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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/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
#ifdef XP_MACOSX
#include "nsCocoaFeatures.h"
#endif
#include "GeckoProfiler.h"
namespace mozilla {
using namespace std;
using namespace gfx;
namespace layers {
using namespace mozilla::gl;
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::Filter::LINEAR);
aProgram->SetMaskTextureUnit(aTexUnit - LOCAL_GL_TEXTURE0);
aProgram->SetMaskLayerTransform(aTransform);
}
CompositorOGL::CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth,
int aSurfaceHeight, bool aUseExternalSurfaceSize)
: mWidget(aWidget)
, 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
void* widgetOpenGLContext = mWidget->GetNativeData(NS_NATIVE_OPENGL_CONTEXT);
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::CreateForWindow(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 = gfxPlatform::GetPlatform()->GetOffscreenFormat() == gfxImageFormat::RGB16_565;
context = GLContextProvider::CreateOffscreen(mSurfaceSize,
caps, CreateContextFlags::REQUIRE_COMPAT_PROFILE);
}
if (!context) {
context = gl::GLContextProvider::CreateForWindow(mWidget,
gfxPlatform::GetPlatform()->RequiresAcceleratedGLContextForCompositorOGL());
}
if (!context) {
NS_WARNING("Failed to create CompositorOGL context");
}
#ifdef MOZ_WIDGET_GONK
mWidget->SetNativeData(NS_NATIVE_OPENGL_CONTEXT,
reinterpret_cast<uintptr_t>(context.get()));
#endif
return context.forget();
}
void
CompositorOGL::Destroy()
{
if (mTexturePool) {
mTexturePool->Clear();
mTexturePool = nullptr;
}
if (!mDestroyed) {
mDestroyed = true;
CleanupResources();
}
}
void
CompositorOGL::CleanupResources()
{
if (!mGLContext)
return;
#ifdef MOZ_WIDGET_GONK
mWidget->SetNativeData(NS_NATIVE_OPENGL_CONTEXT,
reinterpret_cast<uintptr_t>(nullptr));
#endif
RefPtr<GLContext> ctx = mGLContext->GetSharedContext();
if (!ctx) {
ctx = mGLContext;
}
if (!ctx->MakeCurrent()) {
// Leak resources!
mQuadVBO = 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;
}
DestroyVR(ctx);
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()
{
bool force = gfxPrefs::LayersAccelerationForceEnabled();
ScopedGfxFeatureReporter reporter("GL Layers", force);
// Do not allow double initialization
MOZ_ASSERT(mGLContext == nullptr, "Don't reinitialize CompositorOGL");
mGLContext = CreateContext();
#ifdef MOZ_WIDGET_ANDROID
if (!mGLContext)
NS_RUNTIMEABORT("We need a context on Android");
#endif
if (!mGLContext)
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)) {
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 */
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))
return false;
}
/* Create a simple quad VBO */
mGLContext->fGenBuffers(1, &mQuadVBO);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 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->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());
}
mVR.mInitialized = false;
if (gfxPrefs::VREnabled()) {
if (!InitializeVR()) {
NS_WARNING("Failed to initialize VR in CompositorOGL");
}
}
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(NextPowerOfTwo(aSize.width), NextPowerOfTwo(aSize.height));
}
// |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::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const Rect& aRect,
const Rect& aTexCoordRect,
TextureSource *aTexture)
{
Rect scaledTexCoordRect = aTexCoordRect;
// 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;
scaledTexCoordRect.Scale(xScale, yScale);
}
}
Rect layerRects[4];
Rect textureRects[4];
size_t rects = DecomposeIntoNoRepeatRects(aRect,
scaledTexCoordRect,
&layerRects,
&textureRects);
BindAndDrawQuads(aProg, rects, layerRects, textureRects);
}
void
CompositorOGL::PrepareViewport(CompositingRenderTargetOGL* aRenderTarget)
{
MOZ_ASSERT(aRenderTarget);
const gfx::IntSize& size = aRenderTarget->mInitParams.mSize;
// Set the viewport correctly.
