Backed out csets 807f2c3df974, 1637c39b4ed6, ec29e09a270e (bug 811958) for burning android

This commit is contained in:
Jeff Gilbert 2012-11-26 13:48:20 -08:00
Родитель d90aa800b3
Коммит 1039582660
21 изменённых файлов: 1179 добавлений и 1375 удалений

Просмотреть файл

@ -129,10 +129,7 @@ public:
if (mTextureInfo.mWidth == 0 || mTextureInfo.mHeight == 0)
return 0;
SharedTextureHandle handle =
sPluginContext->CreateSharedHandle(GLContext::SameProcess,
(void*)mTextureInfo.mTexture,
GLContext::TextureID);
SharedTextureHandle handle = sPluginContext->CreateSharedHandle(TextureImage::ThreadShared, (void*)mTextureInfo.mTexture, GLContext::TextureID);
// We want forget about this now, so delete the texture. Assigning it to zero
// ensures that we create a new one in Lock()
@ -1003,9 +1000,7 @@ SharedTextureHandle nsNPAPIPluginInstance::CreateSharedHandle()
return mContentTexture->CreateSharedHandle();
} else if (mContentSurface) {
EnsureGLContext();
return sPluginContext->CreateSharedHandle(GLContext::SameProcess,
mContentSurface,
GLContext::SurfaceTexture);
return sPluginContext->CreateSharedHandle(TextureImage::ThreadShared, mContentSurface, GLContext::SurfaceTexture);
} else return 0;
}

Просмотреть файл

@ -186,7 +186,7 @@ nsPluginInstanceOwner::GetImageContainer()
SharedTextureImage::Data data;
data.mHandle = mInstance->CreateSharedHandle();
data.mShareType = mozilla::gl::GLContext::SameProcess;
data.mShareType = mozilla::gl::TextureImage::ThreadShared;
data.mInverted = mInstance->Inverted();
gfxRect r = GetPluginRect();
@ -1723,10 +1723,8 @@ already_AddRefed<ImageContainer> nsPluginInstanceOwner::GetImageContainerForVide
SharedTextureImage::Data data;
data.mShareType = gl::GLContext::SameProcess;
data.mHandle = mInstance->GLContext()->CreateSharedHandle(data.mShareType,
aVideoInfo->mSurfaceTexture,
gl::GLContext::SurfaceTexture);
data.mHandle = mInstance->GLContext()->CreateSharedHandle(gl::TextureImage::ThreadShared, aVideoInfo->mSurfaceTexture, gl::GLContext::SurfaceTexture);
data.mShareType = mozilla::gl::TextureImage::ThreadShared;
// The logic below for Honeycomb is just a guess, but seems to work. We don't have a separate
// inverted flag for video.

