1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924
|
/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "TextureMapperGL.h"
#include "GraphicsContext.h"
#include "Image.h"
#include "Timer.h"
#include <wtf/HashMap.h>
#include <wtf/OwnArrayPtr.h>
#include <wtf/PassOwnArrayPtr.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#if PLATFORM(QT)
#if QT_VERSION >= QT_VERSION_CHECK(5, 0, 0)
#include <QPlatformPixmap>
#endif
#endif
#if PLATFORM(QT) || USE(CAIRO)
#include "OpenGLShims.h"
#elif defined(TEXMAP_OPENGL_ES_2)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#elif OS(MAC_OS_X)
#include <gl.h>
#else
#include <GL/gl.h>
#endif
#if defined(TEXMAP_OPENGL_ES_2)
#include <EGL/egl.h>
#elif OS(WINDOWS)
#include <windows.h>
#elif OS(MAC_OS_X)
#include <AGL/agl.h>
#elif defined(XP_UNIX)
#include <GL/glx.h>
#endif
#if USE(CAIRO)
#include "CairoUtilities.h"
#include "RefPtrCairo.h"
#include <cairo.h>
#include <wtf/ByteArray.h>
#endif
#if !defined(TEXMAP_OPENGL_ES_2) && !PLATFORM(QT) && !PLATFORM(GTK)
extern "C" {
void glUniform1f(GLint, GLfloat);
void glUniform1i(GLint, GLint);
void glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid*);
void glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
void glShaderSource(GLuint, GLsizei, const char**, const GLint*);
GLuint glCreateShader(GLenum);
void glShaderSource(GLuint, GLsizei, const char**, const GLint*);
void glCompileShader(GLuint);
void glDeleteShader(GLuint);
void glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat*);
GLuint glCreateProgram();
void glAttachShader(GLuint, GLuint);
void glLinkProgram(GLuint);
void glUseProgram(GLuint);
void glDisableVertexAttribArray(GLuint);
void glEnableVertexAttribArray(GLuint);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
void glBindBuffer(GLenum, GLuint);
void glDeleteBuffers(GLsizei, const GLuint*);
void glGenBuffers(GLsizei, GLuint*);
void glBufferData(GLenum, GLsizeiptr, const GLvoid*, GLenum);
void glBufferSubData(GLenum, GLsizeiptr, GLsizeiptr, const GLvoid*);
void glGetProgramInfoLog(GLuint, GLsizei, GLsizei*, GLchar*);
void glGetShaderInfoLog(GLuint, GLsizei, GLsizei*, GLchar*);
void glGenRenderbuffers(GLsizei n, GLuint* ids);
void glDeleteRenderbuffers(GLsizei n, const GLuint* ids);
void glBindRenderbuffer(GLenum target, GLuint id);
void glRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
void glFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbufferId);
GLenum glCheckFramebufferStatus(GLenum target);
GLint glGetAttribLocation(GLuint program, const GLchar* name);
#if !OS(MAC_OS_X)
GLint glGetUniformLocation(GLuint, const GLchar*);
GLint glBindAttribLocation(GLuint, GLuint, const GLchar*);
#endif
}
#endif
namespace WebCore {
inline static void debugGLCommand(const char* command, int line)
{
const GLenum err = glGetError();
if (!err)
return;
WTFReportError(__FILE__, line, WTF_PRETTY_FUNCTION, "[TextureMapper GL] Command failed: %s (%x)\n", command, err);
ASSERT_NOT_REACHED();
}
#ifndef NDEBUG
#define GL_CMD(x) {x, debugGLCommand(#x, __LINE__); }
#else
#define GL_CMD(x) x;
#endif
struct TextureMapperGLData {
struct SharedGLData : public RefCounted<SharedGLData> {
#if defined(TEXMAP_OPENGL_ES_2)
typedef EGLContext GLContext;
static GLContext getCurrentGLContext()
{
return eglGetCurrentContext();
}
#elif OS(WINDOWS)
typedef HGLRC GLContext;
static GLContext getCurrentGLContext()
{
return wglGetCurrentContext();
}
#elif OS(MAC_OS_X)
typedef AGLContext GLContext;
static GLContext getCurrentGLContext()
{
return aglGetCurrentContext();
}
#elif defined(XP_UNIX)
typedef GLXContext GLContext;
static GLContext getCurrentGLContext()
{
return glXGetCurrentContext();
}
#else
// Default implementation for unknown opengl.
