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-rw-r--r--gfx/gl/GLBlitHelper.cpp1033
1 files changed, 1033 insertions, 0 deletions
diff --git a/gfx/gl/GLBlitHelper.cpp b/gfx/gl/GLBlitHelper.cpp
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index 000000000..cffa5fbe5
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+++ b/gfx/gl/GLBlitHelper.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 "gfxUtils.h"
+#include "GLBlitHelper.h"
+#include "GLContext.h"
+#include "GLScreenBuffer.h"
+#include "ScopedGLHelpers.h"
+#include "mozilla/Preferences.h"
+#include "ImageContainer.h"
+#include "HeapCopyOfStackArray.h"
+#include "mozilla/gfx/Matrix.h"
+#include "mozilla/UniquePtr.h"
+
+#ifdef MOZ_WIDGET_ANDROID
+#include "AndroidSurfaceTexture.h"
+#include "GLImages.h"
+#include "GLLibraryEGL.h"
+#endif
+
+#ifdef XP_MACOSX
+#include "MacIOSurfaceImage.h"
+#include "GLContextCGL.h"
+#endif
+
+using mozilla::layers::PlanarYCbCrImage;
+using mozilla::layers::PlanarYCbCrData;
+
+namespace mozilla {
+namespace gl {
+
+GLBlitHelper::GLBlitHelper(GLContext* gl)
+ : mGL(gl)
+ , mTexBlit_Buffer(0)
+ , mTexBlit_VertShader(0)
+ , mTex2DBlit_FragShader(0)
+ , mTex2DRectBlit_FragShader(0)
+ , mTex2DBlit_Program(0)
+ , mTex2DRectBlit_Program(0)
+ , mYFlipLoc(-1)
+ , mTextureTransformLoc(-1)
+ , mTexExternalBlit_FragShader(0)
+ , mTexYUVPlanarBlit_FragShader(0)
+ , mTexNV12PlanarBlit_FragShader(0)
+ , mTexExternalBlit_Program(0)
+ , mTexYUVPlanarBlit_Program(0)
+ , mTexNV12PlanarBlit_Program(0)
+ , mFBO(0)
+ , mSrcTexY(0)
+ , mSrcTexCb(0)
+ , mSrcTexCr(0)
+ , mSrcTexEGL(0)
+ , mYTexScaleLoc(-1)
+ , mCbCrTexScaleLoc(-1)
+ , mYuvColorMatrixLoc(-1)
+ , mTexWidth(0)
+ , mTexHeight(0)
+ , mCurYScale(1.0f)
+ , mCurCbCrScale(1.0f)
+{
+}
+
+GLBlitHelper::~GLBlitHelper()
+{
+ if (!mGL->MakeCurrent())
+ return;
+
+ DeleteTexBlitProgram();
+
+ GLuint tex[] = {
+ mSrcTexY,
+ mSrcTexCb,
+ mSrcTexCr,
+ mSrcTexEGL,
+ };
+
+ mSrcTexY = mSrcTexCb = mSrcTexCr = mSrcTexEGL = 0;
+ mGL->fDeleteTextures(ArrayLength(tex), tex);
+
+ if (mFBO) {
+ mGL->fDeleteFramebuffers(1, &mFBO);
+ }
+ mFBO = 0;
+}
+
+// Allowed to be destructive of state we restore in functions below.