Просмотреть файл

@ -23,8 +23,6 @@
#include "mozilla/Preferences.h"
#include "mozilla/Util.h" // for DebugOnly
#include "GLTextureImage.h"
using namespace mozilla::gfx;
namespace mozilla {
@ -740,19 +738,6 @@ GLContext::CreateTextureImage(const nsIntSize& aSize,
return CreateBasicTextureImage(texture, aSize, aWrapMode, aContentType, this, aFlags);
}
already_AddRefed<TextureImage>
GLContext::CreateBasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
TextureImage::ContentType aContentType,
GLContext* aContext,
TextureImage::Flags aFlags)
{
nsRefPtr<BasicTextureImage> teximage(
new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext, aFlags));
return teximage.forget();
}
void GLContext::ApplyFilterToBoundTexture(gfxPattern::GraphicsFilter aFilter)
{
ApplyFilterToBoundTexture(LOCAL_GL_TEXTURE_2D, aFilter);
@ -770,6 +755,546 @@ void GLContext::ApplyFilterToBoundTexture(GLuint aTarget,
}
}
BasicTextureImage::~BasicTextureImage()
{
GLContext *ctx = mGLContext;
if (ctx->IsDestroyed() || !ctx->IsOwningThreadCurrent()) {
ctx = ctx->GetSharedContext();
}
// If we have a context, then we need to delete the texture;
// if we don't have a context (either real or shared),
// then they went away when the contex was deleted, because it
// was the only one that had access to it.
if (ctx && !ctx->IsDestroyed()) {
mGLContext->MakeCurrent();
mGLContext->fDeleteTextures(1, &mTexture);
}
}
gfxASurface*
BasicTextureImage::BeginUpdate(nsIntRegion& aRegion)
{
NS_ASSERTION(!mUpdateSurface, "BeginUpdate() without EndUpdate()?");
// determine the region the client will need to repaint
if (mGLContext->CanUploadSubTextures()) {
GetUpdateRegion(aRegion);
} else {
aRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
mUpdateRegion = aRegion;
nsIntRect rgnSize = mUpdateRegion.GetBounds();
if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(rgnSize)) {
NS_ERROR("update outside of image");
return NULL;
}
ImageFormat format =
(GetContentType() == gfxASurface::CONTENT_COLOR) ?
gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32;
mUpdateSurface =
GetSurfaceForUpdate(gfxIntSize(rgnSize.width, rgnSize.height), format);
if (!mUpdateSurface || mUpdateSurface->CairoStatus()) {
mUpdateSurface = NULL;
return NULL;
}
mUpdateSurface->SetDeviceOffset(gfxPoint(-rgnSize.x, -rgnSize.y));
return mUpdateSurface;
}
void
BasicTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
{
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
if (mTextureState != Valid)
aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
void
BasicTextureImage::EndUpdate()
{
NS_ASSERTION(!!mUpdateSurface, "EndUpdate() without BeginUpdate()?");
// FIXME: this is the slow boat. Make me fast (with GLXPixmap?).
// Undo the device offset that BeginUpdate set; doesn't much matter for us here,
// but important if we ever do anything directly with the surface.
mUpdateSurface->SetDeviceOffset(gfxPoint(0, 0));
bool relative = FinishedSurfaceUpdate();
mShaderType =
mGLContext->UploadSurfaceToTexture(mUpdateSurface,
mUpdateRegion,
mTexture,
mTextureState == Created,
mUpdateOffset,
relative);
FinishedSurfaceUpload();
mUpdateSurface = nullptr;
mTextureState = Valid;
}
void
BasicTextureImage::BindTexture(GLenum aTextureUnit)
{
mGLContext->fActiveTexture(aTextureUnit);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
}
void
BasicTextureImage::ApplyFilter()
{
mGLContext->ApplyFilterToBoundTexture(mFilter);
}
already_AddRefed<gfxASurface>
BasicTextureImage::GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt)
{
return gfxPlatform::GetPlatform()->
CreateOffscreenSurface(aSize, gfxASurface::ContentFromFormat(aFmt));
}
bool
BasicTextureImage::FinishedSurfaceUpdate()
{
return false;
}
void
BasicTextureImage::FinishedSurfaceUpload()
{
}
bool
BasicTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
{
nsIntRect bounds = aRegion.GetBounds();
nsIntRegion region;
if (mTextureState != Valid) {
bounds = nsIntRect(0, 0, mSize.width, mSize.height);
region = nsIntRegion(bounds);
} else {
region = aRegion;
}
mShaderType =
mGLContext->UploadSurfaceToTexture(aSurf,
region,
mTexture,
mTextureState == Created,
bounds.TopLeft() + aFrom,
false);
mTextureState = Valid;
return true;
}
void
BasicTextureImage::Resize(const nsIntSize& aSize)
{
NS_ASSERTION(!mUpdateSurface, "Resize() while in update?");
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
aSize.width,
aSize.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
mTextureState = Allocated;
mSize = aSize;
}
TiledTextureImage::TiledTextureImage(GLContext* aGL,
nsIntSize aSize,
TextureImage::ContentType aContentType,
TextureImage::Flags aFlags)
: TextureImage(aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType, aFlags)
, mCurrentImage(0)
, mIterationCallback(nullptr)
, mInUpdate(false)
, mRows(0)
, mColumns(0)
, mGL(aGL)
, mTextureState(Created)
{
mTileSize = (!(aFlags & TextureImage::ForceSingleTile) && mGL->WantsSmallTiles())
? 256 : mGL->GetMaxTextureSize();
if (aSize != nsIntSize(0,0)) {
Resize(aSize);
}
}
TiledTextureImage::~TiledTextureImage()
{
}
bool
TiledTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
{
nsIntRegion region;
if (mTextureState != Valid) {
nsIntRect bounds = nsIntRect(0, 0, mSize.width, mSize.height);
region = nsIntRegion(bounds);
} else {
region = aRegion;
}
bool result = true;
int oldCurrentImage = mCurrentImage;
BeginTileIteration();
do {
nsIntRect tileRect = GetSrcTileRect();
int xPos = tileRect.x;
int yPos = tileRect.y;
nsIntRegion tileRegion;
tileRegion.And(region, tileRect); // intersect with tile
if (tileRegion.IsEmpty())
continue;
if (mGL->CanUploadSubTextures()) {
tileRegion.MoveBy(-xPos, -yPos); // translate into tile local space
} else {
// If sub-textures are unsupported, expand to tile boundaries
tileRect.x = tileRect.y = 0;
tileRegion = nsIntRegion(tileRect);
}
result &= mImages[mCurrentImage]->
DirectUpdate(aSurf, tileRegion, aFrom + nsIntPoint(xPos, yPos));
if (mCurrentImage == mImages.Length() - 1) {
// We know we're done, but we still need to ensure that the callback
// gets called (e.g. to update the uploaded region).
NextTile();
break;
}
// Override a callback cancelling iteration if the texture wasn't valid.
// We need to force the update in that situation, or we may end up
// showing invalid/out-of-date texture data.
} while (NextTile() || (mTextureState != Valid));
mCurrentImage = oldCurrentImage;
mShaderType = mImages[0]->GetShaderProgramType();
mTextureState = Valid;
return result;
}
void
TiledTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
{
if (mTextureState != Valid) {
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
return;
}
nsIntRegion newRegion;
// We need to query each texture with the region it will be drawing and
// set aForRegion to be the combination of all of these regions
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
nsIntRect imageRect = nsIntRect(nsIntRect(nsIntPoint(xPos,yPos), mImages[i]->GetSize()));
if (aForRegion.Intersects(imageRect)) {
// Make a copy of the region
nsIntRegion subRegion;
subRegion.And(aForRegion, imageRect);
// Translate it into tile-space
subRegion.MoveBy(-xPos, -yPos);
// Query region
mImages[i]->GetUpdateRegion(subRegion);
// Translate back
subRegion.MoveBy(xPos, yPos);
// Add to the accumulated region
newRegion.Or(newRegion, subRegion);
}
}
aForRegion = newRegion;
}
gfxASurface*
TiledTextureImage::BeginUpdate(nsIntRegion& aRegion)
{
NS_ASSERTION(!mInUpdate, "nested update");
mInUpdate = true;
// Note, we don't call GetUpdateRegion here as if the updated region is
// fully contained in a single tile, we get to avoid iterating through
// the tiles again (and a little copying).
if (mTextureState != Valid)
{
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
aRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
nsIntRect bounds = aRegion.GetBounds();
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
nsIntRegion imageRegion = nsIntRegion(nsIntRect(nsIntPoint(xPos,yPos), mImages[i]->GetSize()));
// a single Image can handle this update request
if (imageRegion.Contains(aRegion)) {
// adjust for tile offset
aRegion.MoveBy(-xPos, -yPos);
// forward the actual call
nsRefPtr<gfxASurface> surface = mImages[i]->BeginUpdate(aRegion);
// caller expects container space
aRegion.MoveBy(xPos, yPos);
// Correct the device offset
gfxPoint offset = surface->GetDeviceOffset();
surface->SetDeviceOffset(gfxPoint(offset.x - xPos,
offset.y - yPos));
// we don't have a temp surface
mUpdateSurface = nullptr;
// remember which image to EndUpdate
mCurrentImage = i;
return surface.get();
}
}
// Get the real updated region, taking into account the capabilities of
// each TextureImage tile
GetUpdateRegion(aRegion);
mUpdateRegion = aRegion;
bounds = aRegion.GetBounds();
// update covers multiple Images - create a temp surface to paint in
gfxASurface::gfxImageFormat format =
(GetContentType() == gfxASurface::CONTENT_COLOR) ?
gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32;
mUpdateSurface = gfxPlatform::GetPlatform()->
CreateOffscreenSurface(gfxIntSize(bounds.width, bounds.height), gfxASurface::ContentFromFormat(format));
mUpdateSurface->SetDeviceOffset(gfxPoint(-bounds.x, -bounds.y));
return mUpdateSurface;
}
void
TiledTextureImage::EndUpdate()
{
NS_ASSERTION(mInUpdate, "EndUpdate not in update");
if (!mUpdateSurface) { // update was to a single TextureImage
mImages[mCurrentImage]->EndUpdate();
mInUpdate = false;
mTextureState = Valid;
mShaderType = mImages[mCurrentImage]->GetShaderProgramType();
return;
}
// upload tiles from temp surface
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
nsIntRect imageRect = nsIntRect(nsIntPoint(xPos,yPos), mImages[i]->GetSize());
nsIntRegion subregion;
subregion.And(mUpdateRegion, imageRect);
if (subregion.IsEmpty())
continue;
subregion.MoveBy(-xPos, -yPos); // Tile-local space
// copy tile from temp surface
gfxASurface* surf = mImages[i]->BeginUpdate(subregion);
nsRefPtr<gfxContext> ctx = new gfxContext(surf);
gfxUtils::ClipToRegion(ctx, subregion);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->SetSource(mUpdateSurface, gfxPoint(-xPos, -yPos));
ctx->Paint();
mImages[i]->EndUpdate();
}
mUpdateSurface = nullptr;
mInUpdate = false;
mShaderType = mImages[0]->GetShaderProgramType();
mTextureState = Valid;
}
void TiledTextureImage::BeginTileIteration()
{
mCurrentImage = 0;
}
bool TiledTextureImage::NextTile()
{
bool continueIteration = true;
if (mIterationCallback)
continueIteration = mIterationCallback(this, mCurrentImage,
mIterationCallbackData);
if (mCurrentImage + 1 < mImages.Length()) {
mCurrentImage++;
return continueIteration;
}
return false;
}
void TiledTextureImage::SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData)
{
mIterationCallback = aCallback;
mIterationCallbackData = aCallbackData;
}
nsIntRect TiledTextureImage::GetTileRect()
{
nsIntRect rect = mImages[mCurrentImage]->GetTileRect();
unsigned int xPos = (mCurrentImage % mColumns) * mTileSize;
unsigned int yPos = (mCurrentImage / mColumns) * mTileSize;
rect.MoveBy(xPos, yPos);
return rect;
}
nsIntRect TiledTextureImage::GetSrcTileRect()
{
nsIntRect rect = GetTileRect();
unsigned int srcY = mFlags & NeedsYFlip
? mSize.height - rect.height - rect.y
: rect.y;
return nsIntRect(rect.x, srcY, rect.width, rect.height);
}
void
TiledTextureImage::BindTexture(GLenum aTextureUnit)
{
mImages[mCurrentImage]->BindTexture(aTextureUnit);
}
void
TiledTextureImage::ApplyFilter()
{
mGL->ApplyFilterToBoundTexture(mFilter);
}
/*
* Resize, trying to reuse tiles. The reuse strategy is to decide on reuse per
* column. A tile on a column is reused if it hasn't changed size, otherwise it
* is discarded/replaced. Extra tiles on a column are pruned after iterating
* each column, and extra rows are pruned after iteration over the entire image
* finishes.
*/
void TiledTextureImage::Resize(const nsIntSize& aSize)
{
if (mSize == aSize && mTextureState != Created) {
return;
}
// calculate rows and columns, rounding up
unsigned int columns = (aSize.width + mTileSize - 1) / mTileSize;
unsigned int rows = (aSize.height + mTileSize - 1) / mTileSize;
// Iterate over old tile-store and insert/remove tiles as necessary
int row;
unsigned int i = 0;
for (row = 0; row < (int)rows; row++) {
// If we've gone beyond how many rows there were before, set mColumns to
// zero so that we only create new tiles.
if (row >= (int)mRows)
mColumns = 0;
// Similarly, if we're on the last row of old tiles and the height has
// changed, discard all tiles in that row.
// This will cause the pruning of columns not to work, but we don't need
// to worry about that, as no more tiles will be reused past this point
// anyway.
if ((row == (int)mRows - 1) && (aSize.height != mSize.height))
mColumns = 0;
int col;
for (col = 0; col < (int)columns; col++) {
nsIntSize size( // use tilesize first, then the remainder
(col+1) * mTileSize > (unsigned int)aSize.width ? aSize.width % mTileSize : mTileSize,
(row+1) * mTileSize > (unsigned int)aSize.height ? aSize.height % mTileSize : mTileSize);
bool replace = false;
// Check if we can re-use old tiles.
if (col < (int)mColumns) {
// Reuse an existing tile. If the tile is an end-tile and the
// width differs, replace it instead.
if (mSize.width != aSize.width) {
if (col == (int)mColumns - 1) {
// Tile at the end of the old column, replace it with
// a new one.
replace = true;
} else if (col == (int)columns - 1) {
// Tile at the end of the new column, create a new one.
} else {
// Before the last column on both the old and new sizes,
// reuse existing tile.
i++;
continue;
}
} else {
// Width hasn't changed, reuse existing tile.
i++;
continue;
}
}
// Create a new tile.
nsRefPtr<TextureImage> teximg =
mGL->TileGenFunc(size, mContentType, mFlags);
if (replace)
mImages.ReplaceElementAt(i, teximg.forget());
else
mImages.InsertElementAt(i, teximg.forget());
i++;
}
// Prune any unused tiles on the end of the column.
if (row < (int)mRows) {
for (col = (int)mColumns - col; col > 0; col--) {
mImages.RemoveElementAt(i);
}
}
}
// Prune any unused tiles at the end of the store.
unsigned int length = mImages.Length();
for (; i < length; i++)
mImages.RemoveElementAt(mImages.Length()-1);
// Reset tile-store properties.
mRows = rows;
mColumns = columns;
mSize = aSize;
mTextureState = Allocated;
mCurrentImage = 0;
}
uint32_t TiledTextureImage::GetTileCount()
{
return mImages.Length();
}
GLContext::GLFormats
GLContext::ChooseGLFormats(ContextFormat& aCF, ColorByteOrder aByteOrder)

