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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/layers/opengl/CompositorOGL.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/layers/opengl/CompositorOGL.cpp')
-rw-r--r--gfx/layers/opengl/CompositorOGL.cpp1916
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diff --git a/gfx/layers/opengl/CompositorOGL.cpp b/gfx/layers/opengl/CompositorOGL.cpp
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+++ b/gfx/layers/opengl/CompositorOGL.cpp
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+/* -*- 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 "gfxCrashReporterUtils.h" // for ScopedGfxFeatureReporter
+#include "gfxEnv.h" // for gfxEnv
+#include "gfxPlatform.h" // for gfxPlatform
+#include "gfxPrefs.h" // for gfxPrefs
+#include "gfxRect.h" // for gfxRect
+#include "gfxUtils.h" // for 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/gfx/Triangle.h" // for Triangle
+#include "mozilla/gfx/gfxVars.h" // for gfxVars
+#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 "nsAppRunner.h"
+#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 mozilla::gfx::IntRect
+#include "nsServiceManagerUtils.h" // for do_GetService
+#include "nsString.h" // for nsString, nsAutoCString, etc
+#include "ScopedGLHelpers.h"
+#include "GLReadTexImageHelper.h"
+#include "GLBlitTextureImageHelper.h"
+#include "HeapCopyOfStackArray.h"
+
+#if MOZ_WIDGET_ANDROID
+#include "TexturePoolOGL.h"
+#endif
+
+#include "GeckoProfiler.h"
+
+namespace mozilla {
+
+using namespace std;
+using namespace gfx;
+
+namespace layers {
+
+using namespace mozilla::gl;
+
+static const GLuint kCoordinateAttributeIndex = 0;
+static const GLuint kTexCoordinateAttributeIndex = 1;
+
+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::SamplingFilter::LINEAR);
+ aProgram->SetMaskTextureUnit(aTexUnit - LOCAL_GL_TEXTURE0);
+ aProgram->SetMaskLayerTransform(aTransform);
+}
+
+void
+CompositorOGL::BindBackdrop(ShaderProgramOGL* aProgram, GLuint aBackdrop, GLenum aTexUnit)
+{
+ MOZ_ASSERT(aBackdrop);
+
+ mGLContext->fActiveTexture(aTexUnit);
+ mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, aBackdrop);
+ mGLContext->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
+ mGLContext->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
+ aProgram->SetBackdropTextureUnit(aTexUnit - LOCAL_GL_TEXTURE0);
+}
+
+CompositorOGL::CompositorOGL(CompositorBridgeParent* aParent,
+ widget::CompositorWidget* aWidget,
+ int aSurfaceWidth, int aSurfaceHeight,
+ bool aUseExternalSurfaceSize)
+ : Compositor(aWidget, aParent)
+ , mWidgetSize(-1, -1)
+ , mSurfaceSize(aSurfaceWidth, aSurfaceHeight)
+ , mHasBGRA(0)
+ , mUseExternalSurfaceSize(aUseExternalSurfaceSize)
+ , mFrameInProgress(false)
+ , mDestroyed(false)
+ , mViewportSize(0, 0)
+ , mCurrentProgram(nullptr)
+{
+ MOZ_COUNT_CTOR(CompositorOGL);
+}
+
+CompositorOGL::~CompositorOGL()
+{
+ MOZ_COUNT_DTOR(CompositorOGL);
+ Destroy();
+}
+
+already_AddRefed<mozilla::gl::GLContext>
+CompositorOGL::CreateContext()
+{
+ RefPtr<GLContext> context;
+
+ // Used by mock widget to create an offscreen context
+ nsIWidget* widget = mWidget->RealWidget();
+ void* widgetOpenGLContext = widget ? widget->GetNativeData(NS_NATIVE_OPENGL_CONTEXT) : nullptr;
+ if (widgetOpenGLContext) {
+ GLContext* alreadyRefed = reinterpret_cast<GLContext*>(widgetOpenGLContext);
+ return already_AddRefed<GLContext>(alreadyRefed);
+ }
+
+#ifdef XP_WIN
+ if (gfxEnv::LayersPreferEGL()) {
+ printf_stderr("Trying GL layers...\n");
+ context = gl::GLContextProviderEGL::CreateForCompositorWidget(mWidget, false);
+ }
+#endif
+
+ // Allow to create offscreen GL context for main Layer Manager
+ if (!context && gfxEnv::LayersPreferOffscreen()) {
+ SurfaceCaps caps = SurfaceCaps::ForRGB();
+ caps.preserve = false;
+ caps.bpp16 = gfxVars::OffscreenFormat() == SurfaceFormat::R5G6B5_UINT16;
+
+ nsCString discardFailureId;
+ context = GLContextProvider::CreateOffscreen(mSurfaceSize,
+ caps, CreateContextFlags::REQUIRE_COMPAT_PROFILE,
+ &discardFailureId);
+ }
+
+ if (!context) {
+ context = gl::GLContextProvider::CreateForCompositorWidget(mWidget,
+ gfxVars::RequiresAcceleratedGLContextForCompositorOGL());
+ }
+
+ if (!context) {
+ NS_WARNING("Failed to create CompositorOGL context");
+ }
+
+ return context.forget();
+}
+
+void
+CompositorOGL::Destroy()
+{
+ Compositor::Destroy();
+
+ if (mTexturePool) {
+ mTexturePool->Clear();
+ mTexturePool = nullptr;
+ }
+
+ if (!mDestroyed) {
+ mDestroyed = true;
+ CleanupResources();
+ }
+}
+
+void
+CompositorOGL::CleanupResources()
+{
+ if (!mGLContext)
+ return;
+
+ RefPtr<GLContext> ctx = mGLContext->GetSharedContext();
+ if (!ctx) {
+ ctx = mGLContext;
+ }
+
+ if (!ctx->MakeCurrent()) {
+ // Leak resources!
