Bug 945586 - Move GLReadTexImageHelper out of GLContext - r=jgilbert

This commit is contained in:
Benoit Jacob 2014-01-02 10:17:22 -05:00
Родитель 4d5ddfd5df
Коммит 3526b0f910
6 изменённых файлов: 431 добавлений и 378 удалений

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@ -12,6 +12,7 @@
#include "GLContext.h"
#include "GLBlitHelper.h"
#include "GLBlitTextureImageHelper.h"
#include "GLReadTexImageHelper.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPlatform.h"
@ -275,11 +276,6 @@ GLContext::GLContext(const SurfaceCaps& caps,
mWorkAroundDriverBugs(true)
{
mOwningThread = NS_GetCurrentThread();
mReadTextureImagePrograms[0] = 0;
mReadTextureImagePrograms[1] = 0;
mReadTextureImagePrograms[2] = 0;
mReadTextureImagePrograms[3] = 0;
}
GLContext::~GLContext() {
@ -1605,11 +1601,7 @@ GLContext::MarkDestroyed()
mBlitHelper = nullptr;
mBlitTextureImageHelper = nullptr;
fDeleteProgram(mReadTextureImagePrograms[0]);
fDeleteProgram(mReadTextureImagePrograms[1]);
fDeleteProgram(mReadTextureImagePrograms[2]);
fDeleteProgram(mReadTextureImagePrograms[3]);
mReadTexImageHelper = nullptr;
mTexGarbageBin->GLContextTeardown();
} else {
@ -1694,340 +1686,6 @@ GLContext::GetTexImage(GLuint aTexture, bool aYInvert, SurfaceFormat aFormat)
return surf.forget();
}
static float
gReadTextureImageVerts[4*4] = {
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
static float*
ReadTextureVertexArray()
{
return gReadTextureImageVerts;
}
static float
gReadTextureImageTexcoords[2*4] = {
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
};
static float*
ReadTextureTexCoordArray(float aWidth, float aHeight, bool aFlip)
{
const float u0 = 0.0f;
const float u1 = aWidth;
const float v0 = (aFlip) ? aHeight : 0.0f;
const float v1 = (aFlip) ? 0.0f : aHeight;
float* uvs = gReadTextureImageTexcoords;
uvs[0] = u0;
uvs[1] = v0;
uvs[2] = u1;
uvs[3] = v0;
uvs[4] = u0;
uvs[5] = v1;
uvs[6] = u1;
uvs[7] = v1;
return uvs;
}
static const char*
gReadTextureImageVS =
"attribute vec4 aVertex;\n"
"attribute vec2 aTexCoord;\n"
"varying vec2 vTexCoord;\n"
"void main() { gl_Position = aVertex; vTexCoord = aTexCoord; }";
static const char*
gReadTextureImageFS[] = {
/* TEXTURE_2D */
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"
,
/* TEXTURE_2D with R/B swizzling */
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord).bgra; }"
,
/* TEXTURE_EXTERNAL */
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform samplerExternalOES uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"
,
/* TEXTURE_RECTANGLE */
"#extension GL_ARB_texture_rectangle\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2DRect uTexture;\n"
"void main() { gl_FragColor = texture2DRect(uTexture, vTexCoord).bgra; }"
};
GLuint
GLContext::TextureImageProgramFor(GLenum aTextureTarget, int aShader) {
int variant = 0;
if (aTextureTarget == LOCAL_GL_TEXTURE_2D &&
(aShader == layers::BGRALayerProgramType ||
aShader == layers::BGRXLayerProgramType))
{ // Need to swizzle R/B.