+bool
+GLBlitHelper::InitTexQuadProgram(BlitType target)
+{
+ const char kTexBlit_VertShaderSource[] = "\
+ #version 100 \n\
+ #ifdef GL_ES \n\
+ precision mediump float; \n\
+ #endif \n\
+ attribute vec2 aPosition; \n\
+ \n\
+ uniform float uYflip; \n\
+ varying vec2 vTexCoord; \n\
+ \n\
+ void main(void) \n\
+ { \n\
+ vTexCoord = aPosition; \n\
+ vTexCoord.y = abs(vTexCoord.y - uYflip); \n\
+ vec2 vertPos = aPosition * 2.0 - 1.0; \n\
+ gl_Position = vec4(vertPos, 0.0, 1.0); \n\
+ } \n\
+ ";
+
+ const char kTex2DBlit_FragShaderSource[] = "\
+ #version 100 \n\
+ #ifdef GL_ES \n\
+ #ifdef GL_FRAGMENT_PRECISION_HIGH \n\
+ precision highp float; \n\
+ #else \n\
+ precision mediump float; \n\
+ #endif \n\
+ #endif \n\
+ uniform sampler2D uTexUnit; \n\
+ \n\
+ varying vec2 vTexCoord; \n\
+ \n\
+ void main(void) \n\
+ { \n\
+ gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
+ } \n\
+ ";
+
+ const char kTex2DRectBlit_FragShaderSource[] = "\
+ #version 100 \n\
+ #ifdef GL_FRAGMENT_PRECISION_HIGH \n\
+ precision highp float; \n\
+ #else \n\
+ precision mediump float; \n\
+ #endif \n\
+ \n\
+ uniform sampler2D uTexUnit; \n\
+ uniform vec2 uTexCoordMult; \n\
+ \n\
+ varying vec2 vTexCoord; \n\
+ \n\
+ void main(void) \n\
+ { \n\
+ gl_FragColor = texture2DRect(uTexUnit, \n\
+ vTexCoord * uTexCoordMult); \n\
+ } \n\
+ ";
+#ifdef ANDROID /* MOZ_WIDGET_ANDROID */
+ const char kTexExternalBlit_FragShaderSource[] = "\
+ #version 100 \n\
+ #extension GL_OES_EGL_image_external : require \n\
+ #ifdef GL_FRAGMENT_PRECISION_HIGH \n\
+ precision highp float; \n\
+ #else \n\
+ precision mediump float; \n\
+ #endif \n\
+ varying vec2 vTexCoord; \n\
+ uniform mat4 uTextureTransform; \n\
+ uniform samplerExternalOES uTexUnit; \n\
+ \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = texture2D(uTexUnit, \n\
+ (uTextureTransform * vec4(vTexCoord, 0.0, 1.0)).xy); \n\
+ } \n\
+ ";
+#endif
+ /* From Rec601:
+ [R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
+ [G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
+ [B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
+
+ For [0,1] instead of [0,255], and to 5 places:
+ [R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
+ [G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
+ [B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
+
+ From Rec709:
+ [R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16]
+ [G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128]
+ [B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128]
+
+ For [0,1] instead of [0,255], and to 5 places:
+ [R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275]
+ [G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196]
+ [B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196]
+ */
+ const char kTexYUVPlanarBlit_FragShaderSource[] = "\
+ #version 100 \n\
+ #ifdef GL_ES \n\
+ precision mediump float; \n\
+ #endif \n\
+ varying vec2 vTexCoord; \n\
+ uniform sampler2D uYTexture; \n\
+ uniform sampler2D uCbTexture; \n\
+ uniform sampler2D uCrTexture; \n\
+ uniform vec2 uYTexScale; \n\
+ uniform vec2 uCbCrTexScale; \n\
+ uniform mat3 uYuvColorMatrix; \n\
+ void main() \n\
+ { \n\
+ float y = texture2D(uYTexture, vTexCoord * uYTexScale).r; \n\
+ float cb = texture2D(uCbTexture, vTexCoord * uCbCrTexScale).r; \n\
+ float cr = texture2D(uCrTexture, vTexCoord * uCbCrTexScale).r; \n\
+ y = y - 0.06275; \n\
+ cb = cb - 0.50196; \n\
+ cr = cr - 0.50196; \n\
+ vec3 yuv = vec3(y, cb, cr); \n\
+ gl_FragColor.rgb = uYuvColorMatrix * yuv; \n\
+ gl_FragColor.a = 1.0; \n\
+ } \n\
+ ";
+
+#ifdef XP_MACOSX
+ const char kTexNV12PlanarBlit_FragShaderSource[] = "\
+ #version 100 \n\
+ #extension GL_ARB_texture_rectangle : require \n\
+ #ifdef GL_ES \n\
+ precision mediump float \n\
+ #endif \n\