+ mQuadVBO = 0;
+ mTriangleVBO = 0;
+ mGLContext = nullptr;
+ mPrograms.clear();
+ return;
+ }
+
+ for (std::map<ShaderConfigOGL, ShaderProgramOGL *>::iterator iter = mPrograms.begin();
+ iter != mPrograms.end();
+ iter++) {
+ delete iter->second;
+ }
+ mPrograms.clear();
+
+ ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
+
+ if (mQuadVBO) {
+ ctx->fDeleteBuffers(1, &mQuadVBO);
+ mQuadVBO = 0;
+ }
+
+ if (mTriangleVBO) {
+ ctx->fDeleteBuffers(1, &mTriangleVBO);
+ mTriangleVBO = 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(nsCString* const out_failureReason)
+{
+ ScopedGfxFeatureReporter reporter("GL Layers");
+
+ // Do not allow double initialization
+ MOZ_ASSERT(mGLContext == nullptr, "Don't reinitialize CompositorOGL");
+
+ mGLContext = CreateContext();
+
+#ifdef MOZ_WIDGET_ANDROID
+ if (!mGLContext){
+ *out_failureReason = "FEATURE_FAILURE_OPENGL_NO_ANDROID_CONTEXT";
+ NS_RUNTIMEABORT("We need a context on Android");
+ }
+#endif
+
+ if (!mGLContext){
+ *out_failureReason = "FEATURE_FAILURE_OPENGL_CREATE_CONTEXT";
+ 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_MINUS_SRC_ALPHA);
+ 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)) {
+ *out_failureReason = "FEATURE_FAILURE_OPENGL_COMPILE_SHADER";
+ 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 */
+ *out_failureReason = "FEATURE_FAILURE_OPENGL_NO_TEXTURE_TARGET";
+ 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)){
+ *out_failureReason = "FEATURE_FAILURE_OPENGL_ARB_EXT";
+ return false;
+ }
+ }
+
+ // Create a VBO for triangle vertices.
+ mGLContext->fGenBuffers(1, &mTriangleVBO);
+
+ /* Create a simple quad VBO */
+ mGLContext->fGenBuffers(1, &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->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
+ 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;
+}
+
+/*
+ * Returns a size that is equal to, or 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(RoundUpPow2(aSize.width), RoundUpPow2(aSize.height));
+}
+
+gfx::Rect
+CompositorOGL::GetTextureCoordinates(gfx::Rect textureRect, TextureSource* aTexture)
+{
+ // If the OpenGL setup does not support non-power-of-two textures then the
+ // texture's width and height will have been increased to the next
+ // power-of-two (unless already a power of two). In that case we must scale
+ // the texture coordinates to account for that.
+ if (!CanUploadNonPowerOfTwo(mGLContext)) {
+ const IntSize& textureSize = aTexture->GetSize();
+ const IntSize potSize = CalculatePOTSize(textureSize, mGLContext);
+ if (potSize != textureSize) {
+ const float xScale = (float)textureSize.width / (float)potSize.width;
+ const float yScale = (float)textureSize.height / (float)potSize.height;
+ textureRect.Scale(xScale, yScale);
+ }
+ }
+
+ return textureRect;
+}
+
+void
+CompositorOGL::PrepareViewport(CompositingRenderTargetOGL* aRenderTarget)
+{
+ MOZ_ASSERT(aRenderTarget);
+ // Logical surface size.
+ const gfx::IntSize& size = aRenderTarget->mInitParams.mSize;
+ // Physical surface size.
+ const gfx::IntSize& phySize = aRenderTarget->mInitParams.mPhySize;
+
+ // Set the viewport correctly.
+ mGLContext->fViewport(0, 0, phySize.width, phySize.height);
+
+ mViewportSize = size;
+
+ if (!aRenderTarget->HasComplexProjection()) {
+ // 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() && !gIsGtest) {
+ // In case of rendering via GL Offscreen context, disable Y-Flipping
+ viewMatrix.PreTranslate(-1.0, -1.0);
+ viewMatrix.PreScale(2.0f / float(size.width), 2.0f / float(size.height));
+ } else {
+ viewMatrix.PreTranslate(-1.0, 1.0);
+ viewMatrix.PreScale(2.0f / float(size.width), 2.0f / float(size.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;
+ mGLContext->fDepthRange(0.0f, 1.0f);
+ } else {
+ // XXX take into account mRenderOffset
+ bool depthEnable;
+ float zNear, zFar;
+ aRenderTarget->GetProjection(mProjMatrix, depthEnable, zNear, zFar);
+ mGLContext->fDepthRange(zNear, zFar);
+ }
+}
+
+already_AddRefed<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;
+ }
+
+ if (!gl()) {
+ // CompositingRenderTargetOGL does not work without a gl context.