Просмотреть файл

@ -32,8 +32,6 @@
#include "nsRegion.h"
#include "nsAutoPtr.h"
#include "nsThreadUtils.h"
#include "GLContextTypes.h"
#include "GLTextureImage.h"
typedef char realGLboolean;
@ -57,6 +55,391 @@ class GLContext;
typedef uintptr_t SharedTextureHandle;
enum ShaderProgramType {
RGBALayerProgramType,
RGBALayerExternalProgramType,
BGRALayerProgramType,
RGBXLayerProgramType,
BGRXLayerProgramType,
RGBARectLayerProgramType,
RGBAExternalLayerProgramType,
ColorLayerProgramType,
YCbCrLayerProgramType,
ComponentAlphaPass1ProgramType,
ComponentAlphaPass2ProgramType,
Copy2DProgramType,
Copy2DRectProgramType,
NumProgramTypes
};
/**
* A TextureImage encapsulates a surface that can be drawn to by a
* Thebes gfxContext and (hopefully efficiently!) synchronized to a
* texture in the server. TextureImages are associated with one and
* only one GLContext.
*
* Implementation note: TextureImages attempt to unify two categories
* of backends
*
* (1) proxy to server-side object that can be bound to a texture;
* e.g. Pixmap on X11.
*
* (2) efficient manager of texture memory; e.g. by having clients draw
* into a scratch buffer which is then uploaded with
* glTexSubImage2D().
*/
class TextureImage
{
NS_INLINE_DECL_REFCOUNTING(TextureImage)
public:
enum TextureState
{
Created, // Texture created, but has not had glTexImage called to initialize it.
Allocated, // Texture memory exists, but contents are invalid.
Valid // Texture fully ready to use.
};
enum Flags {
NoFlags = 0x0,
UseNearestFilter = 0x1,
NeedsYFlip = 0x2,
ForceSingleTile = 0x4
};
enum TextureShareType {
ThreadShared = 0x0,
ProcessShared = 0x1
};
typedef gfxASurface::gfxContentType ContentType;
virtual ~TextureImage() {}
/**
* Returns a gfxASurface for updating |aRegion| of the client's
* image if successul, NULL if not. |aRegion|'s bounds must fit
* within Size(); its coordinate space (if any) is ignored. If
* the update begins successfully, the returned gfxASurface is
* owned by this. Otherwise, NULL is returned.
*
* |aRegion| is an inout param: the returned region is what the
* client must repaint. Category (1) regions above can
* efficiently handle repaints to "scattered" regions, while (2)
* can only efficiently handle repaints to rects.
*
* Painting the returned surface outside of |aRegion| results
* in undefined behavior.
*
* BeginUpdate() calls cannot be "nested", and each successful
* BeginUpdate() must be followed by exactly one EndUpdate() (see
* below). Failure to do so can leave this in a possibly
* inconsistent state. Unsuccessful BeginUpdate()s must not be
* followed by EndUpdate().
*/
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
/**
* Retrieves the region that will require updating, given a
* region that needs to be updated. This can be used for
* making decisions about updating before calling BeginUpdate().
*
* |aRegion| is an inout param.
*/
virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
}
/**
* Finish the active update and synchronize with the server, if
* necessary.
*
* BeginUpdate() must have been called exactly once before
* EndUpdate().
*/
virtual void EndUpdate() = 0;
/**
* The Image may contain several textures for different regions (tiles).
* These functions iterate over each sub texture image tile.
*/
virtual void BeginTileIteration() {
}
virtual bool NextTile() {
return false;
}
// Function prototype for a tile iteration callback. Returning false will
// cause iteration to be interrupted (i.e. the corresponding NextTile call
// will return false).
typedef bool (* TileIterationCallback)(TextureImage* aImage,
int aTileNumber,
void* aCallbackData);
// Sets a callback to be called every time NextTile is called.
virtual void SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData) {
}
virtual nsIntRect GetTileRect() {
return nsIntRect(nsIntPoint(0,0), mSize);
}
virtual GLuint GetTextureID() = 0;
virtual uint32_t GetTileCount() {
return 1;
}
/**
* Set this TextureImage's size, and ensure a texture has been
* allocated. Must not be called between BeginUpdate and EndUpdate.
* After a resize, the contents are undefined.
*
* If this isn't implemented by a subclass, it will just perform
* a dummy BeginUpdate/EndUpdate pair.
*/
virtual void Resize(const nsIntSize& aSize) {
mSize = aSize;
nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
BeginUpdate(r);
EndUpdate();
}
/**
* Mark this texture as having valid contents. Call this after modifying
* the texture contents externally.
*/
virtual void MarkValid() {}
/**
* aSurf - the source surface to update from
* aRegion - the region in this image to update
* aFrom - offset in the source to update from
*/
virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0;
virtual void BindTexture(GLenum aTextureUnit) = 0;
virtual void ReleaseTexture() {}
void BindTextureAndApplyFilter(GLenum aTextureUnit) {
BindTexture(aTextureUnit);
ApplyFilter();
}
class ScopedBindTexture
{
public:
ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit) :
mTexture(aTexture)
{
if (mTexture) {
mTexture->BindTexture(aTextureUnit);
}
}
~ScopedBindTexture()
{
if (mTexture) {
mTexture->ReleaseTexture();
}
}
protected:
TextureImage *mTexture;
};
class ScopedBindTextureAndApplyFilter
: public ScopedBindTexture
{
public:
ScopedBindTextureAndApplyFilter(TextureImage *aTexture, GLenum aTextureUnit) :
ScopedBindTexture(aTexture, aTextureUnit)
{
if (mTexture) {
mTexture->ApplyFilter();
}
}
};
/**
* Returns the shader program type that should be used to render
* this texture. Only valid after a matching BeginUpdate/EndUpdate
* pair have been called.
*/
virtual ShaderProgramType GetShaderProgramType()
{
return mShaderType;
}
/** Can be called safely at any time. */
/**
* If this TextureImage has a permanent gfxASurface backing,
* return it. Otherwise return NULL.
*/
virtual already_AddRefed<gfxASurface> GetBackingSurface()
{ return NULL; }
const nsIntSize& GetSize() const { return mSize; }
ContentType GetContentType() const { return mContentType; }
virtual bool InUpdate() const = 0;
GLenum GetWrapMode() const { return mWrapMode; }
void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
/**
* Applies this TextureImage's filter, assuming that its texture is
* the currently bound texture.
*/
virtual void ApplyFilter() = 0;
protected:
friend class GLContext;
/**
* After the ctor, the TextureImage is invalid. Implementations
* must allocate resources successfully before returning the new
* TextureImage from GLContext::CreateTextureImage(). That is,
* clients must not be given partially-constructed TextureImages.
*/
TextureImage(const nsIntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
Flags aFlags = NoFlags)
: mSize(aSize)
, mWrapMode(aWrapMode)
, mContentType(aContentType)
, mFilter(gfxPattern::FILTER_GOOD)
, mFlags(aFlags)
{}
virtual nsIntRect GetSrcTileRect() {
return nsIntRect(nsIntPoint(0,0), mSize);
}
nsIntSize mSize;
GLenum mWrapMode;
ContentType mContentType;
ShaderProgramType mShaderType;
gfxPattern::GraphicsFilter mFilter;
Flags mFlags;
};
/**
* BasicTextureImage is the baseline TextureImage implementation ---
* it updates its texture by allocating a scratch buffer for the
* client to draw into, then using glTexSubImage2D() to upload the new
* pixels. Platforms must provide the code to create a new surface
* into which the updated pixels will be drawn, and the code to
* convert the update surface's pixels into an image on which we can
* glTexSubImage2D().
*/
class BasicTextureImage
: public TextureImage
{
public:
typedef gfxASurface::gfxImageFormat ImageFormat;
virtual ~BasicTextureImage();
BasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext,
TextureImage::Flags aFlags = TextureImage::NoFlags)
: TextureImage(aSize, aWrapMode, aContentType, aFlags)
, mTexture(aTexture)
, mTextureState(Created)
, mGLContext(aContext)
, mUpdateOffset(0, 0)
{}
virtual void BindTexture(GLenum aTextureUnit);
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual GLuint GetTextureID() { return mTexture; }
// Returns a surface to draw into
virtual already_AddRefed<gfxASurface>
GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);
virtual void MarkValid() { mTextureState = Valid; }
// Call when drawing into the update surface is complete.
// Returns true if textures should be upload with a relative
// offset - See UploadSurfaceToTexture.
virtual bool FinishedSurfaceUpdate();
// Call after surface data has been uploaded to a texture.
virtual void FinishedSurfaceUpload();
virtual bool InUpdate() const { return !!mUpdateSurface; }
virtual void Resize(const nsIntSize& aSize);
virtual void ApplyFilter();
protected:
GLuint mTexture;
TextureState mTextureState;
GLContext* mGLContext;
nsRefPtr<gfxASurface> mUpdateSurface;
nsIntRegion mUpdateRegion;
// The offset into the update surface at which the update rect is located.
nsIntPoint mUpdateOffset;
};
/**
* A container class that complements many sub TextureImages into a big TextureImage.
* Aims to behave just like the real thing.
*/
class TiledTextureImage
: public TextureImage
{
public:
TiledTextureImage(GLContext* aGL, nsIntSize aSize,
TextureImage::ContentType, TextureImage::Flags aFlags = TextureImage::NoFlags);
~TiledTextureImage();
void DumpDiv();
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual void Resize(const nsIntSize& aSize);
virtual uint32_t GetTileCount();
virtual void BeginTileIteration();
virtual bool NextTile();
virtual void SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData);
virtual nsIntRect GetTileRect();
virtual GLuint GetTextureID() {
return mImages[mCurrentImage]->GetTextureID();
}
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual bool InUpdate() const { return mInUpdate; }
virtual void BindTexture(GLenum);
virtual void ApplyFilter();
protected:
virtual nsIntRect GetSrcTileRect();
unsigned int mCurrentImage;
TileIterationCallback mIterationCallback;
void* mIterationCallbackData;
nsTArray< nsRefPtr<TextureImage> > mImages;
bool mInUpdate;
nsIntSize mSize;
unsigned int mTileSize;
unsigned int mRows, mColumns;
GLContext* mGL;
// A temporary surface to faciliate cross-tile updates.
nsRefPtr<gfxASurface> mUpdateSurface;
// The region of update requested
nsIntRegion mUpdateRegion;
TextureState mTextureState;
};
struct THEBES_API ContextFormat
{
static const ContextFormat BasicRGBA32Format;
@ -546,12 +929,6 @@ public:
return IsExtensionSupported(EXT_framebuffer_blit) || IsExtensionSupported(ANGLE_framebuffer_blit);
}
enum SharedTextureShareType {
SameProcess = 0,
CrossProcess
};
enum SharedTextureBufferType {
TextureID
#ifdef MOZ_WIDGET_ANDROID
@ -562,26 +939,23 @@ public:
/**
* Create new shared GLContext content handle, must be released by ReleaseSharedHandle.
*/
virtual SharedTextureHandle CreateSharedHandle(SharedTextureShareType shareType)
{ return 0; }
virtual SharedTextureHandle CreateSharedHandle(TextureImage::TextureShareType aType) { return 0; }
/*
* Create a new shared GLContext content handle, using the passed buffer as a source.
* Must be released by ReleaseSharedHandle. UpdateSharedHandle will have no effect
* on handles created with this method, as the caller owns the source (the passed buffer)
* and is responsible for updating it accordingly.
*/
virtual SharedTextureHandle CreateSharedHandle(SharedTextureShareType shareType,
void* buffer,
SharedTextureBufferType bufferType)
{ return 0; }
virtual SharedTextureHandle CreateSharedHandle(TextureImage::TextureShareType aType,
void* aBuffer,
SharedTextureBufferType aBufferType) { return 0; }
/**
* Publish GLContext content to intermediate buffer attached to shared handle.
* Shared handle content is ready to be used after call returns, and no need extra Flush/Finish are required.
* GLContext must be current before this call
*/
virtual void UpdateSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ }
virtual void UpdateSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle) { }
/**
* - It is better to call ReleaseSharedHandle before original GLContext destroyed,
* otherwise warning will be thrown on attempt to destroy Texture associated with SharedHandle, depends on backend implementation.
@ -595,9 +969,8 @@ public:
* SharedHandle (currently EGLImage) does not require GLContext because it is EGL call, and can be destroyed
* at any time, unless EGLImage have siblings (which are not expected with current API).
*/
virtual void ReleaseSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ }
virtual void ReleaseSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle) { }
typedef struct {
@ -610,24 +983,21 @@ public:
* Returns information necessary for rendering a shared handle.
* These values change depending on what sharing mechanism is in use
*/
virtual bool GetSharedHandleDetails(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle,
SharedHandleDetails& details)
{ return false; }
virtual bool GetSharedHandleDetails(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle,
SharedHandleDetails& aDetails) { return false; }
/**
* Attach Shared GL Handle to GL_TEXTURE_2D target
* GLContext must be current before this call
*/
virtual bool AttachSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ return false; }
virtual bool AttachSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle) { return false; }
/**
* Detach Shared GL Handle from GL_TEXTURE_2D target
*/
virtual void DetachSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ }
virtual void DetachSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle) { return; }
private:
GLuint mUserBoundDrawFBO;
@ -1566,7 +1936,12 @@ protected:
GLenum aWrapMode,
TextureImage::ContentType aContentType,
GLContext* aContext,
TextureImage::Flags aFlags = TextureImage::NoFlags);
TextureImage::Flags aFlags = TextureImage::NoFlags)
{
nsRefPtr<BasicTextureImage> teximage(
new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext, aFlags));
return teximage.forget();
}
bool IsOffscreenSizeAllowed(const gfxIntSize& aSize) const {
int32_t biggerDimension = NS_MAX(aSize.width, aSize.height);