variant = 1;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_EXTERNAL) {
variant = 2;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) {
variant = 3;
}
/* This might be overkill, but assure that we don't access out-of-bounds */
MOZ_ASSERT((size_t) variant < ArrayLength(mReadTextureImagePrograms));
if (!mReadTextureImagePrograms[variant]) {
GLuint vs = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fShaderSource(vs, 1, (const GLchar**) &gReadTextureImageVS, NULL);
fCompileShader(vs);
GLuint fs = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(fs, 1, (const GLchar**) &gReadTextureImageFS[variant], NULL);
fCompileShader(fs);
GLuint program = fCreateProgram();
fAttachShader(program, vs);
fAttachShader(program, fs);
fBindAttribLocation(program, 0, "aVertex");
fBindAttribLocation(program, 1, "aTexCoord");
fLinkProgram(program);
GLint success;
fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &success);
if (!success) {
fDeleteProgram(program);
program = 0;
}
fDeleteShader(vs);
fDeleteShader(fs);
mReadTextureImagePrograms[variant] = program;
}
return mReadTextureImagePrograms[variant];
}
static bool
DidGLErrorOccur(GLContext* aGL, const char* str)
{
GLenum error = aGL->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s (0x%04x) %s\n",
aGL->GLErrorToString(error), error, str);
return true;
}
return false;
}
bool
GLContext::ReadBackPixelsIntoSurface(gfxImageSurface* aSurface, const gfxIntSize& aSize) {
GLint oldPackAlignment;
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &oldPackAlignment);
if (oldPackAlignment != 4)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
fReadPixels(0, 0, aSize.width, aSize.height,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
aSurface->Data());
bool result = DidGLErrorOccur(this, "when reading pixels into surface");
if (oldPackAlignment != 4)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, oldPackAlignment);
return result;
}
#define CLEANUP_IF_GLERROR_OCCURRED(x) \
if (DidGLErrorOccur(this, (x))) { \
isurf = nullptr; \
break; \
}
already_AddRefed<gfxImageSurface>
GLContext::ReadTextureImage(GLuint aTextureId,
GLenum aTextureTarget,
const gfxIntSize& aSize,
/* ShaderProgramType */ int aShaderProgram,
bool aYInvert)
{
// Check aShaderProgram is in bounds for a layers::ShaderProgramType
MOZ_ASSERT(0 <= aShaderProgram && aShaderProgram < NumProgramTypes);
if (aTextureTarget != LOCAL_GL_TEXTURE_2D &&
aTextureTarget != LOCAL_GL_TEXTURE_EXTERNAL &&
aTextureTarget != LOCAL_GL_TEXTURE_RECTANGLE_ARB)
{
printf_stderr("ReadTextureImage target is not TEXTURE_2D || "
"TEXTURE_EXTERNAL || TEXTURE_RECTANGLE\n");
return nullptr;
}
MakeCurrent();
/* Allocate resulting image surface */
nsRefPtr<gfxImageSurface> isurf;
isurf = new gfxImageSurface(aSize, gfxImageFormatARGB32);
if (!isurf || isurf->CairoStatus()) {
isurf = nullptr;
return isurf.forget();
}
realGLboolean oldBlend, oldScissor;
GLint oldrb, oldfb, oldprog, oldTexUnit, oldTex;
GLuint rb, fb;
do {
/* Save current GL state */
oldBlend = fIsEnabled(LOCAL_GL_BLEND);
oldScissor = fIsEnabled(LOCAL_GL_SCISSOR_TEST);
fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb);
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb);
fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog);
fGetIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &oldTexUnit);
fActiveTexture(LOCAL_GL_TEXTURE0);
switch (aTextureTarget) {
case LOCAL_GL_TEXTURE_2D:
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex);
break;
case LOCAL_GL_TEXTURE_EXTERNAL:
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldTex);
break;
case LOCAL_GL_TEXTURE_RECTANGLE:
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_RECTANGLE, &oldTex);
break;
default: /* Already checked above */
break;
}
/* Set required GL state */
fDisable(LOCAL_GL_BLEND);
fDisable(LOCAL_GL_SCISSOR_TEST);
PushViewportRect(nsIntRect(0, 0, aSize.width, aSize.height));
