gecko-dev/gfx/layers/opengl/LayerManagerOGL.cpp

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Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "LayerManagerOGL.h"
#include "ThebesLayerOGL.h"
#include "ContainerLayerOGL.h"
#include "ImageLayerOGL.h"
#include "LayerManagerOGLShaders.h"
#include "gfxContext.h"
#include "nsIWidget.h"
#include "glWrapper.h"
static const GLint VERTEX_ATTRIB_LOCATION = 0;
namespace mozilla {
namespace layers {
/**
* LayerManagerOGL
*/
LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget)
: mWidget(aWidget)
, mBackBuffer(0)
, mFrameBuffer(0)
, mRGBLayerProgram(NULL)
, mYCbCrLayerProgram(NULL)
, mVertexShader(0)
, mRGBShader(0)
, mYUVShader(0)
{
}
LayerManagerOGL::~LayerManagerOGL()
{
MakeCurrent();
delete mRGBLayerProgram;
delete mYCbCrLayerProgram;
#ifdef XP_WIN
BOOL deleted = sglWrapper.wDeleteContext(mContext);
NS_ASSERTION(deleted, "Error deleting OpenGL context!");
::ReleaseDC((HWND)mWidget->GetNativeData(NS_NATIVE_WINDOW), mDC);
#endif
}
PRBool
LayerManagerOGL::Initialize()
{
#ifdef XP_WIN
mDC = (HDC)mWidget->GetNativeData(NS_NATIVE_GRAPHIC);
mContext = sglWrapper.wCreateContext(mDC);
if (!mContext) {
return PR_FALSE;
}
#else
// Don't know how to initialize on this platform!
return PR_FALSE;
#endif
MakeCurrent();
sglWrapper.BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE);
sglWrapper.Enable(LOCAL_GL_BLEND);
sglWrapper.Enable(LOCAL_GL_TEXTURE_2D);
sglWrapper.Enable(LOCAL_GL_SCISSOR_TEST);
mVertexShader = sglWrapper.CreateShader(LOCAL_GL_VERTEX_SHADER);
mRGBShader = sglWrapper.CreateShader(LOCAL_GL_FRAGMENT_SHADER);
mYUVShader = sglWrapper.CreateShader(LOCAL_GL_FRAGMENT_SHADER);
sglWrapper.ShaderSource(mVertexShader, 1, (const GLchar**)&sVertexShader, NULL);
sglWrapper.ShaderSource(mRGBShader, 1, (const GLchar**)&sRGBLayerPS, NULL);
sglWrapper.ShaderSource(mYUVShader, 1, (const GLchar**)&sYUVLayerPS, NULL);
sglWrapper.CompileShader(mVertexShader);
sglWrapper.CompileShader(mRGBShader);
sglWrapper.CompileShader(mYUVShader);
GLint status;
sglWrapper.GetShaderiv(mVertexShader, LOCAL_GL_COMPILE_STATUS, &status);
if (!status) {
return false;
}
sglWrapper.GetShaderiv(mRGBShader, LOCAL_GL_COMPILE_STATUS, &status);
if (!status) {
return false;
}
sglWrapper.GetShaderiv(mYUVShader, LOCAL_GL_COMPILE_STATUS, &status);
if (!status) {
return false;
}
mRGBLayerProgram = new RGBLayerProgram();
if (!mRGBLayerProgram->Initialize(mVertexShader, mRGBShader)) {
return false;
}
mYCbCrLayerProgram = new YCbCrLayerProgram();
if (!mYCbCrLayerProgram->Initialize(mVertexShader, mYUVShader)) {
return false;
}
mRGBLayerProgram->UpdateLocations();
mYCbCrLayerProgram->UpdateLocations();
sglWrapper.GenBuffers(1, &mVBO);
sglWrapper.BindBuffer(LOCAL_GL_ARRAY_BUFFER, mVBO);
sglWrapper.EnableClientState(LOCAL_GL_VERTEX_ARRAY);
sglWrapper.EnableVertexAttribArray(VERTEX_ATTRIB_LOCATION);
GLfloat vertices[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f };
