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/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
Copyright (C) 2012 Igalia S.L.
Copyright (C) 2012 Adobe Systems Incorporated
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 "BitmapTexture.h"
#if USE(TEXTURE_MAPPER)
#include "GLContext.h"
#include "GraphicsContext.h"
#include "GraphicsLayer.h"
#include "ImageBuffer.h"
#include "LengthFunctions.h"
#include "NativeImage.h"
#include "TextureMapper.h"
#include "TextureMapperFlags.h"
#include "TextureMapperShaderProgram.h"
#include <wtf/HashMap.h>
#include <wtf/RefCounted.h>
#include <wtf/RefPtr.h>
#if USE(CAIRO)
#include "CairoUtilities.h"
#include "RefPtrCairo.h"
#include <cairo.h>
#include <wtf/text/CString.h>
#endif
#if OS(DARWIN)
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
static const GLenum s_pixelDataType = GL_UNSIGNED_INT_8_8_8_8_REV;
#else
static const GLenum s_pixelDataType = GL_UNSIGNED_BYTE;
#endif
// On GLES3, the format we want for packed depth stencil is GL_DEPTH24_STENCIL8, but when added through
// the extension this format is called GL_DEPTH24_STENCIL8_OES. In any case they hold the same value 0x88F0
// so we can just use the first one.
// These definitions may not exist if this is a GLES1/2 context without the GL_OES_packed_depth_stencil
// extension. We need to define the one we want to use in order to build on every case.
#ifndef GL_DEPTH24_STENCIL8
#define GL_DEPTH24_STENCIL8 0x88F0
#endif
namespace WebCore {
GLenum depthBufferFormat()
{
auto* glContext = GLContext::current();
if (glContext->version() >= 300 || glContext->glExtensions().OES_packed_depth_stencil)
return GL_DEPTH24_STENCIL8;
return GL_DEPTH_COMPONENT16;
}
BitmapTexture::BitmapTexture(const IntSize& size, OptionSet<Flags> flags, GLint internalFormat)
: m_flags(flags)
, m_size(size)
, m_internalFormat(internalFormat == GL_DONT_CARE ? GL_RGBA : internalFormat)
, m_format(GL_RGBA)
{
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_size.width(), m_size.height(), 0, m_format, s_pixelDataType, nullptr);
}
void BitmapTexture::reset(const IntSize& size, OptionSet<Flags> flags)
{
m_flags = flags;
m_shouldClear = true;
m_colorConvertFlags = { };
m_filterOperation = nullptr;
if (m_size != size) {
m_size = size;
glBindTexture(GL_TEXTURE_2D, m_id);
glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_size.width(), m_size.height(), 0, m_format, s_pixelDataType, nullptr);
}
}
void BitmapTexture::updateContents(const void* srcData, const IntRect& targetRect, const IntPoint& sourceOffset, int bytesPerLine)
{
// We are updating a texture with format RGBA with content from a buffer that has BGRA format. Instead of turning BGRA
// into RGBA and then uploading it, we upload it as is. This causes the texture format to be RGBA but the content to be BGRA,
// so we mark the texture to convert the colors when painting the texture.
#if CPU(LITTLE_ENDIAN)
m_colorConvertFlags = TextureMapperFlags::ShouldConvertTextureBGRAToRGBA;
#else
m_colorConvertFlags = TextureMapperFlags::ShouldConvertTextureARGBToRGBA;
#endif
glBindTexture(GL_TEXTURE_2D, m_id);
const unsigned bytesPerPixel = 4;
auto data = static_cast<const uint8_t*>(srcData);
Vector<uint8_t> temporaryData;
IntPoint adjustedSourceOffset = sourceOffset;
// Texture upload requires subimage buffer if driver doesn't support subimage and we don't have full image upload.
bool supportsUnpackSubimage = GLContext::current()->glExtensions().EXT_unpack_subimage;
bool requireSubImageBuffer = !supportsUnpackSubimage
&& !(bytesPerLine == static_cast<int>(targetRect.width() * bytesPerPixel) && adjustedSourceOffset == IntPoint::zero());
// prepare temporaryData if necessary
if (requireSubImageBuffer) {
temporaryData.resize(targetRect.width() * targetRect.height() * bytesPerPixel);
auto dst = temporaryData.data();
data = dst;
auto bits = static_cast<const uint8_t*>(srcData);
auto src = bits + sourceOffset.y() * bytesPerLine + sourceOffset.x() * bytesPerPixel;
const int targetBytesPerLine = targetRect.width() * bytesPerPixel;
for (int y = 0; y < targetRect.height(); ++y) {
memcpy(dst, src, targetBytesPerLine);
src += bytesPerLine;
dst += targetBytesPerLine;
}
bytesPerLine = targetBytesPerLine;
adjustedSourceOffset = IntPoint(0, 0);
}
glBindTexture(GL_TEXTURE_2D, m_id);
if (supportsUnpackSubimage) {
// Use the OpenGL sub-image extension, now that we know it's available.