+ return nullptr;
+ }
+
+ GLuint tex = 0;
+ GLuint fbo = 0;
+ IntRect rect = aRect;
+ IntSize FBOSize;
+ CreateFBOWithTexture(rect, false, 0, &fbo, &tex, &FBOSize);
+ RefPtr<CompositingRenderTargetOGL> surface
+ = new CompositingRenderTargetOGL(this, aRect.TopLeft(), tex, fbo);
+ surface->Initialize(aRect.Size(), FBOSize, mFBOTextureTarget, aInit);
+ return surface.forget();
+}
+
+already_AddRefed<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;
+ }
+
+ if (!gl()) {
+ 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(),
+ sourceRect.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;
+ if (mCurrentRenderTarget) {
+ mContextStateTracker.PopOGLSection(gl(), "Frame");
+ }
+ mContextStateTracker.PushOGLSection(gl(), "Frame");
+ surface->BindRenderTarget();
+ }
+
+ PrepareViewport(mCurrentRenderTarget);
+}
+
+CompositingRenderTarget*
+CompositorOGL::GetCurrentRenderTarget() const
+{
+ return mCurrentRenderTarget;
+}
+
+static GLenum
+GetFrameBufferInternalFormat(GLContext* gl,
+ GLuint aFrameBuffer,
+ mozilla::widget::CompositorWidget* aWidget)
+{
+ if (aFrameBuffer == 0) { // default framebuffer
+ return aWidget->GetGLFrameBufferFormat();
+ }
+ return LOCAL_GL_RGBA;
+}
+
+void
+CompositorOGL::ClearRect(const gfx::Rect& aRect)
+{
+ // Map aRect to OGL coordinates, origin:bottom-left
+ GLint y = mViewportSize.height - (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 IntRect *aClipRectIn,
+ const IntRect& aRenderBounds,
+ const nsIntRegion& aOpaqueRegion,
+ IntRect *aClipRectOut,
+ IntRect *aRenderBoundsOut)
+{
+ PROFILER_LABEL("CompositorOGL", "BeginFrame",
+ js::ProfileEntry::Category::GRAPHICS);
+
+ MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame");
+
+ gfx::IntRect rect;
+ if (mUseExternalSurfaceSize) {
+ rect = gfx::IntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
+ } else {
+ rect = gfx::IntRect(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;
+
+ // We're about to actually draw a frame.
+ mFrameInProgress = true;
+
+ // 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;
+
+#ifdef MOZ_WIDGET_ANDROID
+ TexturePoolOGL::Fill(gl());
+#endif
+
+ // Default blend function implements "OVER"
+ mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
+ LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
+ mGLContext->fEnable(LOCAL_GL_BLEND);
+
+ RefPtr<CompositingRenderTargetOGL> rt =
+ CompositingRenderTargetOGL::RenderTargetForWindow(this,
+ IntSize(width, height));
+ SetRenderTarget(rt);
+
+#ifdef DEBUG
+ mWindowRenderTarget = mCurrentRenderTarget;
+#endif
+
+ if (aClipRectOut && !aClipRectIn) {
+ aClipRectOut->SetRect(0, 0, width, height);
+ }
+
+ mGLContext->fClearColor(mClearColor.r, mClearColor.g, mClearColor.b, mClearColor.a);
+ mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
+}
+
+void
+CompositorOGL::CreateFBOWithTexture(const gfx::IntRect& aRect,
+ bool aCopyFromSource,
+ GLuint aSourceFrameBuffer,
+ GLuint *aFBO, GLuint *aTexture,
+ gfx::IntSize* aAllocSize)
+{
+ *aTexture = CreateTexture(aRect, aCopyFromSource, aSourceFrameBuffer,
+ aAllocSize);
+ mGLContext->fGenFramebuffers(1, aFBO);
+}
+
+GLuint
+CompositorOGL::CreateTexture(const IntRect& aRect, bool aCopyFromSource,
+ GLuint aSourceFrameBuffer, IntSize* aAllocSize)
+{
+ // 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;
+
+ 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;
+ auto buf = MakeUnique<uint8_t[]>(bufferSize);
+
+ mGLContext->fReadPixels(clampedRect.x, clampedRect.y,
+ clampedRect.width, clampedRect.height,
+ LOCAL_GL_RGBA,
+ LOCAL_GL_UNSIGNED_BYTE,
+ buf.get());
+ mGLContext->fTexImage2D(mFBOTextureTarget,
+ 0,
+ LOCAL_GL_RGBA,
+ clampedRect.width, clampedRect.height,
+ 0,
+ LOCAL_GL_RGBA,
+ LOCAL_GL_UNSIGNED_BYTE,
+ buf.get());
+ }
+
+ 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);
+
+ if (aAllocSize) {
+ aAllocSize->width = clampedRect.width;
+ aAllocSize->height = clampedRect.height;
+ }
+
+ return tex;
+}
+
+ShaderConfigOGL
+CompositorOGL::GetShaderConfigFor(Effect *aEffect,
+ MaskType aMask,
+ gfx::CompositionOp aOp,
+ bool aColorMatrix,
+ bool aDEAAEnabled) const