// Returns always increasing number and disables GL context data sharing.
typedef unsigned int GLContext;
static GLContext getCurrentGLContext()
{
static GLContext dummyContextCounter = 0;
return ++dummyContextCounter;
}
#endif
typedef HashMap<GLContext, SharedGLData*> GLContextDataMap;
static GLContextDataMap& glContextDataMap()
{
static GLContextDataMap map;
return map;
}
static PassRefPtr<SharedGLData> currentSharedGLData()
{
GLContext currentGLConext = getCurrentGLContext();
GLContextDataMap::iterator it = glContextDataMap().find(currentGLConext);
if (it != glContextDataMap().end())
return it->second;
return adoptRef(new SharedGLData(getCurrentGLContext()));
}
enum ShaderProgramIndex {
NoProgram = -1,
SimpleProgram,
OpacityAndMaskProgram,
ClipProgram,
ProgramCount
};
enum ShaderVariableIndex {
InMatrixVariable,
InSourceMatrixVariable,
InMaskMatrixVariable,
OpacityVariable,
SourceTextureVariable,
MaskTextureVariable,
VariableCount
};
struct ProgramInfo {
GLuint id;
GLuint vertexAttrib;
GLint vars[VariableCount];
GLuint vertexShader;
GLuint fragmentShader;
ProgramInfo() : id(0) { }
};
GLint getUniformLocation(ShaderProgramIndex prog, ShaderVariableIndex var, const char* name)
{
return programs[prog].vars[var] = glGetUniformLocation(programs[prog].id, name);
}
void createShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource, ShaderProgramIndex index)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
GL_CMD(glShaderSource(vertexShader, 1, &vertexShaderSource, 0))
GL_CMD(glShaderSource(fragmentShader, 1, &fragmentShaderSource, 0))
GLuint programID = glCreateProgram();
GL_CMD(glCompileShader(vertexShader))
GL_CMD(glCompileShader(fragmentShader))
GL_CMD(glAttachShader(programID, vertexShader))
GL_CMD(glAttachShader(programID, fragmentShader))
GL_CMD(glLinkProgram(programID))
programs[index].vertexAttrib = glGetAttribLocation(programID, "InVertex");
programs[index].id = programID;
programs[index].vertexShader = vertexShader;
programs[index].fragmentShader = fragmentShader;
}
void deleteShaderProgram(ShaderProgramIndex index)
{
ProgramInfo& programInfo = programs[index];
GLuint programID = programInfo.id;
if (!programID)
return;
GL_CMD(glDetachShader(programID, programInfo.vertexShader))
GL_CMD(glDeleteShader(programInfo.vertexShader))
GL_CMD(glDetachShader(programID, programInfo.fragmentShader))
GL_CMD(glDeleteShader(programInfo.fragmentShader))
GL_CMD(glDeleteProgram(programID))
}
void initializeShaders();
ProgramInfo programs[ProgramCount];
int stencilIndex;
Vector<IntRect> clipStack;
SharedGLData(GLContext glContext)
: stencilIndex(1)
{
glContextDataMap().add(glContext, this);
initializeShaders();
}
~SharedGLData()
{
for (int i = SimpleProgram; i < ProgramCount; ++i)
deleteShaderProgram(ShaderProgramIndex(i));
GLContextDataMap::const_iterator end = glContextDataMap().end();
GLContextDataMap::iterator it;
for (it = glContextDataMap().begin(); it != end; ++it) {
if (it->second == this)
break;
}
ASSERT(it != end);
glContextDataMap().remove(it);
}
};
SharedGLData& sharedGLData() const
{
return *(m_sharedGLData.get());
}
void initStencil()
{
if (didModifyStencil)
return;
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
didModifyStencil = true;
}
TextureMapperGLData()
: currentProgram(SharedGLData::NoProgram)
, previousProgram(0)
, didModifyStencil(false)
, previousScissorState(0)
, previousDepthState(0)
, m_sharedGLData(TextureMapperGLData::SharedGLData::currentSharedGLData())
{ }
TransformationMatrix projectionMatrix;
int currentProgram;
GLint previousProgram;
bool didModifyStencil;
GLint previousScissorState;
GLint previousDepthState;
GLint viewport[4];
RefPtr<SharedGLData> m_sharedGLData;
};
class BitmapTextureGL : public BitmapTexture {
public:
virtual void destroy();
virtual IntSize size() const;
virtual bool isValid() const;
virtual void didReset();
void bind();
~BitmapTextureGL() { destroy(); }
virtual uint32_t id() const { return m_id; }
inline FloatSize relativeSize() const { return m_relativeSize; }