sglWrapper.BufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW);
mRGBLayerProgram->Activate();
sglWrapper.VertexAttribPointer(VERTEX_ATTRIB_LOCATION,
2,
LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0,
0);
mYCbCrLayerProgram->Activate();
sglWrapper.VertexAttribPointer(VERTEX_ATTRIB_LOCATION,
2,
LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0,
0);
mRGBLayerProgram->SetLayerTexture(0);
mYCbCrLayerProgram->SetYTexture(0);
mYCbCrLayerProgram->SetCbTexture(1);
mYCbCrLayerProgram->SetCrTexture(2);
return true;
}
void
LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion)
{
mClippingRegion = aClippingRegion;
}
void
LayerManagerOGL::BeginTransaction()
{
}
void
LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget)
{
mTarget = aTarget;
}
void
LayerManagerOGL::EndConstruction()
{
}
void
LayerManagerOGL::EndTransaction()
{
Render();
mTarget = NULL;
}
void
LayerManagerOGL::SetRoot(Layer *aLayer)
{
mRootLayer = static_cast<LayerOGL*>(aLayer->ImplData());;
}
already_AddRefed<ThebesLayer>
LayerManagerOGL::CreateThebesLayer()
{
nsRefPtr<ThebesLayer> layer = new ThebesLayerOGL(this);
return layer.forget();
}
already_AddRefed<ContainerLayer>
LayerManagerOGL::CreateContainerLayer()
{
nsRefPtr<ContainerLayer> layer = new ContainerLayerOGL(this);
return layer.forget();
}
already_AddRefed<ImageContainer>
LayerManagerOGL::CreateImageContainer()
{
nsRefPtr<ImageContainer> container = new ImageContainerOGL(this);
return container.forget();
}
already_AddRefed<ImageLayer>
LayerManagerOGL::CreateImageLayer()
{
nsRefPtr<ImageLayer> layer = new ImageLayerOGL(this);
return layer.forget();
}
void
LayerManagerOGL::SetClippingEnabled(PRBool aEnabled)
{
if (aEnabled) {
sglWrapper.Enable(LOCAL_GL_SCISSOR_TEST);
} else {
sglWrapper.Disable(LOCAL_GL_SCISSOR_TEST);
}
}
void
LayerManagerOGL::MakeCurrent()
{
#ifdef XP_WIN
BOOL succeeded = sglWrapper.wMakeCurrent(mDC, mContext);
NS_ASSERTION(succeeded, "Failed to make GL context current!");
#endif
}
void
LayerManagerOGL::Render()
{
nsIntRect rect;
mWidget->GetBounds(rect);
GLint width = rect.width;
GLint height = rect.height;
MakeCurrent();
SetupBackBuffer();
sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, mFrameBuffer);
sglWrapper.BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE);
sglWrapper.ClearColor(0.0, 0.0, 0.0, 0.0);
sglWrapper.Clear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
SetupPipeline();
SetClippingEnabled(PR_FALSE);
if (mRootLayer) {
const nsIntRect *clipRect = mRootLayer->GetLayer()->GetClipRect();
if (clipRect) {
sglWrapper.Scissor(clipRect->x, clipRect->y, clipRect->width, clipRect->height);
} else {
sglWrapper.Scissor(0, 0, width, height);
}
mRootLayer->RenderLayer(mFrameBuffer);
}
if (mTarget) {
CopyToTarget();
} else {
/**
* Draw our backbuffer to the screen without using vertex or fragment
* shaders. We're fine with just calculating the viewport coordinates
* in software. And nothing special is required for the texture sampling.