+{
+ ShaderConfigOGL config;
+
+ switch(aEffect->mType) {
+ case EffectTypes::SOLID_COLOR:
+ config.SetRenderColor(true);
+ break;
+ case EffectTypes::YCBCR:
+ config.SetYCbCr(true);
+ break;
+ case EffectTypes::NV12:
+ config.SetNV12(true);
+ config.SetTextureTarget(LOCAL_GL_TEXTURE_RECTANGLE_ARB);
+ 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);
+ TextureSourceOGL* source = effectComponentAlpha->mOnWhite->AsSourceOGL();
+ config.SetTextureTarget(source->GetTextureTarget());
+ 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_UINT16 ||
+ source->GetFormat() == gfx::SurfaceFormat::YUV422 );
+ config = ShaderConfigFromTargetAndFormat(source->GetTextureTarget(),
+ source->GetFormat());
+ if (!texturedEffect->mPremultiplied) {
+ config.SetNoPremultipliedAlpha();
+ }
+ break;
+ }
+ }
+ config.SetColorMatrix(aColorMatrix);
+ config.SetMask(aMask == MaskType::Mask);
+ config.SetDEAA(aDEAAEnabled);
+ config.SetCompositionOp(aOp);
+ 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 (BlendOpIsMixBlendMode(aBlendMode)) {
+ // Mix-blend modes require an extra step (or more) that cannot be expressed
+ // in the fixed-function blending capabilities of opengl. We handle them
+ // separately in shaders, and the shaders assume we will use our default
+ // blend function for compositing (premultiplied OP_OVER).
+ return false;
+ }
+ if (aBlendMode == gfx::CompositionOp::OP_OVER && aIsPremultiplied) {
+ return false;
+ }
+
+ GLenum srcBlend;
+ GLenum dstBlend;
+ GLenum srcAlphaBlend = LOCAL_GL_ONE;
+ GLenum dstAlphaBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA;
+
+ 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_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;
+}
+
+gfx::Point3D
+CompositorOGL::GetLineCoefficients(const gfx::Point& aPoint1,
+ const gfx::Point& aPoint2)
+{
+ // Return standard coefficients for a line between aPoint1 and aPoint2
+ // for standard line equation:
+ //
+ // Ax + By + C = 0
+ //
+ // A = (p1.y – p2.y)
+ // B = (p2.x – p1.x)
+ // C = (p1.x * p2.y) – (p2.x * p1.y)
+
+ gfx::Point3D coeffecients;
+ coeffecients.x = aPoint1.y - aPoint2.y;
+ coeffecients.y = aPoint2.x - aPoint1.x;
+ coeffecients.z = aPoint1.x * aPoint2.y - aPoint2.x * aPoint1.y;
+
+ coeffecients *= 1.0f / sqrtf(coeffecients.x * coeffecients.x +
+ coeffecients.y * coeffecients.y);
+
+ // Offset outwards by 0.5 pixel as the edge is considered to be 1 pixel
+ // wide and included within the interior of the polygon
+ coeffecients.z += 0.5f;
+
+ return coeffecients;
+}
+
+void
+CompositorOGL::DrawQuad(const Rect& aRect,
+ const IntRect& aClipRect,
+ const EffectChain &aEffectChain,
+ Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect)
+{
+ PROFILER_LABEL("CompositorOGL", "DrawQuad",
+ js::ProfileEntry::Category::GRAPHICS);
+
+ DrawGeometry(aRect, aClipRect, aEffectChain,
+ aOpacity, aTransform, aVisibleRect);
+}
+
+void
+CompositorOGL::DrawTriangle(const gfx::TexturedTriangle& aTriangle,
+ const gfx::IntRect& aClipRect,
+ const EffectChain& aEffectChain,
+ gfx::Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect)
+{
+ PROFILER_LABEL("CompositorOGL", "DrawTriangle",
+ js::ProfileEntry::Category::GRAPHICS);
+
+ DrawGeometry(aTriangle, aClipRect, aEffectChain,
+ aOpacity, aTransform, aVisibleRect);
+}
+
+template<typename Geometry>
+void
+CompositorOGL::DrawGeometry(const Geometry& aGeometry,
+ const IntRect& aClipRect,
+ const EffectChain &aEffectChain,
+ Float aOpacity,
+ const gfx::Matrix4x4& aTransform,
+ const gfx::Rect& aVisibleRect)
+{
+ MOZ_ASSERT(mFrameInProgress, "frame not started");
+ MOZ_ASSERT(mCurrentRenderTarget, "No destination");
+
+ MakeCurrent();
+
+ IntPoint offset = mCurrentRenderTarget->GetOrigin();
+ IntSize size = mCurrentRenderTarget->GetSize();
+
+ Rect renderBound(0, 0, size.width, size.height);
+ renderBound.IntersectRect(renderBound, Rect(aClipRect));
+ renderBound.MoveBy(offset);
+
+ Rect destRect = aTransform.TransformAndClipBounds(aGeometry, renderBound);
+
+ // XXX: This doesn't handle 3D transforms. It also doesn't handled rotated
+ // quads. Fix me.