void setTextureMapper(TextureMapperGL* texmap) { m_textureMapper = texmap; }
void updateContents(Image*, const IntRect&, const IntRect&, PixelFormat);
void updateContents(const void*, const IntRect&);
private:
GLuint m_id;
FloatSize m_relativeSize;
IntSize m_textureSize;
IntRect m_dirtyRect;
GLuint m_fbo;
GLuint m_rbo;
bool m_surfaceNeedsReset;
TextureMapperGL* m_textureMapper;
BitmapTextureGL()
: m_id(0)
, m_fbo(0)
, m_rbo(0)
, m_surfaceNeedsReset(true)
, m_textureMapper(0)
{
}
friend class TextureMapperGL;
};
#define TEXMAP_GET_SHADER_VAR_LOCATION(prog, var) \
if (getUniformLocation(prog##Program, var##Variable, #var) < 0) \
LOG_ERROR("Couldn't find variable "#var" in program "#prog"\n");
#define TEXMAP_BUILD_SHADER(program) \
createShaderProgram(vertexShaderSource##program, fragmentShaderSource##program, program##Program);
TextureMapperGL::TextureMapperGL()
: m_data(new TextureMapperGLData)
, m_context(0)
{
}
void TextureMapperGLData::SharedGLData::initializeShaders()
{
#ifndef TEXMAP_OPENGL_ES_2
#define OES2_PRECISION_DEFINITIONS \
"#define lowp\n#define highp\n"
#define OES2_FRAGMENT_SHADER_DEFAULT_PRECISION
#else
#define OES2_PRECISION_DEFINITIONS
#define OES2_FRAGMENT_SHADER_DEFAULT_PRECISION \
"precision mediump float; \n"
#endif
#define VERTEX_SHADER(src...) OES2_PRECISION_DEFINITIONS#src
#define FRAGMENT_SHADER(src...) OES2_PRECISION_DEFINITIONS\
OES2_FRAGMENT_SHADER_DEFAULT_PRECISION\
#src
if (!initializeOpenGLShims())
return;
const char* fragmentShaderSourceOpacityAndMask =
FRAGMENT_SHADER(
uniform sampler2D SourceTexture, MaskTexture;
uniform lowp float Opacity;
varying highp vec2 OutTexCoordSource, OutTexCoordMask;
void main(void)
{
lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource);
lowp vec4 maskColor = texture2D(MaskTexture, OutTexCoordMask);
lowp float fragmentAlpha = Opacity * maskColor.a;
gl_FragColor = vec4(color.rgb * fragmentAlpha, color.a * fragmentAlpha);
}
);
const char* vertexShaderSourceOpacityAndMask =
VERTEX_SHADER(
uniform mat4 InMatrix, InSourceMatrix, InMaskMatrix;
attribute vec4 InVertex;
varying highp vec2 OutTexCoordSource, OutTexCoordMask;
void main(void)
{
OutTexCoordSource = vec2(InSourceMatrix * InVertex);
OutTexCoordMask = vec2(InMaskMatrix * InVertex);
gl_Position = InMatrix * InVertex;
}
);
const char* fragmentShaderSourceSimple =
FRAGMENT_SHADER(
uniform sampler2D SourceTexture;
uniform lowp float Opacity;
varying highp vec2 OutTexCoordSource;
void main(void)
{
lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource);
gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity);
}
);
const char* vertexShaderSourceSimple =
VERTEX_SHADER(
uniform mat4 InMatrix, InSourceMatrix;
attribute vec4 InVertex;
varying highp vec2 OutTexCoordSource;
void main(void)
{
OutTexCoordSource = vec2(InSourceMatrix * InVertex);
gl_Position = InMatrix * InVertex;
}
);
const char* fragmentShaderSourceClip =
FRAGMENT_SHADER(
void main(void)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
);
const char* vertexShaderSourceClip =
VERTEX_SHADER(
uniform mat4 InMatrix;
attribute vec4 InVertex;
void main(void)
{
gl_Position = InMatrix * InVertex;
}
);
TEXMAP_BUILD_SHADER(Simple)
TEXMAP_BUILD_SHADER(OpacityAndMask)
TEXMAP_BUILD_SHADER(Clip)
TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMatrix)
TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InSourceMatrix)
TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMaskMatrix)
TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, SourceTexture)
TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, MaskTexture)
TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, Opacity)
TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InSourceMatrix)
TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InMatrix)
TEXMAP_GET_SHADER_VAR_LOCATION(Simple, SourceTexture)
TEXMAP_GET_SHADER_VAR_LOCATION(Simple, Opacity)
TEXMAP_GET_SHADER_VAR_LOCATION(Clip, InMatrix)
}
void TextureMapperGL::beginPainting()
{
// Make sure that no GL error code stays from previous operations.