/* Setup renderbuffer */
fGenRenderbuffers(1, &rb);
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
GLenum rbInternalFormat =
IsGLES2()
? (IsExtensionSupported(OES_rgb8_rgba8) ? LOCAL_GL_RGBA8 : LOCAL_GL_RGBA4)
: LOCAL_GL_RGBA;
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, rbInternalFormat, aSize.width, aSize.height);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating renderbuffer");
/* Setup framebuffer */
fGenFramebuffers(1, &fb);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, rb);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating framebuffer");
if (fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
printf_stderr("framebuffer is incomplete\n");
break; //goto cleanup;
}
/* Setup vertex and fragment shader */
layers::ShaderProgramType shaderProgram = (ShaderProgramType) aShaderProgram;
GLuint program = TextureImageProgramFor(aTextureTarget, shaderProgram);
if (!program) {
printf_stderr("failed to compile program for texture target %u and"
" shader program type %d\n",
aTextureTarget, aShaderProgram);
break; // goto cleanup;
}
fUseProgram(program);
CLEANUP_IF_GLERROR_OCCURRED("when using program");
fUniform1i(fGetUniformLocation(program, "uTexture"), 0);
CLEANUP_IF_GLERROR_OCCURRED("when setting uniform location");
/* Setup quad geometry */
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
fEnableVertexAttribArray(0);
fEnableVertexAttribArray(1);
float w = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.width : 1.0f;
float h = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.height : 1.0f;
fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, ReadTextureVertexArray());
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, ReadTextureTexCoordArray(w, h, aYInvert));
/* Bind the texture */
if (aTextureId) {
fBindTexture(aTextureTarget, aTextureId);
CLEANUP_IF_GLERROR_OCCURRED("when binding texture");
}
/* Draw quad */
fClearColor(1.0f, 0.0f, 1.0f, 1.0f);
fClear(LOCAL_GL_COLOR_BUFFER_BIT);
CLEANUP_IF_GLERROR_OCCURRED("when clearing color buffer");
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
CLEANUP_IF_GLERROR_OCCURRED("when drawing texture");
fDisableVertexAttribArray(1);
fDisableVertexAttribArray(0);
/* Read-back draw results */
ReadBackPixelsIntoSurface(isurf, aSize);
CLEANUP_IF_GLERROR_OCCURRED("when reading pixels into surface");
} while (false);
/* Restore GL state */
//cleanup:
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb);
fUseProgram(oldprog);
// note that deleting 0 has no effect in any of these calls
fDeleteRenderbuffers(1, &rb);
fDeleteFramebuffers(1, &fb);
if (oldBlend)
fEnable(LOCAL_GL_BLEND);
if (oldScissor)
fEnable(LOCAL_GL_SCISSOR_TEST);
if (aTextureId)
fBindTexture(aTextureTarget, oldTex);
if (oldTexUnit != LOCAL_GL_TEXTURE0)
fActiveTexture(oldTexUnit);
PopViewportRect();
return isurf.forget();
}
#undef CLEANUP_IF_GLERROR_OCCURRED
static bool
GetActualReadFormats(GLContext* gl, GLenum destFormat, GLenum destType,
GLenum& readFormat, GLenum& readType)
@ -2579,6 +2237,16 @@ GLContext::BlitTextureImageHelper()
return mBlitTextureImageHelper;
}
GLReadTexImageHelper*
GLContext::ReadTexImageHelper()
{
if (!mReadTexImageHelper) {
mReadTexImageHelper = new GLReadTexImageHelper(this);
}
return mReadTexImageHelper;
}
bool
DoesStringMatch(const char* aString, const char *aWantedString)
{

Просмотреть файл

@ -70,6 +70,7 @@ namespace mozilla {
class TextureGarbageBin;
class GLBlitHelper;
class GLBlitTextureImageHelper;
class GLReadTexImageHelper;
}
namespace layers {
@ -2581,35 +2582,6 @@ public:
virtual bool RenewSurface() { return false; }
private:
/**
* Helpers for ReadTextureImage
*/
GLuint TextureImageProgramFor(GLenum aTextureTarget, int aShader);
bool ReadBackPixelsIntoSurface(gfxImageSurface* aSurface, const gfxIntSize& aSize);
public:
/**
* Read the image data contained in aTexture, and return it as an ImageSurface.
