Bug 1012407 - Part 6: Eliminate VBO use and DrawQuads and manually draw no-repeat quads (r=Bas)

This commit is contained in:
Andreas Gal 2014-05-22 12:29:56 +02:00
Родитель 859d692d6a
Коммит 9c600b1760
2 изменённых файлов: 163 добавлений и 128 удалений

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@ -40,7 +40,6 @@
#include "nsRect.h" // for nsIntRect
#include "nsServiceManagerUtils.h" // for do_GetService
#include "nsString.h" // for nsString, nsAutoCString, etc
#include "DecomposeIntoNoRepeatTriangles.h"
#include "ScopedGLHelpers.h"
#include "GLReadTexImageHelper.h"
#include "TiledLayerBuffer.h" // for TiledLayerComposer
@ -82,65 +81,6 @@ BindMaskForProgram(ShaderProgramOGL* aProgram, TextureSourceOGL* aSourceMask,
aProgram->SetMaskLayerTransform(aTransform);
}
// Draw the given quads with the already selected shader. Texture coordinates
// are supplied if the shader requires them.
static void
DrawQuads(GLContext *aGLContext,
VBOArena &aVBOs,
ShaderProgramOGL *aProg,
GLenum aMode,
RectTriangles &aRects)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
GLuint vertAttribIndex =
aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex =
aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
bool texCoords = (texCoordAttribIndex != GLuint(-1));
GLsizei bytes = aRects.elements() * 2 * sizeof(GLfloat);
GLsizei total = bytes;
if (texCoords) {
total *= 2;
}
aGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER,
aVBOs.Allocate(aGLContext));
aGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
total,
nullptr,
LOCAL_GL_STREAM_DRAW);
aGLContext->fBufferSubData(LOCAL_GL_ARRAY_BUFFER,
0,
bytes,
aRects.vertCoords().Elements());
aGLContext->fEnableVertexAttribArray(vertAttribIndex);
aGLContext->fVertexAttribPointer(vertAttribIndex,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, BUFFER_OFFSET(0));
if (texCoords) {
aGLContext->fBufferSubData(LOCAL_GL_ARRAY_BUFFER,
bytes,
bytes,
aRects.texCoords().Elements());
aGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
aGLContext->fVertexAttribPointer(texCoordAttribIndex,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, BUFFER_OFFSET(bytes));
} else {
aGLContext->fDisableVertexAttribArray(texCoordAttribIndex);
}
aGLContext->fDrawArrays(aMode, 0, aRects.elements());
aGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
CompositorOGL::CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth,
int aSurfaceHeight, bool aUseExternalSurfaceSize)
: mWidget(aWidget)
@ -407,52 +347,45 @@ CompositorOGL::Initialize()
return true;
}
// |aTextureTransform| is the texture transform that will be set on
// aProg, possibly multiplied with another texture transform of our
// own.
// |aTexCoordRect| is the rectangle from the texture that we want to
// draw using the given program. The program already has a necessary
// offset and scale, so the geometry that needs to be drawn is a unit
// square from 0,0 to 1,1.
//
// |aTexture| is the texture we are drawing. Its actual size can be
// larger than the rectangle given by |aTexCoordRect|.
void
CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const Rect& aRect,
const gfx3DMatrix& aTextureTransform,
const Rect& aTexCoordRect,
TextureSource *aTexture)
static GLfloat
WrapTexCoord(GLfloat v)
{
// 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
// wraparound that we need to deal with by drawing multiple quads,
// because we can't rely on full non-power-of-two texture support
// (which is required for the REPEAT wrap mode).
// fmodf gives negative results for negative numbers;
// that is, fmodf(0.75, 1.0) == 0.75, but
// fmodf(-0.75, 1.0) == -0.75. For the negative case,
// the result we need is 0.25, so we add 1.0f.
if (v < 0.0f) {
return 1.0f + fmodf(v, 1.0f);
}
RectTriangles rects;
return fmodf(v, 1.0f);
}
GLenum wrapMode = aTexture->AsSourceOGL()->GetWrapMode();
IntSize realTexSize = aTexture->GetSize();
if (!CanUploadNonPowerOfTwo(mGLContext)) {
realTexSize = IntSize(NextPowerOfTwo(realTexSize.width),
NextPowerOfTwo(realTexSize.height));
static void
SetRects(int n,
Rect* aLayerRects,
Rect* aTextureRects,
GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
bool flip_y /* = false */)
{
if (flip_y) {
std::swap(ty0, ty1);
}
aLayerRects[n] = Rect(x0, y0, x1 - x0, y1 - y0);
aTextureRects[n] = Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
}
// We need to convert back to actual texels here to get proper behaviour with
// our GL helper functions. Should fix this sometime.