Просмотреть файл

@ -646,19 +646,19 @@ public:
return sEGLLibrary.HasKHRLockSurface();
}
virtual SharedTextureHandle CreateSharedHandle(SharedTextureShareType shareType);
virtual SharedTextureHandle CreateSharedHandle(SharedTextureShareType shareType,
void* buffer,
SharedTextureBufferType bufferType);
virtual void UpdateSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle);
virtual void ReleaseSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle);
virtual bool GetSharedHandleDetails(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle,
SharedHandleDetails& details);
virtual bool AttachSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle);
virtual SharedTextureHandle CreateSharedHandle(TextureImage::TextureShareType aType);
virtual SharedTextureHandle CreateSharedHandle(TextureImage::TextureShareType aType,
void* aBuffer,
SharedTextureBufferType aBufferType);
virtual void UpdateSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle);
virtual void ReleaseSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle);
virtual bool GetSharedHandleDetails(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle,
SharedHandleDetails& aDetails);
virtual bool AttachSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle);
protected:
friend class GLContextProviderEGL;
@ -854,15 +854,15 @@ private:
};
void
GLContextEGL::UpdateSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
GLContextEGL::UpdateSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle)
{
if (shareType != SameProcess) {
if (aType != TextureImage::ThreadShared) {
NS_ERROR("Implementation not available for this sharing type");
return;
}
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(sharedHandle);
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(aSharedHandle);
NS_ASSERTION(wrapper->Type() == SharedHandleType::Image, "Expected EGLImage shared handle");
NS_ASSERTION(mShareWithEGLImage, "EGLImage not supported or disabled in runtime");
@ -895,9 +895,9 @@ GLContextEGL::UpdateSharedHandle(SharedTextureShareType shareType,
}
SharedTextureHandle
GLContextEGL::CreateSharedHandle(SharedTextureShareType shareType)
GLContextEGL::CreateSharedHandle(TextureImage::TextureShareType aType)
{
if (shareType != SameProcess)
if (aType != TextureImage::ThreadShared)
return 0;
if (!mShareWithEGLImage)
@ -914,7 +914,7 @@ GLContextEGL::CreateSharedHandle(SharedTextureShareType shareType)
if (!ok) {
NS_ERROR("EGLImage creation for EGLTextureWrapper failed");
ReleaseSharedHandle(shareType, (SharedTextureHandle)tex);
ReleaseSharedHandle(aType, (SharedTextureHandle)tex);
return 0;
}
@ -923,16 +923,16 @@ GLContextEGL::CreateSharedHandle(SharedTextureShareType shareType)
}
SharedTextureHandle
GLContextEGL::CreateSharedHandle(SharedTextureShareType shareType,
void* buffer,
SharedTextureBufferType bufferType)
GLContextEGL::CreateSharedHandle(TextureImage::TextureShareType aType,
void* aBuffer,
SharedTextureBufferType aBufferType)
{
// Both EGLImage and SurfaceTexture only support ThreadShared currently, but
// it's possible to make SurfaceTexture work across processes. We should do that.
if (shareType != SameProcess)
if (aType != TextureImage::ThreadShared)
return 0;
switch (bufferType) {
switch (aBufferType) {
#ifdef MOZ_WIDGET_ANDROID
case SharedTextureBufferType::SurfaceTexture:
if (!IsExtensionSupported(GLContext::OES_EGL_image_external)) {
@ -940,13 +940,13 @@ GLContextEGL::CreateSharedHandle(SharedTextureShareType shareType,
return 0;
}
return (SharedTextureHandle) new SurfaceTextureWrapper(reinterpret_cast<nsSurfaceTexture*>(buffer));
return (SharedTextureHandle) new SurfaceTextureWrapper(reinterpret_cast<nsSurfaceTexture*>(aBuffer));
#endif
case SharedTextureBufferType::TextureID: {
if (!mShareWithEGLImage)
return 0;
GLuint texture = (uintptr_t)buffer;
GLuint texture = (uintptr_t)aBuffer;
EGLTextureWrapper* tex = new EGLTextureWrapper();
if (!tex->CreateEGLImage(this, texture)) {
NS_ERROR("EGLImage creation for EGLTextureWrapper failed");
@ -962,15 +962,15 @@ GLContextEGL::CreateSharedHandle(SharedTextureShareType shareType,
}
}
void GLContextEGL::ReleaseSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
void GLContextEGL::ReleaseSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle)
{
if (shareType != SameProcess) {
if (aType != TextureImage::ThreadShared) {
NS_ERROR("Implementation not available for this sharing type");
return;
}
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(sharedHandle);
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(aSharedHandle);
switch (wrapper->Type()) {
#ifdef MOZ_WIDGET_ANDROID
@ -982,25 +982,24 @@ void GLContextEGL::ReleaseSharedHandle(SharedTextureShareType shareType,
case SharedHandleType::Image: {
NS_ASSERTION(mShareWithEGLImage, "EGLImage not supported or disabled in runtime");
EGLTextureWrapper* wrap = (EGLTextureWrapper*)sharedHandle;
EGLTextureWrapper* wrap = (EGLTextureWrapper*)aSharedHandle;
delete wrap;
break;
}
default:
NS_ERROR("Unknown shared handle type");
return;
}
}
bool GLContextEGL::GetSharedHandleDetails(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle,
SharedHandleDetails& details)
bool GLContextEGL::GetSharedHandleDetails(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle,
SharedHandleDetails& aDetails)
{
if (shareType != SameProcess)
if (aType != TextureImage::ThreadShared)
return false;
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(sharedHandle);
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(aSharedHandle);
switch (wrapper->Type()) {
#ifdef MOZ_WIDGET_ANDROID
@ -1015,8 +1014,8 @@ bool GLContextEGL::GetSharedHandleDetails(SharedTextureShareType shareType,
#endif
case SharedHandleType::Image:
details.mTarget = LOCAL_GL_TEXTURE_2D;
details.mProgramType = RGBALayerProgramType;
aDetails.mTarget = LOCAL_GL_TEXTURE_2D;
aDetails.mProgramType = RGBALayerProgramType;
break;
default:
@ -1027,13 +1026,13 @@ bool GLContextEGL::GetSharedHandleDetails(SharedTextureShareType shareType,
return true;
}
bool GLContextEGL::AttachSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
bool GLContextEGL::AttachSharedHandle(TextureImage::TextureShareType aType,
SharedTextureHandle aSharedHandle)
{
if (shareType != SameProcess)
if (aType != TextureImage::ThreadShared)
return false;
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(sharedHandle);
SharedTextureHandleWrapper* wrapper = reinterpret_cast<SharedTextureHandleWrapper*>(aSharedHandle);
switch (wrapper->Type()) {
#ifdef MOZ_WIDGET_ANDROID
@ -1058,7 +1057,7 @@ bool GLContextEGL::AttachSharedHandle(SharedTextureShareType shareType,
case SharedHandleType::Image: {
NS_ASSERTION(mShareWithEGLImage, "EGLImage not supported or disabled in runtime");
EGLTextureWrapper* wrap = (EGLTextureWrapper*)sharedHandle;
EGLTextureWrapper* wrap = (EGLTextureWrapper*)aSharedHandle;
wrap->WaitSync();
fEGLImageTargetTexture2D(LOCAL_GL_TEXTURE_2D, wrap->GetEGLImage());
break;
@ -1072,7 +1071,6 @@ bool GLContextEGL::AttachSharedHandle(SharedTextureShareType shareType,
return true;
}
bool
GLContextEGL::BindTex2DOffscreen(GLContext *aOffscreen)
{

Просмотреть файл

@ -1,44 +0,0 @@
/*
* GLContextStuff.h
*
* Created on: Nov 13, 2012
* Author: jgilbert
*/
#ifndef GLCONTEXTSTUFF_H_
#define GLCONTEXTSTUFF_H_
/**
* We don't include GLDefs.h here since we don't want to drag in all defines
* in for all our users.
*/
typedef unsigned int GLenum;
typedef unsigned int GLbitfield;
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
namespace mozilla {
namespace gl {
enum ShaderProgramType {
RGBALayerProgramType,
RGBALayerExternalProgramType,
BGRALayerProgramType,
RGBXLayerProgramType,
BGRXLayerProgramType,
RGBARectLayerProgramType,
RGBAExternalLayerProgramType,
ColorLayerProgramType,
YCbCrLayerProgramType,
ComponentAlphaPass1ProgramType,
ComponentAlphaPass2ProgramType,
Copy2DProgramType,
Copy2DRectProgramType,
NumProgramTypes
};
} // namespace gl
} // namespace mozilla
#endif /* GLCONTEXTSTUFF_H_ */