* If GL_RGBA is given as the format, a gfxImageFormatARGB32 surface is returned.
* Not implemented yet:
* If GL_RGB is given as the format, a gfxImageFormatRGB24 surface is returned.
* If GL_LUMINANCE is given as the format, a gfxImageFormatA8 surface is returned.
*
* THIS IS EXPENSIVE. It is ridiculously expensive. Only do this
* if you absolutely positively must, and never in any performance
* critical path.
*
* NOTE: aShaderProgram is really mozilla::layers::ShaderProgramType. It is
* passed as int to eliminate including LayerManagerOGLProgram.h in this
* hub header.
*/
already_AddRefed<gfxImageSurface> ReadTextureImage(GLuint aTextureId,
GLenum aTextureTarget,
const gfxIntSize& aSize,
/* ShaderProgramType */ int aShaderProgram,
bool aYInvert = false);
already_AddRefed<gfxImageSurface> GetTexImage(GLuint aTexture,
bool aYInvert,
SurfaceFormat aFormat);
@ -2689,11 +2661,13 @@ protected:
ScopedDeletePtr<GLBlitHelper> mBlitHelper;
ScopedDeletePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
ScopedDeletePtr<GLReadTexImageHelper> mReadTexImageHelper;
public:
GLBlitHelper* BlitHelper();
GLBlitTextureImageHelper* BlitTextureImageHelper();
GLReadTexImageHelper* ReadTexImageHelper();
// Assumes shares are created by all sharing with the same global context.
bool SharesWith(const GLContext* other) const {
@ -2861,8 +2835,6 @@ public:
bool IsOffscreenSizeAllowed(const gfx::IntSize& aSize) const;
protected:
GLuint mReadTextureImagePrograms[4];
bool InitWithPrefix(const char *prefix, bool trygl);
void InitExtensions();

Просмотреть файл

@ -0,0 +1,347 @@
/* -*- 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 "GLReadTexImageHelper.h"
#include "GLContext.h"
#include "OGLShaderProgram.h"
#include "gfxTypes.h"
namespace mozilla {
namespace gl {
GLReadTexImageHelper::GLReadTexImageHelper(GLContext* gl)
: mGL(gl)
{
mPrograms[0] = 0;
mPrograms[1] = 0;
mPrograms[2] = 0;
mPrograms[3] = 0;
}
GLReadTexImageHelper::~GLReadTexImageHelper()
{
mGL->fDeleteProgram(mPrograms[0]);
mGL->fDeleteProgram(mPrograms[1]);
mGL->fDeleteProgram(mPrograms[2]);
mGL->fDeleteProgram(mPrograms[3]);
}
static const char*
readTextureImageVS =
"attribute vec4 aVertex;\n"
"attribute vec2 aTexCoord;\n"
"varying vec2 vTexCoord;\n"
"void main() { gl_Position = aVertex; vTexCoord = aTexCoord; }";
static const char*
readTextureImageFS[] = {
/* TEXTURE_2D */
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"
,
/* TEXTURE_2D with R/B swizzling */
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord).bgra; }"
,
/* TEXTURE_EXTERNAL */
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform samplerExternalOES uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"
,
/* TEXTURE_RECTANGLE */
"#extension GL_ARB_texture_rectangle\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2DRect uTexture;\n"
"void main() { gl_FragColor = texture2DRect(uTexture, vTexCoord).bgra; }"
};
GLuint
GLReadTexImageHelper::TextureImageProgramFor(GLenum aTextureTarget, int aShader) {
int variant = 0;
if (aTextureTarget == LOCAL_GL_TEXTURE_2D &&
(aShader == layers::BGRALayerProgramType ||
aShader == layers::BGRXLayerProgramType))
{ // Need to swizzle R/B.