mGLContext->fViewport(0, 0, size.width, size.height);
mRenderBound = Rect(0, 0, size.width, size.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;
}
GLuint tex = 0;
GLuint fbo = 0;
CreateFBOWithTexture(aRect, false, 0, &fbo, &tex);
RefPtr<CompositingRenderTargetOGL> surface
= new CompositingRenderTargetOGL(this, aRect.TopLeft(), tex, fbo);
surface->Initialize(aRect.Size(), 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;
}
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(),
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,
nsIWidget* 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 Rect *aClipRectIn,
const Rect& aRenderBounds,
Rect *aClipRectOut,
Rect *aRenderBoundsOut)
{
PROFILER_LABEL("CompositorOGL", "BeginFrame",
js::ProfileEntry::Category::GRAPHICS);
MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame");
gfx::Rect rect;
if (mUseExternalSurfaceSize) {
rect = gfx::Rect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
rect = gfx::Rect(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;
#if 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);
// Make sure SCISSOR is enabled before setting the render target, since the RT
// assumes scissor is enabled while it does clears.
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
// Prefer the native windowing system's provided window size for the viewport.
IntSize viewportSize = mGLContext->GetTargetSize().valueOr(mWidgetSize);
if (viewportSize != mWidgetSize) {
mGLContext->fScissor(0, 0, viewportSize.width, viewportSize.height);
}
RefPtr<CompositingRenderTargetOGL> rt =
CompositingRenderTargetOGL::RenderTargetForWindow(this, viewportSize);
SetRenderTarget(rt);
#ifdef DEBUG
mWindowRenderTarget = mCurrentRenderTarget;
#endif
if (aClipRectOut && !aClipRectIn) {
aClipRectOut->SetRect(0, 0, width, height);
}
// If the Android compositor is being used, this clear will be done in
// DrawWindowUnderlay. Make sure the bits used here match up with those used
// in mobile/android/base/gfx/LayerRenderer.java
#ifndef MOZ_WIDGET_ANDROID
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
#endif
}
void
CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, bool aCopyFromSource,
GLuint aSourceFrameBuffer,
GLuint *aFBO, GLuint *aTexture)
{
// 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, fbo;
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);
mGLContext->fGenFramebuffers(1, &fbo);
*aFBO = fbo;
*aTexture = 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);
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);
config = ShaderConfigFromTargetAndFormat(source->GetTextureTarget(),
source->GetFormat());
break;
}
}
config.SetColorMatrix(aColorMatrix);
config.SetMask2D(aMask == MaskType::Mask2d);
config.SetMask3D(aMask == MaskType::Mask3d);
config.SetDEAA(aDEAAEnabled);
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 (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 Rect& aClipRect,
const EffectChain &aEffectChain,
Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
PROFILER_LABEL("CompositorOGL", "DrawQuad",
js::ProfileEntry::Category::GRAPHICS);
MOZ_ASSERT(mFrameInProgress, "frame not started");
MOZ_ASSERT(mCurrentRenderTarget, "No destination");
if (aEffectChain.mPrimaryEffect->mType == EffectTypes::VR_DISTORTION) {
DrawVRDistortion(aRect, aClipRect, aEffectChain, aOpacity, aTransform);
return;
}
IntPoint offset = mCurrentRenderTarget->GetOrigin();
Rect renderBound = mRenderBound;
renderBound.IntersectRect(renderBound, aClipRect);
renderBound.MoveBy(offset);
Rect destRect = aTransform.TransformAndClipBounds(aRect, 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);
if (!mRenderBound.Intersects(destRect)) {
return;
}
LayerScope::DrawBegin();
Rect 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);
}
IntRect intClipRect;
clipRect.ToIntRect(&intClipRect);
gl()->fScissor(intClipRect.x, FlipY(intClipRect.y + intClipRect.height),
intClipRect.width, intClipRect.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 = effectMask->mIs3D
? MaskType::Mask3d
: MaskType::Mask2d;
} 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;
}
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);
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);
}
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) {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
TextureSourceOGL* 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);
}
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuad(program, aRect);
}
break;
case EffectTypes::RGB: {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
TextureSource *source = texturedEffect->mTexture;
didSetBlendMode = SetBlendMode(gl(), blendMode, texturedEffect->mPremultiplied);
gfx::Filter filter = texturedEffect->mFilter;
Matrix4x4 textureTransform = source->AsSourceOGL()->GetTextureTransform();
#ifdef MOZ_WIDGET_ANDROID
gfx::Matrix textureTransform2D;
if (filter != gfx::Filter::POINT &&
aTransform.Is2DIntegerTranslation() &&
textureTransform.Is2D(&textureTransform2D) &&
textureTransform2D.HasOnlyIntegerTranslation()) {
// On Android we encounter small resampling errors in what should be
// pixel-aligned compositing operations. This works around them. This
// code should not be needed!
