Bug 905589 - Use VBO instead of client side rendering. r=bas

This commit is contained in:
Andreas Gal 2013-08-22 12:54:21 -04:00
Родитель 2f01c65368
Коммит 15c39ccfd7
6 изменённых файлов: 152 добавлений и 56 удалений

36
gfx/gl/VBOArena.cpp Normal file
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@ -0,0 +1,36 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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 "VBOArena.h"
using namespace mozilla::gl;
GLuint VBOArena::Allocate(GLContext *aGLContext)
{
if (!mAvailableVBOs.size()) {
GLuint vbo;
aGLContext->fGenBuffers(1, &vbo);
mAllocatedVBOs.push_back(vbo);
return vbo;
}
GLuint vbo = mAvailableVBOs.back();
mAvailableVBOs.pop_back();
return vbo;
}
void VBOArena::Reset()
{
mAvailableVBOs = mAllocatedVBOs;
}
void VBOArena::Flush(GLContext *aGLContext)
{
if (mAvailableVBOs.size()) {
#ifdef DEBUG
printf_stderr("VBOArena::Flush for %u VBOs\n", mAvailableVBOs.size());
#endif
aGLContext->fDeleteBuffers(mAvailableVBOs.size(), mAvailableVBOs.data());
}
}

33
gfx/gl/VBOArena.h Normal file
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@ -0,0 +1,33 @@
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* 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 VBOARENA_H_
#define VBOARENA_H_
#include "GLContext.h"
#include <vector>
namespace mozilla {
namespace gl {
class VBOArena {
public:
// Allocate a new VBO.
GLuint Allocate(GLContext *aGLContext);
// Re-use previously allocated VBOs.
void Reset();
// Throw away all allocated VBOs.
void Flush(GLContext *aGLContext);
private:
std::vector<GLuint> mAllocatedVBOs;
std::vector<GLuint> mAvailableVBOs;
};
}
}
#endif

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@ -53,6 +53,7 @@ EXPORTS += [
'SurfaceFactory.h',
'SurfaceStream.h',
'SurfaceTypes.h',
'VBOArena.h',
]
if CONFIG['MOZ_X11']:
@ -112,6 +113,7 @@ CPP_SOURCES += [
'SharedSurfaceGL.cpp',
'SurfaceFactory.cpp',
'SurfaceStream.cpp',
'VBOArena.cpp',
]
FAIL_ON_WARNINGS = True