+ varying vec2 vTexCoord; \n\
+ uniform sampler2DRect uYTexture; \n\
+ uniform sampler2DRect uCbCrTexture; \n\
+ uniform vec2 uYTexScale; \n\
+ uniform vec2 uCbCrTexScale; \n\
+ void main() \n\
+ { \n\
+ float y = texture2DRect(uYTexture, vTexCoord * uYTexScale).r; \n\
+ float cb = texture2DRect(uCbCrTexture, vTexCoord * uCbCrTexScale).r; \n\
+ float cr = texture2DRect(uCbCrTexture, vTexCoord * uCbCrTexScale).a; \n\
+ y = (y - 0.06275) * 1.16438; \n\
+ cb = cb - 0.50196; \n\
+ cr = cr - 0.50196; \n\
+ gl_FragColor.r = y + cr * 1.59603; \n\
+ gl_FragColor.g = y - 0.81297 * cr - 0.39176 * cb; \n\
+ gl_FragColor.b = y + cb * 2.01723; \n\
+ gl_FragColor.a = 1.0; \n\
+ } \n\
+ ";
+#endif
+
+ bool success = false;
+
+ GLuint* programPtr;
+ GLuint* fragShaderPtr;
+ const char* fragShaderSource;
+ switch (target) {
+ case ConvertEGLImage:
+ case BlitTex2D:
+ programPtr = &mTex2DBlit_Program;
+ fragShaderPtr = &mTex2DBlit_FragShader;
+ fragShaderSource = kTex2DBlit_FragShaderSource;
+ break;
+ case BlitTexRect:
+ programPtr = &mTex2DRectBlit_Program;
+ fragShaderPtr = &mTex2DRectBlit_FragShader;
+ fragShaderSource = kTex2DRectBlit_FragShaderSource;
+ break;
+#ifdef ANDROID
+ case ConvertSurfaceTexture:
+ case ConvertGralloc:
+ programPtr = &mTexExternalBlit_Program;
+ fragShaderPtr = &mTexExternalBlit_FragShader;
+ fragShaderSource = kTexExternalBlit_FragShaderSource;
+ break;
+#endif
+ case ConvertPlanarYCbCr:
+ programPtr = &mTexYUVPlanarBlit_Program;
+ fragShaderPtr = &mTexYUVPlanarBlit_FragShader;
+ fragShaderSource = kTexYUVPlanarBlit_FragShaderSource;
+ break;
+#ifdef XP_MACOSX
+ case ConvertMacIOSurfaceImage:
+ programPtr = &mTexNV12PlanarBlit_Program;
+ fragShaderPtr = &mTexNV12PlanarBlit_FragShader;
+ fragShaderSource = kTexNV12PlanarBlit_FragShaderSource;
+ break;
+#endif
+ default:
+ return false;
+ }
+
+ GLuint& program = *programPtr;
+ GLuint& fragShader = *fragShaderPtr;
+
+ // Use do-while(false) to let us break on failure
+ do {
+ if (program) {
+ // Already have it...
+ success = true;
+ break;
+ }
+
+ if (!mTexBlit_Buffer) {
+
+ /* CCW tri-strip:
+ * 2---3
+ * | \ |
+ * 0---1
+ */
+ GLfloat verts[] = {
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f
+ };
+ HeapCopyOfStackArray<GLfloat> vertsOnHeap(verts);
+
+ MOZ_ASSERT(!mTexBlit_Buffer);
+ mGL->fGenBuffers(1, &mTexBlit_Buffer);
+ mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
+
+ // Make sure we have a sane size.
+ mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsOnHeap.ByteLength(), vertsOnHeap.Data(), LOCAL_GL_STATIC_DRAW);
+ }
+
+ if (!mTexBlit_VertShader) {
+
+ const char* vertShaderSource = kTexBlit_VertShaderSource;
+
+ mTexBlit_VertShader = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
+ mGL->fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
+ mGL->fCompileShader(mTexBlit_VertShader);
+ }
+
+ MOZ_ASSERT(!fragShader);
+ fragShader = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
+ mGL->fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
+ mGL->fCompileShader(fragShader);
+
+ program = mGL->fCreateProgram();
+ mGL->fAttachShader(program, mTexBlit_VertShader);
+ mGL->fAttachShader(program, fragShader);
+ mGL->fBindAttribLocation(program, 0, "aPosition");
+ mGL->fLinkProgram(program);
+
+ if (GLContext::ShouldSpew()) {
+ GLint status = 0;
+ mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
+ if (status != LOCAL_GL_TRUE) {
+ NS_ERROR("Vert shader compilation failed.");
+
+ GLint length = 0;
+ mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
+ if (!length) {
+ printf_stderr("No shader info log available.\n");
+ break;
+ }
+
+ auto buffer = MakeUnique<char[]>(length);
+ mGL->fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer.get());
+
+ printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