*/
sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, 0);
sglWrapper.UseProgram(0);
sglWrapper.DisableVertexAttribArray(VERTEX_ATTRIB_LOCATION);
sglWrapper.BindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
sglWrapper.EnableClientState(LOCAL_GL_VERTEX_ARRAY);
sglWrapper.EnableClientState(LOCAL_GL_TEXTURE_COORD_ARRAY);
sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mBackBuffer);
const nsIntRect *r;
for (nsIntRegionRectIterator iter(mClippingRegion);
(r = iter.Next()) != nsnull;) {
sglWrapper.BlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO, LOCAL_GL_ONE, LOCAL_GL_ZERO);
float left = (GLfloat)r->x / width;
float right = (GLfloat)r->XMost() / width;
float top = (GLfloat)r->y / height;
float bottom = (GLfloat)r->YMost() / height;
float vertices[] = { left * 2.0f - 1.0f,
-(top * 2.0f - 1.0f),
right * 2.0f - 1.0f,
-(top * 2.0f - 1.0f),
left * 2.0f - 1.0f,
-(bottom * 2.0f - 1.0f),
right * 2.0f - 1.0f,
-(bottom * 2.0f - 1.0f) };
float coords[] = { left, top, right, top, left, bottom, right, bottom };
sglWrapper.VertexPointer(2, LOCAL_GL_FLOAT, 0, vertices);
sglWrapper.TexCoordPointer(2, LOCAL_GL_FLOAT, 0, coords);
sglWrapper.DrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
}
sglWrapper.BindBuffer(LOCAL_GL_ARRAY_BUFFER, mVBO);
sglWrapper.EnableVertexAttribArray(VERTEX_ATTRIB_LOCATION);
sglWrapper.DisableClientState(LOCAL_GL_TEXTURE_COORD_ARRAY);
}
sglWrapper.Finish();
}
void
LayerManagerOGL::SetupPipeline()
{
nsIntRect rect;
mWidget->GetBounds(rect);
sglWrapper.Viewport(0, 0, rect.width, rect.height);
float viewMatrix[4][4];
/**
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* <1.0, -1.0> bottomright)
*/
memset(&viewMatrix, 0, sizeof(viewMatrix));
viewMatrix[0][0] = 2.0f / rect.width;
viewMatrix[1][1] = 2.0f / rect.height;
viewMatrix[2][2] = 1.0f;
viewMatrix[3][0] = -1.0f;
viewMatrix[3][1] = -1.0f;
viewMatrix[3][3] = 1.0f;
mRGBLayerProgram->Activate();
mRGBLayerProgram->SetMatrixProj(&viewMatrix[0][0]);
mYCbCrLayerProgram->Activate();
mYCbCrLayerProgram->SetMatrixProj(&viewMatrix[0][0]);
}
PRBool
LayerManagerOGL::SetupBackBuffer()
{
nsIntRect rect;
mWidget->GetBounds(rect);
GLint width = rect.width;
GLint height = rect.height;
if (width == mBackBufferSize.width && height == mBackBufferSize.height) {
return PR_TRUE;
}
if (!mBackBuffer) {
sglWrapper.GenTextures(1, &mBackBuffer);
}
/**
* Setup the texture used as the backbuffer.
*/
sglWrapper.BindTexture(LOCAL_GL_TEXTURE_2D, mBackBuffer);
sglWrapper.TexEnvf(LOCAL_GL_TEXTURE_ENV, LOCAL_GL_TEXTURE_ENV_MODE, LOCAL_GL_MODULATE);
sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
sglWrapper.TexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
sglWrapper.TexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
width,
height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
/**
* Create the framebuffer and bind it to make our content render into our
* framebuffer.
*/
if (!mFrameBuffer) {
sglWrapper.GenFramebuffersEXT(1, &mFrameBuffer);
}
sglWrapper.BindFramebufferEXT(LOCAL_GL_FRAMEBUFFER_EXT, mFrameBuffer);
sglWrapper.FramebufferTexture2DEXT(LOCAL_GL_FRAMEBUFFER_EXT,
LOCAL_GL_COLOR_ATTACHMENT0_EXT,
LOCAL_GL_TEXTURE_2D,
mBackBuffer,
0);
return PR_TRUE;
}
void
LayerManagerOGL::CopyToTarget()
{
nsIntRect rect;
mWidget->GetBounds(rect);
GLint width = rect.width;
GLint height = rect.height;
if ((PRInt64)width * (PRInt64)height > PR_INT32_MAX) {
NS_ERROR("Widget size too big - integer overflow!");
return;
}
nsRefPtr<gfxImageSurface> imageSurface =
new gfxImageSurface(gfxIntSize(width, height),