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@ -9,6 +9,7 @@
#include <stdlib.h> // for free, malloc
#include "FPSCounter.h" // for FPSState, FPSCounter
#include "GLContextProvider.h" // for GLContextProvider
#include "LayerManagerOGL.h" // for BUFFER_OFFSET
#include "Layers.h" // for WriteSnapshotToDumpFile
#include "gfx2DGlue.h" // for ThebesFilter
#include "gfx3DMatrix.h" // for gfx3DMatrix
@ -56,6 +57,51 @@ static inline IntSize ns2gfxSize(const nsIntSize& s) {
return IntSize(s.width, s.height);
}
// Draw the supplied geometry with the already selected shader. Both aArray1
// and aArray2 are expected to have a stride of 2 * sizeof(GLfloat).
static void
DrawWithVertexBuffer2(GLContext *aGLContext, VBOArena &aVBOs,
GLenum aMode, GLsizei aElements,
GLint aAttr1, GLfloat *aArray1,
GLint aAttr2, GLfloat *aArray2)
{
GLsizei bytes = aElements * 2 * sizeof(GLfloat);
aGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER,
aVBOs.Allocate(aGLContext));
aGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
2 * bytes,
nullptr,
LOCAL_GL_STREAM_DRAW);
aGLContext->fBufferSubData(LOCAL_GL_ARRAY_BUFFER,
0,
bytes,
aArray1);
aGLContext->fBufferSubData(LOCAL_GL_ARRAY_BUFFER,
bytes,
bytes,
aArray2);
aGLContext->fEnableVertexAttribArray(aAttr1);
aGLContext->fEnableVertexAttribArray(aAttr2);
aGLContext->fVertexAttribPointer(aAttr1,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, BUFFER_OFFSET(0));
aGLContext->fVertexAttribPointer(aAttr2,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, BUFFER_OFFSET(bytes));
aGLContext->fDrawArrays(aMode, 0, aElements);
aGLContext->fDisableVertexAttribArray(aAttr1);
aGLContext->fDisableVertexAttribArray(aAttr2);
aGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
void
FPSState::DrawFPS(TimeStamp aNow,
@ -98,6 +144,8 @@ FPSState::DrawFPS(TimeStamp aNow,
free(buf);
}
mVBOs.Reset();
struct Vertex2D {
float x,y;
};
@ -191,44 +239,21 @@ FPSState::DrawFPS(TimeStamp aNow,
copyprog->Activate();
copyprog->SetTextureUnit(0);
// we're going to use client-side vertex arrays for this.
context->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// "COPY"
context->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO,
LOCAL_GL_ONE, LOCAL_GL_ZERO);
// enable our vertex attribs; we'll call glVertexPointer below
// to fill with the correct data.
GLint vcattr = copyprog->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLint tcattr = copyprog->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
context->fEnableVertexAttribArray(vcattr);
context->fEnableVertexAttribArray(tcattr);
context->fVertexAttribPointer(vcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, vertices);
context->fVertexAttribPointer(tcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, texCoords);
context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12);
context->fVertexAttribPointer(vcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, vertices2);
context->fVertexAttribPointer(tcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, texCoords2);
context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12);
DrawWithVertexBuffer2(context, mVBOs,
LOCAL_GL_TRIANGLE_STRIP, 12,
vcattr, (GLfloat *) vertices,
tcattr, (GLfloat *) texCoords);
DrawWithVertexBuffer2(context, mVBOs,
LOCAL_GL_TRIANGLE_STRIP, 12,
vcattr, (GLfloat *) vertices2,
tcattr, (GLfloat *) texCoords2);
}
#ifdef CHECK_CURRENT_PROGRAM
@ -312,9 +337,17 @@ CompositorOGL::GetTemporaryTexture(GLenum aTextureUnit)
void
CompositorOGL::Destroy()
{
if (gl() && mTextures.Length() > 0) {
if (gl()) {
gl()->MakeCurrent();
gl()->fDeleteTextures(mTextures.Length(), &mTextures[0]);
if (mTextures.Length() > 0) {
gl()->fDeleteTextures(mTextures.Length(), &mTextures[0]);
}
mVBOs.Flush(gl());
if (mFPS) {
if (mFPS->mTexture > 0)
gl()->fDeleteTextures(1, &mFPS->mTexture);
mFPS->mVBOs.Flush(gl());
}
}
mTextures.SetLength(0);
if (!mDestroyed) {
@ -557,10 +590,6 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");
// clear any bound VBO so that glVertexAttribPointer() goes back to
// "pointer mode"
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// Given what we know about these textures and coordinates, we can
// compute fmod(t, 1.0f) to get the same texture coordinate out. If
// the texCoordRect dimension is < 0 or > width/height, then we have
@ -614,25 +643,10 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
rects, flipped);
}
mGLContext->fVertexAttribPointer(vertAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
rects.vertexPointer());
mGLContext->fVertexAttribPointer(texCoordAttribIndex, 2,
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
rects.texCoordPointer());
{
mGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
{
mGLContext->fEnableVertexAttribArray(vertAttribIndex);
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
mGLContext->fDisableVertexAttribArray(vertAttribIndex);
}
mGLContext->fDisableVertexAttribArray(texCoordAttribIndex);
}
DrawWithVertexBuffer2(mGLContext, mVBOs,
LOCAL_GL_TRIANGLES, rects.elements(),
vertAttribIndex, rects.vertexPointer(),
texCoordAttribIndex, rects.texCoordPointer());
}
void
@ -769,6 +783,8 @@ CompositorOGL::BeginFrame(const Rect *aClipRectIn, const gfxMatrix& aTransform,
{
MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame or AbortFrame");
mVBOs.Reset();
mFrameInProgress = true;
gfxRect rect;
if (mUseExternalSurfaceSize) {

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@ -36,6 +36,8 @@
#include "nsTraceRefcnt.h" // for MOZ_COUNT_CTOR, etc
#include "nsXULAppAPI.h" // for XRE_GetProcessType
#include "nscore.h" // for NS_IMETHOD
#include "VBOArena.h" // for gl::VBOArena
class gfx3DMatrix;
class nsIWidget;
struct gfxMatrix;
@ -235,6 +237,11 @@ private:
* flipped and unflipped textures */
GLuint mQuadVBO;
/**
* When we can't use mQuadVBO, we allocate VBOs from this arena instead.
*/
gl::VBOArena mVBOs;
bool mHasBGRA;
/**

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@ -8,6 +8,7 @@
#include "GLDefs.h" // for GLuint
#include "mozilla/TimeStamp.h" // for TimeStamp, TimeDuration
#include "nsTArray.h" // for nsAutoTArray, nsTArray_Impl, etc
#include "VBOArena.h" // for gl::VBOArena
namespace mozilla {
namespace gl {
@ -70,6 +71,7 @@ struct FPSState {
GLuint mTexture;
FPSCounter mCompositionFps;
FPSCounter mTransactionFps;
gl::VBOArena mVBOs;
FPSState() : mTexture(0) { }