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

1574 строки
52 KiB
C++
Исходник Обычный вид История

/* -*- 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 "FPSCounter.h" // for FPSState, FPSCounter
#include "GLContextProvider.h" // for GLContextProvider
#include "GLContext.h" // for GLContext
#include "Layers.h" // for WriteSnapshotToDumpFile
#include "gfx2DGlue.h" // for ThebesFilter
#include "gfx3DMatrix.h" // for gfx3DMatrix
#include "gfxASurface.h" // for gfxASurface, etc
#include "gfxCrashReporterUtils.h" // for ScopedGfxFeatureReporter
#include "gfxImageSurface.h" // for gfxImageSurface
#include "gfxMatrix.h" // for gfxMatrix
#include "GraphicsFilter.h" // for GraphicsFilter
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxRect.h" // for gfxRect
#include "gfxUtils.h" // for NextPowerOfTwo, gfxUtils, etc
#include "mozilla/Preferences.h" // for Preferences
#include "mozilla/Util.h" // for ArrayLength
#include "mozilla/gfx/BasePoint.h" // for BasePoint
#include "mozilla/gfx/Matrix.h" // for Matrix4x4, Matrix
#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 "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 nsIntRect
#include "nsServiceManagerUtils.h" // for do_GetService
#include "nsString.h" // for nsString, nsAutoCString, etc
#include "DecomposeIntoNoRepeatTriangles.h"
#if MOZ_ANDROID_OMTC
#include "TexturePoolOGL.h"
#endif
#include "GeckoProfiler.h"
#ifdef MOZ_WIDGET_ANDROID
#include "GfxInfo.h"
#endif
#define BUFFER_OFFSET(i) ((char *)nullptr + (i))
namespace mozilla {
using namespace gfx;
namespace layers {
using namespace mozilla::gl;
static inline IntSize ns2gfxSize(const nsIntSize& s) {
return IntSize(s.width, s.height);
}
// Draw the given quads with the already selected shader. Texture coordinates
// are supplied if the shader requires them.
static void
DrawQuads(GLContext *aGLContext,
VBOArena &aVBOs,
ShaderProgramOGL *aProg,
RectTriangles &aRects)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
GLuint vertAttribIndex =
aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex =
aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
bool texCoords = (texCoordAttribIndex != GLuint(-1));
GLsizei elements = aRects.elements();
GLsizei bytes = elements * 2 * sizeof(GLfloat);
GLsizei total = bytes;
if (texCoords) {
total *= 2;
}
aGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER,
aVBOs.Allocate(aGLContext));
aGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
total,
nullptr,
LOCAL_GL_STREAM_DRAW);
aGLContext->fBufferSubData(LOCAL_GL_ARRAY_BUFFER,
0,
bytes,
aRects.vertexPointer());
aGLContext->fEnableVertexAttribArray(vertAttribIndex);
aGLContext->fVertexAttribPointer(vertAttribIndex,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, BUFFER_OFFSET(0));
if (texCoords) {
aGLContext->fBufferSubData(LOCAL_GL_ARRAY_BUFFER,
bytes,
bytes,
aRects.texCoordPointer());
aGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
aGLContext->fVertexAttribPointer(texCoordAttribIndex,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, BUFFER_OFFSET(bytes));
}
aGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, elements);
aGLContext->fDisableVertexAttribArray(vertAttribIndex);
if (texCoords) {
aGLContext->fDisableVertexAttribArray(texCoordAttribIndex);
}
aGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
// Size of the builtin font.
static const float FontHeight = 7.f;
static const float FontWidth = 5.f;
static const float FontStride = 4.f;
// Scale the font when drawing it to the viewport for better readability.
static const float FontScaleX = 2.f;
static const float FontScaleY = 3.f;
// Size of the font texture (POT).
static const size_t FontTextureWidth = 64;
static const size_t FontTextureHeight = 8;
static void
AddDigits(RectTriangles &aRects,
const gfx::IntSize aViewportSize,
unsigned int aOffset,
unsigned int aValue)
{
unsigned int divisor = 100;
for (size_t n = 0; n < 3; ++n) {
gfxRect d(aOffset * FontWidth, 0.f, FontWidth, FontHeight);
d.Scale(FontScaleX / aViewportSize.width, FontScaleY / aViewportSize.height);
unsigned int digit = aValue % (divisor * 10) / divisor;
gfxRect t(digit * FontStride, 0.f, FontWidth, FontHeight);
t.Scale(1.f / FontTextureWidth, 1.f / FontTextureHeight);
aRects.addRect(d.x, d.y, d.x + d.width, d.y + d.height,
t.x, t.y, t.x + t.width, t.y + t.height,
false);
divisor /= 10;
++aOffset;
}
}
void
FPSState::DrawFPS(TimeStamp aNow,
unsigned int aFillRatio,
GLContext* aContext,
ShaderProgramOGL* aProgram)
{
if (!mTexture) {
// Bind the number of textures we need, in this case one.