glGetError();
if (!initializeOpenGLShims())
return;
glGetIntegerv(GL_CURRENT_PROGRAM, &data().previousProgram);
data().previousScissorState = glIsEnabled(GL_SCISSOR_TEST);
data().previousDepthState = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
#if PLATFORM(QT)
if (m_context) {
QPainter* painter = m_context->platformContext();
painter->save();
painter->beginNativePainting();
}
#endif
data().didModifyStencil = false;
glDepthMask(0);
glGetIntegerv(GL_VIEWPORT, data().viewport);
bindSurface(0);
}
void TextureMapperGL::endPainting()
{
if (data().didModifyStencil) {
glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT);
}
glUseProgram(data().previousProgram);
if (data().previousScissorState)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
if (data().previousDepthState)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
#if PLATFORM(QT)
if (!m_context)
return;
QPainter* painter = m_context->platformContext();
painter->endNativePainting();
painter->restore();
#endif
}
void TextureMapperGL::drawTexture(const BitmapTexture& texture, const FloatRect& targetRect, const TransformationMatrix& matrix, float opacity, const BitmapTexture* mask)
{
if (!texture.isValid())
return;
const BitmapTextureGL& textureGL = static_cast<const BitmapTextureGL&>(texture);
drawTexture(textureGL.id(), textureGL.isOpaque(), textureGL.relativeSize(), targetRect, matrix, opacity, mask, false);
}
void TextureMapperGL::drawTexture(uint32_t texture, bool opaque, const FloatSize& relativeSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture, bool flip)
{
TextureMapperGLData::SharedGLData::ShaderProgramIndex program;
if (maskTexture)
program = TextureMapperGLData::SharedGLData::OpacityAndMaskProgram;
else
program = TextureMapperGLData::SharedGLData::SimpleProgram;
const TextureMapperGLData::SharedGLData::ProgramInfo& programInfo = data().sharedGLData().programs[program];
GL_CMD(glUseProgram(programInfo.id))
data().currentProgram = program;
GL_CMD(glEnableVertexAttribArray(programInfo.vertexAttrib))
GL_CMD(glActiveTexture(GL_TEXTURE0))
GL_CMD(glBindTexture(GL_TEXTURE_2D, texture))
GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0))
const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
GL_CMD(glVertexAttribPointer(programInfo.vertexAttrib, 2, GL_FLOAT, GL_FALSE, 0, unitRect))
TransformationMatrix matrix = TransformationMatrix(data().projectionMatrix).multiply(modelViewMatrix).multiply(TransformationMatrix(
targetRect.width(), 0, 0, 0,
0, targetRect.height(), 0, 0,
0, 0, 1, 0,
targetRect.x(), targetRect.y(), 0, 1));
const GLfloat m4[] = {
matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(),
matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(),
matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(),
matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44()
};
const GLfloat m4src[] = {relativeSize.width(), 0, 0, 0,
0, relativeSize.height() * (flip ? -1 : 1), 0, 0,
0, 0, 1, 0,
0, flip ? relativeSize.height() : 0, 0, 1};
GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::SharedGLData::InMatrixVariable], 1, GL_FALSE, m4))
GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::SharedGLData::InSourceMatrixVariable], 1, GL_FALSE, m4src))
GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::SharedGLData::SourceTextureVariable], 0))
GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::SharedGLData::OpacityVariable], opacity))
if (maskTexture && maskTexture->isValid()) {
const BitmapTextureGL* maskTextureGL = static_cast<const BitmapTextureGL*>(maskTexture);
GL_CMD(glActiveTexture(GL_TEXTURE1))
GL_CMD(glBindTexture(GL_TEXTURE_2D, maskTextureGL->id()))
const GLfloat m4mask[] = {maskTextureGL->relativeSize().width(), 0, 0, 0,
