Bug 942503 - Move BlitTextureImage out of GLContext - r=jgilbert

This commit is contained in:
Benoit Jacob 2013-11-28 15:57:19 -05:00
Родитель cbc3e900a8
Коммит 1095b2aa48
6 изменённых файлов: 370 добавлений и 292 удалений

Просмотреть файл

@ -0,0 +1,281 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* 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 "GLBlitTextureImageHelper.h"
#include "GLContext.h"
#include "nsRect.h"
#include "gfx2DGlue.h"
#include "gfxUtils.h"
namespace mozilla {
namespace gl {
GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl)
: mGL(gl)
, mBlitProgram(0)
, mBlitFramebuffer(0)
{
}
GLBlitTextureImageHelper::~GLBlitTextureImageHelper()
{
// Likely used by OGL Layers.
mGL->fDeleteProgram(mBlitProgram);
mGL->fDeleteFramebuffers(1, &mBlitFramebuffer);
}
void
GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect)
{
NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
if (aSrcRect.IsEmpty() || aDstRect.IsEmpty())
return;
int savedFb = 0;
mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
mGL->fDisable(LOCAL_GL_SCISSOR_TEST);
mGL->fDisable(LOCAL_GL_BLEND);
// 2.0 means scale up by two
float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
// We start iterating over all destination tiles
aDst->BeginTileIteration();
do {
// calculate portion of the tile that is going to be painted to
nsIntRect dstSubRect;
nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect());
dstSubRect.IntersectRect(aDstRect, dstTextureRect);
// this tile is not part of the destination rectangle aDstRect
if (dstSubRect.IsEmpty())
continue;
// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
nsIntRect dstInSrcRect(dstSubRect);
dstInSrcRect.MoveBy(-aDstRect.TopLeft());
// ...which might be of different size, hence scale accordingly
dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
dstInSrcRect.MoveBy(aSrcRect.TopLeft());
SetBlitFramebufferForDestTexture(aDst->GetTextureID());
UseBlitProgram();
aSrc->BeginTileIteration();
// now iterate over all tiles in the source Image...
do {
// calculate portion of the source tile that is in the source rect
nsIntRect srcSubRect;
nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
// this tile is not part of the source rect
if (srcSubRect.IsEmpty()) {
continue;
}
// calculate intersection of source rect with destination rect
srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
// this tile does not overlap the current destination tile
if (srcSubRect.IsEmpty()) {
continue;
}
// We now have the intersection of
// the current source tile
// and the desired source rectangle
// and the destination tile
// and the desired destination rectange
// in destination space.
// We need to transform this back into destination space, inverting the transform from (*)
nsIntRect srcSubInDstRect(srcSubRect);
srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
srcSubInDstRect.MoveBy(aDstRect.TopLeft());
// we transform these rectangles to be relative to the current src and dst tiles, respectively
nsIntSize srcSize = srcTextureRect.Size();
nsIntSize dstSize = dstTextureRect.Size();
srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
mGL->PushViewportRect(nsIntRect(0, 0, dstSize.width, dstSize.height));
RectTriangles rects;
nsIntSize realTexSize = srcSize;
if (!mGL->CanUploadNonPowerOfTwo()) {
realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
gfx::NextPowerOfTwo(srcSize.height));
}
if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
dx0, dy0, dx1, dy1,
/* tex coords */
srcSubRect.x / float(realTexSize.width),
srcSubRect.y / float(realTexSize.height),
srcSubRect.XMost() / float(realTexSize.width),
srcSubRect.YMost() / float(realTexSize.height));
} else {
DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
// from the 0..1 that it comes out of decompose
RectTriangles::vert_coord* v = (RectTriangles::vert_coord*)rects.vertexPointer();
for (unsigned int i = 0; i < rects.elements(); ++i) {
v[i].x = (v[i].x * (dx1 - dx0)) + dx0;
v[i].y = (v[i].y * (dy1 - dy0)) + dy0;
}
}
TextureImage::ScopedBindTexture texBind(aSrc, LOCAL_GL_TEXTURE0);
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexPointer());
mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoordPointer());
mGL->fEnableVertexAttribArray(0);
mGL->fEnableVertexAttribArray(1);
mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
mGL->fDisableVertexAttribArray(0);
mGL->fDisableVertexAttribArray(1);
mGL->PopViewportRect();
} while (aSrc->NextTile());
} while (aDst->NextTile());
mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
// unbind the previous texture from the framebuffer
SetBlitFramebufferForDestTexture(0);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
mGL->fEnable(LOCAL_GL_SCISSOR_TEST);
mGL->fEnable(LOCAL_GL_BLEND);
}
void
GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture)
{
if (!mBlitFramebuffer) {
mGL->fGenFramebuffers(1, &mBlitFramebuffer);
}
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
aTexture,
0);
GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
nsAutoCString msg;
msg.Append("Framebuffer not complete -- error 0x");
msg.AppendInt(result, 16);
// Note: if you are hitting this, it is likely that
// your texture is not texture complete -- that is, you
// allocated a texture name, but didn't actually define its
// size via a call to TexImage2D.
NS_RUNTIMEABORT(msg.get());
}
}
void
GLBlitTextureImageHelper::UseBlitProgram()
{
if (mBlitProgram) {
mGL->fUseProgram(mBlitProgram);
return;
}
mBlitProgram = mGL->fCreateProgram();
GLuint shaders[2];
shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
const char *blitVSSrc =
"attribute vec2 aVertex;"
"attribute vec2 aTexCoord;"
"varying vec2 vTexCoord;"
"void main() {"
" vTexCoord = aTexCoord;"
" gl_Position = vec4(aVertex, 0.0, 1.0);"
"}";
const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
"uniform sampler2D uSrcTexture;"
"varying vec2 vTexCoord;"
"void main() {"
" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
"}";
mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr);
mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr);
for (int i = 0; i < 2; ++i) {
GLint success, len = 0;
mGL->fCompileShader(shaders[i]);
mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
NS_ASSERTION(success, "Shader compilation failed!");
if (!success) {
nsAutoCString log;
mGL->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
log.SetCapacity(len);
mGL->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
printf_stderr("Shader %d compilation failed:\n%s\n", log.get());
return;
}
mGL->fAttachShader(mBlitProgram, shaders[i]);
mGL->fDeleteShader(shaders[i]);
}
mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex");
mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
mGL->fLinkProgram(mBlitProgram);
GLint success, len = 0;
mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
NS_ASSERTION(success, "Shader linking failed!");
if (!success) {
nsAutoCString log;
mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
log.SetCapacity(len);
mGL->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
printf_stderr("Program linking failed:\n%s\n", log.get());
return;
}
mGL->fUseProgram(mBlitProgram);
mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
}
}
}

