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Diffstat (limited to '')
-rw-r--r-- | gfx/layers/opengl/GLBlitTextureImageHelper.cpp | 283 |
1 files changed, 283 insertions, 0 deletions
diff --git a/gfx/layers/opengl/GLBlitTextureImageHelper.cpp b/gfx/layers/opengl/GLBlitTextureImageHelper.cpp new file mode 100644 index 0000000000..8385c29330 --- /dev/null +++ b/gfx/layers/opengl/GLBlitTextureImageHelper.cpp @@ -0,0 +1,283 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 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 "GLBlitTextureImageHelper.h" +#include "GLUploadHelpers.h" +#include "DecomposeIntoNoRepeatTriangles.h" +#include "GLContext.h" +#include "GLTextureImage.h" +#include "ScopedGLHelpers.h" +#include "nsRect.h" +#include "gfx2DGlue.h" +#include "gfxUtils.h" +#include "CompositorOGL.h" +#include "mozilla/gfx/Point.h" + +using namespace mozilla::gl; + +namespace mozilla { +namespace layers { + +GLBlitTextureImageHelper::GLBlitTextureImageHelper(CompositorOGL* aCompositor) + : mCompositor(aCompositor), + mBlitProgram(0), + mBlitFramebuffer(0) + +{} + +GLBlitTextureImageHelper::~GLBlitTextureImageHelper() { + GLContext* gl = mCompositor->gl(); + // Likely used by OGL Layers. + gl->fDeleteProgram(mBlitProgram); + gl->fDeleteFramebuffers(1, &mBlitFramebuffer); +} + +void GLBlitTextureImageHelper::BlitTextureImage(TextureImage* aSrc, + const gfx::IntRect& aSrcRect, + TextureImage* aDst, + const gfx::IntRect& aDstRect) { + GLContext* gl = mCompositor->gl(); + + if (!aSrc || !aDst || aSrcRect.IsEmpty() || aDstRect.IsEmpty()) return; + + int savedFb = 0; + gl->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb); + + ScopedGLState scopedScissorTestState(gl, LOCAL_GL_SCISSOR_TEST, false); + ScopedGLState scopedBlendState(gl, LOCAL_GL_BLEND, false); + + // 2.0 means scale up by two + float blitScaleX = float(aDstRect.Width()) / float(aSrcRect.Width()); + float blitScaleY = float(aDstRect.Height()) / float(aSrcRect.Height()); + + // We start iterating over all destination tiles + aDst->BeginBigImageIteration(); + do { + // calculate portion of the tile that is going to be painted to + gfx::IntRect dstSubRect; + gfx::IntRect dstTextureRect = aDst->GetTileRect(); + dstSubRect.IntersectRect(aDstRect, dstTextureRect); + + // this tile is not part of the destination rectangle aDstRect + if (dstSubRect.IsEmpty()) continue; + + // (*) transform the rect of this tile into the rectangle defined by + // aSrcRect... + gfx::IntRect dstInSrcRect(dstSubRect); + dstInSrcRect.MoveBy(-aDstRect.TopLeft()); + // ...which might be of different size, hence scale accordingly + dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY); + dstInSrcRect.MoveBy(aSrcRect.TopLeft()); + + SetBlitFramebufferForDestTexture(aDst->GetTextureID()); + UseBlitProgram(); + + aSrc->BeginBigImageIteration(); + // now iterate over all tiles in the source Image... + do { + // calculate portion of the source tile that is in the source rect + gfx::IntRect srcSubRect; + gfx::IntRect srcTextureRect = aSrc->GetTileRect(); + srcSubRect.IntersectRect(aSrcRect, srcTextureRect); + + // this tile is not part of the source rect + if (srcSubRect.IsEmpty()) { + continue; + } + // calculate intersection of source rect with destination rect + srcSubRect.IntersectRect(srcSubRect, dstInSrcRect); + // this tile does not overlap the current destination tile + if (srcSubRect.IsEmpty()) { + continue; + } + // We now have the intersection of + // the current source tile + // and the desired source rectangle + // and the destination tile + // and the desired destination rectange + // in destination space. + // We need to transform this back into destination space, inverting the + // transform from (*) + gfx::IntRect srcSubInDstRect(srcSubRect); + srcSubInDstRect.MoveBy(-aSrcRect.TopLeft()); + srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY); + srcSubInDstRect.MoveBy(aDstRect.TopLeft()); + + // we transform these rectangles to be relative to the current src and dst + // tiles, respectively + gfx::IntSize srcSize = srcTextureRect.Size(); + gfx::IntSize dstSize = dstTextureRect.Size(); + srcSubRect.MoveBy(-srcTextureRect.X(), -srcTextureRect.Y()); + srcSubInDstRect.MoveBy(-dstTextureRect.X(), -dstTextureRect.Y()); + + float dx0 = + 2.0f * float(srcSubInDstRect.X()) / float(dstSize.width) - 1.0f; + float dy0 = + 2.0f * float(srcSubInDstRect.Y()) / float(dstSize.height) - 1.0f; + float dx1 = + 2.0f * float(srcSubInDstRect.XMost()) / float(dstSize.width) - 1.0f; + float dy1 = + 2.0f * float(srcSubInDstRect.YMost()) / float(dstSize.height) - 1.0f; + ScopedViewportRect autoViewportRect(gl, 0, 0, dstSize.width, + dstSize.height); + + RectTriangles rects; + + gfx::IntSize realTexSize = srcSize; + if (!CanUploadNonPowerOfTwo(gl)) { + realTexSize = gfx::IntSize(RoundUpPow2(srcSize.width), + RoundUpPow2(srcSize.height)); + } + + if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) { + rects.addRect(/* dest rectangle */ + dx0, dy0, dx1, dy1, + /* tex coords */ + srcSubRect.X() / float(realTexSize.width), + srcSubRect.Y() / float(realTexSize.height), + srcSubRect.XMost() / float(realTexSize.width), + srcSubRect.YMost() / float(realTexSize.height)); + } else { + DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects); + + // now put the coords into the d[xy]0 .. d[xy]1 coordinate space + // from the 0..1 that it comes out of decompose + nsTArray<RectTriangles::coord>& coords = rects.vertCoords(); + + for (unsigned int i = 0; i < coords.Length(); ++i) { + coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0; + coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0; + } + } + + ScopedBindTextureUnit autoTexUnit(gl, LOCAL_GL_TEXTURE0); + ScopedBindTexture autoTex(gl, aSrc->GetTextureID()); + ScopedVertexAttribPointer autoAttrib0(gl, 0, 2, LOCAL_GL_FLOAT, + LOCAL_GL_FALSE, 0, 0, + rects.vertCoords().Elements()); + ScopedVertexAttribPointer autoAttrib1(gl, 1, 2, LOCAL_GL_FLOAT, + LOCAL_GL_FALSE, 0, 0, + rects.texCoords().Elements()); + + gl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements()); + + } while (aSrc->NextTile()); + } while (aDst->NextTile()); + + // unbind the previous texture from the framebuffer + SetBlitFramebufferForDestTexture(0); + + gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb); +} + +void GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture( + GLuint aTexture) { + GLContext* gl = mCompositor->gl(); + if (!mBlitFramebuffer) { + gl->fGenFramebuffers(1, &mBlitFramebuffer); + } + + gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer); + gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, + LOCAL_GL_TEXTURE_2D, aTexture, 0); + + GLenum result = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); + if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) { + nsAutoCString msg; + msg.AppendLiteral("Framebuffer not complete -- error 0x"); + msg.AppendInt(result, 16); + // Note: if you are hitting this, it is likely that + // your texture is not texture complete -- that is, you + // allocated a texture name, but didn't actually define its + // size via a call to TexImage2D. + MOZ_CRASH_UNSAFE(msg.get()); + } +} + +void GLBlitTextureImageHelper::UseBlitProgram() { + // XXX: GLBlitTextureImageHelper doesn't use ShaderProgramOGL + // so we need to Reset the program + mCompositor->ResetProgram(); + + GLContext* gl = mCompositor->gl(); + if (mBlitProgram) { + gl->fUseProgram(mBlitProgram); + return; + } + + mBlitProgram = gl->fCreateProgram(); + + GLuint shaders[2]; + shaders[0] = gl->fCreateShader(LOCAL_GL_VERTEX_SHADER); + shaders[1] = gl->fCreateShader(LOCAL_GL_FRAGMENT_SHADER); + + const char* blitVSSrc = + "attribute vec2 aVertex;" + "attribute vec2 aTexCoord;" + "varying vec2 vTexCoord;" + "void main() {" + " vTexCoord = aTexCoord;" + " gl_Position = vec4(aVertex, 0.0, 1.0);" + "}"; + const char* blitFSSrc = + "#ifdef GL_ES\nprecision mediump float;\n#endif\n" + "uniform sampler2D uSrcTexture;" + "varying vec2 vTexCoord;" + "void main() {" + " gl_FragColor = texture2D(uSrcTexture, vTexCoord);" + "}"; + + gl->fShaderSource(shaders[0], 1, (const GLchar**)&blitVSSrc, nullptr); + gl->fShaderSource(shaders[1], 1, (const GLchar**)&blitFSSrc, nullptr); + + for (int i = 0; i < 2; ++i) { + GLint success, len = 0; + + gl->fCompileShader(shaders[i]); + gl->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success); + NS_ASSERTION(success, "Shader compilation failed!"); + + if (!success) { + nsAutoCString log; + gl->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&len); + log.SetLength(len); + gl->fGetShaderInfoLog(shaders[i], len, (GLint*)&len, + (char*)log.BeginWriting()); + + printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get()); + return; + } + + gl->fAttachShader(mBlitProgram, shaders[i]); + gl->fDeleteShader(shaders[i]); + } + + gl->fBindAttribLocation(mBlitProgram, 0, "aVertex"); + gl->fBindAttribLocation(mBlitProgram, 1, "aTexCoord"); + + gl->fLinkProgram(mBlitProgram); + + GLint success, len = 0; + gl->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success); + NS_ASSERTION(success, "Shader linking failed!"); + + if (!success) { + nsAutoCString log; + gl->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&len); + log.SetLength(len); + gl->fGetProgramInfoLog(mBlitProgram, len, (GLint*)&len, + (char*)log.BeginWriting()); + + printf_stderr("Program linking failed:\n%s\n", log.get()); + return; + } + + gl->fUseProgram(mBlitProgram); + gl->fUniform1i(gl->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0); +} + +} // namespace layers +} // namespace mozilla |