+ mPixelsFilled += destRect.width * destRect.height;
+
+ // Do a simple culling if this rect is out of target buffer.
+ // Inflate a small size to avoid some numerical imprecision issue.
+ destRect.Inflate(1, 1);
+ destRect.MoveBy(-offset);
+ renderBound = Rect(0, 0, size.width, size.height);
+ if (!renderBound.Intersects(destRect)) {
+ return;
+ }
+
+ LayerScope::DrawBegin();
+
+ IntRect 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);
+ }
+
+ ScopedGLState scopedScissorTestState(mGLContext, LOCAL_GL_SCISSOR_TEST, true);
+ ScopedScissorRect autoScissorRect(mGLContext, clipRect.x, FlipY(clipRect.y + clipRect.height),
+ clipRect.width, clipRect.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 = MaskType::Mask;
+ } else {
+ maskType = MaskType::MaskNone;
+ }
+
+ // 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;
+ }
+
+ bool createdMixBlendBackdropTexture = false;
+ GLuint mixBlendBackdrop = 0;
+ 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;
+ }
+
+ // Only apply DEAA to quads that have been transformed such that aliasing
+ // could be visible
+ bool bEnableAA = gfxPrefs::LayersDEAAEnabled() &&
+ !aTransform.Is2DIntegerTranslation();
+
+ bool colorMatrix = aEffectChain.mSecondaryEffects[EffectTypes::COLOR_MATRIX];
+ ShaderConfigOGL config = GetShaderConfigFor(aEffectChain.mPrimaryEffect,
+ maskType, blendMode, colorMatrix,
+ bEnableAA);
+
+ config.SetOpacity(aOpacity != 1.f);
+ ApplyPrimitiveConfig(config, aGeometry);
+
+ ShaderProgramOGL *program = GetShaderProgramFor(config);
+ ActivateProgram(program);
+ program->SetProjectionMatrix(mProjMatrix);
+ program->SetLayerTransform(aTransform);
+ LayerScope::SetLayerTransform(aTransform);
+
+ if (colorMatrix) {
+ EffectColorMatrix* effectColorMatrix =
+ static_cast<EffectColorMatrix*>(aEffectChain.mSecondaryEffects[EffectTypes::COLOR_MATRIX].get());
+ program->SetColorMatrix(effectColorMatrix->mColorMatrix);
+ }
+
+ if (BlendOpIsMixBlendMode(blendMode)) {
+ gfx::Matrix4x4 backdropTransform;
+
+ if (gl()->IsExtensionSupported(GLContext::NV_texture_barrier)) {
+ // The NV_texture_barrier extension lets us read directly from the
+ // backbuffer. Let's do that.
+ // We need to tell OpenGL about this, so that it can make sure everything
+ // on the GPU is happening in the right order.
+ gl()->fTextureBarrier();
+ mixBlendBackdrop = mCurrentRenderTarget->GetTextureHandle();
+ } else {
+ gfx::IntRect rect = ComputeBackdropCopyRect(aGeometry, aClipRect,
+ aTransform, &backdropTransform);
+ mixBlendBackdrop = CreateTexture(rect, true, mCurrentRenderTarget->GetFBO());
+ createdMixBlendBackdropTexture = true;
+ }
+ program->SetBackdropTransform(backdropTransform);
+ }
+
+ program->SetRenderOffset(offset.x, offset.y);
+ LayerScope::SetRenderOffset(offset.x, offset.y);
+
+ if (aOpacity != 1.f)
+ program->SetLayerOpacity(aOpacity);
+
+ if (config.mFeatures & ENABLE_TEXTURE_RECT) {
+ TextureSourceOGL* source = nullptr;
+ if (aEffectChain.mPrimaryEffect->mType == EffectTypes::COMPONENT_ALPHA) {
+ EffectComponentAlpha* effectComponentAlpha =
+ static_cast<EffectComponentAlpha*>(aEffectChain.mPrimaryEffect.get());
+ source = effectComponentAlpha->mOnWhite->AsSourceOGL();
+ } else {
+ TexturedEffect* texturedEffect =
+ static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
+ 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);
+ }
+
+ // XXX kip - These calculations could be performed once per layer rather than
+ // for every tile. This might belong in Compositor.cpp once DEAA
+ // is implemented for DirectX.
