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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 09:22:09 +0000
commit43a97878ce14b72f0981164f87f2e35e14151312 (patch)
tree620249daf56c0258faa40cbdcf9cfba06de2a846 /gfx/layers/opengl/CompositingRenderTargetOGL.cpp
parentInitial commit. (diff)
downloadfirefox-43a97878ce14b72f0981164f87f2e35e14151312.tar.xz
firefox-43a97878ce14b72f0981164f87f2e35e14151312.zip
Adding upstream version 110.0.1.upstream/110.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/layers/opengl/CompositingRenderTargetOGL.cpp')
-rw-r--r--gfx/layers/opengl/CompositingRenderTargetOGL.cpp117
1 files changed, 117 insertions, 0 deletions
diff --git a/gfx/layers/opengl/CompositingRenderTargetOGL.cpp b/gfx/layers/opengl/CompositingRenderTargetOGL.cpp
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+++ b/gfx/layers/opengl/CompositingRenderTargetOGL.cpp
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+/* -*- 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 "CompositingRenderTargetOGL.h"
+#include "GLContext.h"
+#include "GLReadTexImageHelper.h"
+#include "ScopedGLHelpers.h"
+#include "mozilla/gfx/2D.h"
+
+namespace mozilla {
+namespace layers {
+
+using namespace mozilla::gfx;
+using namespace mozilla::gl;
+
+CompositingRenderTargetOGL::~CompositingRenderTargetOGL() {
+ if (mGLResourceOwnership == GLResourceOwnership::OWNED_BY_RENDER_TARGET &&
+ mGL && mGL->MakeCurrent()) {
+ mGL->fDeleteTextures(1, &mTextureHandle);
+ mGL->fDeleteFramebuffers(1, &mFBO);
+ }
+}
+
+void CompositingRenderTargetOGL::BindTexture(GLenum aTextureUnit,
+ GLenum aTextureTarget) {
+ MOZ_ASSERT(!mNeedInitialization);
+ MOZ_ASSERT(mTextureHandle != 0);
+ mGL->fActiveTexture(aTextureUnit);
+ mGL->fBindTexture(aTextureTarget, mTextureHandle);
+}
+
+void CompositingRenderTargetOGL::BindRenderTarget() {
+ bool needsClear = false;
+
+ if (mNeedInitialization) {
+ Initialize(mNeedInitialization->mFBOTextureTarget);
+ if (mNeedInitialization->mInitMode == INIT_MODE_CLEAR) {
+ needsClear = true;
+ mClearOnBind = false;
+ }
+ mNeedInitialization = Nothing();
+ } else {
+ GLuint fbo = GetFBO();
+ mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo);
+ GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
+ if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
+ // The main framebuffer (0) of non-offscreen contexts
+ // might be backed by a EGLSurface that needs to be renewed.
+ if (mFBO == 0 && !mGL->IsOffscreen()) {
+ mGL->RenewSurface(mCompositor->GetWidget());
+ result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
+ }
+ if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
+ nsAutoCString msg;
+ msg.AppendPrintf(
+ "Framebuffer not complete -- CheckFramebufferStatus returned 0x%x, "
+ "GLContext=%p, IsOffscreen()=%d, mFBO=%d, "
+ "aRect.width=%d, aRect.height=%d",
+ result, mGL.get(), mGL->IsOffscreen(), mFBO, mSize.width,
+ mSize.height);
+ NS_WARNING(msg.get());
+ }
+ }
+
+ needsClear = mClearOnBind;
+ }
+
+ if (needsClear) {
+ ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, true);
+ ScopedScissorRect autoScissorRect(mGL, 0, 0, mSize.width, mSize.height);
+ mGL->fClearColor(0.0, 0.0, 0.0, 0.0);
+ mGL->fClearDepth(0.0);
+ mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
+ }
+}
+
+GLuint CompositingRenderTargetOGL::GetFBO() const {
+ MOZ_ASSERT(!mNeedInitialization);
+ return mFBO == 0 ? mGL->GetDefaultFramebuffer() : mFBO;
+}
+
+#ifdef MOZ_DUMP_PAINTING
+already_AddRefed<DataSourceSurface> CompositingRenderTargetOGL::Dump(
+ Compositor* aCompositor) {
+ MOZ_ASSERT(!mNeedInitialization);
+ CompositorOGL* compositorOGL = aCompositor->AsCompositorOGL();
+ return ReadBackSurface(mGL, mTextureHandle, true,
+ compositorOGL->GetFBOFormat());
+}
+#endif
+
+void CompositingRenderTargetOGL::Initialize(GLenum aFBOTextureTarget) {
+ // TODO: call mGL->GetBackbufferFB(), use that
+ GLuint fbo = mFBO == 0 ? mGL->GetDefaultFramebuffer() : mFBO;
+ mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo);
+ mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
+ aFBOTextureTarget, 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, aFBOTextureTarget, mFBO, mTextureHandle, mSize.width,
+ mSize.height);
+ NS_ERROR(msg.get());
+ }
+}
+
+} // namespace layers
+} // namespace mozilla