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@ -0,0 +1,69 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* 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 GLBLITTEXTUREIMAGEHELPER_H_
#define GLBLITTEXTUREIMAGEHELPER_H_
#include "mozilla/Attributes.h"
#include "GLContextTypes.h"
#include "GLConsts.h"
struct nsIntRect;
namespace mozilla {
namespace gl {
class GLContext;
class TextureImage;
class GLBlitTextureImageHelper MOZ_FINAL
{
// The GLContext is the sole owner of the GLBlitTextureImageHelper.
GLContext* mGL;
// lazy-initialized things
GLuint mBlitProgram, mBlitFramebuffer;
void UseBlitProgram();
void SetBlitFramebufferForDestTexture(GLuint aTexture);
public:
GLBlitTextureImageHelper(GLContext *gl);
~GLBlitTextureImageHelper();
/**
* Copy a rectangle from one TextureImage into another. The
* source and destination are given in integer coordinates, and
* will be converted to texture coordinates.
*
* For the source texture, the wrap modes DO apply -- it's valid
* to use REPEAT or PAD and expect appropriate behaviour if the source
* rectangle extends beyond its bounds.
*
* For the destination texture, the wrap modes DO NOT apply -- the
* destination will be clipped by the bounds of the texture.
*
* Note: calling this function will cause the following OpenGL state
* to be changed:
*
* - current program
* - framebuffer binding
* - viewport
* - blend state (will be enabled at end)
* - scissor state (will be enabled at end)
* - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit])
* - array buffer binding (will be 0)
* - active texture (will be 0)
* - texture 0 binding
*/
void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect);
};
}
}
#endif // GLBLITTEXTUREIMAGEHELPER_H_