aContext->fGenTextures(1, &mTexture);
aContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
aContext->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MIN_FILTER,LOCAL_GL_NEAREST);
aContext->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MAG_FILTER,LOCAL_GL_NEAREST);
const char *text =
" "
" XXX XX XXX XXX X X XXX XXX XXX XXX XXX "
" X X X X X X X X X X X X X X "
" X X X XXX XXX XXX XXX XXX X XXX XXX "
" X X X X X X X X X X X X X "
" XXX XXX XXX XXX X XXX XXX X XXX X "
" ";
// Convert the text encoding above to RGBA.
uint32_t* buf = (uint32_t *) malloc(64 * 8 * sizeof(uint32_t));
for (int i = 0; i < 7; i++) {
for (int j = 0; j < 41; j++) {
uint32_t purple = 0xfff000ff;
uint32_t white = 0xffffffff;
buf[i * 64 + j] = (text[i * 41 + j] == ' ') ? purple : white;
}
}
aContext->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 64, 8, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf);
free(buf);
}
mVBOs.Reset();
GLint viewport[4];
aContext->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
gfx::IntSize viewportSize(viewport[2], viewport[3]);
unsigned int fps = unsigned(mCompositionFps.AddFrameAndGetFps(aNow));
unsigned int txnFps = unsigned(mTransactionFps.GetFpsAt(aNow));
RectTriangles rects;
AddDigits(rects, viewportSize, 0, fps);
AddDigits(rects, viewportSize, 4, txnFps);
AddDigits(rects, viewportSize, 8, aFillRatio);
// Turn necessary features on
aContext->fEnable(LOCAL_GL_BLEND);
aContext->fBlendFunc(LOCAL_GL_ONE, LOCAL_GL_SRC_COLOR);
aContext->fActiveTexture(LOCAL_GL_TEXTURE0);
aContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
aProgram->Activate();
aProgram->SetTextureUnit(0);
aProgram->SetLayerQuadRect(gfx::Rect(0.f, 0.f, viewport[2], viewport[3]));
aProgram->SetLayerOpacity(1.f);
aProgram->SetTextureTransform(gfx3DMatrix());
aProgram->SetLayerTransform(gfx3DMatrix());
aProgram->SetRenderOffset(0, 0);
aContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO,
LOCAL_GL_ONE, LOCAL_GL_ZERO);
DrawQuads(aContext, mVBOs, aProgram, rects);
}
#ifdef CHECK_CURRENT_PROGRAM
int ShaderProgramOGL::sCurrentProgramKey = 0;
#endif
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)
{
MOZ_COUNT_CTOR(CompositorOGL);
sBackend = LAYERS_OPENGL;
}
CompositorOGL::~CompositorOGL()
{
MOZ_COUNT_DTOR(CompositorOGL);
Destroy();
}
already_AddRefed<mozilla::gl::GLContext>
CompositorOGL::CreateContext()
{
nsRefPtr<GLContext> context;
#ifdef XP_WIN
if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) {
printf_stderr("Trying GL layers...\n");
context = gl::GLContextProviderEGL::CreateForWindow(mWidget);
}
#endif
if (!context)
context = gl::GLContextProvider::CreateForWindow(mWidget);
if (!context) {
NS_WARNING("Failed to create CompositorOGL context");
}
return context.forget();
}
void
CompositorOGL::AddPrograms(ShaderProgramType aType)
{
for (uint32_t maskType = MaskNone; maskType < NumMaskTypes; ++maskType) {
if (ProgramProfileOGL::ProgramExists(aType, static_cast<MaskType>(maskType))) {
mPrograms[aType].mVariations[maskType] = new ShaderProgramOGL(this->gl(),
ProgramProfileOGL::GetProfileFor(aType, static_cast<MaskType>(maskType)));
} else {
mPrograms[aType].mVariations[maskType] = nullptr;
}
}
}
GLuint
CompositorOGL::GetTemporaryTexture(GLenum aTextureUnit)
{
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]) {
gl()->MakeCurrent();
gl()->fGenTextures(1, &mTextures[index]);
}
return mTextures[index];
}
void
CompositorOGL::Destroy()
{
if (gl()) {
gl()->MakeCurrent();
if (mTextures.Length() > 0) {
gl()->fDeleteTextures(mTextures.Length(), &mTextures[0]);
}
mVBOs.Flush(gl());
if (mFPS) {
if (mFPS->mTexture > 0)
gl()->fDeleteTextures(1, &mFPS->mTexture);
mFPS->mVBOs.Flush(gl());
}
}
mTextures.SetLength(0);
if (!mDestroyed) {
mDestroyed = true;
CleanupResources();
}
}
void
CompositorOGL::CleanupResources()
{
if (!mGLContext)
return;
nsRefPtr<GLContext> ctx = mGLContext->GetSharedContext();
if (!ctx) {
ctx = mGLContext;
}
mPrograms.Clear();
ctx->MakeCurrent();
ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mQuadVBO) {
ctx->fDeleteBuffers(1, &mQuadVBO);
mQuadVBO = 0;
}
mGLContext = nullptr;
}
// Impl of a a helper-runnable's "Run" method, used in Initialize()
NS_IMETHODIMP
CompositorOGL::ReadDrawFPSPref::Run()
{
// NOTE: This must match the code in Initialize()'s NS_IsMainThread check.
Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps");
return NS_OK;
}
bool
CompositorOGL::Initialize()
{
ScopedGfxFeatureReporter reporter("GL Layers", true);
// Do not allow double initialization
NS_ABORT_IF_FALSE(mGLContext == nullptr, "Don't reinitialize CompositorOGL");
mGLContext = CreateContext();
#ifdef MOZ_WIDGET_ANDROID
if (!mGLContext)
NS_RUNTIMEABORT("We need a context on Android");
// on Android, the compositor's GLContext is used to get GL strings for GfxInfo
nsCOMPtr<nsIGfxInfo> gfxInfo = do_GetService("@mozilla.org/gfx/info;1");
static_cast<widget::GfxInfo*>(gfxInfo.get())->InitializeGLStrings(mGLContext);
#endif
if (!mGLContext)
return false;
mGLContext->SetFlipped(true);
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);
mGLContext->fEnable(LOCAL_GL_BLEND);
mPrograms.AppendElements(NumProgramTypes);
for (int type = 0; type < NumProgramTypes; ++type) {
AddPrograms(static_cast<ShaderProgramType>(type));
}
// initialise a common shader to check that we can actually compile a shader
if (!mPrograms[RGBALayerProgramType].mVariations[MaskNone]->Initialize()) {
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->IsGLES2()) {
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);
GLfloat vertices[] = {
/* First quad vertices */
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
/* Then quad texcoords */
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
/* Then flipped quad texcoords */
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
};
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, 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());
}
if (NS_IsMainThread()) {
// NOTE: This must match the code in ReadDrawFPSPref::Run().
Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps");
} else {
// We have to dispatch an event to the main thread to read the pref.
NS_DispatchToMainThread(new ReadDrawFPSPref());
}
reporter.SetSuccessful();
return true;
}
// |aTexCoordRect| is the rectangle from the texture that we want to
// draw using the given program. The program already has a necessary
// offset and scale, so the geometry that needs to be drawn is a unit
// square from 0,0 to 1,1.
//
// |aTexture| is the texture we are drawing. Its actual size can be
// larger than the rectangle given by |aTexCoordRect|.
void
CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const Rect& aTexCoordRect,
TextureSource *aTexture)
{
// Given what we know about these textures and coordinates, we can
// compute fmod(t, 1.0f) to get the same texture coordinate out. If
// the texCoordRect dimension is < 0 or > width/height, then we have
// wraparound that we need to deal with by drawing multiple quads,
// because we can't rely on full non-power-of-two texture support
// (which is required for the REPEAT wrap mode).
RectTriangles rects;
GLenum wrapMode = aTexture->AsSourceOGL()->GetWrapMode();
IntSize realTexSize = aTexture->GetSize();
if (!mGLContext->CanUploadNonPowerOfTwo()) {
realTexSize = IntSize(NextPowerOfTwo(realTexSize.width),
NextPowerOfTwo(realTexSize.height));
}
// We need to convert back to actual texels here to get proper behaviour with
// our GL helper functions. Should fix this sometime.
// I want to vomit.