Просмотреть файл

@ -1,573 +0,0 @@
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* 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 "GLTextureImage.h"
#include "GLContext.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "gfxUtils.h"
using namespace mozilla::gl;
already_AddRefed<TextureImage>
TextureImage::Create(GLContext* gl,
const nsIntSize& size,
TextureImage::ContentType contentType,
GLenum wrapMode,
TextureImage::Flags flags)
{
return gl->CreateTextureImage(size, contentType, wrapMode, flags);
}
BasicTextureImage::~BasicTextureImage()
{
GLContext *ctx = mGLContext;
if (ctx->IsDestroyed() || !ctx->IsOwningThreadCurrent()) {
ctx = ctx->GetSharedContext();
}
// If we have a context, then we need to delete the texture;
// if we don't have a context (either real or shared),
// then they went away when the contex was deleted, because it
// was the only one that had access to it.
if (ctx && !ctx->IsDestroyed()) {
mGLContext->MakeCurrent();
mGLContext->fDeleteTextures(1, &mTexture);
}
}
gfxASurface*
BasicTextureImage::BeginUpdate(nsIntRegion& aRegion)
{
NS_ASSERTION(!mUpdateSurface, "BeginUpdate() without EndUpdate()?");
// determine the region the client will need to repaint
if (mGLContext->CanUploadSubTextures()) {
GetUpdateRegion(aRegion);
} else {
aRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
mUpdateRegion = aRegion;
nsIntRect rgnSize = mUpdateRegion.GetBounds();
if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(rgnSize)) {
NS_ERROR("update outside of image");
return NULL;
}
ImageFormat format =
(GetContentType() == gfxASurface::CONTENT_COLOR) ?
gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32;
mUpdateSurface =
GetSurfaceForUpdate(gfxIntSize(rgnSize.width, rgnSize.height), format);
if (!mUpdateSurface || mUpdateSurface->CairoStatus()) {
mUpdateSurface = NULL;
return NULL;
}
mUpdateSurface->SetDeviceOffset(gfxPoint(-rgnSize.x, -rgnSize.y));
return mUpdateSurface;
}
void
BasicTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
{
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
if (mTextureState != Valid)
aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
void
BasicTextureImage::EndUpdate()
{
NS_ASSERTION(!!mUpdateSurface, "EndUpdate() without BeginUpdate()?");
// FIXME: this is the slow boat. Make me fast (with GLXPixmap?).
// Undo the device offset that BeginUpdate set; doesn't much matter for us here,
// but important if we ever do anything directly with the surface.
mUpdateSurface->SetDeviceOffset(gfxPoint(0, 0));
bool relative = FinishedSurfaceUpdate();
mShaderType =
mGLContext->UploadSurfaceToTexture(mUpdateSurface,
mUpdateRegion,
mTexture,
mTextureState == Created,
mUpdateOffset,
relative);
FinishedSurfaceUpload();
mUpdateSurface = nullptr;
mTextureState = Valid;
}
void
BasicTextureImage::BindTexture(GLenum aTextureUnit)
{
mGLContext->fActiveTexture(aTextureUnit);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
}
void
BasicTextureImage::ApplyFilter()
{
mGLContext->ApplyFilterToBoundTexture(mFilter);
}
already_AddRefed<gfxASurface>
BasicTextureImage::GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt)
{
return gfxPlatform::GetPlatform()->
CreateOffscreenSurface(aSize, gfxASurface::ContentFromFormat(aFmt));
}
bool
BasicTextureImage::FinishedSurfaceUpdate()
{
return false;
}
void
BasicTextureImage::FinishedSurfaceUpload()
{
}
bool
BasicTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
{
nsIntRect bounds = aRegion.GetBounds();
nsIntRegion region;
if (mTextureState != Valid) {
bounds = nsIntRect(0, 0, mSize.width, mSize.height);
region = nsIntRegion(bounds);
} else {
region = aRegion;
}
mShaderType =
mGLContext->UploadSurfaceToTexture(aSurf,
region,
mTexture,
mTextureState == Created,
bounds.TopLeft() + aFrom,
false);
mTextureState = Valid;
return true;
}
void
BasicTextureImage::Resize(const nsIntSize& aSize)
{
NS_ASSERTION(!mUpdateSurface, "Resize() while in update?");
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
LOCAL_GL_RGBA,
aSize.width,
aSize.height,
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
mTextureState = Allocated;
mSize = aSize;
}
TiledTextureImage::TiledTextureImage(GLContext* aGL,
nsIntSize aSize,
TextureImage::ContentType aContentType,
TextureImage::Flags aFlags)
: TextureImage(aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType, aFlags)
, mCurrentImage(0)
, mIterationCallback(nullptr)
, mInUpdate(false)
, mRows(0)
, mColumns(0)
, mGL(aGL)
, mTextureState(Created)
{
mTileSize = (!(aFlags & TextureImage::ForceSingleTile) && mGL->WantsSmallTiles())
? 256 : mGL->GetMaxTextureSize();
if (aSize != nsIntSize(0,0)) {
Resize(aSize);
}
}
TiledTextureImage::~TiledTextureImage()
{
}
bool
TiledTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
{
nsIntRegion region;
if (mTextureState != Valid) {
nsIntRect bounds = nsIntRect(0, 0, mSize.width, mSize.height);
region = nsIntRegion(bounds);
} else {
region = aRegion;
}
bool result = true;
int oldCurrentImage = mCurrentImage;
BeginTileIteration();
do {
nsIntRect tileRect = GetSrcTileRect();
int xPos = tileRect.x;
int yPos = tileRect.y;
nsIntRegion tileRegion;
tileRegion.And(region, tileRect); // intersect with tile
if (tileRegion.IsEmpty())
continue;
if (mGL->CanUploadSubTextures()) {
tileRegion.MoveBy(-xPos, -yPos); // translate into tile local space
} else {
// If sub-textures are unsupported, expand to tile boundaries
tileRect.x = tileRect.y = 0;
tileRegion = nsIntRegion(tileRect);
}
result &= mImages[mCurrentImage]->
DirectUpdate(aSurf, tileRegion, aFrom + nsIntPoint(xPos, yPos));
if (mCurrentImage == mImages.Length() - 1) {
// We know we're done, but we still need to ensure that the callback
// gets called (e.g. to update the uploaded region).
NextTile();
break;
}
// Override a callback cancelling iteration if the texture wasn't valid.
// We need to force the update in that situation, or we may end up
// showing invalid/out-of-date texture data.
} while (NextTile() || (mTextureState != Valid));
mCurrentImage = oldCurrentImage;
mShaderType = mImages[0]->GetShaderProgramType();
mTextureState = Valid;
return result;
}
void
TiledTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
{
if (mTextureState != Valid) {
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
return;
}
nsIntRegion newRegion;
// We need to query each texture with the region it will be drawing and
// set aForRegion to be the combination of all of these regions
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
nsIntRect imageRect = nsIntRect(nsIntRect(nsIntPoint(xPos,yPos), mImages[i]->GetSize()));
if (aForRegion.Intersects(imageRect)) {
// Make a copy of the region
nsIntRegion subRegion;
subRegion.And(aForRegion, imageRect);
// Translate it into tile-space
subRegion.MoveBy(-xPos, -yPos);
// Query region
mImages[i]->GetUpdateRegion(subRegion);
// Translate back
subRegion.MoveBy(xPos, yPos);
// Add to the accumulated region
newRegion.Or(newRegion, subRegion);
}
}
aForRegion = newRegion;
}
gfxASurface*
TiledTextureImage::BeginUpdate(nsIntRegion& aRegion)
{
NS_ASSERTION(!mInUpdate, "nested update");
mInUpdate = true;
// Note, we don't call GetUpdateRegion here as if the updated region is
// fully contained in a single tile, we get to avoid iterating through
// the tiles again (and a little copying).
if (mTextureState != Valid)
{
// if the texture hasn't been initialized yet, or something important
// changed, we need to recreate our backing surface and force the
// client to paint everything
aRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
nsIntRect bounds = aRegion.GetBounds();
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
nsIntRegion imageRegion = nsIntRegion(nsIntRect(nsIntPoint(xPos,yPos), mImages[i]->GetSize()));
// a single Image can handle this update request
if (imageRegion.Contains(aRegion)) {
// adjust for tile offset
aRegion.MoveBy(-xPos, -yPos);
// forward the actual call
nsRefPtr<gfxASurface> surface = mImages[i]->BeginUpdate(aRegion);
// caller expects container space
aRegion.MoveBy(xPos, yPos);
// Correct the device offset
gfxPoint offset = surface->GetDeviceOffset();
surface->SetDeviceOffset(gfxPoint(offset.x - xPos,
offset.y - yPos));
// we don't have a temp surface
mUpdateSurface = nullptr;
// remember which image to EndUpdate
mCurrentImage = i;
return surface.get();
}
}
// Get the real updated region, taking into account the capabilities of
// each TextureImage tile
GetUpdateRegion(aRegion);
mUpdateRegion = aRegion;
bounds = aRegion.GetBounds();
// update covers multiple Images - create a temp surface to paint in
gfxASurface::gfxImageFormat format =
(GetContentType() == gfxASurface::CONTENT_COLOR) ?
gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32;
mUpdateSurface = gfxPlatform::GetPlatform()->
CreateOffscreenSurface(gfxIntSize(bounds.width, bounds.height), gfxASurface::ContentFromFormat(format));
mUpdateSurface->SetDeviceOffset(gfxPoint(-bounds.x, -bounds.y));
return mUpdateSurface;
}
void
TiledTextureImage::EndUpdate()
{
NS_ASSERTION(mInUpdate, "EndUpdate not in update");
if (!mUpdateSurface) { // update was to a single TextureImage
mImages[mCurrentImage]->EndUpdate();
mInUpdate = false;
mTextureState = Valid;
mShaderType = mImages[mCurrentImage]->GetShaderProgramType();
return;
}
// upload tiles from temp surface
for (unsigned i = 0; i < mImages.Length(); i++) {
int xPos = (i % mColumns) * mTileSize;
int yPos = (i / mColumns) * mTileSize;
nsIntRect imageRect = nsIntRect(nsIntPoint(xPos,yPos), mImages[i]->GetSize());
nsIntRegion subregion;
subregion.And(mUpdateRegion, imageRect);
if (subregion.IsEmpty())
continue;
subregion.MoveBy(-xPos, -yPos); // Tile-local space
// copy tile from temp surface
gfxASurface* surf = mImages[i]->BeginUpdate(subregion);
nsRefPtr<gfxContext> ctx = new gfxContext(surf);
gfxUtils::ClipToRegion(ctx, subregion);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->SetSource(mUpdateSurface, gfxPoint(-xPos, -yPos));
ctx->Paint();
mImages[i]->EndUpdate();
}
mUpdateSurface = nullptr;
mInUpdate = false;
mShaderType = mImages[0]->GetShaderProgramType();
mTextureState = Valid;
}
void TiledTextureImage::BeginTileIteration()
{
mCurrentImage = 0;
}
bool TiledTextureImage::NextTile()
{
bool continueIteration = true;
if (mIterationCallback)
continueIteration = mIterationCallback(this, mCurrentImage,
mIterationCallbackData);
if (mCurrentImage + 1 < mImages.Length()) {
mCurrentImage++;
return continueIteration;
}
return false;
}
void TiledTextureImage::SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData)
{
mIterationCallback = aCallback;
mIterationCallbackData = aCallbackData;
}
nsIntRect TiledTextureImage::GetTileRect()
{
nsIntRect rect = mImages[mCurrentImage]->GetTileRect();
unsigned int xPos = (mCurrentImage % mColumns) * mTileSize;
unsigned int yPos = (mCurrentImage / mColumns) * mTileSize;
rect.MoveBy(xPos, yPos);
return rect;
}
nsIntRect TiledTextureImage::GetSrcTileRect()
{
nsIntRect rect = GetTileRect();
unsigned int srcY = mFlags & NeedsYFlip
? mSize.height - rect.height - rect.y
: rect.y;
return nsIntRect(rect.x, srcY, rect.width, rect.height);
}
void
TiledTextureImage::BindTexture(GLenum aTextureUnit)
{
mImages[mCurrentImage]->BindTexture(aTextureUnit);
}
void
TiledTextureImage::ApplyFilter()
{
mGL->ApplyFilterToBoundTexture(mFilter);
}
/*
* Resize, trying to reuse tiles. The reuse strategy is to decide on reuse per
* column. A tile on a column is reused if it hasn't changed size, otherwise it
* is discarded/replaced. Extra tiles on a column are pruned after iterating
* each column, and extra rows are pruned after iteration over the entire image
* finishes.
*/
void TiledTextureImage::Resize(const nsIntSize& aSize)
{
if (mSize == aSize && mTextureState != Created) {
return;
}
// calculate rows and columns, rounding up
unsigned int columns = (aSize.width + mTileSize - 1) / mTileSize;
unsigned int rows = (aSize.height + mTileSize - 1) / mTileSize;
// Iterate over old tile-store and insert/remove tiles as necessary
int row;
unsigned int i = 0;
for (row = 0; row < (int)rows; row++) {
// If we've gone beyond how many rows there were before, set mColumns to
// zero so that we only create new tiles.
if (row >= (int)mRows)
mColumns = 0;
// Similarly, if we're on the last row of old tiles and the height has
// changed, discard all tiles in that row.
// This will cause the pruning of columns not to work, but we don't need
// to worry about that, as no more tiles will be reused past this point
// anyway.
if ((row == (int)mRows - 1) && (aSize.height != mSize.height))
mColumns = 0;
int col;
for (col = 0; col < (int)columns; col++) {
nsIntSize size( // use tilesize first, then the remainder
(col+1) * mTileSize > (unsigned int)aSize.width ? aSize.width % mTileSize : mTileSize,
(row+1) * mTileSize > (unsigned int)aSize.height ? aSize.height % mTileSize : mTileSize);
bool replace = false;
// Check if we can re-use old tiles.
if (col < (int)mColumns) {
// Reuse an existing tile. If the tile is an end-tile and the
// width differs, replace it instead.
if (mSize.width != aSize.width) {
if (col == (int)mColumns - 1) {
// Tile at the end of the old column, replace it with
// a new one.
replace = true;
} else if (col == (int)columns - 1) {
// Tile at the end of the new column, create a new one.
} else {
// Before the last column on both the old and new sizes,
// reuse existing tile.
i++;
continue;
}
} else {
// Width hasn't changed, reuse existing tile.
i++;
continue;
}
}
// Create a new tile.
nsRefPtr<TextureImage> teximg =
mGL->TileGenFunc(size, mContentType, mFlags);
if (replace)
mImages.ReplaceElementAt(i, teximg.forget());
else
mImages.InsertElementAt(i, teximg.forget());
i++;
}
// Prune any unused tiles on the end of the column.
if (row < (int)mRows) {
for (col = (int)mColumns - col; col > 0; col--) {
mImages.RemoveElementAt(i);
}
}
}
// Prune any unused tiles at the end of the store.
unsigned int length = mImages.Length();
for (; i < length; i++)
mImages.RemoveElementAt(mImages.Length()-1);
// Reset tile-store properties.
mRows = rows;
mColumns = columns;
mSize = aSize;
mTextureState = Allocated;
mCurrentImage = 0;
}
uint32_t TiledTextureImage::GetTileCount()
{
return mImages.Length();
}
TextureImage::ScopedBindTexture::ScopedBindTexture(TextureImage* aTexture,
GLenum aTextureUnit)
: mTexture(aTexture)
{
if (mTexture) {
MOZ_ASSERT(aTextureUnit >= LOCAL_GL_TEXTURE0);
mTexture->BindTexture(aTextureUnit);
}
}