Просмотреть файл

@ -11,6 +11,7 @@
#include "GLContext.h"
#include "GLBlitHelper.h"
#include "GLBlitTextureImageHelper.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPlatform.h"
@ -260,8 +261,6 @@ GLContext::GLContext(const SurfaceCaps& caps,
#endif
mSharedContext(sharedContext),
mFlipped(false),
mBlitProgram(0),
mBlitFramebuffer(0),
mCaps(caps),
mScreen(nullptr),
mLockedSurface(nullptr),
@ -1853,12 +1852,7 @@ GLContext::MarkDestroyed()
DestroyScreenBuffer();
mBlitHelper = nullptr;
// Likely used by OGL Layers.
fDeleteProgram(mBlitProgram);
mBlitProgram = 0;
fDeleteFramebuffers(1, &mBlitFramebuffer);
mBlitFramebuffer = 0;
mBlitTextureImageHelper = nullptr;
mTexGarbageBin->GLContextTeardown();
} else {
@ -2324,150 +2318,6 @@ GLContext::ReadPixelsIntoImageSurface(gfxImageSurface* dest)
#endif
}
void
GLContext::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect)
{
NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
if (aSrcRect.IsEmpty() || aDstRect.IsEmpty())
return;
int savedFb = 0;
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
fDisable(LOCAL_GL_SCISSOR_TEST);
fDisable(LOCAL_GL_BLEND);
// 2.0 means scale up by two
float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
// We start iterating over all destination tiles
aDst->BeginTileIteration();
do {
// calculate portion of the tile that is going to be painted to
nsIntRect dstSubRect;
nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect());
dstSubRect.IntersectRect(aDstRect, dstTextureRect);
// this tile is not part of the destination rectangle aDstRect
if (dstSubRect.IsEmpty())
continue;
// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
nsIntRect dstInSrcRect(dstSubRect);
dstInSrcRect.MoveBy(-aDstRect.TopLeft());
// ...which might be of different size, hence scale accordingly
dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
dstInSrcRect.MoveBy(aSrcRect.TopLeft());
SetBlitFramebufferForDestTexture(aDst->GetTextureID());
UseBlitProgram();
aSrc->BeginTileIteration();
// now iterate over all tiles in the source Image...
do {
// calculate portion of the source tile that is in the source rect
nsIntRect srcSubRect;
nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
// this tile is not part of the source rect
if (srcSubRect.IsEmpty()) {
continue;
}
// calculate intersection of source rect with destination rect
srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
// this tile does not overlap the current destination tile
if (srcSubRect.IsEmpty()) {
continue;
}
// We now have the intersection of
// the current source tile
// and the desired source rectangle
// and the destination tile
// and the desired destination rectange
// in destination space.
// We need to transform this back into destination space, inverting the transform from (*)
nsIntRect srcSubInDstRect(srcSubRect);
srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
srcSubInDstRect.MoveBy(aDstRect.TopLeft());
// we transform these rectangles to be relative to the current src and dst tiles, respectively
nsIntSize srcSize = srcTextureRect.Size();
nsIntSize dstSize = dstTextureRect.Size();
srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
PushViewportRect(nsIntRect(0, 0, dstSize.width, dstSize.height));
RectTriangles rects;
nsIntSize realTexSize = srcSize;
if (!CanUploadNonPowerOfTwo()) {
realTexSize = nsIntSize(NextPowerOfTwo(srcSize.width),
NextPowerOfTwo(srcSize.height));
}
if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
dx0, dy0, dx1, dy1,
/* tex coords */
srcSubRect.x / float(realTexSize.width),
srcSubRect.y / float(realTexSize.height),
srcSubRect.XMost() / float(realTexSize.width),
srcSubRect.YMost() / float(realTexSize.height));
} else {
DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
// from the 0..1 that it comes out of decompose
RectTriangles::vert_coord* v = (RectTriangles::vert_coord*)rects.vertexPointer();