// I want to vomit.
IntRect texCoordRect = IntRect(NS_roundf(aTexCoordRect.x * aTexture->GetSize().width),
NS_roundf(aTexCoordRect.y * aTexture->GetSize().height),
NS_roundf(aTexCoordRect.width * aTexture->GetSize().width),
NS_roundf(aTexCoordRect.height * aTexture->GetSize().height));
static int
DecomposeIntoNoRepeatRects(const Rect& aRect,
const Rect& aTexCoordRect,
Rect* aLayerRects,
Rect* aTextureRects)
{
Rect texCoordRect = aTexCoordRect;
// This is fairly disgusting - if the texture should be flipped it will have a
// negative height, in which case we un-invert the texture coords and pass the
// flipped 'flag' to the functions below. We can't just use the inverted coords
// because our GL funtions use an explicit flag.
// If the texture should be flipped, it will have negative height. Detect that
// here and compensate for it. We will flip each rect as we emit it.
bool flipped = false;
if (texCoordRect.height < 0) {
flipped = true;
@ -460,29 +393,132 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
texCoordRect.height = -texCoordRect.height;
}
if (wrapMode == LOCAL_GL_REPEAT) {
rects.addRect(/* dest rectangle */
0.0f, 0.0f, 1.0f, 1.0f,
/* tex coords */
texCoordRect.x / GLfloat(realTexSize.width),
texCoordRect.y / GLfloat(realTexSize.height),
texCoordRect.XMost() / GLfloat(realTexSize.width),
texCoordRect.YMost() / GLfloat(realTexSize.height),
flipped);
} else {
nsIntRect tcRect(texCoordRect.x, texCoordRect.y,
texCoordRect.width, texCoordRect.height);
DecomposeIntoNoRepeatTriangles(tcRect,
nsIntSize(realTexSize.width, realTexSize.height),
rects, flipped);
Point tl = texCoordRect.TopLeft();
Point br = texCoordRect.BottomRight();
// Chen check if we wrap in either the x or y axis; if we do,
// then also use fmod to figure out the "true" non-wrapping
// texture coordinates.
bool xwrap = false, ywrap = false;
if (texCoordRect.x < 0 ||
texCoordRect.x > 1.0f ||
texCoordRect.XMost() < 0 ||
texCoordRect.XMost() > 1.0f) {
xwrap = true;
tl = Point(WrapTexCoord(tl.x), tl.y);
br = Point(WrapTexCoord(br.x), br.y);
}
Matrix4x4 transform;
aProg->SetLayerRect(aRect);
ToMatrix4x4(aTextureTransform, transform);
aProg->SetTextureTransform(transform);
aProg->SetTextureRect(Rect(0.0f, 0.0f, 1.0f, 1.0f));
DrawQuads(mGLContext, mVBOs, aProg, LOCAL_GL_TRIANGLES, rects);
if (texCoordRect.y < 0 ||
texCoordRect.y > 1.0f ||
texCoordRect.YMost() < 0 ||
texCoordRect.YMost() > 1.0f) {
ywrap = true;
tl = Point(tl.x, WrapTexCoord(tl.y));
br = Point(br.x, WrapTexCoord(br.y));
}
NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
tl.y >= 0.0f && tl.y <= 1.0f &&
br.x >= 0.0f && br.x <= 1.0f &&
br.y >= 0.0f && br.y <= 1.0f,
"Somehow generated invalid texture coordinates");
// If xwrap is false, the texture will be sampled from tl.x
// .. br.x. If xwrap is true, then it will be split into tl.x
// .. 1.0, and 0.0 .. br.x. Same for the Y axis. The
// destination rectangle is also split appropriately, according
// to the calculated xmid/ymid values.
// There isn't a 1:1 mapping between tex coords and destination coords;
// when computing midpoints, we have to take that into account. We
// need to map the texture coords, which are (in the wrap case):
// |tl->1| and |0->br| to the |0->1| range of the vertex coords. So
// we have the length (1-tl)+(br) that needs to map into 0->1.
// These are only valid if there is wrap involved, they won't be used
// otherwise.
