOZ_ASSERT(mCurrentRenderTarget == mWindowRenderTarget, "Rendering target not properly restored");
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
nsIntRect rect;
if (mUseExternalSurfaceSize) {
rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
mWidget->GetBounds(rect);
}
RefPtr<DrawTarget> target = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(IntSize(rect.width, rect.height), SurfaceFormat::B8G8R8A8);
CopyToTarget(target, nsIntPoint(), Matrix());
WriteSnapshotToDumpFile(this, target);
}
#endif
mContextStateTracker.PopOGLSection(gl(), "Frame");
mFrameInProgress = false;
if (mTarget) {
CopyToTarget(mTarget, mTargetBounds.TopLeft(), Matrix());
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mCurrentRenderTarget = nullptr;
return;
}
mCurrentRenderTarget = nullptr;
if (mTexturePool) {
mTexturePool->EndFrame();
}
mGLContext->SwapBuffers();
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// Unbind all textures
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE1);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE2);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
}
#if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17
void
CompositorOGL::SetFBAcquireFence(Layer* aLayer)
{
// OpenGL does not provide ReleaseFence for rendering.
// Instead use FBAcquireFence as layer buffer's ReleaseFence
// to prevent flickering and tearing.
// FBAcquireFence is FramebufferSurface's AcquireFence.
// AcquireFence will be signaled when a buffer's content is available.
// See Bug 974152.
if (!aLayer) {
return;
}
android::sp<android::Fence> fence = new android::Fence(GetGonkDisplay()->GetPrevFBAcquireFd());
if (fence.get() && fence->isValid()) {
FenceHandle handle = FenceHandle(fence);
mReleaseFenceHandle.Merge(handle);
}
}
FenceHandle
CompositorOGL::GetReleaseFence()
{
if (!mReleaseFenceHandle.IsValid()) {
return FenceHandle();
}
return FenceHandle(new android::Fence(mReleaseFenceHandle.mFence->dup()));
}
#else
void
CompositorOGL::SetFBAcquireFence(Layer* aLayer)
{
}
FenceHandle
CompositorOGL::GetReleaseFence()
{
return FenceHandle();
}
#endif
void
CompositorOGL::EndFrameForExternalComposition(const gfx::Matrix& aTransform)
{
// This lets us reftest and screenshot content rendered externally
if (mTarget) {
MakeCurrent();
CopyToTarget(mTarget, mTargetBounds.TopLeft(), aTransform);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
if (mTexturePool) {
mTexturePool->EndFrame();
}
}
void
CompositorOGL::AbortFrame()
{
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mFrameInProgress = false;
mCurrentRenderTarget = nullptr;
if (mTexturePool) {
mTexturePool->EndFrame();
}
}
void
CompositorOGL::SetDestinationSurfaceSize(const gfx::IntSize& aSize)
{
mSurfaceSize.width = aSize.width;
mSurfaceSize.height = aSize.height;
}
void
CompositorOGL::CopyToTarget(DrawTarget* aTarget, const nsIntPoint& aTopLeft, const gfx::Matrix& aTransform)
{
IntRect rect;
if (mUseExternalSurfaceSize) {
rect = IntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
rect = IntRect(0, 0, mWidgetSize.width, mWidgetSize.height);
}
GLint width = rect.width;
GLint height = rect.height;
if ((int64_t(width) * int64_t(height) * int64_t(4)) > INT32_MAX) {
NS_ERROR("Widget size too big - integer overflow!");
return;
}
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (!mGLContext->IsGLES()) {
// GLES2 promises that binding to any custom FBO will attach
// to GL_COLOR_ATTACHMENT0 attachment point.
mGLContext->fReadBuffer(LOCAL_GL_BACK);
}
RefPtr<DataSourceSurface> source =
Factory::CreateDataSourceSurface(rect.Size(), gfx::SurfaceFormat::B8G8R8A8);
if (NS_WARN_IF(!source)) {
return;
}
ReadPixelsIntoDataSurface(mGLContext, source);
// Map from GL space to Cairo space and reverse the world transform.
Matrix glToCairoTransform = aTransform;
glToCairoTransform.Invert();
glToCairoTransform.PreScale(1.0, -1.0);
glToCairoTransform.PreTranslate(0.0, -height);
glToCairoTransform.PostTranslate(-aTopLeft.x, -aTopLeft.y);
Matrix oldMatrix = aTarget->GetTransform();
aTarget->SetTransform(glToCairoTransform);
Rect floatRect = Rect(rect.x, rect.y, rect.width, rect.height);
aTarget->DrawSurface(source, floatRect, floatRect, DrawSurfaceOptions(), DrawOptions(1.0f, CompositionOp::OP_SOURCE));
aTarget->SetTransform(oldMatrix);
aTarget->Flush();
}
void
CompositorOGL::Pause()
{
#ifdef MOZ_WIDGET_ANDROID
if (!gl() || gl()->IsDestroyed())
return;
// ReleaseSurface internally calls MakeCurrent.
gl()->ReleaseSurface();
#endif
}
bool
CompositorOGL::Resume()
{
#ifdef MOZ_WIDGET_ANDROID
if (!gl() || gl()->IsDestroyed())
return false;
// RenewSurface internally calls MakeCurrent.
