#include "GLImages.h" #include "GLContext.h" #include "GLContextProvider.h" #include "ScopedGLHelpers.h" #include "GLImages.h" #include "GLBlitHelper.h" #include "GLReadTexImageHelper.h" #include "GLLibraryEGL.h" using namespace mozilla; using namespace mozilla::gl; namespace mozilla { namespace layers { static nsRefPtr sSnapshotContext; EGLImageImage::~EGLImageImage() { if (!mData.mOwns) { return; } if (mData.mImage) { sEGLLibrary.fDestroyImage(EGL_DISPLAY(), mData.mImage); mData.mImage = nullptr; } if (mData.mSync) { sEGLLibrary.fDestroySync(EGL_DISPLAY(), mData.mSync); mData.mSync = nullptr; } } TemporaryRef GLImage::GetAsSourceSurface() { MOZ_ASSERT(NS_IsMainThread(), "Should be on the main thread"); if (!sSnapshotContext) { sSnapshotContext = GLContextProvider::CreateHeadless(); if (!sSnapshotContext) { NS_WARNING("Failed to create snapshot GLContext"); return nullptr; } } sSnapshotContext->MakeCurrent(); ScopedTexture scopedTex(sSnapshotContext); ScopedBindTexture boundTex(sSnapshotContext, scopedTex.Texture()); gfx::IntSize size = GetSize(); sSnapshotContext->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, size.width, size.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr); ScopedFramebufferForTexture fb(sSnapshotContext, scopedTex.Texture()); GLBlitHelper helper(sSnapshotContext); helper.BlitImageToFramebuffer(this, size, fb.FB(), true); ScopedBindFramebuffer bind(sSnapshotContext, fb.FB()); RefPtr source = gfx::Factory::CreateDataSourceSurface(size, gfx::SurfaceFormat::B8G8R8A8); if (NS_WARN_IF(!source)) { return nullptr; } ReadPixelsIntoDataSurface(sSnapshotContext, source); return source.forget(); } } // layers } // mozilla