gfxASurface::ImageFormatARGB32);
sglWrapper.ReadBuffer(LOCAL_GL_COLOR_ATTACHMENT0_EXT);
if (imageSurface->Stride() != width * 4) {
char *tmpData = new char[width * height * 4];
sglWrapper.ReadPixels(0,
0,
width,
height,
LOCAL_GL_BGRA,
LOCAL_GL_UNSIGNED_BYTE,
tmpData);
sglWrapper.Finish();
for (int y = 0; y < height; y++) {
memcpy(imageSurface->Data() + imageSurface->Stride() * y,
tmpData + width * 4 * y,
width * 4);
}
delete [] tmpData;
} else {
sglWrapper.ReadPixels(0,
0,
width,
height,
LOCAL_GL_BGRA,
LOCAL_GL_UNSIGNED_BYTE,
imageSurface->Data());
sglWrapper.Finish();
}
mTarget->SetOperator(gfxContext::OPERATOR_OVER);
mTarget->SetSource(imageSurface);
mTarget->Paint();
}
LayerOGL::LayerOGL()
: mNextSibling(NULL)
{
}
LayerOGL*
LayerOGL::GetNextSibling()
{
return mNextSibling;
}
void
LayerOGL::SetNextSibling(LayerOGL *aNextSibling)
{
mNextSibling = aNextSibling;
}
/**
* LayerProgram Helpers
*/
LayerProgram::LayerProgram()
: mProgram(0)
{
}
LayerProgram::~LayerProgram()
{
sglWrapper.DeleteProgram(mProgram);
}
PRBool
LayerProgram::Initialize(GLuint aVertexShader, GLuint aFragmentShader)
{
mProgram = sglWrapper.CreateProgram();
sglWrapper.AttachShader(mProgram, aVertexShader);
sglWrapper.AttachShader(mProgram, aFragmentShader);
sglWrapper.BindAttribLocation(mProgram, VERTEX_ATTRIB_LOCATION, "aVertex");
sglWrapper.LinkProgram(mProgram);
GLint status;
sglWrapper.GetProgramiv(mProgram, LOCAL_GL_LINK_STATUS, &status);
if (!status) {
return false;
}
return true;
}
void
LayerProgram::Activate()
{
sglWrapper.UseProgram(mProgram);
}
void
LayerProgram::UpdateLocations()
{
mMatrixProjLocation = sglWrapper.GetUniformLocation(mProgram, "uMatrixProj");
mLayerQuadTransformLocation =
sglWrapper.GetUniformLocation(mProgram, "uLayerQuadTransform");
mLayerTransformLocation = sglWrapper.GetUniformLocation(mProgram, "uLayerTransform");
mRenderTargetOffsetLocation =
sglWrapper.GetUniformLocation(mProgram, "uRenderTargetOffset");
mLayerOpacityLocation = sglWrapper.GetUniformLocation(mProgram, "uLayerOpacity");
}
void
LayerProgram::SetMatrixUniform(GLint aLocation, const GLfloat *aValue)
{
sglWrapper.UniformMatrix4fv(aLocation, 1, false, aValue);
}
void
LayerProgram::SetInt(GLint aLocation, GLint aValue)
{
sglWrapper.Uniform1i(aLocation, aValue);
}
void
LayerProgram::SetLayerOpacity(GLfloat aValue)
{
sglWrapper.Uniform1f(mLayerOpacityLocation, aValue);
}
void
LayerProgram::PushRenderTargetOffset(GLfloat aValueX, GLfloat aValueY)
{
GLvec2 vector;
vector.mX = aValueX;
vector.mY = aValueY;
mRenderTargetOffsetStack.AppendElement(vector);
}
void
LayerProgram::PopRenderTargetOffset()
{
NS_ASSERTION(mRenderTargetOffsetStack.Length(), "Unbalanced push/pops");
mRenderTargetOffsetStack.RemoveElementAt(mRenderTargetOffsetStack.Length() - 1);
}
void
LayerProgram::Apply()
{
if (!mRenderTargetOffsetStack.Length()) {
sglWrapper.Uniform4f(mRenderTargetOffsetLocation, 0, 0, 0, 0);
} else {
GLvec2 vector =
mRenderTargetOffsetStack[mRenderTargetOffsetStack.Length() - 1];
sglWrapper.Uniform4f(mRenderTargetOffsetLocation, vector.mX, vector.mY, 0, 0);
}
}
void
RGBLayerProgram::UpdateLocations()
{
LayerProgram::UpdateLocations();
mLayerTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uLayerTexture");
}
void
YCbCrLayerProgram::UpdateLocations()
{
LayerProgram::UpdateLocations();
mYTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uYTexture");
mCbTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uCbTexture");
mCrTextureLocation = sglWrapper.GetUniformLocation(mProgram, "uCrTexture");
}
} /* layers */
} /* mozilla */