return gl()->RenewSurface();
#endif
return true;
}
TemporaryRef<DataTextureSource>
CompositorOGL::CreateDataTextureSource(TextureFlags aFlags)
{
RefPtr<DataTextureSource> result =
new TextureImageTextureSourceOGL(this, aFlags);
return result;
}
bool
CompositorOGL::SupportsPartialTextureUpdate()
{
return CanUploadSubTextures(mGLContext);
}
int32_t
CompositorOGL::GetMaxTextureSize() const
{
MOZ_ASSERT(mGLContext);
GLint texSize = 0;
mGLContext->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE,
&texSize);
MOZ_ASSERT(texSize != 0);
return texSize;
}
void
CompositorOGL::MakeCurrent(MakeCurrentFlags aFlags) {
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
mGLContext->MakeCurrent(aFlags & ForceMakeCurrent);
}
void
CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
int aQuads,
const Rect* aLayerRects,
const Rect* aTextureRects)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
const GLuint coordAttribIndex = 0;
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
mGLContext->fVertexAttribPointer(coordAttribIndex, 4,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) 0);
mGLContext->fEnableVertexAttribArray(coordAttribIndex);
aProg->SetLayerRects(aLayerRects);
if (aProg->GetTextureCount() > 0) {
aProg->SetTextureRects(aTextureRects);
}
// We are using GL_TRIANGLES here because the Mac Intel drivers fail to properly
// process uniform arrays with GL_TRIANGLE_STRIP. Go figure.
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, 6 * aQuads);
}
GLBlitTextureImageHelper*
CompositorOGL::BlitTextureImageHelper()
{
if (!mBlitTextureImageHelper) {
mBlitTextureImageHelper = MakeUnique<GLBlitTextureImageHelper>(this);
}
return mBlitTextureImageHelper.get();
}
GLuint
CompositorOGL::GetTemporaryTexture(GLenum aTarget, GLenum aUnit)
{
if (!mTexturePool) {
#ifdef MOZ_WIDGET_GONK
mTexturePool = new PerFrameTexturePoolOGL(gl());
#else
mTexturePool = new PerUnitTexturePoolOGL(gl());
#endif
}
return mTexturePool->GetTexture(aTarget, aUnit);
}
GLuint
PerUnitTexturePoolOGL::GetTexture(GLenum aTarget, GLenum aTextureUnit)
{
if (mTextureTarget == 0) {
mTextureTarget = aTarget;
}
MOZ_ASSERT(mTextureTarget == aTarget);
size_t index = aTextureUnit - LOCAL_GL_TEXTURE0;
// lazily grow the array of temporary textures
if (mTextures.Length() <= index) {
size_t prevLength = mTextures.Length();
mTextures.SetLength(index + 1);
for(unsigned int i = prevLength; i <= index; ++i) {
mTextures[i] = 0;
}
}
// lazily initialize the temporary textures
if (!mTextures[index]) {
if (!mGL->MakeCurrent()) {
return 0;
}
mGL->fGenTextures(1, &mTextures[index]);
mGL->fBindTexture(aTarget, mTextures[index]);
mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
}
return mTextures[index];
}
void
PerUnitTexturePoolOGL::DestroyTextures()
{
if (mGL && mGL->MakeCurrent()) {
if (mTextures.Length() > 0) {
mGL->fDeleteTextures(mTextures.Length(), &mTextures[0]);
}
}
mTextures.SetLength(0);
}
void
PerFrameTexturePoolOGL::DestroyTextures()
{
if (!mGL->MakeCurrent()) {
return;
}
if (mUnusedTextures.Length() > 0) {
mGL->fDeleteTextures(mUnusedTextures.Length(), &mUnusedTextures[0]);
mUnusedTextures.Clear();
}
if (mCreatedTextures.Length() > 0) {
mGL->fDeleteTextures(mCreatedTextures.Length(), &mCreatedTextures[0]);
mCreatedTextures.Clear();
}
}
GLuint
PerFrameTexturePoolOGL::GetTexture(GLenum aTarget, GLenum)
{
if (mTextureTarget == 0) {
mTextureTarget = aTarget;
}
// The pool should always use the same texture target because it is illegal
// to change the target of an already exisiting gl texture.
// If we need to use several targets, a pool with several sub-pools (one per
// target) will have to be implemented.
// At the moment this pool is only used with tiling on b2g so we always need
// the same target.
MOZ_ASSERT(mTextureTarget == aTarget);
GLuint texture = 0;
if (!mUnusedTextures.IsEmpty()) {
// Try to reuse one from the unused pile first
texture = mUnusedTextures[0];
mUnusedTextures.RemoveElementAt(0);
} else if (mGL->MakeCurrent()) {
// There isn't one to reuse, create one.
mGL->fGenTextures(1, &texture);
mGL->fBindTexture(aTarget, texture);
mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
}
if (texture) {
mCreatedTextures.AppendElement(texture);
}
return texture;
}
void
PerFrameTexturePoolOGL::EndFrame()
{
if (!mGL->MakeCurrent()) {
// this means the context got destroyed underneith us somehow, and the driver
// already has destroyed the textures.
mCreatedTextures.Clear();
mUnusedTextures.Clear();
return;
}
// Some platforms have issues unlocking Gralloc buffers even when they're
// rebound.
if (gfxPrefs::OverzealousGrallocUnlocking()) {
mUnusedTextures.AppendElements(mCreatedTextures);
mCreatedTextures.Clear();
}
// Delete unused textures
for (size_t i = 0; i < mUnusedTextures.Length(); i++) {
GLuint texture = mUnusedTextures[i];
mGL->fDeleteTextures(1, &texture);
}
mUnusedTextures.Clear();
// Move all created textures into the unused pile
mUnusedTextures.AppendElements(mCreatedTextures);
mCreatedTextures.Clear();
}
} /* layers */
} /* mozilla */