IntRect texCoordRect = IntRect(NS_roundf(aTexCoordRect.x * aTexture->GetSize().width),
NS_roundf(aTexCoordRect.y * aTexture->GetSize().height),
NS_roundf(aTexCoordRect.width * aTexture->GetSize().width),
NS_roundf(aTexCoordRect.height * aTexture->GetSize().height));
// This is fairly disgusting - if the texture should be flipped it will have a
// negative height, in which case we un-invert the texture coords and pass the
// flipped 'flag' to the functions below. We can't just use the inverted coords
// because our GL funtions use an explicit flag.
bool flipped = false;
if (texCoordRect.height < 0) {
flipped = true;
texCoordRect.y = texCoordRect.YMost();
texCoordRect.height = -texCoordRect.height;
}
if (wrapMode == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
0.0f, 0.0f, 1.0f, 1.0f,
/* tex coords */
texCoordRect.x / GLfloat(realTexSize.width),
texCoordRect.y / GLfloat(realTexSize.height),
texCoordRect.XMost() / GLfloat(realTexSize.width),
texCoordRect.YMost() / GLfloat(realTexSize.height),
flipped);
} else {
nsIntRect tcRect(texCoordRect.x, texCoordRect.y,
texCoordRect.width, texCoordRect.height);
DecomposeIntoNoRepeatTriangles(tcRect,
nsIntSize(realTexSize.width, realTexSize.height),
rects, flipped);
}
DrawQuads(mGLContext, mVBOs, aProg, rects);
}
void
CompositorOGL::PrepareViewport(const gfx::IntSize& aSize,
const gfxMatrix& aWorldTransform)
{
// Set the viewport correctly.
mGLContext->fViewport(0, 0, aSize.width, aSize.height);
// 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. We will need to
// track changes to aTransformPolicy and aWorldTransform for this to work
// though.
// Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0,
// 2, 2) and flip the contents.
gfxMatrix viewMatrix;
viewMatrix.Translate(-gfxPoint(1.0, -1.0));
viewMatrix.Scale(2.0f / float(aSize.width), 2.0f / float(aSize.height));
viewMatrix.Scale(1.0f, -1.0f);
if (!mTarget) {
viewMatrix.Translate(gfxPoint(mRenderOffset.x, mRenderOffset.y));
}
viewMatrix = aWorldTransform * viewMatrix;
gfx3DMatrix matrix3d = gfx3DMatrix::From2D(viewMatrix);
matrix3d._33 = 0.0f;
SetLayerProgramProjectionMatrix(matrix3d);
}
void
CompositorOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix)
{
for (unsigned int i = 0; i < mPrograms.Length(); ++i) {
for (uint32_t mask = MaskNone; mask < NumMaskTypes; ++mask) {
if (mPrograms[i].mVariations[mask]) {
mPrograms[i].mVariations[mask]->CheckAndSetProjectionMatrix(aMatrix);
}
}
}
}
TemporaryRef<CompositingRenderTarget>
CompositorOGL::CreateRenderTarget(const IntRect &aRect, SurfaceInitMode aInit)
{
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();
}
TemporaryRef<CompositingRenderTarget>
CompositorOGL::CreateRenderTargetFromSource(const IntRect &aRect,
const CompositingRenderTarget *aSource,
const IntPoint &aSourcePoint)
{
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) {
// Restore the scissor rect that was active before we set the current
// render target.
mGLContext->PopScissorRect();
// Save the current scissor rect so that we can pop back to it when
// changing the render target again.
mGLContext->PushScissorRect();
surface->BindRenderTarget();
mCurrentRenderTarget = surface;
}
}
CompositingRenderTarget*
CompositorOGL::GetCurrentRenderTarget()
{
return mCurrentRenderTarget;
}
static GLenum
GetFrameBufferInternalFormat(GLContext* gl,
GLuint aFrameBuffer,
nsIWidget* aWidget)
{
if (aFrameBuffer == 0) { // default framebuffer
return aWidget->GetGLFrameBufferFormat();
}
return LOCAL_GL_RGBA;
}
bool CompositorOGL::sDrawFPS = false;
/*
* Returns a size that is 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 (gl->CanUploadNonPowerOfTwo())
return aSize;
return IntSize(NextPowerOfTwo(aSize.width), NextPowerOfTwo(aSize.height));
}
void
CompositorOGL::BeginFrame(const nsIntRegion& aInvalidRegion,
const Rect *aClipRectIn,
const gfxMatrix& aTransform,
const Rect& aRenderBounds,
Rect *aClipRectOut,
Rect *aRenderBoundsOut)
{
PROFILER_LABEL("CompositorOGL", "BeginFrame");
MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame or AbortFrame");
mVBOs.Reset();
mFrameInProgress = true;
gfxRect rect;
if (mUseExternalSurfaceSize) {
rect = gfxRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
rect = gfxRect(aRenderBounds.x, aRenderBounds.y, aRenderBounds.width, aRenderBounds.height);
// If render bounds is not updated explicitly, try to infer it from widget
if (rect.width == 0 || rect.height == 0) {
// FIXME/bug XXXXXX this races with rotation changes on the main
// thread, and undoes all the care we take with layers txns being
// sent atomically with rotation changes
nsIntRect intRect;
mWidget->GetClientBounds(intRect);
rect = gfxRect(0, 0, intRect.width, intRect.height);
}
}
rect = aTransform.TransformBounds(rect);
if (aRenderBoundsOut) {
*aRenderBoundsOut = Rect(rect.x, rect.y, rect.width, rect.height);
}
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;
// 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_ANDROID_OMTC
TexturePoolOGL::Fill(gl());
#endif
mCurrentRenderTarget = CompositingRenderTargetOGL::RenderTargetForWindow(this,
IntSize(width, height),
aTransform);
mCurrentRenderTarget->BindRenderTarget();
#ifdef DEBUG
mWindowRenderTarget = mCurrentRenderTarget;
#endif
// Default blend function implements "OVER"
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
mGLContext->fEnable(LOCAL_GL_BLEND);
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
if (!aClipRectIn) {
mGLContext->fScissor(0, 0, width, height);
if (aClipRectOut) {
aClipRectOut->SetRect(0, 0, width, height);
}
} else {
mGLContext->fScissor(aClipRectIn->x, aClipRectIn->y, aClipRectIn->width, aClipRectIn->height);
}
// Save the current scissor rect so that SetRenderTarget can pop back to it.