GLfloat xlen = (1.0f - tl.x) + br.x;
GLfloat ylen = (1.0f - tl.y) + br.y;
NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
if (!xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
tl.x, tl.y, br.x, br.y,
flipped);
return 1;
}
GLfloat xmid = aRect.x + (1.0f - tl.x) / xlen * aRect.width;
GLfloat ymid = aRect.y + (1.0f - tl.y) / ylen * aRect.height;
if (!xwrap && ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), ymid,
tl.x, tl.y, br.x, 1.0f,
flipped);
SetRects(1, aLayerRects, aTextureRects,
aRect.x, ymid, aRect.XMost(), aRect.YMost(),
tl.x, 0.0f, br.x, br.y,
flipped);
return 2;
}
if (xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, xmid, aRect.YMost(),
tl.x, tl.y, 1.0f, br.y,
flipped);
SetRects(1, aLayerRects, aTextureRects,
xmid, aRect.y, aRect.XMost(), aRect.YMost(),
0.0f, tl.y, br.x, br.y,
flipped);
return 2;
}
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, xmid, ymid,
tl.x, tl.y, 1.0f, 1.0f,
flipped);
SetRects(1, aLayerRects, aTextureRects,
xmid, aRect.y, aRect.XMost(), ymid,
0.0f, tl.y, br.x, 1.0f,
flipped);
SetRects(2, aLayerRects, aTextureRects,
aRect.x, ymid, xmid, aRect.YMost(),
tl.x, 0.0f, 1.0f, br.y,
flipped);
SetRects(3, aLayerRects, aTextureRects,
xmid, ymid, aRect.XMost(), aRect.YMost(),
0.0f, 0.0f, br.x, br.y,
flipped);
return 4;
}
// |aRect| is the rectangle we want to draw to. We will draw it with
// up to 4 draw commands if necessary to avoid wrapping.
// |aTexCoordRect| is the rectangle from the texture that we want to
// draw using the given program.
// |aTexture| is the texture we are drawing. Its actual size can be
// larger than the rectangle given by |texCoordRect|.
void
CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const Rect& aRect,
const Rect& aTexCoordRect,
TextureSource *aTexture)
{
Rect layerRects[4];
Rect textureRects[4];
int rects = DecomposeIntoNoRepeatRects(aRect,
aTexCoordRect,
layerRects,
textureRects);
for (int n = 0; n < rects; ++n) {
BindAndDrawQuad(aProg, layerRects[n], textureRects[n]);
}
}
void
@ -1048,13 +1084,15 @@ CompositorOGL::DrawQuad(const Rect& aRect,
source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0, filter);
program->SetTextureUnit(0);
Matrix4x4 transform;
ToMatrix4x4(textureTransform, transform);
program->SetTextureTransform(transform);
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform);
}
BindAndDrawQuadWithTextureRect(program, aRect, textureTransform,
texturedEffect->mTextureCoords, source);
BindAndDrawQuadWithTextureRect(program, aRect, texturedEffect->mTextureCoords, source);
}
break;
case EffectTypes::YCBCR: {
@ -1076,6 +1114,7 @@ CompositorOGL::DrawQuad(const Rect& aRect,
sourceCr->BindTexture(LOCAL_GL_TEXTURE2, effectYCbCr->mFilter);
program->SetYCbCrTextureUnits(Y, Cb, Cr);
program->SetTextureTransform(Matrix4x4());
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE3, maskQuadTransform);
@ -1083,7 +1122,6 @@ CompositorOGL::DrawQuad(const Rect& aRect,
didSetBlendMode = SetBlendMode(gl(), blendMode);
BindAndDrawQuadWithTextureRect(program,
aRect,
gfx3DMatrix(),
effectYCbCr->mTextureCoords,
sourceYCbCr->GetSubSource(Y));
}
@ -1141,7 +1179,7 @@ CompositorOGL::DrawQuad(const Rect& aRect,
program->SetBlackTextureUnit(0);
program->SetWhiteTextureUnit(1);
program->SetTextureTransform(gfx::Matrix4x4());
program->SetTextureTransform(Matrix4x4());
if (maskType != MaskType::MaskNone) {
BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE2, maskQuadTransform);
@ -1152,7 +1190,6 @@ CompositorOGL::DrawQuad(const Rect& aRect,
program->SetTexturePass2(false);
BindAndDrawQuadWithTextureRect(program,
aRect,
gfx3DMatrix(),
effectComponentAlpha->mTextureCoords,
effectComponentAlpha->mOnBlack);
@ -1162,7 +1199,6 @@ CompositorOGL::DrawQuad(const Rect& aRect,
program->SetTexturePass2(true);
BindAndDrawQuadWithTextureRect(program,
aRect,
gfx3DMatrix(),
effectComponentAlpha->mTextureCoords,
effectComponentAlpha->mOnBlack);

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@ -373,7 +373,6 @@ private:
const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f));
void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const gfx::Rect& aRect,
const gfx3DMatrix& aTextureTransform,
const gfx::Rect& aTexCoordRect,
TextureSource *aTexture);