/* -*- 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 "SharedSurfaceIO.h" #include "GLContextCGL.h" #include "mozilla/gfx/MacIOSurface.h" #include "mozilla/DebugOnly.h" #include "ScopedGLHelpers.h" namespace mozilla { namespace gl { /* static */ SharedSurface_IOSurface* SharedSurface_IOSurface::Create(MacIOSurface* surface, GLContext* gl, bool hasAlpha) { MOZ_ASSERT(surface); MOZ_ASSERT(gl); gfx::IntSize size(surface->GetWidth(), surface->GetHeight()); return new SharedSurface_IOSurface(surface, gl, size, hasAlpha); } void SharedSurface_IOSurface::Fence() { mGL->MakeCurrent(); mGL->fFlush(); } bool SharedSurface_IOSurface::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { // Calling glReadPixels when an IOSurface is bound to the current framebuffer // can cause corruption in following glReadPixel calls (even if they aren't // reading from an IOSurface). // We workaround this by copying to a temporary texture, and doing the readback // from that. MOZ_ASSERT(mGL->IsCurrent()); ScopedTexture destTex(mGL); { ScopedFramebufferForTexture srcFB(mGL, ProdTexture(), ProdTextureTarget()); ScopedBindFramebuffer bindFB(mGL, srcFB.FB()); ScopedBindTexture bindTex(mGL, destTex.Texture()); mGL->fCopyTexImage2D(LOCAL_GL_TEXTURE_2D, 0, mHasAlpha ? LOCAL_GL_RGBA : LOCAL_GL_RGB, x, y, width, height, 0); } ScopedFramebufferForTexture destFB(mGL, destTex.Texture()); ScopedBindFramebuffer bindFB(mGL, destFB.FB()); mGL->fReadPixels(0, 0, width, height, format, type, pixels); return true; } static void BackTextureWithIOSurf(GLContext* gl, GLuint tex, MacIOSurface* ioSurf) { MOZ_ASSERT(gl->IsCurrent()); ScopedBindTexture texture(gl, tex, LOCAL_GL_TEXTURE_RECTANGLE_ARB); gl->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); gl->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); gl->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); gl->fTexParameteri(LOCAL_GL_TEXTURE_RECTANGLE_ARB, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); CGLContextObj cgl = GLContextCGL::Cast(gl)->GetCGLContext(); MOZ_ASSERT(cgl); ioSurf->CGLTexImageIOSurface2D(cgl); } SharedSurface_IOSurface::SharedSurface_IOSurface(MacIOSurface* surface, GLContext* gl, const gfx::IntSize& size, bool hasAlpha) : SharedSurface(SharedSurfaceType::IOSurface, AttachmentType::GLTexture, gl, size, hasAlpha) , mSurface(surface) , mCurConsGL(nullptr) , mConsTex(0) { gl->MakeCurrent(); mProdTex = 0; gl->fGenTextures(1, &mProdTex); BackTextureWithIOSurf(gl, mProdTex, surface); } GLuint SharedSurface_IOSurface::ConsTexture(GLContext* consGL) { if (!mCurConsGL) { mCurConsGL = consGL; } MOZ_ASSERT(consGL == mCurConsGL); if (!mConsTex) { consGL->MakeCurrent(); mConsTex = 0; consGL->fGenTextures(1, &mConsTex); BackTextureWithIOSurf(consGL, mConsTex, mSurface); } return mConsTex; } SharedSurface_IOSurface::~SharedSurface_IOSurface() { if (mProdTex) { DebugOnly success = mGL->MakeCurrent(); MOZ_ASSERT(success); mGL->fDeleteTextures(1, &mProdTex); mGL->fDeleteTextures(1, &mConsTex); // This will work if we're shared. } } /*static*/ SurfaceFactory_IOSurface* SurfaceFactory_IOSurface::Create(GLContext* gl, const SurfaceCaps& caps) { gfx::IntSize maxDims(MacIOSurface::GetMaxWidth(), MacIOSurface::GetMaxHeight()); return new SurfaceFactory_IOSurface(gl, caps, maxDims); } SharedSurface* SurfaceFactory_IOSurface::CreateShared(const gfx::IntSize& size) { if (size.width > mMaxDims.width || size.height > mMaxDims.height) { return nullptr; } bool hasAlpha = mReadCaps.alpha; RefPtr surf = MacIOSurface::CreateIOSurface(size.width, size.height, 1.0, hasAlpha); if (!surf) { NS_WARNING("Failed to create MacIOSurface."); return nullptr; } return SharedSurface_IOSurface::Create(surf, mGL, hasAlpha); } } }