Просмотреть файл

@ -1,385 +0,0 @@
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* 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/. */
#ifndef GLTEXTUREIMAGE_H_
#define GLTEXTUREIMAGE_H_
#include "nsAutoPtr.h"
#include "nsRegion.h"
#include "gfxASurface.h"
#include "GLContextTypes.h"
#include "gfxPattern.h"
namespace mozilla {
namespace gl {
class GLContext;
/**
* A TextureImage encapsulates a surface that can be drawn to by a
* Thebes gfxContext and (hopefully efficiently!) synchronized to a
* texture in the server. TextureImages are associated with one and
* only one GLContext.
*
* Implementation note: TextureImages attempt to unify two categories
* of backends
*
* (1) proxy to server-side object that can be bound to a texture;
* e.g. Pixmap on X11.
*
* (2) efficient manager of texture memory; e.g. by having clients draw
* into a scratch buffer which is then uploaded with
* glTexSubImage2D().
*/
class TextureImage
{
NS_INLINE_DECL_REFCOUNTING(TextureImage)
public:
enum TextureState
{
Created, // Texture created, but has not had glTexImage called to initialize it.
Allocated, // Texture memory exists, but contents are invalid.
Valid // Texture fully ready to use.
};
enum Flags {
NoFlags = 0x0,
UseNearestFilter = 0x1,
NeedsYFlip = 0x2,
ForceSingleTile = 0x4
};
typedef gfxASurface::gfxContentType ContentType;
static already_AddRefed<TextureImage> Create(
GLContext* gl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags = TextureImage::NoFlags);
virtual ~TextureImage() {}
/**
* Returns a gfxASurface for updating |aRegion| of the client's
* image if successul, NULL if not. |aRegion|'s bounds must fit
* within Size(); its coordinate space (if any) is ignored. If
* the update begins successfully, the returned gfxASurface is
* owned by this. Otherwise, NULL is returned.
*
* |aRegion| is an inout param: the returned region is what the
* client must repaint. Category (1) regions above can
* efficiently handle repaints to "scattered" regions, while (2)
* can only efficiently handle repaints to rects.
*
* Painting the returned surface outside of |aRegion| results
* in undefined behavior.
*
* BeginUpdate() calls cannot be "nested", and each successful
* BeginUpdate() must be followed by exactly one EndUpdate() (see
* below). Failure to do so can leave this in a possibly
* inconsistent state. Unsuccessful BeginUpdate()s must not be
* followed by EndUpdate().
*/
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
/**
* Retrieves the region that will require updating, given a
* region that needs to be updated. This can be used for
* making decisions about updating before calling BeginUpdate().
*
* |aRegion| is an inout param.
*/
virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
}
/**
* Finish the active update and synchronize with the server, if
* necessary.
*
* BeginUpdate() must have been called exactly once before
* EndUpdate().
*/
virtual void EndUpdate() = 0;
/**
* The Image may contain several textures for different regions (tiles).
* These functions iterate over each sub texture image tile.
*/
virtual void BeginTileIteration() {
}
virtual bool NextTile() {
return false;
}
// Function prototype for a tile iteration callback. Returning false will
// cause iteration to be interrupted (i.e. the corresponding NextTile call
// will return false).
typedef bool (* TileIterationCallback)(TextureImage* aImage,
int aTileNumber,
void* aCallbackData);
// Sets a callback to be called every time NextTile is called.
virtual void SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData) {
}
virtual nsIntRect GetTileRect() {
return nsIntRect(nsIntPoint(0,0), mSize);
}
virtual GLuint GetTextureID() = 0;
virtual uint32_t GetTileCount() {
return 1;
}
/**
* Set this TextureImage's size, and ensure a texture has been
* allocated. Must not be called between BeginUpdate and EndUpdate.
* After a resize, the contents are undefined.
*
* If this isn't implemented by a subclass, it will just perform
* a dummy BeginUpdate/EndUpdate pair.
*/
virtual void Resize(const nsIntSize& aSize) {
mSize = aSize;
nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
BeginUpdate(r);
EndUpdate();
}
/**
* Mark this texture as having valid contents. Call this after modifying
* the texture contents externally.
*/
virtual void MarkValid() {}
/**
* aSurf - the source surface to update from
* aRegion - the region in this image to update
* aFrom - offset in the source to update from
*/
virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0;
virtual void BindTexture(GLenum aTextureUnit) = 0;
virtual void ReleaseTexture() {}
void BindTextureAndApplyFilter(GLenum aTextureUnit) {
BindTexture(aTextureUnit);
ApplyFilter();
}
class ScopedBindTexture
{
public:
ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit);
~ScopedBindTexture()
{
if (mTexture) {
mTexture->ReleaseTexture();
}
}
protected:
TextureImage *mTexture;
};
class ScopedBindTextureAndApplyFilter
: public ScopedBindTexture
{
public:
ScopedBindTextureAndApplyFilter(TextureImage *aTexture, GLenum aTextureUnit) :
ScopedBindTexture(aTexture, aTextureUnit)
{
if (mTexture) {
mTexture->ApplyFilter();
}
}
};
/**
* Returns the shader program type that should be used to render
* this texture. Only valid after a matching BeginUpdate/EndUpdate
* pair have been called.
*/
virtual ShaderProgramType GetShaderProgramType()
{
return mShaderType;
}
/** Can be called safely at any time. */
/**
* If this TextureImage has a permanent gfxASurface backing,
* return it. Otherwise return NULL.
*/
virtual already_AddRefed<gfxASurface> GetBackingSurface()
{ return NULL; }
const nsIntSize& GetSize() const { return mSize; }
ContentType GetContentType() const { return mContentType; }
virtual bool InUpdate() const = 0;
GLenum GetWrapMode() const { return mWrapMode; }
void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
/**
* Applies this TextureImage's filter, assuming that its texture is
* the currently bound texture.
*/
virtual void ApplyFilter() = 0;
protected:
friend class GLContext;
/**
* After the ctor, the TextureImage is invalid. Implementations
* must allocate resources successfully before returning the new
* TextureImage from GLContext::CreateTextureImage(). That is,
* clients must not be given partially-constructed TextureImages.
*/
TextureImage(const nsIntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
Flags aFlags = NoFlags)
: mSize(aSize)
, mWrapMode(aWrapMode)
, mContentType(aContentType)
, mFilter(gfxPattern::FILTER_GOOD)
, mFlags(aFlags)
{}
virtual nsIntRect GetSrcTileRect() {
return nsIntRect(nsIntPoint(0,0), mSize);
}
nsIntSize mSize;
GLenum mWrapMode;
ContentType mContentType;
ShaderProgramType mShaderType;
gfxPattern::GraphicsFilter mFilter;
Flags mFlags;
};
/**
* BasicTextureImage is the baseline TextureImage implementation ---
* it updates its texture by allocating a scratch buffer for the
* client to draw into, then using glTexSubImage2D() to upload the new
* pixels. Platforms must provide the code to create a new surface
* into which the updated pixels will be drawn, and the code to
* convert the update surface's pixels into an image on which we can
* glTexSubImage2D().
*/
class BasicTextureImage
: public TextureImage
{
public:
typedef gfxASurface::gfxImageFormat ImageFormat;
virtual ~BasicTextureImage();
BasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext,
TextureImage::Flags aFlags = TextureImage::NoFlags)
: TextureImage(aSize, aWrapMode, aContentType, aFlags)
, mTexture(aTexture)
, mTextureState(Created)
, mGLContext(aContext)
, mUpdateOffset(0, 0)
{}
virtual void BindTexture(GLenum aTextureUnit);
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual GLuint GetTextureID() { return mTexture; }
// Returns a surface to draw into
virtual already_AddRefed<gfxASurface>
GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);
virtual void MarkValid() { mTextureState = Valid; }
// Call when drawing into the update surface is complete.
// Returns true if textures should be upload with a relative
// offset - See UploadSurfaceToTexture.
virtual bool FinishedSurfaceUpdate();
// Call after surface data has been uploaded to a texture.
virtual void FinishedSurfaceUpload();
virtual bool InUpdate() const { return !!mUpdateSurface; }
virtual void Resize(const nsIntSize& aSize);
virtual void ApplyFilter();
protected:
GLuint mTexture;
TextureState mTextureState;
GLContext* mGLContext;
nsRefPtr<gfxASurface> mUpdateSurface;
nsIntRegion mUpdateRegion;
// The offset into the update surface at which the update rect is located.
nsIntPoint mUpdateOffset;
};
/**
* A container class that complements many sub TextureImages into a big TextureImage.
* Aims to behave just like the real thing.
*/
class TiledTextureImage
: public TextureImage
{
public:
TiledTextureImage(GLContext* aGL, nsIntSize aSize,
TextureImage::ContentType, TextureImage::Flags aFlags = TextureImage::NoFlags);
~TiledTextureImage();
void DumpDiv();
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual void Resize(const nsIntSize& aSize);
virtual uint32_t GetTileCount();
virtual void BeginTileIteration();
virtual bool NextTile();
virtual void SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData);
virtual nsIntRect GetTileRect();
virtual GLuint GetTextureID() {
return mImages[mCurrentImage]->GetTextureID();
}
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual bool InUpdate() const { return mInUpdate; }
virtual void BindTexture(GLenum);
virtual void ApplyFilter();
protected:
virtual nsIntRect GetSrcTileRect();
unsigned int mCurrentImage;
TileIterationCallback mIterationCallback;
void* mIterationCallbackData;
nsTArray< nsRefPtr<TextureImage> > mImages;
bool mInUpdate;
nsIntSize mSize;
unsigned int mTileSize;
unsigned int mRows, mColumns;
GLContext* mGL;
// A temporary surface to faciliate cross-tile updates.
nsRefPtr<gfxASurface> mUpdateSurface;
// The region of update requested
nsIntRegion mUpdateRegion;
TextureState mTextureState;
};
} // namespace gl
} // namespace mozilla
#endif /* GLTEXTUREIMAGE_H_ */