+ break;
+ }
+
+ status = 0;
+ mGL->fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
+ if (status != LOCAL_GL_TRUE) {
+ NS_ERROR("Frag shader compilation failed.");
+
+ GLint length = 0;
+ mGL->fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
+ if (!length) {
+ printf_stderr("No shader info log available.\n");
+ break;
+ }
+
+ auto buffer = MakeUnique<char[]>(length);
+ mGL->fGetShaderInfoLog(fragShader, length, nullptr, buffer.get());
+
+ printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
+ break;
+ }
+ }
+
+ GLint status = 0;
+ mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
+ if (status != LOCAL_GL_TRUE) {
+ if (GLContext::ShouldSpew()) {
+ NS_ERROR("Linking blit program failed.");
+ GLint length = 0;
+ mGL->fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
+ if (!length) {
+ printf_stderr("No program info log available.\n");
+ break;
+ }
+
+ auto buffer = MakeUnique<char[]>(length);
+ mGL->fGetProgramInfoLog(program, length, nullptr, buffer.get());
+
+ printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
+ }
+ break;
+ }
+
+ // Cache and set attribute and uniform
+ mGL->fUseProgram(program);
+ switch (target) {
+#ifdef ANDROID
+ case ConvertSurfaceTexture:
+ case ConvertGralloc:
+#endif
+ case BlitTex2D:
+ case BlitTexRect:
+ case ConvertEGLImage: {
+ GLint texUnitLoc = mGL->fGetUniformLocation(program, "uTexUnit");
+ MOZ_ASSERT(texUnitLoc != -1, "uniform uTexUnit not found");
+ mGL->fUniform1i(texUnitLoc, 0);
+ break;
+ }
+ case ConvertPlanarYCbCr: {
+ GLint texY = mGL->fGetUniformLocation(program, "uYTexture");
+ GLint texCb = mGL->fGetUniformLocation(program, "uCbTexture");
+ GLint texCr = mGL->fGetUniformLocation(program, "uCrTexture");
+ mYTexScaleLoc = mGL->fGetUniformLocation(program, "uYTexScale");
+ mCbCrTexScaleLoc = mGL->fGetUniformLocation(program, "uCbCrTexScale");
+ mYuvColorMatrixLoc = mGL->fGetUniformLocation(program, "uYuvColorMatrix");
+
+ DebugOnly<bool> hasUniformLocations = texY != -1 &&
+ texCb != -1 &&
+ texCr != -1 &&
+ mYTexScaleLoc != -1 &&
+ mCbCrTexScaleLoc != -1 &&
+ mYuvColorMatrixLoc != -1;
+ MOZ_ASSERT(hasUniformLocations, "uniforms not found");
+
+ mGL->fUniform1i(texY, Channel_Y);
+ mGL->fUniform1i(texCb, Channel_Cb);
+ mGL->fUniform1i(texCr, Channel_Cr);
+ break;
+ }
+ case ConvertMacIOSurfaceImage: {
+#ifdef XP_MACOSX
+ GLint texY = mGL->fGetUniformLocation(program, "uYTexture");
+ GLint texCbCr = mGL->fGetUniformLocation(program, "uCbCrTexture");
+ mYTexScaleLoc = mGL->fGetUniformLocation(program, "uYTexScale");
+ mCbCrTexScaleLoc= mGL->fGetUniformLocation(program, "uCbCrTexScale");
+
+ DebugOnly<bool> hasUniformLocations = texY != -1 &&
+ texCbCr != -1 &&
+ mYTexScaleLoc != -1 &&
+ mCbCrTexScaleLoc != -1;
+ MOZ_ASSERT(hasUniformLocations, "uniforms not found");
+
+ mGL->fUniform1i(texY, Channel_Y);
+ mGL->fUniform1i(texCbCr, Channel_Cb);
+#endif
+ break;
+ }
+ default:
+ return false;
+ }
+ MOZ_ASSERT(mGL->fGetAttribLocation(program, "aPosition") == 0);
+ mYFlipLoc = mGL->fGetUniformLocation(program, "uYflip");
+ MOZ_ASSERT(mYFlipLoc != -1, "uniform: uYflip not found");
+ mTextureTransformLoc = mGL->fGetUniformLocation(program, "uTextureTransform");
+ if (mTextureTransformLoc >= 0) {
+ // Set identity matrix as default
+ gfx::Matrix4x4 identity;
+ mGL->fUniformMatrix4fv(mTextureTransformLoc, 1, false, &identity._11);
+ }
+ success = true;
+ } while (false);
+
+ if (!success) {
+ // Clean up:
+ DeleteTexBlitProgram();
+ return false;
+ }
+
+ mGL->fUseProgram(program);
+ mGL->fEnableVertexAttribArray(0);
+ mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
+ mGL->fVertexAttribPointer(0,
+ 2,
+ LOCAL_GL_FLOAT,
+ false,
+ 0,
+ nullptr);
+ return true;
+}
+
+bool
+GLBlitHelper::UseTexQuadProgram(BlitType target, const gfx::IntSize& srcSize)