for (unsigned int i = 0; i < rects.elements(); ++i) {
v[i].x = (v[i].x * (dx1 - dx0)) + dx0;
v[i].y = (v[i].y * (dy1 - dy0)) + dy0;
}
}
TextureImage::ScopedBindTexture texBind(aSrc, LOCAL_GL_TEXTURE0);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexPointer());
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoordPointer());
fEnableVertexAttribArray(0);
fEnableVertexAttribArray(1);
fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
fDisableVertexAttribArray(0);
fDisableVertexAttribArray(1);
PopViewportRect();
} while (aSrc->NextTile());
} while (aDst->NextTile());
fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
// unbind the previous texture from the framebuffer
SetBlitFramebufferForDestTexture(0);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
fEnable(LOCAL_GL_SCISSOR_TEST);
fEnable(LOCAL_GL_BLEND);
}
static unsigned int
DataOffset(const nsIntPoint &aPoint, int32_t aStride, gfxImageFormat aFormat)
{
@ -2959,111 +2809,6 @@ GLContext::TexSubImage2DWithoutUnpackSubimage(GLenum target, GLint level,
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
}
void
GLContext::UseBlitProgram()
{
if (mBlitProgram) {
fUseProgram(mBlitProgram);
return;
}
mBlitProgram = fCreateProgram();
GLuint shaders[2];
shaders[0] = fCreateShader(LOCAL_GL_VERTEX_SHADER);
shaders[1] = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
const char *blitVSSrc =
"attribute vec2 aVertex;"
"attribute vec2 aTexCoord;"
"varying vec2 vTexCoord;"
"void main() {"
" vTexCoord = aTexCoord;"
" gl_Position = vec4(aVertex, 0.0, 1.0);"
"}";
const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
"uniform sampler2D uSrcTexture;"
"varying vec2 vTexCoord;"
"void main() {"
" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
"}";
fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr);
fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr);
for (int i = 0; i < 2; ++i) {
GLint success, len = 0;
fCompileShader(shaders[i]);
fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
NS_ASSERTION(success, "Shader compilation failed!");
if (!success) {
nsAutoCString log;
fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
log.SetCapacity(len);
fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
printf_stderr("Shader %d compilation failed:\n%s\n", log.get());
return;
}
fAttachShader(mBlitProgram, shaders[i]);
fDeleteShader(shaders[i]);
}
fBindAttribLocation(mBlitProgram, 0, "aVertex");
fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
fLinkProgram(mBlitProgram);
GLint success, len = 0;
fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
NS_ASSERTION(success, "Shader linking failed!");
if (!success) {
nsAutoCString log;
fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
log.SetCapacity(len);
fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
printf_stderr("Program linking failed:\n%s\n", log.get());
return;
}
fUseProgram(mBlitProgram);
fUniform1i(fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
}
void
GLContext::SetBlitFramebufferForDestTexture(GLuint aTexture)
{
if (!mBlitFramebuffer) {
fGenFramebuffers(1, &mBlitFramebuffer);
}
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
aTexture,
0);
GLenum result = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
nsAutoCString msg;
msg.Append("Framebuffer not complete -- error 0x");
msg.AppendInt(result, 16);
// Note: if you are hitting this, it is likely that
// your texture is not texture complete -- that is, you
// allocated a texture name, but didn't actually define its
// size via a call to TexImage2D.
NS_RUNTIMEABORT(msg.get());
}
}
#ifdef DEBUG
void
@ -3361,6 +3106,16 @@ GLContext::BlitHelper()
return mBlitHelper;
}
GLBlitTextureImageHelper*
GLContext::BlitTextureImageHelper()
{
if (!mBlitTextureImageHelper) {
mBlitTextureImageHelper = new GLBlitTextureImageHelper(this);
}
return mBlitTextureImageHelper;
}
bool
DoesStringMatch(const char* aString, const char *aWantedString)
{

