зеркало из https://github.com/mozilla/gecko-dev.git
Bug 1741175 - Remove unused GLBlitTextureImageHelper. r=gfx-reviewers,jgilbert,bradwerth
Differential Revision: https://phabricator.services.mozilla.com/D131133
This commit is contained in:
Родитель
020074d32b
Коммит
076dabcb2a
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@ -53,7 +53,6 @@ namespace mozilla {
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namespace gl {
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class GLBlitHelper;
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class GLBlitTextureImageHelper;
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class GLLibraryEGL;
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class GLReadTexImageHelper;
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class SharedSurface;
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@ -3579,7 +3578,6 @@ class GLContext : public GenericAtomicRefCounted, public SupportsWeakPtr {
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public:
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GLBlitHelper* BlitHelper();
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GLBlitTextureImageHelper* BlitTextureImageHelper();
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GLReadTexImageHelper* ReadTexImageHelper();
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// Assumes shares are created by all sharing with the same global context.
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@ -395,7 +395,6 @@ UNIFIED_SOURCES += [
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"MemoryPressureObserver.cpp",
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"opengl/CompositingRenderTargetOGL.cpp",
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"opengl/CompositorOGL.cpp",
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"opengl/GLBlitTextureImageHelper.cpp",
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"opengl/OGLShaderProgram.cpp",
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"opengl/TextureClientOGL.cpp",
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"opengl/TextureHostOGL.cpp",
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@ -51,7 +51,6 @@
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#include "OGLShaderProgram.h" // for ShaderProgramOGL, etc
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#include "ScopedGLHelpers.h"
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#include "GLReadTexImageHelper.h"
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#include "GLBlitTextureImageHelper.h"
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#include "HeapCopyOfStackArray.h"
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#include "GLBlitHelper.h"
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#include "mozilla/gfx/Swizzle.h"
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@ -325,8 +324,6 @@ void CompositorOGL::CleanupResources() {
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mThisFrameDoneSync = nullptr;
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}
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mBlitTextureImageHelper = nullptr;
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if (mOwnsGLContext) {
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// On the main thread the Widget will be destroyed soon and calling
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// MakeCurrent after that could cause a crash (at least with GLX, see bug
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@ -1741,14 +1738,6 @@ void CompositorOGL::MakeCurrent(MakeCurrentFlags aFlags) {
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mGLContext->MakeCurrent(aFlags & ForceMakeCurrent);
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}
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GLBlitTextureImageHelper* CompositorOGL::BlitTextureImageHelper() {
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if (!mBlitTextureImageHelper) {
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mBlitTextureImageHelper = MakeUnique<GLBlitTextureImageHelper>(this);
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}
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return mBlitTextureImageHelper.get();
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}
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GLuint CompositorOGL::GetTemporaryTexture(GLenum aTarget, GLenum aUnit) {
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if (!mTexturePool) {
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mTexturePool = new PerUnitTexturePoolOGL(gl());
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@ -54,7 +54,6 @@ class TextureSourceOGL;
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class BufferTextureHost;
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struct Effect;
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struct EffectChain;
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class GLBlitTextureImageHelper;
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/**
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* Interface for pools of temporary gl textures for the compositor.
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@ -211,8 +210,6 @@ class CompositorOGL final : public Compositor {
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return gfx::SurfaceFormat::R8G8B8A8;
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}
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GLBlitTextureImageHelper* BlitTextureImageHelper();
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/**
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* The compositor provides with temporary textures for use with direct
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* textruing.