0, maskTextureGL->relativeSize().height(), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1};
GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::SharedGLData::InMaskMatrixVariable], 1, GL_FALSE, m4mask));
GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::SharedGLData::MaskTextureVariable], 1))
GL_CMD(glActiveTexture(GL_TEXTURE0))
}
bool needsBlending = !opaque || opacity < 0.99 || maskTexture;
if (needsBlending) {
GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA))
GL_CMD(glEnable(GL_BLEND))
} else
GL_CMD(glDisable(GL_BLEND))
GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4))
GL_CMD(glDisableVertexAttribArray(programInfo.vertexAttrib))
}
const char* TextureMapperGL::type() const
{
return "OpenGL";
}
void BitmapTextureGL::didReset()
{
IntSize newTextureSize = nextPowerOfTwo(contentSize());
bool justCreated = false;
if (!m_id) {
GL_CMD(glGenTextures(1, &m_id))
justCreated = true;
}
if (justCreated || newTextureSize.width() > m_textureSize.width() || newTextureSize.height() > m_textureSize.height()) {
m_textureSize = newTextureSize;
GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id))
GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR))
GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR))
GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE))
GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE))
GL_CMD(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_textureSize.width(), m_textureSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0))
}
m_relativeSize = FloatSize(float(contentSize().width()) / m_textureSize.width(), float(contentSize().height()) / m_textureSize.height());
m_surfaceNeedsReset = true;
}
static void swizzleBGRAToRGBA(uint32_t* data, const IntSize& size)
{
int width = size.width();
int height = size.height();
for (int y = 0; y < height; ++y) {
uint32_t* p = data + y * width;
for (int x = 0; x < width; ++x)
p[x] = ((p[x] << 16) & 0xff0000) | ((p[x] >> 16) & 0xff) | (p[x] & 0xff00ff00);
}
}
// FIXME: Move this to Extensions3D when we move TextureMapper to use GC3D.
static bool hasExtension(const char* extension)
{
static Vector<String> availableExtensions;
if (!availableExtensions.isEmpty())
return availableExtensions.contains(extension);
String extensionsString(reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
extensionsString.split(" ", availableExtensions);
return availableExtensions.contains(extension);
}
static bool hasBGRAExtension()
{
#if !defined(TEXMAP_OPENGL_ES_2)
return true;
#endif
static bool hasBGRA = hasExtension("GL_EXT_texture_format_BGRA8888");
return hasBGRA;
}
void BitmapTextureGL::updateContents(const void* data, const IntRect& targetRect)
{
GLuint glFormat = GL_RGBA;
GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id))
if (hasBGRAExtension())
glFormat = GL_BGRA;
else {
swizzleBGRAToRGBA(static_cast<uint32_t*>(const_cast<void*>(data)), targetRect.size());
glFormat = GL_RGBA;
}
GL_CMD(glTexSubImage2D(GL_TEXTURE_2D, 0, targetRect.x(), targetRect.y(), targetRect.width(), targetRect.height(), glFormat, GL_UNSIGNED_BYTE, data))
}
void BitmapTextureGL::updateContents(Image* image, const IntRect& targetRect, const IntRect& sourceRect, BitmapTexture::PixelFormat format)
{
if (!image)
return;
GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id))
GLuint glFormat = isOpaque() ? GL_RGB : GL_RGBA;
NativeImagePtr frameImage = image->nativeImageForCurrentFrame();
if (!frameImage)
return;
#if PLATFORM(QT)
QImage qtImage;
#if QT_VERSION >= QT_VERSION_CHECK(5, 0, 0)
// With QPA, we can avoid a deep copy.
qtImage = *frameImage->handle()->buffer();
#else
// This might be a deep copy, depending on other references to the pixmap.