mGLContext->PushScissorRect();
// 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_ANDROID_OMTC
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)
{
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()->IsGLES2() ? (format == LOCAL_GL_RGBA)
: true;
if (isFormatCompatibleWithRGBA) {
mGLContext->fCopyTexImage2D(mFBOTextureTarget,
0,
LOCAL_GL_RGBA,
aRect.x, aRect.y,
aRect.width, aRect.height,
0);
} else {
// Curses, incompatible formats. Take a slow path.
// RGBA
size_t bufferSize = aRect.width * aRect.height * 4;
nsAutoArrayPtr<uint8_t> buf(new uint8_t[bufferSize]);
mGLContext->fReadPixels(aRect.x, aRect.y,
aRect.width, aRect.height,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
buf);
mGLContext->fTexImage2D(mFBOTextureTarget,
0,
LOCAL_GL_RGBA,
aRect.width, aRect.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
buf);
}
GLenum error = mGLContext->GetAndClearError();
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,
aRect.width, aRect.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;
}
ShaderProgramType
CompositorOGL::GetProgramTypeForEffect(Effect *aEffect) const
{
switch(aEffect->mType) {
case EFFECT_SOLID_COLOR:
return ColorLayerProgramType;
case EFFECT_RGBA:
case EFFECT_RGBX:
case EFFECT_BGRA:
case EFFECT_BGRX:
{
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffect);
TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL();
return ShaderProgramFromTargetAndFormat(source->GetTextureTarget(),
source->GetFormat());
}
case EFFECT_YCBCR:
return YCbCrLayerProgramType;
case EFFECT_RENDER_TARGET:
return GetFBOLayerProgramType();
default:
return RGBALayerProgramType;
}
}
struct MOZ_STACK_CLASS AutoBindTexture
{
AutoBindTexture() : mTexture(nullptr) {}
AutoBindTexture(TextureSourceOGL* aTexture, GLenum aTextureUnit)
: mTexture(nullptr) { Bind(aTexture, aTextureUnit); }
~AutoBindTexture()
{
if (mTexture) {
mTexture->UnbindTexture();
}
}
void Bind(TextureSourceOGL* aTexture, GLenum aTextureUnit)
{
MOZ_ASSERT(!mTexture);
mTexture = aTexture;
mTexture->BindTexture(aTextureUnit);
}
private:
TextureSourceOGL* mTexture;
};
void
CompositorOGL::DrawQuad(const Rect& aRect,
const Rect& aClipRect,
const EffectChain &aEffectChain,
Float aOpacity,
const gfx::Matrix4x4 &aTransform)
{
PROFILER_LABEL("CompositorOGL", "DrawQuad");
MOZ_ASSERT(mFrameInProgress, "frame not started");
Rect clipRect = aClipRect;
if (!mTarget) {
clipRect.MoveBy(mRenderOffset.x, mRenderOffset.y);
}
IntRect intClipRect;
clipRect.ToIntRect(&intClipRect);
mGLContext->PushScissorRect(nsIntRect(intClipRect.x, intClipRect.y,
intClipRect.width, intClipRect.height));
MaskType maskType;
EffectMask* effectMask;
TextureSourceOGL* sourceMask = nullptr;
gfx::Matrix4x4 maskQuadTransform;
if (aEffectChain.mSecondaryEffects[EFFECT_MASK]) {
effectMask = static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EFFECT_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
? Mask3d
: Mask2d;
} else {
maskType = MaskNone;
}
mPixelsFilled += aRect.width * aRect.height;
ShaderProgramType programType = GetProgramTypeForEffect(aEffectChain.mPrimaryEffect);
ShaderProgramOGL *program = GetProgram(programType, maskType);
program->Activate();
if (programType == RGBARectLayerProgramType ||
programType == RGBXRectLayerProgramType) {
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);
}
program->SetLayerQuadRect(aRect);
program->SetLayerTransform(aTransform);
IntPoint offset = mCurrentRenderTarget->GetOrigin();
program->SetRenderOffset(offset.x, offset.y);
switch (aEffectChain.mPrimaryEffect->mType) {
case EFFECT_SOLID_COLOR: {
EffectSolidColor* effectSolidColor =
static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get());
Color color = effectSolidColor->mColor;
/* Multiply color by the layer opacity, as the shader
* ignores layer opacity and expects a final color to
* write to the color buffer. This saves a needless
* multiply in the fragment shader.
