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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 <sstream> // for ostringstream
#include <stddef.h> // for size_t
#include <stdint.h> // for uint32_t, uint8_t
#include <stdlib.h> // for free, malloc
#include "mozilla/layers/LayerManagerComposite.h" // for LayerComposite, etc
#include "mozilla/layers/Effects.h" // for EffectChain, TexturedEffect, etc
#include "mozilla/layers/CompositingRenderTargetOGL.h"
#include "mozilla/layers/TextureHost.h" // for TextureSource, etc
#include "mozilla/layers/TextureHostOGL.h" // for TextureSourceOGL, etc
#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 "gfxMatrix.h" // for gfxMatrix
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxPrefs.h" // for gfxPrefs
#include "gfxRect.h" // for gfxRect
#include "gfxUtils.h" // for NextPowerOfTwo, gfxUtils, etc
#include "gfxVR.h"
namespace mozilla {
using namespace std;
using namespace gfx;
namespace layers {
using namespace mozilla::gl;
bool
CompositorOGL::InitializeVR()
{
gl()->fGenBuffers(2, mVR.mDistortionVertices);
gl()->fGenBuffers(2, mVR.mDistortionIndices);
// these are explicitly bound later
mVR.mAPosition = 0;
mVR.mATexCoord0 = 1;
mVR.mATexCoord1 = 2;
mVR.mATexCoord2 = 3;
mVR.mAGenericAttribs = 4;
ostringstream vs;
vs << "uniform vec4 uVREyeToSource;\n";
vs << "uniform vec4 uVRDestinationScaleAndOffset;\n";
vs << "uniform float uHeight;\n";
vs << "attribute vec2 aPosition;\n";
vs << "attribute vec2 aTexCoord0;\n";
vs << "attribute vec2 aTexCoord1;\n";
vs << "attribute vec2 aTexCoord2;\n";
vs << "attribute vec4 aGenericAttribs;\n";
vs << "varying vec2 vTexCoord0;\n";
vs << "varying vec2 vTexCoord1;\n";
vs << "varying vec2 vTexCoord2;\n";
vs << "varying vec4 vGenericAttribs;\n";
vs << "void main() {\n";
vs << " gl_Position = vec4(aPosition.xy * uVRDestinationScaleAndOffset.zw + uVRDestinationScaleAndOffset.xy, 0.5, 1.0);\n";
vs << " vTexCoord0 = uVREyeToSource.zw * aTexCoord0 + uVREyeToSource.xy;\n";
vs << " vTexCoord1 = uVREyeToSource.zw * aTexCoord1 + uVREyeToSource.xy;\n";
vs << " vTexCoord2 = uVREyeToSource.zw * aTexCoord2 + uVREyeToSource.xy;\n";
vs << " vTexCoord0.y = uHeight - vTexCoord0.y;\n";
vs << " vTexCoord1.y = uHeight - vTexCoord1.y;\n";
vs << " vTexCoord2.y = uHeight - vTexCoord2.y;\n";
vs << " vGenericAttribs = aGenericAttribs;\n";
vs << "}\n";
std::string vsSrcString(vs.str());
const char *vsSrc = vsSrcString.c_str();
for (int programIndex = 0; programIndex < 2; programIndex++) {
GLenum textureTarget = programIndex == 0 ? LOCAL_GL_TEXTURE_2D : LOCAL_GL_TEXTURE_RECTANGLE;
const char *sampler2D = "sampler2D";
const char *texture2D = "texture2D";
ostringstream fs;
if (textureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
fs << "#extension GL_ARB_texture_rectangle : require\n";
sampler2D = "sampler2DRect";
texture2D = "texture2DRect";
}
if (gl()->IsGLES()) {
fs << "precision highp float;\n";
}
fs << "uniform " << sampler2D << " uTexture;\n";
fs << "varying vec2 vTexCoord0;\n";
fs << "varying vec2 vTexCoord1;\n";
fs << "varying vec2 vTexCoord2;\n";
fs << "varying vec4 vGenericAttribs;\n";
fs << "void main() {\n";
fs << " float resR = " << texture2D << "(uTexture, vTexCoord0.xy).r;\n";
fs << " float resG = " << texture2D << "(uTexture, vTexCoord1.xy).g;\n";
fs << " float resB = " << texture2D << "(uTexture, vTexCoord2.xy).b;\n";
fs << " gl_FragColor = vec4(resR * vGenericAttribs.r, resG * vGenericAttribs.r, resB * vGenericAttribs.r, 1.0);\n";
fs << "}\n";
std::string fsSrcString(fs.str());
const char *fsSrc = fsSrcString.c_str();
GLint status;
#ifdef DEBUG
GLint length;
nsCString logStr;
#endif
GLuint shaders[2];
shaders[0] = gl()->fCreateShader(LOCAL_GL_VERTEX_SHADER);
shaders[1] = gl()->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
GLint shaderLen[2] = { (GLint) strlen(vsSrc), (GLint) strlen(fsSrc) };
gl()->fShaderSource(shaders[0], 1, &vsSrc, &shaderLen[0]);
gl()->fShaderSource(shaders[1], 1, &fsSrc, &shaderLen[1]);
for (int k = 0; k < 2; ++k) {
gl()->fCompileShader(shaders[k]);
gl()->fGetShaderiv(shaders[k], LOCAL_GL_COMPILE_STATUS, &status);