qtImage = frameImage->toImage();
#endif
if (IntSize(qtImage.size()) != sourceRect.size())
qtImage = qtImage.copy(sourceRect);
if (format == BGRAFormat || format == BGRFormat) {
if (hasBGRAExtension())
glFormat = isOpaque() ? GL_BGR : GL_BGRA;
else
swizzleBGRAToRGBA(reinterpret_cast<uint32_t*>(qtImage.bits()), qtImage.size());
}
GL_CMD(glTexSubImage2D(GL_TEXTURE_2D, 0, targetRect.x(), targetRect.y(), targetRect.width(), targetRect.height(), glFormat, GL_UNSIGNED_BYTE, qtImage.constBits()))
#elif USE(CAIRO)
#if !CPU(BIG_ENDIAN)
#if defined(TEXMAP_OPENGL_ES_2)
swizzleBGRAToRGBA(reinterpret_cast<uint32_t*>(cairo_image_surface_get_data(frameImage)),
cairo_image_surface_get_stride(frameImage) * cairo_image_surface_get_height(frameImage));
#else
glFormat = isOpaque() ? GL_BGR : GL_BGRA;
#endif
#endif
glPixelStorei(GL_UNPACK_ROW_LENGTH, cairo_image_surface_get_stride(frameImage) / 4);
glPixelStorei(GL_UNPACK_SKIP_ROWS, sourceRect.y());
glPixelStorei(GL_UNPACK_SKIP_PIXELS, sourceRect.x());
GL_CMD(glTexSubImage2D(GL_TEXTURE_2D, 0,
targetRect.x(), targetRect.y(),
targetRect.width(), targetRect.height(),
glFormat, GL_UNSIGNED_BYTE,
cairo_image_surface_get_data(frameImage)));
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
#endif
}
static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool flip)
{
const float near = 9999999;
const float far = -99999;
return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0,
0, (flip ? -2.0 : 2.0) / float(size.height()), 0, 0,
0, 0, -2.f / (far - near), 0,
-1, flip ? 1 : -1, -(far + near) / (far - near), 1);
}
void BitmapTextureGL::bind()
{
int& stencilIndex = m_textureMapper->data().sharedGLData().stencilIndex;
if (m_surfaceNeedsReset || !m_fbo) {
if (!m_fbo)
GL_CMD(glGenFramebuffers(1, &m_fbo))
if (!m_rbo)
GL_CMD(glGenRenderbuffers(1, &m_rbo));
GL_CMD(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo))
#ifdef TEXMAP_OPENGL_ES_2
GL_CMD(glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, m_textureSize.width(), m_textureSize.height()))
#else
GL_CMD(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_textureSize.width(), m_textureSize.height()))
#endif
GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo))
GL_CMD(glBindTexture(GL_TEXTURE_2D, 0))
GL_CMD(glBindRenderbuffer(GL_RENDERBUFFER, 0))
GL_CMD(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id(), 0))
GL_CMD(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo))
GL_CMD(glClearColor(0, 0, 0, 0))
GL_CMD(glClearStencil(stencilIndex - 1))
GL_CMD(glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT))
m_surfaceNeedsReset = false;
} else
GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo))
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(stencilIndex > 1 ? GL_GEQUAL : GL_ALWAYS, stencilIndex - 1, stencilIndex - 1);
GL_CMD(glViewport(0, 0, size().width(), size().height()))
m_textureMapper->data().projectionMatrix = createProjectionMatrix(size(), false);
}
void BitmapTextureGL::destroy()
{
if (m_id)
GL_CMD(glDeleteTextures(1, &m_id))
if (m_fbo)
GL_CMD(glDeleteFramebuffers(1, &m_fbo))
if (m_rbo)
GL_CMD(glDeleteRenderbuffers(1, &m_rbo))
m_fbo = 0;
m_id = 0;
m_textureSize = IntSize();
m_relativeSize = FloatSize(1, 1);
}
bool BitmapTextureGL::isValid() const
{
return m_id;
}
IntSize BitmapTextureGL::size() const
{
return m_textureSize;
}
TextureMapperGL::~TextureMapperGL()
{
delete m_data;
}
void TextureMapperGL::bindSurface(BitmapTexture *surfacePointer)
{
BitmapTextureGL* surface = static_cast<BitmapTextureGL*>(surfacePointer);
if (!surface) {
IntSize viewportSize(data().viewport[2], data().viewport[3]);
GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, 0))
data().projectionMatrix = createProjectionMatrix(viewportSize, true);
GL_CMD(glStencilFunc(data().sharedGLData().stencilIndex > 1 ? GL_EQUAL : GL_ALWAYS, data().sharedGLData().stencilIndex - 1, data().sharedGLData().stencilIndex - 1))
GL_CMD(glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP))
GL_CMD(glViewport(0, 0, viewportSize.width(), viewportSize.height()))
data().sharedGLData().clipStack.append(IntRect(data().viewport[0], data().viewport[1], data().viewport[2], data().viewport[3]));
return;
}
surface->bind();
}
static void scissorClip(const IntRect& rect)
{
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glScissor(rect.x(), viewport[3] - rect.maxY(), rect.width(), rect.height());
}
bool TextureMapperGL::beginScissorClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
FloatQuad quad = modelViewMatrix.projectQuad(targetRect);
IntRect rect = quad.enclosingBoundingBox();
// Only use scissors on rectilinear clips.