*/
Float opacity = aOpacity * color.a;
color.r *= opacity;
color.g *= opacity;
color.b *= opacity;
color.a = opacity;
program->SetRenderColor(color);
AutoBindTexture bindMask;
if (maskType != MaskNone) {
bindMask.Bind(sourceMask, LOCAL_GL_TEXTURE0);
program->SetMaskTextureUnit(0);
program->SetMaskLayerTransform(maskQuadTransform);
}
BindAndDrawQuad(program);
}
break;
case EFFECT_BGRA:
case EFFECT_BGRX:
case EFFECT_RGBA:
case EFFECT_RGBX: {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
Rect textureCoords;
TextureSource *source = texturedEffect->mTexture;
if (!texturedEffect->mPremultiplied) {
mGLContext->fBlendFuncSeparate(LOCAL_GL_SRC_ALPHA, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
AutoBindTexture bindSource(source->AsSourceOGL(), LOCAL_GL_TEXTURE0);
gfx3DMatrix textureTransform = source->AsSourceOGL()->GetTextureTransform();
program->SetTextureTransform(textureTransform);
GraphicsFilter filter = ThebesFilter(texturedEffect->mFilter);
gfxMatrix textureTransform2D;
#ifdef MOZ_WIDGET_ANDROID
if (filter != GraphicsFilter::FILTER_NEAREST &&
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 = GraphicsFilter::FILTER_NEAREST;
}
#endif
mGLContext->ApplyFilterToBoundTexture(source->AsSourceOGL()->GetTextureTarget(),
filter);
program->SetTextureUnit(0);
program->SetLayerOpacity(aOpacity);
AutoBindTexture bindMask;
if (maskType != MaskNone) {
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE1);
bindMask.Bind(sourceMask, LOCAL_GL_TEXTURE1);
program->SetMaskTextureUnit(1);
program->SetMaskLayerTransform(maskQuadTransform);
}
BindAndDrawQuadWithTextureRect(program, texturedEffect->mTextureCoords, source);
if (!texturedEffect->mPremultiplied) {
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
}
break;
case EFFECT_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;
}
GraphicsFilter filter = ThebesFilter(effectYCbCr->mFilter);
AutoBindTexture bindY(sourceY, LOCAL_GL_TEXTURE0);
mGLContext->ApplyFilterToBoundTexture(filter);
AutoBindTexture bindCb(sourceCb, LOCAL_GL_TEXTURE1);
mGLContext->ApplyFilterToBoundTexture(filter);
AutoBindTexture bindCr(sourceCr, LOCAL_GL_TEXTURE2);
mGLContext->ApplyFilterToBoundTexture(filter);
program->SetYCbCrTextureUnits(Y, Cb, Cr);
program->SetLayerOpacity(aOpacity);
program->SetTextureTransform(gfx3DMatrix());
AutoBindTexture bindMask;
if (maskType != MaskNone) {
bindMask.Bind(sourceMask, LOCAL_GL_TEXTURE3);
program->SetMaskTextureUnit(3);
program->SetMaskLayerTransform(maskQuadTransform);
}
BindAndDrawQuadWithTextureRect(program, effectYCbCr->mTextureCoords, sourceYCbCr->GetSubSource(Y));
}
break;
case EFFECT_RENDER_TARGET: {
EffectRenderTarget* effectRenderTarget =
static_cast<EffectRenderTarget*>(aEffectChain.mPrimaryEffect.get());
RefPtr<CompositingRenderTargetOGL> surface
= static_cast<CompositingRenderTargetOGL*>(effectRenderTarget->mRenderTarget.get());
ShaderProgramOGL *program = GetProgram(GetFBOLayerProgramType(), maskType);
surface->BindTexture(LOCAL_GL_TEXTURE0, mFBOTextureTarget);
program->Activate();
program->SetTextureUnit(0);
program->SetLayerOpacity(aOpacity);
program->SetTextureTransform(gfx3DMatrix());
AutoBindTexture bindMask;
if (maskType != MaskNone) {
bindMask.Bind(sourceMask, LOCAL_GL_TEXTURE1);
program->SetMaskTextureUnit(1);
program->SetMaskLayerTransform(maskQuadTransform);
}
if (program->GetTexCoordMultiplierUniformLocation() != -1) {
// 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.