if (!status) {
NS_WARNING("VR GL shader failed to compile!");
#ifdef DEBUG
gl()->fGetShaderiv(shaders[k], LOCAL_GL_INFO_LOG_LENGTH, &length);
logStr.SetLength(length);
gl()->fGetShaderInfoLog(shaders[k], length, &length, logStr.BeginWriting());
printf_stderr("GL %s shader failed to compile:\n%s\n", k == 0 ? "vertex" : "fragment", logStr.BeginReading());
#endif
gl()->fDeleteShader(shaders[0]);
gl()->fDeleteShader(shaders[1]);
return false;
}
}
GLuint prog = gl()->fCreateProgram();
gl()->fAttachShader(prog, shaders[0]);
gl()->fAttachShader(prog, shaders[1]);
gl()->fBindAttribLocation(prog, mVR.mAPosition, "aPosition");
gl()->fBindAttribLocation(prog, mVR.mATexCoord0, "aTexCoord0");
gl()->fBindAttribLocation(prog, mVR.mATexCoord1, "aTexCoord1");
gl()->fBindAttribLocation(prog, mVR.mATexCoord2, "aTexCoord2");
gl()->fBindAttribLocation(prog, mVR.mAGenericAttribs, "aGenericAttribs");
gl()->fLinkProgram(prog);
gl()->fGetProgramiv(prog, LOCAL_GL_LINK_STATUS, &status);
if (!status) {
NS_WARNING("VR GL program failed to link!");
#ifdef DEBUG
gl()->fGetProgramiv(prog, LOCAL_GL_INFO_LOG_LENGTH, &length);
logStr.SetLength(length);
gl()->fGetProgramInfoLog(prog, length, &length, logStr.BeginWriting());
printf_stderr("GL shader failed to link:\n%s\n", logStr.BeginReading());
#endif
gl()->fDeleteProgram(prog);
gl()->fDeleteShader(shaders[0]);
gl()->fDeleteShader(shaders[1]);
return false;
}
mVR.mUTexture[programIndex] = gl()->fGetUniformLocation(prog, "uTexture");
mVR.mUVREyeToSource[programIndex] = gl()->fGetUniformLocation(prog, "uVREyeToSource");
mVR.mUVRDestionatinScaleAndOffset[programIndex] = gl()->fGetUniformLocation(prog, "uVRDestinationScaleAndOffset");
mVR.mUHeight[programIndex] = gl()->fGetUniformLocation(prog, "uHeight");
mVR.mDistortionProgram[programIndex] = prog;
gl()->fDeleteShader(shaders[0]);
gl()->fDeleteShader(shaders[1]);
}
mVR.mInitialized = true;
return true;
}
void
CompositorOGL::DestroyVR(GLContext *gl)
{
if (!mVR.mInitialized)
return;
gl->fDeleteBuffers(2, mVR.mDistortionVertices);
gl->fDeleteBuffers(2, mVR.mDistortionIndices);
gl->fDeleteProgram(mVR.mDistortionProgram[0]);
gl->fDeleteProgram(mVR.mDistortionProgram[1]);
mVR.mInitialized = false;
}
void
CompositorOGL::DrawVRDistortion(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform)
{
MOZ_ASSERT(aEffectChain.mPrimaryEffect->mType == EffectTypes::VR_DISTORTION);
MOZ_ASSERT(mVR.mInitialized);
if (aEffectChain.mSecondaryEffects[EffectTypes::MASK] ||
aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE])
{
NS_WARNING("DrawVRDistortion: ignoring secondary effect!");
}
EffectVRDistortion* vrEffect =
static_cast<EffectVRDistortion*>(aEffectChain.mPrimaryEffect.get());
GLenum textureTarget = LOCAL_GL_TEXTURE_2D;
if (vrEffect->mRenderTarget)
textureTarget = mFBOTextureTarget;
RefPtr<CompositingRenderTargetOGL> surface =
static_cast<CompositingRenderTargetOGL*>(vrEffect->mRenderTarget.get());
VRHMDInfo* hmdInfo = vrEffect->mHMD;
VRDistortionConstants shaderConstants;
if (hmdInfo->GetConfiguration() != mVR.mConfiguration) {
for (uint32_t eye = 0; eye < 2; eye++) {
const gfx::VRDistortionMesh& mesh = hmdInfo->GetDistortionMesh(eye);
gl()->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mVR.mDistortionVertices[eye]);
gl()->fBufferData(LOCAL_GL_ARRAY_BUFFER,
mesh.mVertices.Length() * sizeof(gfx::VRDistortionVertex),
mesh.mVertices.Elements(),
LOCAL_GL_STATIC_DRAW);
gl()->fBindBuffer(LOCAL_GL_ELEMENT_ARRAY_BUFFER, mVR.mDistortionIndices[eye]);
gl()->fBufferData(LOCAL_GL_ELEMENT_ARRAY_BUFFER,
mesh.mIndices.Length() * sizeof(uint16_t),
mesh.mIndices.Elements(),
LOCAL_GL_STATIC_DRAW);
mVR.mDistortionIndexCount[eye] = mesh.mIndices.Length();
}
mVR.mConfiguration = hmdInfo->GetConfiguration();
}
int programIndex = textureTarget == LOCAL_GL_TEXTURE_2D ? 0 : 1;
gl()->fScissor(aClipRect.x, FlipY(aClipRect.y + aClipRect.height),
aClipRect.width, aClipRect.height);
// Clear out the entire area that we want to render; this ensures that
// the layer will be opaque, even though the mesh geometry we'll be
// drawing below won't cover the full rectangle.