+ if (bEnableAA) {
+ // Calculate the transformed vertices of aVisibleRect in screen space
+ // pixels, mirroring the calculations in the vertex shader
+ Matrix4x4 flatTransform = aTransform;
+ flatTransform.PostTranslate(-offset.x, -offset.y, 0.0f);
+ flatTransform *= mProjMatrix;
+
+ Rect viewportClip = Rect(-1.0f, -1.0f, 2.0f, 2.0f);
+ size_t edgeCount = 0;
+ Point3D coefficients[4];
+
+ Point points[Matrix4x4::kTransformAndClipRectMaxVerts];
+ size_t pointCount = flatTransform.TransformAndClipRect(aVisibleRect, viewportClip, points);
+ for (size_t i = 0; i < pointCount; i++) {
+ points[i] = Point((points[i].x * 0.5f + 0.5f) * mViewportSize.width,
+ (points[i].y * 0.5f + 0.5f) * mViewportSize.height);
+ }
+ if (pointCount > 2) {
+ // Use shoelace formula on a triangle in the clipped quad to determine if
+ // winding order is reversed. Iterate through the triangles until one is
+ // found with a non-zero area.
+ float winding = 0.0f;
+ size_t wp = 0;
+ while (winding == 0.0f && wp < pointCount) {
+ int wp1 = (wp + 1) % pointCount;
+ int wp2 = (wp + 2) % pointCount;
+ winding = (points[wp1].x - points[wp].x) * (points[wp1].y + points[wp].y) +
+ (points[wp2].x - points[wp1].x) * (points[wp2].y + points[wp1].y) +
+ (points[wp].x - points[wp2].x) * (points[wp].y + points[wp2].y);
+ wp++;
+ }
+ bool frontFacing = winding >= 0.0f;
+
+ // Calculate the line coefficients used by the DEAA shader to determine the
+ // sub-pixel coverage of the edge pixels
+ for (size_t i=0; i<pointCount; i++) {
+ const Point& p1 = points[i];
+ const Point& p2 = points[(i + 1) % pointCount];
+ // Create a DEAA edge for any non-straight lines, to a maximum of 4
+ if (p1.x != p2.x && p1.y != p2.y && edgeCount < 4) {
+ if (frontFacing) {
+ coefficients[edgeCount++] = GetLineCoefficients(p2, p1);
+ } else {
+ coefficients[edgeCount++] = GetLineCoefficients(p1, p2);
+ }
+ }
+ }
+ }
+
+ // The coefficients that are not needed must not cull any fragments.
+ // We fill these unused coefficients with a clipping plane that has no
+ // effect.
+ for (size_t i = edgeCount; i < 4; i++) {
+ coefficients[i] = Point3D(0.0f, 1.0f, mViewportSize.height);
+ }
+
+ // Set uniforms required by DEAA shader
+ Matrix4x4 transformInverted = aTransform;
+ transformInverted.Invert();
+ program->SetLayerTransformInverse(transformInverted);
+ program->SetDEAAEdges(coefficients);
+ program->SetVisibleCenter(aVisibleRect.Center());
+ program->SetViewportSize(mViewportSize);
+ }
+
+ 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);
+ }
+ if (mixBlendBackdrop) {
+ BindBackdrop(program, mixBlendBackdrop, LOCAL_GL_TEXTURE1);
+ }
+
+ didSetBlendMode = SetBlendMode(gl(), blendMode);
+
+ BindAndDrawGeometry(program, aGeometry);
+ }
+ break;
+
+ case EffectTypes::RGB: {
+ TexturedEffect* texturedEffect =
+ static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
+ TextureSource *source = texturedEffect->mTexture;
+
+ didSetBlendMode = SetBlendMode(gl(), blendMode, texturedEffect->mPremultiplied);
+
+ gfx::SamplingFilter samplingFilter = texturedEffect->mSamplingFilter;
+
+ source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0, samplingFilter);
+
+ program->SetTextureUnit(0);
+
+ Matrix4x4 textureTransform = source->AsSourceOGL()->GetTextureTransform();
+ program->SetTextureTransform(textureTransform);
+
+ if (maskType != MaskType::MaskNone) {
+ BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
+ }
+ if (mixBlendBackdrop) {
+ BindBackdrop(program, mixBlendBackdrop, LOCAL_GL_TEXTURE2);
+ }
+
+ BindAndDrawGeometryWithTextureRect(program, aGeometry,
+ 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->mSamplingFilter);
+ sourceCb->BindTexture(LOCAL_GL_TEXTURE1, effectYCbCr->mSamplingFilter);
+ sourceCr->BindTexture(LOCAL_GL_TEXTURE2, effectYCbCr->mSamplingFilter);
+
+ program->SetYCbCrTextureUnits(Y, Cb, Cr);
+ program->SetTextureTransform(Matrix4x4());
+ program->SetYUVColorSpace(effectYCbCr->mYUVColorSpace);
+
+ if (maskType != MaskType::MaskNone) {
+ BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE3, maskQuadTransform);
+ }
+ if (mixBlendBackdrop) {
+ BindBackdrop(program, mixBlendBackdrop, LOCAL_GL_TEXTURE4);
+ }
+ didSetBlendMode = SetBlendMode(gl(), blendMode);
+ BindAndDrawGeometryWithTextureRect(program,
+ aGeometry,
+ effectYCbCr->mTextureCoords,
+ sourceYCbCr->GetSubSource(Y));
+ }
+ break;
+ case EffectTypes::NV12: {
+ EffectNV12* effectNV12 =
+ static_cast<EffectNV12*>(aEffectChain.mPrimaryEffect.get());
+ TextureSource* sourceNV12 = effectNV12->mTexture;
+ const int Y = 0, CbCr = 1;
+ TextureSourceOGL* sourceY = sourceNV12->GetSubSource(Y)->AsSourceOGL();
+ TextureSourceOGL* sourceCbCr = sourceNV12->GetSubSource(CbCr)->AsSourceOGL();
+
+ if (!sourceY || !sourceCbCr) {
+ NS_WARNING("Invalid layer texture.");
+ return;
+ }
+
+ sourceY->BindTexture(LOCAL_GL_TEXTURE0, effectNV12->mSamplingFilter);
+ sourceCbCr->BindTexture(LOCAL_GL_TEXTURE1, effectNV12->mSamplingFilter);
+
+ if (config.mFeatures & ENABLE_TEXTURE_RECT) {
+ // This is used by IOSurface that use 0,0...w,h coordinate rather then 0,0..1,1.