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@ -259,7 +256,6 @@ class CompositorOGL final : public Compositor {
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RefPtr<GLContext> mGLContext;
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bool mOwnsGLContext = true;
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RefPtr<SurfacePoolHandle> mSurfacePoolHandle;
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UniquePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
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gfx::Matrix4x4 mProjMatrix;
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bool mCanRenderToDefaultFramebuffer = true;
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@ -1,283 +0,0 @@
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GLBlitTextureImageHelper.h"
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#include "GLUploadHelpers.h"
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#include "DecomposeIntoNoRepeatTriangles.h"
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#include "GLContext.h"
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#include "GLTextureImage.h"
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#include "ScopedGLHelpers.h"
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#include "nsRect.h"
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#include "gfx2DGlue.h"
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#include "gfxUtils.h"
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#include "CompositorOGL.h"
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#include "mozilla/gfx/Point.h"
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using namespace mozilla::gl;
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namespace mozilla {
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namespace layers {
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GLBlitTextureImageHelper::GLBlitTextureImageHelper(CompositorOGL* aCompositor)
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: mCompositor(aCompositor),
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mBlitProgram(0),
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mBlitFramebuffer(0)
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{}
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GLBlitTextureImageHelper::~GLBlitTextureImageHelper() {
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GLContext* gl = mCompositor->gl();
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// Likely used by OGL Layers.
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gl->fDeleteProgram(mBlitProgram);
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gl->fDeleteFramebuffers(1, &mBlitFramebuffer);
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}
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void GLBlitTextureImageHelper::BlitTextureImage(TextureImage* aSrc,
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const gfx::IntRect& aSrcRect,
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TextureImage* aDst,
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const gfx::IntRect& aDstRect) {
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GLContext* gl = mCompositor->gl();
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if (!aSrc || !aDst || aSrcRect.IsEmpty() || aDstRect.IsEmpty()) return;
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int savedFb = 0;
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gl->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
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ScopedGLState scopedScissorTestState(gl, LOCAL_GL_SCISSOR_TEST, false);
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ScopedGLState scopedBlendState(gl, LOCAL_GL_BLEND, false);
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// 2.0 means scale up by two
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float blitScaleX = float(aDstRect.Width()) / float(aSrcRect.Width());
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float blitScaleY = float(aDstRect.Height()) / float(aSrcRect.Height());
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// We start iterating over all destination tiles
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aDst->BeginBigImageIteration();
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do {
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// calculate portion of the tile that is going to be painted to
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gfx::IntRect dstSubRect;
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gfx::IntRect dstTextureRect = aDst->GetTileRect();
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dstSubRect.IntersectRect(aDstRect, dstTextureRect);
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// this tile is not part of the destination rectangle aDstRect
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if (dstSubRect.IsEmpty()) continue;
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// (*) transform the rect of this tile into the rectangle defined by
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// aSrcRect...
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gfx::IntRect dstInSrcRect(dstSubRect);
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dstInSrcRect.MoveBy(-aDstRect.TopLeft());
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// ...which might be of different size, hence scale accordingly
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dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
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dstInSrcRect.MoveBy(aSrcRect.TopLeft());
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SetBlitFramebufferForDestTexture(aDst->GetTextureID());
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UseBlitProgram();
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aSrc->BeginBigImageIteration();
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// now iterate over all tiles in the source Image...
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do {
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// calculate portion of the source tile that is in the source rect
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gfx::IntRect srcSubRect;
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gfx::IntRect srcTextureRect = aSrc->GetTileRect();
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srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
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// this tile is not part of the source rect
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if (srcSubRect.IsEmpty()) {
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continue;
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}
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// calculate intersection of source rect with destination rect
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srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
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// this tile does not overlap the current destination tile
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if (srcSubRect.IsEmpty()) {
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continue;
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}
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// We now have the intersection of
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// the current source tile
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// and the desired source rectangle
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// and the destination tile
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// and the desired destination rectange
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// in destination space.