variant = 1;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_EXTERNAL) {
variant = 2;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) {
variant = 3;
}
/* This might be overkill, but assure that we don't access out-of-bounds */
MOZ_ASSERT((size_t) variant < ArrayLength(mPrograms));
if (!mPrograms[variant]) {
GLuint vs = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
mGL->fShaderSource(vs, 1, (const GLchar**) &readTextureImageVS, NULL);
mGL->fCompileShader(vs);
GLuint fs = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
mGL->fShaderSource(fs, 1, (const GLchar**) &readTextureImageFS[variant], NULL);
mGL->fCompileShader(fs);
GLuint program = mGL->fCreateProgram();
mGL->fAttachShader(program, vs);
mGL->fAttachShader(program, fs);
mGL->fBindAttribLocation(program, 0, "aVertex");
mGL->fBindAttribLocation(program, 1, "aTexCoord");
mGL->fLinkProgram(program);
GLint success;
mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &success);
if (!success) {
mGL->fDeleteProgram(program);
program = 0;
}
mGL->fDeleteShader(vs);
mGL->fDeleteShader(fs);
mPrograms[variant] = program;
}
return mPrograms[variant];
}
bool
GLReadTexImageHelper::DidGLErrorOccur(const char* str)
{
GLenum error = mGL->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s (0x%04x) %s\n",
mGL->GLErrorToString(error), error, str);
return true;
}
return false;
}
bool
GLReadTexImageHelper::ReadBackPixelsIntoSurface(gfxImageSurface* aSurface, const gfxIntSize& aSize) {
GLint oldPackAlignment;
mGL->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &oldPackAlignment);
if (oldPackAlignment != 4)
mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
mGL->fReadPixels(0, 0, aSize.width, aSize.height,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
aSurface->Data());
bool result = DidGLErrorOccur("when reading pixels into surface");
if (oldPackAlignment != 4)
mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, oldPackAlignment);
return result;
}
#define CLEANUP_IF_GLERROR_OCCURRED(x) \
if (DidGLErrorOccur(x)) { \
isurf = nullptr; \
break; \
}
already_AddRefed<gfxImageSurface>
GLReadTexImageHelper::ReadTexImage(GLuint aTextureId,
GLenum aTextureTarget,
const gfxIntSize& aSize,
/* ShaderProgramType */ int aShaderProgram,
bool aYInvert)
{
// Check aShaderProgram is in bounds for a layers::ShaderProgramType
MOZ_ASSERT(0 <= aShaderProgram && aShaderProgram < NumProgramTypes);
if (aTextureTarget != LOCAL_GL_TEXTURE_2D &&
aTextureTarget != LOCAL_GL_TEXTURE_EXTERNAL &&
aTextureTarget != LOCAL_GL_TEXTURE_RECTANGLE_ARB)
{
printf_stderr("ReadTextureImage target is not TEXTURE_2D || "
"TEXTURE_EXTERNAL || TEXTURE_RECTANGLE\n");
return nullptr;
}
mGL->MakeCurrent();
/* Allocate resulting image surface */
nsRefPtr<gfxImageSurface> isurf;
isurf = new gfxImageSurface(aSize, gfxImageFormatARGB32);
if (!isurf || isurf->CairoStatus()) {
isurf = nullptr;
return isurf.forget();
}
realGLboolean oldBlend, oldScissor;
GLint oldrb, oldfb, oldprog, oldTexUnit, oldTex;
GLuint rb, fb;
do {
/* Save current GL state */
oldBlend = mGL->fIsEnabled(LOCAL_GL_BLEND);
oldScissor = mGL->fIsEnabled(LOCAL_GL_SCISSOR_TEST);
mGL->fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb);
mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb);
mGL->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog);
mGL->fGetIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &oldTexUnit);
mGL->fActiveTexture(LOCAL_GL_TEXTURE0);
switch (aTextureTarget) {
case LOCAL_GL_TEXTURE_2D:
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex);
break;
case LOCAL_GL_TEXTURE_EXTERNAL:
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldTex);
break;
case LOCAL_GL_TEXTURE_RECTANGLE:
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_RECTANGLE, &oldTex);
break;
default: /* Already checked above */
break;
}