+{
+ if (!InitTexQuadProgram(target)) {
+ return false;
+ }
+
+ if (target == BlitTexRect) {
+ GLint texCoordMultLoc = mGL->fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
+ MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
+ mGL->fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
+ }
+
+ return true;
+}
+
+void
+GLBlitHelper::DeleteTexBlitProgram()
+{
+ if (mTexBlit_Buffer) {
+ mGL->fDeleteBuffers(1, &mTexBlit_Buffer);
+ mTexBlit_Buffer = 0;
+ }
+ if (mTexBlit_VertShader) {
+ mGL->fDeleteShader(mTexBlit_VertShader);
+ mTexBlit_VertShader = 0;
+ }
+ if (mTex2DBlit_FragShader) {
+ mGL->fDeleteShader(mTex2DBlit_FragShader);
+ mTex2DBlit_FragShader = 0;
+ }
+ if (mTex2DRectBlit_FragShader) {
+ mGL->fDeleteShader(mTex2DRectBlit_FragShader);
+ mTex2DRectBlit_FragShader = 0;
+ }
+ if (mTex2DBlit_Program) {
+ mGL->fDeleteProgram(mTex2DBlit_Program);
+ mTex2DBlit_Program = 0;
+ }
+ if (mTex2DRectBlit_Program) {
+ mGL->fDeleteProgram(mTex2DRectBlit_Program);
+ mTex2DRectBlit_Program = 0;
+ }
+ if (mTexExternalBlit_FragShader) {
+ mGL->fDeleteShader(mTexExternalBlit_FragShader);
+ mTexExternalBlit_FragShader = 0;
+ }
+ if (mTexYUVPlanarBlit_FragShader) {
+ mGL->fDeleteShader(mTexYUVPlanarBlit_FragShader);
+ mTexYUVPlanarBlit_FragShader = 0;
+ }
+ if (mTexNV12PlanarBlit_FragShader) {
+ mGL->fDeleteShader(mTexNV12PlanarBlit_FragShader);
+ mTexNV12PlanarBlit_FragShader = 0;
+ }
+ if (mTexExternalBlit_Program) {
+ mGL->fDeleteProgram(mTexExternalBlit_Program);
+ mTexExternalBlit_Program = 0;
+ }
+ if (mTexYUVPlanarBlit_Program) {
+ mGL->fDeleteProgram(mTexYUVPlanarBlit_Program);
+ mTexYUVPlanarBlit_Program = 0;
+ }
+ if (mTexNV12PlanarBlit_Program) {
+ mGL->fDeleteProgram(mTexNV12PlanarBlit_Program);
+ mTexNV12PlanarBlit_Program = 0;
+ }
+}
+
+void
+GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
+ const gfx::IntSize& srcSize,
+ const gfx::IntSize& destSize,
+ bool internalFBs)
+{
+ MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
+ MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
+
+ MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
+
+ ScopedBindFramebuffer boundFB(mGL);
+ ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
+
+ if (internalFBs) {
+ mGL->Screen()->BindReadFB_Internal(srcFB);
+ mGL->Screen()->BindDrawFB_Internal(destFB);
+ } else {
+ mGL->BindReadFB(srcFB);
+ mGL->BindDrawFB(destFB);
+ }
+
+ mGL->fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
+ 0, 0, destSize.width, destSize.height,
+ LOCAL_GL_COLOR_BUFFER_BIT,
+ LOCAL_GL_NEAREST);
+}
+
+void
+GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
+ const gfx::IntSize& srcSize,
+ const gfx::IntSize& destSize,
+ const GLFormats& srcFormats,
+ bool internalFBs)
+{
+ MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
+ MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
+
+ if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
+ BlitFramebufferToFramebuffer(srcFB, destFB,
+ srcSize, destSize,
+ internalFBs);
+ return;
+ }
+
+ GLuint tex = CreateTextureForOffscreen(mGL, srcFormats, srcSize);
+ MOZ_ASSERT(tex);
+
+ BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize, internalFBs);
+ BlitTextureToFramebuffer(tex, destFB, srcSize, destSize, internalFBs);
+
+ mGL->fDeleteTextures(1, &tex);
+}
+
+void
+GLBlitHelper::BindAndUploadYUVTexture(Channel which,
+ uint32_t width,
+ uint32_t height,
+ void* data,
+ bool needsAllocation)
+{
+ MOZ_ASSERT(which < Channel_Max, "Invalid channel!");
+ GLuint* srcTexArr[3] = {&mSrcTexY, &mSrcTexCb, &mSrcTexCr};
+ GLuint& tex = *srcTexArr[which];
+
+ // RED textures aren't valid in GLES2, and ALPHA textures are not valid in desktop GL Core Profiles.
+ // So use R8 textures on GL3.0+ and GLES3.0+, but LUMINANCE/LUMINANCE/UNSIGNED_BYTE otherwise.