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// We need to transform this back into destination space, inverting the
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// transform from (*)
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gfx::IntRect srcSubInDstRect(srcSubRect);
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srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
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srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
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srcSubInDstRect.MoveBy(aDstRect.TopLeft());
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// we transform these rectangles to be relative to the current src and dst
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// tiles, respectively
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gfx::IntSize srcSize = srcTextureRect.Size();
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gfx::IntSize dstSize = dstTextureRect.Size();
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srcSubRect.MoveBy(-srcTextureRect.X(), -srcTextureRect.Y());
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srcSubInDstRect.MoveBy(-dstTextureRect.X(), -dstTextureRect.Y());
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float dx0 =
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2.0f * float(srcSubInDstRect.X()) / float(dstSize.width) - 1.0f;
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float dy0 =
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2.0f * float(srcSubInDstRect.Y()) / float(dstSize.height) - 1.0f;
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float dx1 =
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2.0f * float(srcSubInDstRect.XMost()) / float(dstSize.width) - 1.0f;
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float dy1 =
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2.0f * float(srcSubInDstRect.YMost()) / float(dstSize.height) - 1.0f;
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ScopedViewportRect autoViewportRect(gl, 0, 0, dstSize.width,
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dstSize.height);
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RectTriangles rects;
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gfx::IntSize realTexSize = srcSize;
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if (!CanUploadNonPowerOfTwo(gl)) {
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realTexSize = gfx::IntSize(RoundUpPow2(srcSize.width),
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RoundUpPow2(srcSize.height));
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}
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if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
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rects.addRect(/* dest rectangle */
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dx0, dy0, dx1, dy1,
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/* tex coords */
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srcSubRect.X() / float(realTexSize.width),
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srcSubRect.Y() / float(realTexSize.height),
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srcSubRect.XMost() / float(realTexSize.width),
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srcSubRect.YMost() / float(realTexSize.height));
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} else {
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DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
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// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
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// from the 0..1 that it comes out of decompose
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nsTArray<RectTriangles::coord>& coords = rects.vertCoords();
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for (unsigned int i = 0; i < coords.Length(); ++i) {
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coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0;
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coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0;
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}
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}
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ScopedBindTextureUnit autoTexUnit(gl, LOCAL_GL_TEXTURE0);
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ScopedBindTexture autoTex(gl, aSrc->GetTextureID());
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ScopedVertexAttribPointer autoAttrib0(gl, 0, 2, LOCAL_GL_FLOAT,
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LOCAL_GL_FALSE, 0, 0,
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rects.vertCoords().Elements());
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ScopedVertexAttribPointer autoAttrib1(gl, 1, 2, LOCAL_GL_FLOAT,
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LOCAL_GL_FALSE, 0, 0,
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rects.texCoords().Elements());
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gl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
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} while (aSrc->NextTile());
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} while (aDst->NextTile());
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// unbind the previous texture from the framebuffer
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SetBlitFramebufferForDestTexture(0);
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gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
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}
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void GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(
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GLuint aTexture) {
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GLContext* gl = mCompositor->gl();
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if (!mBlitFramebuffer) {
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gl->fGenFramebuffers(1, &mBlitFramebuffer);
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}
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gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
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gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
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LOCAL_GL_TEXTURE_2D, aTexture, 0);
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GLenum result = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
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nsAutoCString msg;
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msg.AppendLiteral("Framebuffer not complete -- error 0x");
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msg.AppendInt(result, 16);
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// Note: if you are hitting this, it is likely that
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// your texture is not texture complete -- that is, you
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// allocated a texture name, but didn't actually define its
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// size via a call to TexImage2D.
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MOZ_CRASH_UNSAFE(msg.get());
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}
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}
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void GLBlitTextureImageHelper::UseBlitProgram() {
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// XXX: GLBlitTextureImageHelper doesn't use ShaderProgramOGL
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// so we need to Reset the program
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mCompositor->ResetProgram();
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GLContext* gl = mCompositor->gl();
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if (mBlitProgram) {
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gl->fUseProgram(mBlitProgram);
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return;
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}
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mBlitProgram = gl->fCreateProgram();
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GLuint shaders[2];
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shaders[0] = gl->fCreateShader(LOCAL_GL_VERTEX_SHADER);
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shaders[1] = gl->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
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const char* blitVSSrc =
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"attribute vec2 aVertex;"
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"attribute vec2 aTexCoord;"
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"varying vec2 vTexCoord;"
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"void main() {"
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" vTexCoord = aTexCoord;"
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" gl_Position = vec4(aVertex, 0.0, 1.0);"
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"}";