/* Set required GL state */
mGL->fDisable(LOCAL_GL_BLEND);
mGL->fDisable(LOCAL_GL_SCISSOR_TEST);
mGL->PushViewportRect(nsIntRect(0, 0, aSize.width, aSize.height));
/* Setup renderbuffer */
mGL->fGenRenderbuffers(1, &rb);
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
GLenum rbInternalFormat =
mGL->IsGLES2()
? (mGL->IsExtensionSupported(GLContext::OES_rgb8_rgba8) ? LOCAL_GL_RGBA8 : LOCAL_GL_RGBA4)
: LOCAL_GL_RGBA;
mGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, rbInternalFormat, aSize.width, aSize.height);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating renderbuffer");
/* Setup framebuffer */
mGL->fGenFramebuffers(1, &fb);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, rb);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating framebuffer");
if (mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
printf_stderr("framebuffer is incomplete\n");
break; //goto cleanup;
}
/* Setup vertex and fragment shader */
layers::ShaderProgramType shaderProgram = (layers::ShaderProgramType) aShaderProgram;
GLuint program = TextureImageProgramFor(aTextureTarget, shaderProgram);
if (!program) {
printf_stderr("failed to compile program for texture target %u and"
" shader program type %d\n",
aTextureTarget, aShaderProgram);
break; // goto cleanup;
}
mGL->fUseProgram(program);
CLEANUP_IF_GLERROR_OCCURRED("when using program");
mGL->fUniform1i(mGL->fGetUniformLocation(program, "uTexture"), 0);
CLEANUP_IF_GLERROR_OCCURRED("when setting uniform location");
/* Setup quad geometry */
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mGL->fEnableVertexAttribArray(0);
mGL->fEnableVertexAttribArray(1);
float w = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.width : 1.0f;
float h = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.height : 1.0f;
const float
vertexArray[4*4] = {
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
mGL->fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertexArray);
const float u0 = 0.0f;
const float u1 = w;
const float v0 = aYInvert ? h : 0.0f;
const float v1 = aYInvert ? 0.0f : h;
const float texCoordArray[8] = { u0, v0,
u1, v0,
u0, v1,
u1, v1 };
mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoordArray);
/* Bind the texture */
if (aTextureId) {
mGL->fBindTexture(aTextureTarget, aTextureId);
CLEANUP_IF_GLERROR_OCCURRED("when binding texture");
}
/* Draw quad */
mGL->fClearColor(1.0f, 0.0f, 1.0f, 1.0f);
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
CLEANUP_IF_GLERROR_OCCURRED("when clearing color buffer");
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
CLEANUP_IF_GLERROR_OCCURRED("when drawing texture");
mGL->fDisableVertexAttribArray(1);
mGL->fDisableVertexAttribArray(0);
/* Read-back draw results */
ReadBackPixelsIntoSurface(isurf, aSize);
CLEANUP_IF_GLERROR_OCCURRED("when reading pixels into surface");
} while (false);
/* Restore GL state */
//cleanup:
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb);
mGL->fUseProgram(oldprog);
// note that deleting 0 has no effect in any of these calls
mGL->fDeleteRenderbuffers(1, &rb);
mGL->fDeleteFramebuffers(1, &fb);
if (oldBlend)
mGL->fEnable(LOCAL_GL_BLEND);
if (oldScissor)
mGL->fEnable(LOCAL_GL_SCISSOR_TEST);
if (aTextureId)
mGL->fBindTexture(aTextureTarget, oldTex);
if (oldTexUnit != LOCAL_GL_TEXTURE0)
mGL->fActiveTexture(oldTexUnit);
mGL->PopViewportRect();
return isurf.forget();
}
#undef CLEANUP_IF_GLERROR_OCCURRED
}
}

Просмотреть файл

@ -0,0 +1,63 @@
/* -*- 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 GLREADTEXIMAGEHELPER_H_
#define GLREADTEXIMAGEHELPER_H_
#include "GLContextTypes.h"
#include "mozilla/Attributes.h"
#include "nsSize.h"
#include "nsAutoPtr.h"
class gfxImageSurface;
namespace mozilla {
namespace gl {
class GLReadTexImageHelper MOZ_FINAL
{
// The GLContext is the sole owner of the GLBlitHelper.