Просмотреть файл

@ -18,13 +18,11 @@ FAIL_ON_WARNINGS = 1
EXPORTS = \
GLDefs.h \
GLContext.h \
GLContextTypes.h \
GLContextSymbols.h \
GLContextProvider.h \
GLContextProviderImpl.h \
GLLibraryLoader.h \
ForceDiscreteGPUHelperCGL.h \
GLTextureImage.h \
$(NULL)
ifdef MOZ_X11
@ -49,7 +47,6 @@ CPPSRCS = \
GLContext.cpp \
GLContextUtils.cpp \
GLLibraryLoader.cpp \
GLTextureImage.cpp \
$(NULL)
GL_PROVIDER = Null

Просмотреть файл

@ -20,7 +20,7 @@ class THEBES_API SharedTextureImage : public Image {
public:
struct Data {
gl::SharedTextureHandle mHandle;
gl::GLContext::SharedTextureShareType mShareType;
gl::TextureImage::TextureShareType mShareType;
gfxIntSize mSize;
bool mInverted;
};
@ -41,4 +41,4 @@ private:
} // layers
} // mozilla
#endif // GFX_SHAREDTEXTUREIMAGE_H
#endif // GFX_SHAREDTEXTUREIMAGE_H

Просмотреть файл

@ -387,25 +387,24 @@ BasicShadowableCanvasLayer::Paint(gfxContext* aContext, Layer* aMaskLayer)
if (mGLContext &&
!mForceReadback &&
BasicManager()->GetParentBackendType() == mozilla::layers::LAYERS_OPENGL)
{
GLContext::SharedTextureShareType shareType;
BasicManager()->GetParentBackendType() == mozilla::layers::LAYERS_OPENGL) {
TextureImage::TextureShareType flags;
// if process type is default, then it is single-process (non-e10s)
if (XRE_GetProcessType() == GeckoProcessType_Default)
shareType = GLContext::SameProcess;
flags = TextureImage::ThreadShared;
else
shareType = GLContext::CrossProcess;
flags = TextureImage::ProcessShared;
SharedTextureHandle handle = GetSharedBackBufferHandle();
if (!handle) {
handle = mGLContext->CreateSharedHandle(shareType);
handle = mGLContext->CreateSharedHandle(flags);
if (handle) {
mBackBuffer = SharedTextureDescriptor(shareType, handle, mBounds.Size(), false);
mBackBuffer = SharedTextureDescriptor(flags, handle, mBounds.Size(), false);
}
}
if (handle) {
mGLContext->MakeCurrent();
mGLContext->UpdateSharedHandle(shareType, handle);
mGLContext->UpdateSharedHandle(flags, handle);
// call Painted() to reset our dirty 'bit'
Painted();
FireDidTransactionCallback();

Просмотреть файл

@ -22,7 +22,7 @@ using mozilla::layers::SurfaceDescriptorX11;
using mozilla::null_t;
using mozilla::WindowsHandle;
using mozilla::gl::SharedTextureHandle;
using mozilla::gl::GLContext::SharedTextureShareType;
using mozilla::gl::TextureImage::TextureShareType;
namespace mozilla {
namespace layers {
@ -37,7 +37,7 @@ struct SurfaceDescriptorD3D10 {
};
struct SharedTextureDescriptor {
SharedTextureShareType shareType;
TextureShareType shareType;
SharedTextureHandle handle;
nsIntSize size;
bool inverted;

Просмотреть файл

@ -52,9 +52,9 @@ struct ParamTraits<mozilla::layers::SurfaceDescriptorX11> {
#endif // !defined(MOZ_HAVE_XSURFACEDESCRIPTORX11)
template<>
struct ParamTraits<mozilla::gl::GLContext::SharedTextureShareType>
struct ParamTraits<mozilla::gl::TextureImage::TextureShareType>
{
typedef mozilla::gl::GLContext::SharedTextureShareType paramType;
typedef mozilla::gl::TextureImage::TextureShareType paramType;
static void Write(Message* msg, const paramType& param)
{

Просмотреть файл

@ -420,10 +420,7 @@ ShadowCanvasLayerOGL::Swap(const CanvasSurface& aNewFront,
} else if (IsValidSharedTexDescriptor(aNewFront)) {
MakeTextureIfNeeded(gl(), mTexture);
if (!IsValidSharedTexDescriptor(mFrontBufferDescriptor)) {
mFrontBufferDescriptor = SharedTextureDescriptor(GLContext::SameProcess,
0,
nsIntSize(0, 0),
false);
mFrontBufferDescriptor = SharedTextureDescriptor(TextureImage::ThreadShared, 0, nsIntSize(0, 0), false);
}
*aNewBack = mFrontBufferDescriptor;
mFrontBufferDescriptor = aNewFront;

Просмотреть файл

@ -194,7 +194,7 @@ private:
// For SharedTextureHandle
gl::SharedTextureHandle mSharedHandle;
gl::GLContext::SharedTextureShareType mShareType;
gl::TextureImage::TextureShareType mShareType;
bool mInverted;
GLuint mTexture;

Просмотреть файл

@ -3,13 +3,13 @@
* 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 "LayerManagerOGL.h"
#include "mozilla/layers/PLayers.h"
/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
#include "mozilla/Util.h"
#include "Composer2D.h"
#include "LayerManagerOGL.h"
#include "ThebesLayerOGL.h"
#include "ContainerLayerOGL.h"
#include "ImageLayerOGL.h"
@ -52,91 +52,6 @@ using namespace mozilla::gl;
int ShaderProgramOGL::sCurrentProgramKey = 0;
#endif
bool
LayerManagerOGL::Initialize(bool force)
{
return Initialize(CreateContext(), force);
}
int32_t
LayerManagerOGL::GetMaxTextureSize() const
{
return mGLContext->GetMaxTextureSize();
}
void
LayerManagerOGL::MakeCurrent(bool aForce)
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
mGLContext->MakeCurrent(aForce);
}
void*
LayerManagerOGL::GetNSOpenGLContext() const
{
return gl()->GetNativeData(GLContext::NativeGLContext);
}
void
LayerManagerOGL::BindQuadVBO() {
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
}
void
LayerManagerOGL::QuadVBOVerticesAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOVertexOffset());
}
void
LayerManagerOGL::QuadVBOTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOTexCoordOffset());
}
void
LayerManagerOGL::QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOFlippedTexCoordOffset());
}
// Super common
void
LayerManagerOGL::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);
}
}
static const double kFpsWindowMs = 250.0;
static const size_t kNumFrameTimeStamps = 16;
struct FPSCounter {

