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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/GLBlitTextureImageHelper.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/layers/opengl/GLBlitTextureImageHelper.cpp')
-rw-r--r--gfx/layers/opengl/GLBlitTextureImageHelper.cpp280
1 files changed, 280 insertions, 0 deletions
diff --git a/gfx/layers/opengl/GLBlitTextureImageHelper.cpp b/gfx/layers/opengl/GLBlitTextureImageHelper.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/* vim: set ts=8 sts=4 et sw=4 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "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.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
+ float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / 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
+ InfallibleTArray<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.
+ NS_RUNTIMEABORT(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.SetCapacity(len);
+ gl->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
+ log.SetLength(len);
+
+ 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.SetCapacity(len);
+ gl->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
+ log.SetLength(len);
+
+ 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