filter = gfx::Filter::POINT;
}
#endif
source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0, filter);
program->SetTextureUnit(0);
program->SetTextureTransform(textureTransform);
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
}
BindAndDrawQuadWithTextureRect(program, aRect, 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->mFilter);
sourceCb->BindTexture(LOCAL_GL_TEXTURE1, effectYCbCr->mFilter);
sourceCr->BindTexture(LOCAL_GL_TEXTURE2, effectYCbCr->mFilter);
program->SetYCbCrTextureUnits(Y, Cb, Cr);
program->SetTextureTransform(Matrix4x4());
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE3, maskQuadTransform);
}
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuadWithTextureRect(program,
aRect,
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->mFilter);
sourceCbCr->BindTexture(LOCAL_GL_TEXTURE1, effectNV12->mFilter);
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);
}
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuadWithTextureRect(program,
aRect,
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 (config.mFeatures & ENABLE_TEXTURE_RECT) {
// 2DRect case, get the multiplier right for a sampler2DRect
program->SetTexCoordMultiplier(aRect.width, aRect.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);
BindAndDrawQuad(program, aRect);
}
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->mFilter);
sourceOnWhite->BindTexture(LOCAL_GL_TEXTURE1, effectComponentAlpha->mFilter);
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);
BindAndDrawQuadWithTextureRect(program,
aRect,
effectComponentAlpha->mTextureCoords,
effectComponentAlpha->mOnBlack);
// Pass 2.
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE, LOCAL_GL_ONE);
#ifdef XP_MACOSX
if (gl()->WorkAroundDriverBugs() &&
gl()->Vendor() == GLVendor::NVIDIA &&
!nsCocoaFeatures::OnMavericksOrLater()) {
// Bug 987497: With some GPUs the nvidia driver on 10.8 and below
// won't pick up the TexturePass2 uniform change below if we don't do
// something to force it. Re-activating the shader seems to be one way
// of achieving that.
GLint program;
mGLContext->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &program);
mGLContext->fUseProgram(program);
}
#endif
program->SetTexturePass2(true);
BindAndDrawQuadWithTextureRect(program,
aRect,
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);
}
// in case rendering has used some other GL context
MakeCurrent();
LayerScope::DrawEnd(mGLContext, aEffectChain, aRect.width, aRect.height);
}
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()) {
LayoutDeviceIntRect rect;
if (mUseExternalSurfaceSize) {
rect = LayoutDeviceIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
mWidget->GetBounds(rect);
}
RefPtr<DrawTarget> target = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(IntSize(rect.width, rect.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;
return;
}
if (mTexturePool) {
mTexturePool->EndFrame();
}
// If our window size changed during composition, we should discard the frame.
// We don't need to worry about rescheduling a composite, as widget
// implementations handle this in their expose event listeners.
// See bug 1184534. TODO: implement this for single-buffered targets?
IntSize targetSize = mGLContext->GetTargetSize().valueOr(mViewportSize);
if (!(mCurrentRenderTarget->IsWindow() && targetSize != mViewportSize)) {
mGLContext->SwapBuffers();
}
mCurrentRenderTarget = nullptr;
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// Unbind all textures
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE1);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE2);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
}
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();
#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);
}
void
CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg,
int aQuads,
const Rect* aLayerRects,
const Rect* aTextureRects)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
const GLuint coordAttribIndex = 0;
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
mGLContext->fVertexAttribPointer(coordAttribIndex, 4,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) 0);
mGLContext->fEnableVertexAttribArray(coordAttribIndex);
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);
LayerScope::SetDrawRects(aQuads, aLayerRects, aTextureRects);
}
GLBlitTextureImageHelper*
CompositorOGL::BlitTextureImageHelper()
{
if (!mBlitTextureImageHelper) {
mBlitTextureImageHelper = MakeUnique<GLBlitTextureImageHelper>(this);
}
return mBlitTextureImageHelper.get();
}
GLuint
CompositorOGL::GetTemporaryTexture(GLenum aTarget, GLenum aUnit)
{
if (!mTexturePool) {
#ifdef MOZ_WIDGET_GONK
mTexturePool = new PerFrameTexturePoolOGL(gl());
#else
mTexturePool = new PerUnitTexturePoolOGL(gl());
#endif
}
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
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