+ GLenum format;
+ GLenum internalFormat;
+ if (mGL->IsAtLeast(gl::ContextProfile::OpenGLCore, 300) ||
+ mGL->IsAtLeast(gl::ContextProfile::OpenGLES, 300)) {
+ format = LOCAL_GL_RED;
+ internalFormat = LOCAL_GL_R8;
+ } else {
+ format = LOCAL_GL_LUMINANCE;
+ internalFormat = LOCAL_GL_LUMINANCE;
+ }
+
+ if (!tex) {
+ MOZ_ASSERT(needsAllocation);
+ tex = CreateTexture(mGL, internalFormat, format, LOCAL_GL_UNSIGNED_BYTE,
+ gfx::IntSize(width, height), false);
+ }
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + which);
+
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, tex);
+ if (!needsAllocation) {
+ mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
+ 0,
+ 0,
+ 0,
+ width,
+ height,
+ format,
+ LOCAL_GL_UNSIGNED_BYTE,
+ data);
+ } else {
+ mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
+ 0,
+ internalFormat,
+ width,
+ height,
+ 0,
+ format,
+ LOCAL_GL_UNSIGNED_BYTE,
+ data);
+ }
+}
+
+void
+GLBlitHelper::BindAndUploadEGLImage(EGLImage image, GLuint target)
+{
+ MOZ_ASSERT(image != EGL_NO_IMAGE, "Bad EGLImage");
+
+ if (!mSrcTexEGL) {
+ mGL->fGenTextures(1, &mSrcTexEGL);
+ mGL->fBindTexture(target, mSrcTexEGL);
+ mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
+ mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
+ mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
+ mGL->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
+ } else {
+ mGL->fBindTexture(target, mSrcTexEGL);
+ }
+ mGL->fEGLImageTargetTexture2D(target, image);
+}
+
+#ifdef MOZ_WIDGET_ANDROID
+
+#define ATTACH_WAIT_MS 50
+
+bool
+GLBlitHelper::BlitSurfaceTextureImage(layers::SurfaceTextureImage* stImage)
+{
+ AndroidSurfaceTexture* surfaceTexture = stImage->GetSurfaceTexture();
+
+ ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
+
+ if (NS_FAILED(surfaceTexture->Attach(mGL, PR_MillisecondsToInterval(ATTACH_WAIT_MS))))
+ return false;
+
+ // UpdateTexImage() changes the EXTERNAL binding, so save it here
+ // so we can restore it after.
+ int oldBinding = 0;
+ mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldBinding);
+
+ surfaceTexture->UpdateTexImage();
+
+ gfx::Matrix4x4 transform;
+ surfaceTexture->GetTransformMatrix(transform);
+
+ mGL->fUniformMatrix4fv(mTextureTransformLoc, 1, false, &transform._11);
+ mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
+
+ surfaceTexture->Detach();
+
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL, oldBinding);
+ return true;
+}
+
+bool
+GLBlitHelper::BlitEGLImageImage(layers::EGLImageImage* image)
+{
+ EGLImage eglImage = image->GetImage();
+ EGLSync eglSync = image->GetSync();
+
+ if (eglSync) {
+ EGLint status = sEGLLibrary.fClientWaitSync(EGL_DISPLAY(), eglSync, 0, LOCAL_EGL_FOREVER);
+ if (status != LOCAL_EGL_CONDITION_SATISFIED) {
+ return false;
+ }
+ }
+
+ ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
+
+ int oldBinding = 0;
+ mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldBinding);
+
+ BindAndUploadEGLImage(eglImage, LOCAL_GL_TEXTURE_2D);
+
+ mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
+
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, oldBinding);
+ return true;
+}
+
+#endif
+
+bool
+GLBlitHelper::BlitPlanarYCbCrImage(layers::PlanarYCbCrImage* yuvImage)
+{
+ ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
+ const PlanarYCbCrData* yuvData = yuvImage->GetData();
+
+ bool needsAllocation = false;
+ if (mTexWidth != yuvData->mYStride || mTexHeight != yuvData->mYSize.height) {
+ mTexWidth = yuvData->mYStride;
+ mTexHeight = yuvData->mYSize.height;
+ needsAllocation = true;
+ }
+
+ GLint oldTex[3];
+ for (int i = 0; i < 3; i++) {
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
+ mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex[i]);
+ }
+ BindAndUploadYUVTexture(Channel_Y, yuvData->mYStride, yuvData->mYSize.height, yuvData->mYChannel, needsAllocation);