GLContext* mGL;
GLuint mPrograms[4];
GLuint TextureImageProgramFor(GLenum aTextureTarget, int aShader);
bool ReadBackPixelsIntoSurface(gfxImageSurface* aSurface, const gfxIntSize& aSize);
bool DidGLErrorOccur(const char* str);
public:
GLReadTexImageHelper(GLContext* gl);
~GLReadTexImageHelper();
/**
* Read the image data contained in aTexture, and return it as an ImageSurface.
* If GL_RGBA is given as the format, a gfxImageFormatARGB32 surface is returned.
* Not implemented yet:
* If GL_RGB is given as the format, a gfxImageFormatRGB24 surface is returned.
* If GL_LUMINANCE is given as the format, a gfxImageFormatA8 surface is returned.
*
* THIS IS EXPENSIVE. It is ridiculously expensive. Only do this
* if you absolutely positively must, and never in any performance
* critical path.
*
* NOTE: aShaderProgram is really mozilla::layers::ShaderProgramType. It is
* passed as int to eliminate including LayerManagerOGLProgram.h here.
*/
already_AddRefed<gfxImageSurface> ReadTexImage(GLuint aTextureId,
GLenum aTextureTarget,
const gfxIntSize& aSize,
/* ShaderProgramType */ int aShaderProgram,
bool aYInvert = false);
};
}
}
#endif

Просмотреть файл

@ -40,6 +40,7 @@ EXPORTS += [
'GLDefs.h',
'GLLibraryEGL.h',
'GLLibraryLoader.h',
'GLReadTexImageHelper.h',
'GLScreenBuffer.h',
'GLSharedHandleHelpers.h',
'GLTextureImage.h',
@ -118,6 +119,7 @@ UNIFIED_SOURCES += [
'GLContextUtils.cpp',
'GLLibraryEGL.cpp',
'GLLibraryLoader.cpp',
'GLReadTexImageHelper.cpp',
'GLScreenBuffer.cpp',
'GLSharedHandleHelpers.cpp',
'GLTextureImage.cpp',

Просмотреть файл

@ -21,6 +21,7 @@
#include "GLContext.h"
#include "GLContextProvider.h"
#include "GLReadTexImageHelper.h"
#include "nsIServiceManager.h"
#include "nsIConsoleService.h"
@ -495,9 +496,9 @@ SendTextureSource(GLContext* aGLContext,
// By sending 0 to ReadTextureImage rely upon aSource->BindTexture binding
// texture correctly. textureId is used for tracking in DebugGLTextureData.
nsRefPtr<gfxImageSurface> img =
aGLContext->ReadTextureImage(0, textureTarget,
gfxIntSize(size.width, size.height),
shaderProgram, aFlipY);
aGLContext->ReadTexImageHelper()->ReadTexImage(0, textureTarget,
gfxIntSize(size.width, size.height),
shaderProgram, aFlipY);
gCurrentSender->Append(
new DebugGLTextureData(aGLContext, aLayerRef, textureTarget,