Просмотреть файл

@ -9,23 +9,31 @@
#include "LayerManagerOGLProgram.h"
#include "mozilla/layers/ShadowLayers.h"
#include "mozilla/TimeStamp.h"
#ifdef XP_WIN
#include <windows.h>
#endif
/**
* We don't include GLDefs.h here since we don't want to drag in all defines
* in for all our users.
*/
typedef unsigned int GLenum;
typedef unsigned int GLbitfield;
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#include "gfxContext.h"
#include "gfx3DMatrix.h"
#include "nsIWidget.h"
#include "GLContextTypes.h"
#include "GLContext.h"
namespace mozilla {
namespace gl {
class GLContext;
}
namespace layers {
class Composer2D;
@ -63,7 +71,9 @@ public:
*
* \return True is initialization was succesful, false when it was not.
*/
bool Initialize(bool force = false);
bool Initialize(bool force = false) {
return Initialize(CreateContext(), force);
}
bool Initialize(nsRefPtr<GLContext> aContext, bool force = false);
@ -100,14 +110,18 @@ public:
virtual void SetRoot(Layer* aLayer) { mRoot = aLayer; }
virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) {
if (!mGLContext)
return false;
int32_t maxSize = GetMaxTextureSize();
return aSize <= gfxIntSize(maxSize, maxSize);
virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize)
{
if (!mGLContext)
return false;
int32_t maxSize = mGLContext->GetMaxTextureSize();
return aSize <= gfxIntSize(maxSize, maxSize);
}
virtual int32_t GetMaxTextureSize() const;
virtual int32_t GetMaxTextureSize() const
{
return mGLContext->GetMaxTextureSize();
}
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
@ -137,7 +151,13 @@ public:
/**
* Helper methods.
*/
void MakeCurrent(bool aForce = false);
void MakeCurrent(bool aForce = false) {
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
mGLContext->MakeCurrent(aForce);
}
ShaderProgramOGL* GetBasicLayerProgram(bool aOpaque, bool aIsRGB,
MaskType aMask = MaskNone)
@ -183,9 +203,6 @@ public:
GLContext* gl() const { return mGLContext; }
// |NSOpenGLContext*|:
void* GetNSOpenGLContext() const;
DrawThebesLayerCallback GetThebesLayerCallback() const
{ return mThebesLayerCallback; }
@ -237,15 +254,56 @@ public:
GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; }
GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; }
void BindQuadVBO();
void QuadVBOVerticesAttrib(GLuint aAttribIndex);
void QuadVBOTexCoordsAttrib(GLuint aAttribIndex);
void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex);
void BindQuadVBO() {
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
}
void QuadVBOVerticesAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOVertexOffset());
}
void QuadVBOTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOTexCoordOffset());
}
void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex) {
mGLContext->fVertexAttribPointer(aAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
(GLvoid*) QuadVBOFlippedTexCoordOffset());
}
// Super common
void BindAndDrawQuad(GLuint aVertAttribIndex,
GLuint aTexCoordAttribIndex,
bool aFlipped = false);
bool aFlipped = false)
{
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 BindAndDrawQuad(ShaderProgramOGL *aProg,
bool aFlipped = false)

Просмотреть файл

@ -3,16 +3,9 @@
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "LayerManagerOGLProgram.h"
#ifdef GLCONTEXT_H_
#error GLContext.h should not have been included here.
#endif
#include "LayerManagerOGLShaders.h"
#include "LayerManagerOGL.h"
#include "GLContext.h"
namespace mozilla {
namespace layers {
@ -234,28 +227,6 @@ ProgramProfileOGL::GetProfileFor(gl::ShaderProgramType aType,
const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord";
const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord";
ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile)
: mIsProjectionMatrixStale(false)
, mGL(aGL)
, mProgram(0)
, mProfile(aProfile)
, mProgramState(STATE_NEW)
{}
ShaderProgramOGL::~ShaderProgramOGL()
{
if (mProgram <= 0) {
return;
}
nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
if (!ctx) {
ctx = mGL;
}
ctx->MakeCurrent();
ctx->fDeleteProgram(mProgram);
}
bool
ShaderProgramOGL::Initialize()
{
@ -423,87 +394,5 @@ ShaderProgramOGL::LoadMask(Layer* aMaskLayer)
return true;
}
void
ShaderProgramOGL::Activate()
{
if (mProgramState == STATE_NEW) {
if (!Initialize()) {
NS_WARNING("Shader could not be initialised");
return;
}
}
NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!");
mGL->fUseProgram(mProgram);
#if CHECK_CURRENT_PROGRAM
mGL->SetUserData(&sCurrentProgramKey, this);
#endif
// check and set the projection matrix
if (mIsProjectionMatrixStale) {
SetProjectionMatrix(mProjectionMatrix);
}
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, float aFloatValue)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform1f(aLocation, aFloatValue);
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, const gfxRGBA& aColor)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, int aLength, float *aFloatValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
if (aLength == 1) {
mGL->fUniform1fv(aLocation, 1, aFloatValues);
} else if (aLength == 2) {
mGL->fUniform2fv(aLocation, 1, aFloatValues);
} else if (aLength == 3) {
mGL->fUniform3fv(aLocation, 1, aFloatValues);
} else if (aLength == 4) {
mGL->fUniform4fv(aLocation, 1, aFloatValues);
} else {
NS_NOTREACHED("Bogus aLength param");
}
}
void
ShaderProgramOGL::SetUniform(GLint aLocation, GLint aIntValue)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform1i(aLocation, aIntValue);
}
void
ShaderProgramOGL::SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix)
{
SetMatrixUniform(aLocation, &aMatrix._11);
}
void
ShaderProgramOGL::SetMatrixUniform(GLint aLocation, const float *aFloatValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniformMatrix4fv(aLocation, 1, false, aFloatValues);
}
} /* layers */
} /* mozilla */

Просмотреть файл

@ -10,16 +10,11 @@
#include "prenv.h"
#include "nsAutoPtr.h"
#include "nsString.h"
#include "GLContextTypes.h"
#include "GLContext.h"
#include "gfx3DMatrix.h"
#include "gfxColor.h"
namespace mozilla {
namespace gl {
class GLContext;
}
namespace layers {
class Layer;
@ -145,16 +140,45 @@ class ShaderProgramOGL
public:
typedef mozilla::gl::GLContext GLContext;
ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile) :
mIsProjectionMatrixStale(false), mGL(aGL), mProgram(0),
mProfile(aProfile), mProgramState(STATE_NEW) { }
~ShaderProgramOGL();
~ShaderProgramOGL() {
if (mProgram <= 0) {
return;
}
nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
if (!ctx) {
ctx = mGL;
}
ctx->MakeCurrent();
ctx->fDeleteProgram(mProgram);
}
bool HasInitialized() {
NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state");
return mProgramState == STATE_OK;
}
void Activate();
void Activate() {
if (mProgramState == STATE_NEW) {
if (!Initialize()) {
NS_WARNING("Shader could not be initialised");
return;
}
}
NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!");
mGL->fUseProgram(mProgram);
#if CHECK_CURRENT_PROGRAM
mGL->SetUserData(&sCurrentProgramKey, this);
#endif
// check and set the projection matrix
if (mIsProjectionMatrixStale) {
SetProjectionMatrix(mProjectionMatrix);
}
}
bool Initialize();
@ -305,12 +329,54 @@ protected:
static int sCurrentProgramKey;
#endif
void SetUniform(GLint aLocation, float aFloatValue);
void SetUniform(GLint aLocation, const gfxRGBA& aColor);
void SetUniform(GLint aLocation, int aLength, float *aFloatValues);
void SetUniform(GLint aLocation, GLint aIntValue);
void SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix);
void SetMatrixUniform(GLint aLocation, const float *aFloatValues);
void SetUniform(GLint aLocation, float aFloatValue) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform1f(aLocation, aFloatValue);
}
void SetUniform(GLint aLocation, const gfxRGBA& aColor) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
}
void SetUniform(GLint aLocation, int aLength, float *aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
if (aLength == 1) {
mGL->fUniform1fv(aLocation, 1, aFloatValues);
} else if (aLength == 2) {
mGL->fUniform2fv(aLocation, 1, aFloatValues);
} else if (aLength == 3) {
mGL->fUniform3fv(aLocation, 1, aFloatValues);
} else if (aLength == 4) {
mGL->fUniform4fv(aLocation, 1, aFloatValues);
} else {
NS_NOTREACHED("Bogus aLength param");
}
}
void SetUniform(GLint aLocation, GLint aIntValue) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniform1i(aLocation, aIntValue);
}
void SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix) {
SetMatrixUniform(aLocation, &aMatrix._11);
}
void SetMatrixUniform(GLint aLocation, const float *aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aLocation >= 0, "Invalid location");
mGL->fUniformMatrix4fv(aLocation, 1, false, aFloatValues);
}
};

Просмотреть файл

@ -4,8 +4,6 @@
#include "ReusableTileStoreOGL.h"
#include "GLContext.h"
namespace mozilla {
namespace layers {

Просмотреть файл

@ -51,7 +51,7 @@
#include "nsRegion.h"
#include "Layers.h"
#include "LayerManagerOGL.h"
#include "GLTextureImage.h"
#include "GLContext.h"
#include "mozilla/layers/CompositorCocoaWidgetHelper.h"
#ifdef ACCESSIBILITY
#include "nsAccessibilityService.h"
@ -67,10 +67,6 @@
#include "nsIDOMWheelEvent.h"
#ifdef GLCONTEXT_H_
#error GLContext.h should not have been included here.
#endif
using namespace mozilla;
using namespace mozilla::layers;
using namespace mozilla::gl;
@ -1696,7 +1692,8 @@ nsChildView::CreateCompositor()
LayerManagerOGL *manager =
static_cast<LayerManagerOGL*>(compositor::GetLayerManager(mCompositorParent));
NSOpenGLContext *glContext = (NSOpenGLContext *)manager->GetNSOpenGLContext();
NSOpenGLContext *glContext =
(NSOpenGLContext *) manager->gl()->GetNativeData(GLContext::NativeGLContext);
[(ChildView *)mView setGLContext:glContext];
[(ChildView *)mView setUsingOMTCompositor:true];
@ -1759,11 +1756,10 @@ nsChildView::DrawWindowOverlay(LayerManager* aManager, nsIntRect aRect)
}
if (!mResizerImage) {
mResizerImage = TextureImage::Create(manager->gl(),
nsIntSize(15, 15),
gfxASurface::CONTENT_COLOR_ALPHA,
LOCAL_GL_CLAMP_TO_EDGE,
TextureImage::UseNearestFilter);
mResizerImage = manager->gl()->CreateTextureImage(nsIntSize(15, 15),
gfxASurface::CONTENT_COLOR_ALPHA,
LOCAL_GL_CLAMP_TO_EDGE,
TextureImage::UseNearestFilter);
// Creation of texture images can fail.
if (!mResizerImage)
@ -2461,7 +2457,7 @@ NSEvent* gLastDragMouseDownEvent = nil;
LayerManagerOGL *manager = static_cast<LayerManagerOGL*>(layerManager);
manager->SetClippingRegion(region);
glContext = (NSOpenGLContext *)manager->GetNSOpenGLContext();
glContext = (NSOpenGLContext *)manager->gl()->GetNativeData(mozilla::gl::GLContext::NativeGLContext);
if (!mGLContext) {
[self setGLContext:glContext];