+ program->SetCbCrTexCoordMultiplier(sourceCbCr->GetSize().width, sourceCbCr->GetSize().height);
+ }
+
+ program->SetNV12TextureUnits(Y, CbCr);
+ program->SetTextureTransform(Matrix4x4());
+
+ if (maskType != MaskType::MaskNone) {
+ BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE2, maskQuadTransform);
+ }
+ if (mixBlendBackdrop) {
+ BindBackdrop(program, mixBlendBackdrop, LOCAL_GL_TEXTURE3);
+ }
+ didSetBlendMode = SetBlendMode(gl(), blendMode);
+ BindAndDrawGeometryWithTextureRect(program,
+ aGeometry,
+ effectNV12->mTextureCoords,
+ sourceNV12->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) {
+ BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
+ }
+ if (mixBlendBackdrop) {
+ BindBackdrop(program, mixBlendBackdrop, LOCAL_GL_TEXTURE2);
+ }
+
+ if (config.mFeatures & ENABLE_TEXTURE_RECT) {
+ // 2DRect case, get the multiplier right for a sampler2DRect
+ program->SetTexCoordMultiplier(surface->GetSize().width,
+ surface->GetSize().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);
+ BindAndDrawGeometry(program, aGeometry);
+ }
+ 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->mSamplingFilter);
+ sourceOnWhite->BindTexture(LOCAL_GL_TEXTURE1, effectComponentAlpha->mSamplingFilter);
+
+ 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);
+ BindAndDrawGeometryWithTextureRect(program,
+ aGeometry,
+ effectComponentAlpha->mTextureCoords,
+ effectComponentAlpha->mOnBlack);
+
+ // Pass 2.
+ gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
+ LOCAL_GL_ONE, LOCAL_GL_ONE);
+ program->SetTexturePass2(true);
+ BindAndDrawGeometryWithTextureRect(program,
+ aGeometry,
+ effectComponentAlpha->mTextureCoords,
+ effectComponentAlpha->mOnBlack);
+
+ mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
+ LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
+ }
+ 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_MINUS_SRC_ALPHA);
+ }
+ if (createdMixBlendBackdropTexture) {
+ gl()->fDeleteTextures(1, &mixBlendBackdrop);
+ }
+
+ // in case rendering has used some other GL context
+ MakeCurrent();
+
+ LayerScope::DrawEnd(mGLContext, aEffectChain,
+ aGeometry.width, aGeometry.height);
+}
+
+void
+CompositorOGL::BindAndDrawGeometry(ShaderProgramOGL* aProgram,
+ const gfx::Rect& aRect,
+ const gfx::Rect& aTextureRect)
+{
+ BindAndDrawQuad(aProgram, aRect, aTextureRect);
+}
+
+void
+CompositorOGL::BindAndDrawGeometry(ShaderProgramOGL* aProgram,
+ const gfx::TexturedTriangle& aTriangle,
+ const gfx::Rect& aTextureRect)
+{
+ NS_ASSERTION(aProgram->HasInitialized(), "Shader program not correctly initialized");
+
+ const gfx::TexturedTriangle& t = aTriangle;
+ const gfx::Triangle& tex = t.textureCoords;
+
+ GLfloat vertices[] = {
+ t.p1.x, t.p1.y, 0.0f, 1.0f, tex.p1.x, tex.p1.y,
+ t.p2.x, t.p2.y, 0.0f, 1.0f, tex.p2.x, tex.p2.y,
+ t.p3.x, t.p3.y, 0.0f, 1.0f, tex.p3.x, tex.p3.y
+ };
+
+ HeapCopyOfStackArray<GLfloat> verticesOnHeap(vertices);
+ mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTriangleVBO);
+ mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
+ verticesOnHeap.ByteLength(),
+ verticesOnHeap.Data(),
+ LOCAL_GL_STREAM_DRAW);
+
+ const GLsizei stride = 6 * sizeof(GLfloat);
+ InitializeVAO(kCoordinateAttributeIndex, 4, stride, 0);
+ InitializeVAO(kTexCoordinateAttributeIndex, 2, stride, 4 * sizeof(GLfloat));
+
+ mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, 3);
+
+ mGLContext->fDisableVertexAttribArray(kCoordinateAttributeIndex);
+ mGLContext->fDisableVertexAttribArray(kTexCoordinateAttributeIndex);
+ mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
+}
+
+// |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::BindAndDrawGeometryWithTextureRect(ShaderProgramOGL *aProg,
+ const Rect& aRect,
+ const Rect& aTexCoordRect,
+ TextureSource *aTexture)
+{
+ Rect scaledTexCoordRect = GetTextureCoordinates(aTexCoordRect, aTexture);
+ Rect layerRects[4];