BindAndDrawQuad(program, true);
}
break;
case EFFECT_COMPONENT_ALPHA: {
MOZ_ASSERT(gfxPlatform::ComponentAlphaEnabled());
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;
}
for (int32_t pass = 1; pass <=2; ++pass) {
ShaderProgramOGL* program;
if (pass == 1) {
ShaderProgramType type = gl()->GetPreferredARGB32Format() == LOCAL_GL_BGRA ?
ComponentAlphaPass1RGBProgramType :
ComponentAlphaPass1ProgramType;
program = GetProgram(type, maskType);
gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR,
LOCAL_GL_ONE, LOCAL_GL_ONE);
} else {
ShaderProgramType type = gl()->GetPreferredARGB32Format() == LOCAL_GL_BGRA ?
ComponentAlphaPass2RGBProgramType :
ComponentAlphaPass2ProgramType;
program = GetProgram(type, maskType);
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
AutoBindTexture bindSourceOnBlack(sourceOnBlack, LOCAL_GL_TEXTURE0);
AutoBindTexture bindSourceOnWhite(sourceOnWhite, LOCAL_GL_TEXTURE1);
program->Activate();
program->SetBlackTextureUnit(0);
program->SetWhiteTextureUnit(1);
program->SetLayerOpacity(aOpacity);
program->SetLayerTransform(aTransform);
program->SetTextureTransform(gfx3DMatrix());
program->SetRenderOffset(offset.x, offset.y);
program->SetLayerQuadRect(aRect);
AutoBindTexture bindMask;
if (maskType != MaskNone) {
bindMask.Bind(sourceMask, LOCAL_GL_TEXTURE2);
program->SetMaskTextureUnit(2);
program->SetMaskLayerTransform(maskQuadTransform);
}
BindAndDrawQuadWithTextureRect(program, effectComponentAlpha->mTextureCoords, effectComponentAlpha->mOnBlack);
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
}
}
break;
default:
MOZ_ASSERT(false, "Unhandled effect type");
break;
}
mGLContext->PopScissorRect();
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
// in case rendering has used some other GL context
MakeCurrent();
}
void
CompositorOGL::EndFrame()
{
PROFILER_LABEL("CompositorOGL", "EndFrame");
MOZ_ASSERT(mCurrentRenderTarget == mWindowRenderTarget, "Rendering target not properly restored");
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
nsIntRect rect;
if (mUseExternalSurfaceSize) {
rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
mWidget->GetBounds(rect);
}
RefPtr<DrawTarget> target = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(IntSize(rect.width, rect.height), FORMAT_B8G8R8A8);
CopyToTarget(target, mCurrentRenderTarget->GetTransform());
WriteSnapshotToDumpFile(this, target);
}
#endif
mFrameInProgress = false;
if (mTarget) {
CopyToTarget(mTarget, mCurrentRenderTarget->GetTransform());
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mCurrentRenderTarget = nullptr;
return;
}
// Restore the scissor rect that we saved in BeginFrame.
mGLContext->PopScissorRect();
mCurrentRenderTarget = nullptr;
if (sDrawFPS && !mFPS) {
mFPS = new FPSState();
} else if (!sDrawFPS && mFPS) {
mFPS = nullptr;
}
if (mFPS) {
float fillRatio = 0;
if (mPixelsFilled > 0 && mPixelsPerFrame > 0) {
fillRatio = 100.0f * float(mPixelsFilled) / float(mPixelsPerFrame);
if (fillRatio > 999.0f)
fillRatio = 999.0f;
}
mFPS->DrawFPS(TimeStamp::Now(), unsigned(fillRatio), mGLContext, GetProgram(RGBXLayerProgramType));
}
mGLContext->SwapBuffers();
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
void
CompositorOGL::EndFrameForExternalComposition(const gfxMatrix& aTransform)
{
if (sDrawFPS) {
if (!mFPS) {
mFPS = new FPSState();
}
double fps = mFPS->mCompositionFps.AddFrameAndGetFps(TimeStamp::Now());
printf_stderr("HWComposer: FPS is %g\n", fps);
}
// This lets us reftest and screenshot content rendered externally
if (mTarget) {
MakeCurrent();
CopyToTarget(mTarget, aTransform);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
}
void
CompositorOGL::AbortFrame()
{
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mFrameInProgress = false;
mCurrentRenderTarget = nullptr;
}
void
CompositorOGL::SetDestinationSurfaceSize(const gfx::IntSize& aSize)
{
mSurfaceSize.width = aSize.width;
mSurfaceSize.height = aSize.height;
}
void
CompositorOGL::CopyToTarget(DrawTarget *aTarget, const gfxMatrix& aTransform)
{
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->IsGLES2()) {
// GLES2 promises that binding to any custom FBO will attach
// to GL_COLOR_ATTACHMENT0 attachment point.