gl()->fClearColor(0.0, 0.0, 0.0, 1.0);
gl()->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
// Make sure that the cached current program is reset for the
// rest of the compositor, since we're using a custom program here
ResetProgram();
gl()->fUseProgram(mVR.mDistortionProgram[programIndex]);
gl()->fEnableVertexAttribArray(mVR.mAPosition);
gl()->fEnableVertexAttribArray(mVR.mATexCoord0);
gl()->fEnableVertexAttribArray(mVR.mATexCoord1);
gl()->fEnableVertexAttribArray(mVR.mATexCoord2);
gl()->fEnableVertexAttribArray(mVR.mAGenericAttribs);
surface->BindTexture(LOCAL_GL_TEXTURE0, mFBOTextureTarget);
gl()->fUniform1i(mVR.mUTexture[programIndex], 0);
Rect destRect = aTransform.TransformBounds(aRect);
gfx::IntSize preDistortionSize = surface->GetInitSize(); // XXX source->GetSize()
gfx::Size vpSize = destRect.Size();
for (uint32_t eye = 0; eye < 2; eye++) {
gfx::IntRect eyeViewport;
eyeViewport.x = eye * preDistortionSize.width / 2;
eyeViewport.y = 0;
eyeViewport.width = preDistortionSize.width / 2;
eyeViewport.height = preDistortionSize.height;
hmdInfo->FillDistortionConstants(eye,
preDistortionSize, eyeViewport,
vpSize, destRect,
shaderConstants);
float height = 1.0f;
float texScaleAndOffset[4] = { shaderConstants.eyeToSourceScaleAndOffset[0],
shaderConstants.eyeToSourceScaleAndOffset[1],
shaderConstants.eyeToSourceScaleAndOffset[2],
shaderConstants.eyeToSourceScaleAndOffset[3] };
if (textureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
texScaleAndOffset[0] *= preDistortionSize.width;
texScaleAndOffset[1] *= preDistortionSize.height;
texScaleAndOffset[2] *= preDistortionSize.width;
texScaleAndOffset[3] *= preDistortionSize.height;
height = preDistortionSize.height;
}
gl()->fUniform4fv(mVR.mUVRDestionatinScaleAndOffset[programIndex], 1, shaderConstants.destinationScaleAndOffset);
gl()->fUniform4fv(mVR.mUVREyeToSource[programIndex], 1, texScaleAndOffset);
gl()->fUniform1f(mVR.mUHeight[programIndex], height);
gl()->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mVR.mDistortionVertices[eye]);
/* This is for Oculus DistortionVertex */
gl()->fVertexAttribPointer(mVR.mAPosition, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, sizeof(gfx::VRDistortionVertex), (void*) (sizeof(float) * 0));
gl()->fVertexAttribPointer(mVR.mATexCoord0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, sizeof(gfx::VRDistortionVertex), (void*) (sizeof(float) * 2));
gl()->fVertexAttribPointer(mVR.mATexCoord1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, sizeof(gfx::VRDistortionVertex), (void*) (sizeof(float) * 4));
gl()->fVertexAttribPointer(mVR.mATexCoord2, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, sizeof(gfx::VRDistortionVertex), (void*) (sizeof(float) * 6));
gl()->fVertexAttribPointer(mVR.mAGenericAttribs, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, sizeof(gfx::VRDistortionVertex), (void*) (sizeof(float) * 8));
gl()->fBindBuffer(LOCAL_GL_ELEMENT_ARRAY_BUFFER, mVR.mDistortionIndices[eye]);
gl()->fDrawElements(LOCAL_GL_TRIANGLES, mVR.mDistortionIndexCount[eye], LOCAL_GL_UNSIGNED_SHORT, 0);
}
// Not clear if I should disable all of this; but going to do it and hope that
// any later code will enable what it needs.
gl()->fDisableVertexAttribArray(mVR.mAPosition);
gl()->fDisableVertexAttribArray(mVR.mATexCoord0);
gl()->fDisableVertexAttribArray(mVR.mATexCoord1);
gl()->fDisableVertexAttribArray(mVR.mATexCoord2);
gl()->fDisableVertexAttribArray(mVR.mAGenericAttribs);
}
} // namespace layers
} // namespace mozilla
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