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const char* blitFSSrc =
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"#ifdef GL_ES\nprecision mediump float;\n#endif\n"
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"uniform sampler2D uSrcTexture;"
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"varying vec2 vTexCoord;"
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"void main() {"
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" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
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"}";
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gl->fShaderSource(shaders[0], 1, (const GLchar**)&blitVSSrc, nullptr);
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gl->fShaderSource(shaders[1], 1, (const GLchar**)&blitFSSrc, nullptr);
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for (int i = 0; i < 2; ++i) {
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GLint success, len = 0;
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gl->fCompileShader(shaders[i]);
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gl->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
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NS_ASSERTION(success, "Shader compilation failed!");
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if (!success) {
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nsAutoCString log;
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gl->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&len);
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log.SetLength(len);
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gl->fGetShaderInfoLog(shaders[i], len, (GLint*)&len,
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(char*)log.BeginWriting());
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printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get());
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return;
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}
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gl->fAttachShader(mBlitProgram, shaders[i]);
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gl->fDeleteShader(shaders[i]);
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}
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gl->fBindAttribLocation(mBlitProgram, 0, "aVertex");
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gl->fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
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gl->fLinkProgram(mBlitProgram);
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GLint success, len = 0;
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gl->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
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NS_ASSERTION(success, "Shader linking failed!");
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if (!success) {
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nsAutoCString log;
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gl->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&len);
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log.SetLength(len);
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gl->fGetProgramInfoLog(mBlitProgram, len, (GLint*)&len,
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(char*)log.BeginWriting());
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printf_stderr("Program linking failed:\n%s\n", log.get());
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return;
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}
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gl->fUseProgram(mBlitProgram);
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gl->fUniform1i(gl->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
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}
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} // namespace layers
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} // namespace mozilla
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@ -1,70 +0,0 @@
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
|
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* License, v. 2.0. If a copy of the MPL was not distributed with this
|
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GLBLITTEXTUREIMAGEHELPER_H_
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#define GLBLITTEXTUREIMAGEHELPER_H_
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#include "mozilla/Attributes.h"
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#include "GLContextTypes.h"
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#include "GLConsts.h"
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#include "mozilla/gfx/Rect.h"
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namespace mozilla {
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namespace gl {
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class GLContext;
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class TextureImage;
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} // namespace gl
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namespace layers {
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class CompositorOGL;
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class GLBlitTextureImageHelper final {
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// The GLContext is the sole owner of the GLBlitTextureImageHelper.
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CompositorOGL* mCompositor;
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// lazy-initialized things
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GLuint mBlitProgram, mBlitFramebuffer;
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void UseBlitProgram();
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void SetBlitFramebufferForDestTexture(GLuint aTexture);
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public:
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explicit GLBlitTextureImageHelper(CompositorOGL* gl);
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~GLBlitTextureImageHelper();
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/**
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* Copy a rectangle from one TextureImage into another. The
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* source and destination are given in integer coordinates, and
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* will be converted to texture coordinates.
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*
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* For the source texture, the wrap modes DO apply -- it's valid
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* to use REPEAT or PAD and expect appropriate behaviour if the source
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* rectangle extends beyond its bounds.
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*
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* For the destination texture, the wrap modes DO NOT apply -- the
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* destination will be clipped by the bounds of the texture.
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*
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* Note: calling this function will cause the following OpenGL state
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* to be changed:
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*
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* - current program
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* - framebuffer binding
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* - viewport
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* - blend state (will be enabled at end)
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* - scissor state (will be enabled at end)
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* - vertex attrib 0 and 1 (pointer and enable state [enable state will
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* be disabled at exit])
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* - array buffer binding (will be 0)
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* - active texture (will be 0)
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* - texture 0 binding
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*/
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void BlitTextureImage(gl::TextureImage* aSrc, const gfx::IntRect& aSrcRect,
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gl::TextureImage* aDst, const gfx::IntRect& aDstRect);
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};
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} // namespace layers
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} // namespace mozilla
|
||||
|
||||
#endif // GLBLITTEXTUREIMAGEHELPER_H_
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@ -20,7 +20,6 @@
|
|||
#include "mozilla/webrender/WebRenderAPI.h"
|
||||
#include "nsRegion.h" // for nsIntRegion
|
||||
#include "GfxTexturesReporter.h" // for GfxTexturesReporter
|
||||
#include "GLBlitTextureImageHelper.h"
|
||||
#include "GeckoProfiler.h"
|
||||
|
||||
#ifdef XP_MACOSX
|
||||
|
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