mGLContext->fReadBuffer(LOCAL_GL_BACK);
}
RefPtr<SourceSurface> source =
mGLContext->ReadPixelsToSourceSurface(IntSize(width, height));
// Map from GL space to Cairo space and reverse the world transform.
Matrix glToCairoTransform = MatrixForThebesMatrix(aTransform);
glToCairoTransform.Invert();
glToCairoTransform.Scale(1.0, -1.0);
glToCairoTransform.Translate(0.0, -height);
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, OP_SOURCE));
aTarget->SetTransform(oldMatrix);
aTarget->Flush();
}
double
CompositorOGL::AddFrameAndGetFps(const TimeStamp& timestamp)
{
if (sDrawFPS) {
if (!mFPS) {
mFPS = new FPSState();
}
double fps = mFPS->mCompositionFps.AddFrameAndGetFps(timestamp);
return fps;
}
return 0.;
}
void
CompositorOGL::NotifyLayersTransaction()
{
if (mFPS) {
mFPS->NotifyShadowTreeTransaction();
}
}
void
CompositorOGL::Pause()
{
#ifdef MOZ_WIDGET_ANDROID
gl()->ReleaseSurface();
#endif
}
bool
CompositorOGL::Resume()
{
#ifdef MOZ_WIDGET_ANDROID
return gl()->RenewSurface();
#endif
return true;
}
TemporaryRef<DataTextureSource>
CompositorOGL::CreateDataTextureSource(TextureFlags aFlags)
{
RefPtr<DataTextureSource> result =
new TextureImageTextureSourceOGL(mGLContext,
!(aFlags & TEXTURE_DISALLOW_BIGIMAGE));
return result;
}
bool
CompositorOGL::SupportsPartialTextureUpdate()
{
return mGLContext->CanUploadSubTextures();
}
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::SaveState()
{
mGLContext->PushScissorRect();
}
void
CompositorOGL::RestoreState()
{
// Restore state that might be changed by drawBackground/drawForeground in
// mobile/android/base/gfx/LayerRenderer.java
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
mGLContext->PopScissorRect();
}
void
CompositorOGL::MakeCurrent(MakeCurrentFlags aFlags) {
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
mGLContext->MakeCurrent(aFlags & ForceMakeCurrent);
}
void
CompositorOGL::BindQuadVBO() {
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
}
void
CompositorOGL::QuadVBOVerticesAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOVertexOffset());
}
void
CompositorOGL::QuadVBOTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOTexCoordOffset());
}
void
CompositorOGL::QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOFlippedTexCoordOffset());
}
void
CompositorOGL::BindAndDrawQuad(GLuint aVertAttribIndex,
GLuint aTexCoordAttribIndex,
bool aFlipped)
{
BindQuadVBO();
QuadVBOVerticesAttrib(aVertAttribIndex);
if (aTexCoordAttribIndex != GLuint(-1)) {
if (aFlipped)
QuadVBOFlippedTexCoordsAttrib(aTexCoordAttribIndex);
else
QuadVBOTexCoordsAttrib(aTexCoordAttribIndex);
mGLContext->fEnableVertexAttribArray(aTexCoordAttribIndex);
}
mGLContext->fEnableVertexAttribArray(aVertAttribIndex);
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
mGLContext->fDisableVertexAttribArray(aVertAttribIndex);
if (aTexCoordAttribIndex != GLuint(-1)) {
mGLContext->fDisableVertexAttribArray(aTexCoordAttribIndex);
}
}
void
CompositorOGL::BindAndDrawQuad(ShaderProgramOGL *aProg,
bool aFlipped)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
BindAndDrawQuad(aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib),
aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib),
aFlipped);
}
} /* layers */
} /* mozilla */