if (!quad.isRectilinear() || rect.isEmpty()) {
data().sharedGLData().clipStack.append(IntRect());
return false;
}
// Intersect with previous clip.
if (!data().sharedGLData().clipStack.isEmpty())
rect.intersect(data().sharedGLData().clipStack.last());
scissorClip(rect);
data().sharedGLData().clipStack.append(rect);
return true;
}
bool TextureMapperGL::endScissorClip()
{
data().sharedGLData().clipStack.removeLast();
ASSERT(!data().sharedGLData().clipStack.isEmpty());
IntRect rect = data().sharedGLData().clipStack.last();
if (rect.isEmpty())
return false;
scissorClip(rect);
return true;
}
void TextureMapperGL::beginClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
if (beginScissorClip(modelViewMatrix, targetRect))
return;
data().initStencil();
TextureMapperGLData::SharedGLData::ShaderProgramIndex program = TextureMapperGLData::SharedGLData::ClipProgram;
const TextureMapperGLData::SharedGLData::ProgramInfo& programInfo = data().sharedGLData().programs[program];
GL_CMD(glUseProgram(programInfo.id))
GL_CMD(glEnableVertexAttribArray(programInfo.vertexAttrib))
const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
GL_CMD(glVertexAttribPointer(programInfo.vertexAttrib, 2, GL_FLOAT, GL_FALSE, 0, unitRect))
TransformationMatrix matrix = TransformationMatrix(data().projectionMatrix)
.multiply(modelViewMatrix)
.multiply(TransformationMatrix(targetRect.width(), 0, 0, 0,
0, targetRect.height(), 0, 0,
0, 0, 1, 0,
targetRect.x(), targetRect.y(), 0, 1));
const GLfloat m4[] = {
matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(),
matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(),
matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(),
matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44()
};
int& stencilIndex = data().sharedGLData().stencilIndex;
GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::SharedGLData::InMatrixVariable], 1, GL_FALSE, m4))
GL_CMD(glEnable(GL_STENCIL_TEST))
GL_CMD(glStencilFunc(GL_NEVER, stencilIndex, stencilIndex))
GL_CMD(glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE))
GL_CMD(glStencilMask(0xff & ~(stencilIndex - 1)))
GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4))
GL_CMD(glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP))
stencilIndex <<= 1;
glStencilFunc(stencilIndex > 1 ? GL_EQUAL : GL_ALWAYS, stencilIndex - 1, stencilIndex - 1);
GL_CMD(glDisableVertexAttribArray(programInfo.vertexAttrib))
}
void TextureMapperGL::endClip()
{
if (endScissorClip())
return;
data().sharedGLData().stencilIndex >>= 1;
glStencilFunc(data().sharedGLData().stencilIndex > 1 ? GL_EQUAL : GL_ALWAYS, data().sharedGLData().stencilIndex - 1, data().sharedGLData().stencilIndex - 1);
// After we've cleared the last non-rectalinear clip, we disable the stencil test.
if (data().sharedGLData().stencilIndex == 1)
GL_CMD(glDisable(GL_STENCIL_TEST))
}
PassRefPtr<BitmapTexture> TextureMapperGL::createTexture()
{
BitmapTextureGL* texture = new BitmapTextureGL();
texture->setTextureMapper(this);
return adoptRef(texture);
}
PassOwnPtr<TextureMapper> TextureMapper::platformCreateAccelerated()
{
return TextureMapperGL::create();
}
};
|