+ BindAndUploadYUVTexture(Channel_Cb, yuvData->mCbCrStride, yuvData->mCbCrSize.height, yuvData->mCbChannel, needsAllocation);
+ BindAndUploadYUVTexture(Channel_Cr, yuvData->mCbCrStride, yuvData->mCbCrSize.height, yuvData->mCrChannel, needsAllocation);
+
+ if (needsAllocation) {
+ mGL->fUniform2f(mYTexScaleLoc, (float)yuvData->mYSize.width/yuvData->mYStride, 1.0f);
+ mGL->fUniform2f(mCbCrTexScaleLoc, (float)yuvData->mCbCrSize.width/yuvData->mCbCrStride, 1.0f);
+ }
+
+ float* yuvToRgb = gfxUtils::Get3x3YuvColorMatrix(yuvData->mYUVColorSpace);
+ mGL->fUniformMatrix3fv(mYuvColorMatrixLoc, 1, 0, yuvToRgb);
+
+ mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
+ for (int i = 0; i < 3; i++) {
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, oldTex[i]);
+ }
+ return true;
+}
+
+#ifdef XP_MACOSX
+bool
+GLBlitHelper::BlitMacIOSurfaceImage(layers::MacIOSurfaceImage* ioImage)
+{
+ ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
+ MacIOSurface* surf = ioImage->GetSurface();
+
+ GLint oldTex[2];
+ for (int i = 0; i < 2; i++) {
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
+ mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex[i]);
+ }
+
+ GLuint textures[2];
+ mGL->fGenTextures(2, textures);
+
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE0);
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, textures[0]);
+ mGL->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
+ mGL->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
+ surf->CGLTexImageIOSurface2D(gl::GLContextCGL::Cast(mGL)->GetCGLContext(), 0);
+ mGL->fUniform2f(mYTexScaleLoc, surf->GetWidth(0), surf->GetHeight(0));
+
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE1);
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, textures[1]);
+ mGL->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
+ mGL->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
+ surf->CGLTexImageIOSurface2D(gl::GLContextCGL::Cast(mGL)->GetCGLContext(), 1);
+ mGL->fUniform2f(mCbCrTexScaleLoc, surf->GetWidth(1), surf->GetHeight(1));
+
+ mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
+ for (int i = 0; i < 2; i++) {
+ mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
+ mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, oldTex[i]);
+ }
+
+ mGL->fDeleteTextures(2, textures);
+ return true;
+}
+#endif
+
+bool
+GLBlitHelper::BlitImageToFramebuffer(layers::Image* srcImage,
+ const gfx::IntSize& destSize,
+ GLuint destFB,
+ OriginPos destOrigin)
+{
+ ScopedGLDrawState autoStates(mGL);
+
+ BlitType type;
+ OriginPos srcOrigin;
+
+ switch (srcImage->GetFormat()) {
+ case ImageFormat::PLANAR_YCBCR:
+ type = ConvertPlanarYCbCr;
+ srcOrigin = OriginPos::BottomLeft;
+ break;
+
+#ifdef MOZ_WIDGET_ANDROID
+ case ImageFormat::SURFACE_TEXTURE:
+ type = ConvertSurfaceTexture;
+ srcOrigin = srcImage->AsSurfaceTextureImage()->GetOriginPos();
+ break;
+ case ImageFormat::EGLIMAGE:
+ type = ConvertEGLImage;
+ srcOrigin = srcImage->AsEGLImageImage()->GetOriginPos();
+ break;
+#endif
+#ifdef XP_MACOSX
+ case ImageFormat::MAC_IOSURFACE:
+ type = ConvertMacIOSurfaceImage;
+ srcOrigin = OriginPos::TopLeft;
+ break;
+#endif
+
+ default:
+ return false;
+ }
+
+ bool init = InitTexQuadProgram(type);
+ if (!init) {
+ return false;
+ }
+
+ const bool needsYFlip = (srcOrigin != destOrigin);
+ mGL->fUniform1f(mYFlipLoc, needsYFlip ? (float)1.0 : (float)0.0);
+
+ ScopedBindFramebuffer boundFB(mGL, destFB);
+ mGL->fColorMask(LOCAL_GL_TRUE, LOCAL_GL_TRUE, LOCAL_GL_TRUE, LOCAL_GL_TRUE);
+ mGL->fViewport(0, 0, destSize.width, destSize.height);
+
+ switch (type) {
+ case ConvertPlanarYCbCr: {
+ const auto saved = mGL->GetIntAs<GLint>(LOCAL_GL_UNPACK_ALIGNMENT);
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1);
+ const auto ret = BlitPlanarYCbCrImage(static_cast<PlanarYCbCrImage*>(srcImage));
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, saved);
+ return ret;
+ }
+
+#ifdef MOZ_WIDGET_ANDROID
+ case ConvertSurfaceTexture:
+ return BlitSurfaceTextureImage(static_cast<layers::SurfaceTextureImage*>(srcImage));
+
+ case ConvertEGLImage:
+ return BlitEGLImageImage(static_cast<layers::EGLImageImage*>(srcImage));
+#endif
+
+#ifdef XP_MACOSX
+ case ConvertMacIOSurfaceImage:
+ return BlitMacIOSurfaceImage(srcImage->AsMacIOSurfaceImage());
+#endif
+
+ default:
+ return false;
+ }
+}
+
+bool
+GLBlitHelper::BlitImageToTexture(layers::Image* srcImage,
+ const gfx::IntSize& destSize,
+ GLuint destTex,
+ GLenum destTarget,
+ OriginPos destOrigin)
+{
+ ScopedFramebufferForTexture autoFBForTex(mGL, destTex, destTarget);
+ if (!autoFBForTex.IsComplete())
+ return false;
+
+ return BlitImageToFramebuffer(srcImage, destSize, autoFBForTex.FB(), destOrigin);
+}
+
+void
+GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
+ const gfx::IntSize& srcSize,
+ const gfx::IntSize& destSize,
+ GLenum srcTarget,
+ bool internalFBs)
+{
+ MOZ_ASSERT(mGL->fIsTexture(srcTex));
+ MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
+
+ if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
+ ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
+ MOZ_DIAGNOSTIC_ASSERT(srcWrapper.IsComplete());
+
+ BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
+ srcSize, destSize,
+ internalFBs);
+ return;
+ }
+
+ DrawBlitTextureToFramebuffer(srcTex, destFB, srcSize, destSize, srcTarget,
+ internalFBs);
+}
+
+
+void
+GLBlitHelper::DrawBlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
+ const gfx::IntSize& srcSize,
+ const gfx::IntSize& destSize,
+ GLenum srcTarget,
+ bool internalFBs)
+{
+ BlitType type;
+ switch (srcTarget) {
+ case LOCAL_GL_TEXTURE_2D:
+ type = BlitTex2D;
+ break;
+ case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
+ type = BlitTexRect;
+ break;
+ default:
+ MOZ_CRASH("GFX: Fatal Error: Bad `srcTarget`.");
+ break;
+ }
+
+ ScopedGLDrawState autoStates(mGL);
+ if (internalFBs) {
+ mGL->Screen()->BindFB_Internal(destFB);
+ } else {
+ mGL->BindFB(destFB);
+ }
+
+ // Does destructive things to (only!) what we just saved above.
+ bool good = UseTexQuadProgram(type, srcSize);
+ if (!good) {
+ // We're up against the wall, so bail.
+ MOZ_DIAGNOSTIC_ASSERT(false,
+ "Error: Failed to prepare to blit texture->framebuffer.\n");
+ mGL->fScissor(0, 0, destSize.width, destSize.height);
+ mGL->fColorMask(1, 1, 1, 1);
+ mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
+ return;
+ }
+
+ mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
+}
+
+void
+GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
+ const gfx::IntSize& srcSize,
+ const gfx::IntSize& destSize,
+ GLenum destTarget,
+ bool internalFBs)
+{
+ // On the Android 4.3 emulator, IsFramebuffer may return false incorrectly.
+ MOZ_ASSERT_IF(mGL->Renderer() != GLRenderer::AndroidEmulator, !srcFB || mGL->fIsFramebuffer(srcFB));
+ MOZ_ASSERT(mGL->fIsTexture(destTex));
+
+ if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
+ ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);
+
+ BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
+ srcSize, destSize,
+ internalFBs);
+ return;
+ }
+
+ ScopedBindTexture autoTex(mGL, destTex, destTarget);
+
+ ScopedBindFramebuffer boundFB(mGL);
+ if (internalFBs) {
+ mGL->Screen()->BindFB_Internal(srcFB);
+ } else {
+ mGL->BindFB(srcFB);
+ }
+
+ ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
+ mGL->fCopyTexSubImage2D(destTarget, 0,
+ 0, 0,
+ 0, 0,
+ srcSize.width, srcSize.height);
+}
+
+void
+GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
+ const gfx::IntSize& srcSize,
+ const gfx::IntSize& destSize,
+ GLenum srcTarget, GLenum destTarget)
+{
+ MOZ_ASSERT(mGL->fIsTexture(srcTex));
+ MOZ_ASSERT(mGL->fIsTexture(destTex));
+
+ // Generally, just use the CopyTexSubImage path
+ ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
+
+ BlitFramebufferToTexture(srcWrapper.FB(), destTex,
+ srcSize, destSize, destTarget);
+}
+
+} // namespace gl
+} // namespace mozilla