Просмотреть файл

@ -64,6 +64,7 @@ namespace mozilla {
class GLScreenBuffer;
class TextureGarbageBin;
class GLBlitHelper;
class GLBlitTextureImageHelper;
}
namespace layers {
@ -2762,34 +2763,6 @@ public:
TemporaryRef<gfx::SourceSurface> ReadPixelsToSourceSurface(const gfx::IntSize &aSize);
/**
* Copy a rectangle from one TextureImage into another. The
* source and destination are given in integer coordinates, and
* will be converted to texture coordinates.
*
* For the source texture, the wrap modes DO apply -- it's valid
* to use REPEAT or PAD and expect appropriate behaviour if the source
* rectangle extends beyond its bounds.
*
* For the destination texture, the wrap modes DO NOT apply -- the
* destination will be clipped by the bounds of the texture.
*
* Note: calling this function will cause the following OpenGL state
* to be changed:
*
* - current program
* - framebuffer binding
* - viewport
* - blend state (will be enabled at end)
* - scissor state (will be enabled at end)
* - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit])
* - array buffer binding (will be 0)
* - active texture (will be 0)
* - texture 0 binding
*/
void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect);
/**
* Creates a RGB/RGBA texture (or uses one provided) and uploads the surface
* contents to it within aSrcRect.
@ -2943,16 +2916,13 @@ protected:
#endif
bool mFlipped;
// lazy-initialized things
GLuint mBlitProgram, mBlitFramebuffer;
void UseBlitProgram();
void SetBlitFramebufferForDestTexture(GLuint aTexture);
ScopedDeletePtr<GLBlitHelper> mBlitHelper;
ScopedDeletePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
public:
GLBlitHelper* BlitHelper();
GLBlitTextureImageHelper* BlitTextureImageHelper();
// Assumes shares are created by all sharing with the same global context.
bool SharesWith(const GLContext* other) const {

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@ -29,6 +29,7 @@ EXPORTS += [
'DecomposeIntoNoRepeatTriangles.h',
'ForceDiscreteGPUHelperCGL.h',
'GfxTexturesReporter.h',
'GLBlitTextureImageHelper.h',
'GLConsts.h',
'GLContext.h',
'GLContextProvider.h',
@ -106,6 +107,7 @@ UNIFIED_SOURCES += [
'DecomposeIntoNoRepeatTriangles.cpp',
'GfxTexturesReporter.cpp',
'GLBlitHelper.cpp',
'GLBlitTextureImageHelper.cpp',
'GLContext.cpp',
'GLContextFeatures.cpp',
'GLContextTypes.cpp',

Просмотреть файл

@ -29,6 +29,7 @@
#include "nsPoint.h" // for nsIntPoint
#include "nsRegion.h" // for nsIntRegion
#include "GfxTexturesReporter.h" // for GfxTexturesReporter
#include "GLBlitTextureImageHelper.h"
#ifdef XP_MACOSX
#include "SharedSurfaceIO.h"
#include "mozilla/layers/MacIOSurfaceTextureHostOGL.h"
@ -515,8 +516,8 @@ TextureImageDeprecatedTextureHostOGL::CopyTo(const nsIntRect& aSourceRect,
aDest->AsSourceOGL()->AsTextureImageDeprecatedTextureHost();
MOZ_ASSERT(dest, "Incompatible destination type!");
mGL->BlitTextureImage(mTexture, aSourceRect,
dest->mTexture, aDestRect);
mGL->BlitTextureImageHelper()->BlitTextureImage(mTexture, aSourceRect,
dest->mTexture, aDestRect);
dest->mTexture->MarkValid();
}