+ Rect textureRects[4];
+ size_t rects = DecomposeIntoNoRepeatRects(aRect,
+ scaledTexCoordRect,
+ &layerRects,
+ &textureRects);
+
+ BindAndDrawQuads(aProg, rects, layerRects, textureRects);
+}
+
+void
+CompositorOGL::BindAndDrawGeometryWithTextureRect(ShaderProgramOGL *aProg,
+ const gfx::TexturedTriangle& aTriangle,
+ const gfx::Rect& aTexCoordRect,
+ TextureSource *aTexture)
+{
+ BindAndDrawGeometry(aProg, aTriangle,
+ GetTextureCoordinates(aTexCoordRect, aTexture));
+}
+
+void
+CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
+ int aQuads,
+ const Rect* aLayerRects,
+ const Rect* aTextureRects)
+{
+ NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
+
+ mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
+ InitializeVAO(kCoordinateAttributeIndex, 4, 0, 0);
+
+ 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);
+ mGLContext->fDisableVertexAttribArray(kCoordinateAttributeIndex);
+ mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
+ LayerScope::SetDrawRects(aQuads, aLayerRects, aTextureRects);
+}
+
+void
+CompositorOGL::InitializeVAO(const GLuint aAttrib, const GLint aComponents,
+ const GLsizei aStride, const size_t aOffset)
+{
+ mGLContext->fVertexAttribPointer(aAttrib, aComponents, LOCAL_GL_FLOAT,
+ LOCAL_GL_FALSE, aStride,
+ reinterpret_cast<GLvoid*>(aOffset));
+ mGLContext->fEnableVertexAttribArray(aAttrib);
+}
+
+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 (gfxEnv::DumpCompositorTextures()) {
+ LayoutDeviceIntSize size;
+ if (mUseExternalSurfaceSize) {
+ size = LayoutDeviceIntSize(mSurfaceSize.width, mSurfaceSize.height);
+ } else {
+ size = mWidget->GetClientSize();
+ }
+ RefPtr<DrawTarget> target = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(IntSize(size.width, size.height), SurfaceFormat::B8G8R8A8);
+ if (target) {
+ 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;
+ Compositor::EndFrame();
+ return;
+ }
+
+ mCurrentRenderTarget = nullptr;
+
+ if (mTexturePool) {
+ mTexturePool->EndFrame();
+ }
+
+ mGLContext->SwapBuffers();
+ mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
+
+ // Unbind all textures
+ for (GLuint i = 0; i <= 4; i++) {
+ mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
+ mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
+ if (!mGLContext->IsGLES()) {
+ mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
+ }
+ }
+
+ Compositor::EndFrame();
+}
+
+void
+CompositorOGL::EndFrameForExternalComposition(const gfx::Matrix& aTransform)
+{
+ MOZ_ASSERT(!mTarget);
+ if (mTexturePool) {
+ mTexturePool->EndFrame();
+ }
+}
+
+void
+CompositorOGL::SetDestinationSurfaceSize(const IntSize& aSize)
+{
+ mSurfaceSize.width = aSize.width;
+ mSurfaceSize.height = aSize.height;
+}
+
+void
+CompositorOGL::CopyToTarget(DrawTarget* aTarget, const nsIntPoint& aTopLeft, const gfx::Matrix& aTransform)
+{
+ MOZ_ASSERT(aTarget);
+ 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()
+{
+#if defined(MOZ_WIDGET_ANDROID) || defined(MOZ_WIDGET_UIKIT)
+ if (!gl() || gl()->IsDestroyed())
+ return false;
+
+ // RenewSurface internally calls MakeCurrent.
+ return gl()->RenewSurface(GetWidget()->RealWidget());
+#endif
+ return true;
+}
+
+already_AddRefed<DataTextureSource>
+CompositorOGL::CreateDataTextureSource(TextureFlags aFlags)
+{
+ return MakeAndAddRef<TextureImageTextureSourceOGL>(this, aFlags);
+}
+
+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);
+}
+
+GLBlitTextureImageHelper*
+CompositorOGL::BlitTextureImageHelper()
+{
+ if (!mBlitTextureImageHelper) {
+ mBlitTextureImageHelper = MakeUnique<GLBlitTextureImageHelper>(this);
+ }
+
+ return mBlitTextureImageHelper.get();
+}
+
+
+
+GLuint
+CompositorOGL::GetTemporaryTexture(GLenum aTarget, GLenum aUnit)
+{
+ if (!mTexturePool) {
+ mTexturePool = new PerUnitTexturePoolOGL(gl());
+ }
+ 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();
+}
+
+} // namespace layers
+} // namespace mozilla