glPixelStorei(GL_UNPACK_ROW_LENGTH, bytesPerLine / bytesPerPixel);
glPixelStorei(GL_UNPACK_SKIP_ROWS, adjustedSourceOffset.y());
glPixelStorei(GL_UNPACK_SKIP_PIXELS, adjustedSourceOffset.x());
}
glTexSubImage2D(GL_TEXTURE_2D, 0, targetRect.x(), targetRect.y(), targetRect.width(), targetRect.height(), m_format, s_pixelDataType, data);
if (supportsUnpackSubimage) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
}
}
void BitmapTexture::updateContents(NativeImage* frameImage, const IntRect& targetRect, const IntPoint& offset)
{
if (!frameImage)
return;
int bytesPerLine;
const uint8_t* imageData;
#if USE(CAIRO)
cairo_surface_t* surface = frameImage->platformImage().get();
imageData = cairo_image_surface_get_data(surface);
bytesPerLine = cairo_image_surface_get_stride(surface);
#endif
updateContents(imageData, targetRect, offset, bytesPerLine);
}
void BitmapTexture::updateContents(GraphicsLayer* sourceLayer, const IntRect& targetRect, const IntPoint& offset, float scale)
{
// Making an unconditionally unaccelerated buffer here is OK because this code
// isn't used by any platforms that respect the accelerated bit.
auto imageBuffer = ImageBuffer::create(targetRect.size(), RenderingPurpose::Unspecified, 1, DestinationColorSpace::SRGB(), PixelFormat::BGRA8);
if (!imageBuffer)
return;
GraphicsContext& context = imageBuffer->context();
context.setTextDrawingMode(TextDrawingMode::Fill);
IntRect sourceRect(targetRect);
sourceRect.setLocation(offset);
sourceRect.scale(1 / scale);
context.applyDeviceScaleFactor(scale);
context.translate(-sourceRect.x(), -sourceRect.y());
sourceLayer->paintGraphicsLayerContents(context, sourceRect);
auto image = ImageBuffer::sinkIntoNativeImage(WTFMove(imageBuffer));
if (!image)
return;
updateContents(image.get(), targetRect, IntPoint());
}
void BitmapTexture::initializeStencil()
{
if (m_flags.contains(Flags::DepthBuffer)) {
// We have a depth buffer and we're asked to have a stencil buffer as well. This is only
// possible if packed depth stencil is available. If that's the case, just bind the depth
// buffer as the stencil one if haven't done so. If packed depth stencil is not available
// don't do anything, which will cause stencil clips on this surface to fail.
if (depthBufferFormat() == GL_DEPTH24_STENCIL8 && !m_stencilBound) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthBufferObject);
m_stencilBound = true;
}
return;
}
// We don't have a depth buffer. Use a stencil only buffer.
if (m_stencilBufferObject)
return;
glGenRenderbuffers(1, &m_stencilBufferObject);
glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBufferObject);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, m_size.width(), m_size.height());
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBufferObject);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
}
void BitmapTexture::initializeDepthBuffer()
{
if (m_depthBufferObject)
return;
glGenRenderbuffers(1, &m_depthBufferObject);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthBufferObject);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat(), m_size.width(), m_size.height());
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBufferObject);
}
void BitmapTexture::clearIfNeeded()
{
if (!m_shouldClear)
return;
m_clipStack.reset(IntRect(IntPoint::zero(), m_size), ClipStack::YAxisMode::Default);
m_clipStack.applyIfNeeded();
glClearColor(0, 0, 0, 0);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_shouldClear = false;
}
void BitmapTexture::createFboIfNeeded()
{
if (m_fbo)
return;
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id(), 0);
if (m_flags.contains(Flags::DepthBuffer))
initializeDepthBuffer();
m_shouldClear = true;
}
void BitmapTexture::bindAsSurface()
{
glBindTexture(GL_TEXTURE_2D, 0);
createFboIfNeeded();
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, m_size.width(), m_size.height());
if (m_flags.contains(Flags::DepthBuffer))
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
clearIfNeeded();
m_clipStack.apply();
}
BitmapTexture::~BitmapTexture()
{
glDeleteTextures(1, &m_id);
if (m_fbo)
glDeleteFramebuffers(1, &m_fbo);
if (m_depthBufferObject)
glDeleteRenderbuffers(1, &m_depthBufferObject);
if (m_stencilBufferObject)
glDeleteRenderbuffers(1, &m_stencilBufferObject);
}
void BitmapTexture::copyFromExternalTexture(GLuint sourceTextureID)
{
GLint boundTexture = 0;
GLint boundFramebuffer = 0;
GLint boundActiveTexture = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFramebuffer);
glGetIntegerv(GL_ACTIVE_TEXTURE, &boundActiveTexture);
glBindTexture(GL_TEXTURE_2D, sourceTextureID);
GLuint copyFbo = 0;
glGenFramebuffers(1, ©Fbo);
glBindFramebuffer(GL_FRAMEBUFFER, copyFbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sourceTextureID, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, id());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_size.width(), m_size.height());
glBindTexture(GL_TEXTURE_2D, boundTexture);
glBindFramebuffer(GL_FRAMEBUFFER, boundFramebuffer);
glBindTexture(GL_TEXTURE_2D, boundTexture);
glActiveTexture(boundActiveTexture);
glDeleteFramebuffers(1, ©Fbo);
}
} // namespace WebCore
#endif // USE(TEXTURE_MAPPER)
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