/* -*- 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 "gfxUtils.h" #include "GLBlitHelper.h" #include "GLContext.h" #include "GLScreenBuffer.h" #include "ScopedGLHelpers.h" #include "mozilla/Preferences.h" #include "ImageContainer.h" #include "HeapCopyOfStackArray.h" #include "mozilla/ArrayUtils.h" #include "mozilla/gfx/Logging.h" #include "mozilla/gfx/Matrix.h" #include "mozilla/UniquePtr.h" #include "GPUVideoImage.h" #ifdef MOZ_WIDGET_ANDROID #include "GeneratedJNIWrappers.h" #include "AndroidSurfaceTexture.h" #include "GLImages.h" #include "GLLibraryEGL.h" #endif #ifdef XP_MACOSX #include "MacIOSurfaceImage.h" #include "GLContextCGL.h" #endif using mozilla::layers::PlanarYCbCrImage; using mozilla::layers::PlanarYCbCrData; namespace mozilla { namespace gl { // -- const char* const kFragHeader_Tex2D = "\ #define SAMPLER sampler2D \n\ #if __VERSION__ >= 130 \n\ #define TEXTURE texture \n\ #else \n\ #define TEXTURE texture2D \n\ #endif \n\ "; const char* const kFragHeader_Tex2DRect = "\ #define SAMPLER sampler2DRect \n\ #if __VERSION__ >= 130 \n\ #define TEXTURE texture \n\ #else \n\ #define TEXTURE texture2DRect \n\ #endif \n\ "; const char* const kFragHeader_TexExt = "\ #extension GL_OES_EGL_image_external : require \n\ #if __VERSION__ >= 130 \n\ #define TEXTURE texture \n\ #else \n\ #define TEXTURE texture2D \n\ #endif \n\ #define SAMPLER samplerExternalOES \n\ "; const char* const kFragBody_RGBA = "\ VARYING vec2 vTexCoord0; \n\ uniform SAMPLER uTex0; \n\ \n\ void main(void) \n\ { \n\ FRAG_COLOR = TEXTURE(uTex0, vTexCoord0); \n\ } \n\ "; const char* const kFragBody_CrYCb = "\ VARYING vec2 vTexCoord0; \n\ uniform SAMPLER uTex0; \n\ uniform MAT4X3 uColorMatrix; \n\ \n\ void main(void) \n\ { \n\ vec4 yuv = vec4(TEXTURE(uTex0, vTexCoord0).gbr, \n\ 1.0); \n\ FRAG_COLOR = vec4((uColorMatrix * yuv).rgb, 1.0); \n\ } \n\ "; const char* const kFragBody_NV12 = "\ VARYING vec2 vTexCoord0; \n\ VARYING vec2 vTexCoord1; \n\ uniform SAMPLER uTex0; \n\ uniform SAMPLER uTex1; \n\ uniform MAT4X3 uColorMatrix; \n\ \n\ void main(void) \n\ { \n\ vec4 yuv = vec4(TEXTURE(uTex0, vTexCoord0).x, \n\ TEXTURE(uTex1, vTexCoord1).xy, \n\ 1.0); \n\ FRAG_COLOR = vec4((uColorMatrix * yuv).rgb, 1.0); \n\ } \n\ "; const char* const kFragBody_PlanarYUV = "\ VARYING vec2 vTexCoord0; \n\ VARYING vec2 vTexCoord1; \n\ uniform SAMPLER uTex0; \n\ uniform SAMPLER uTex1; \n\ uniform SAMPLER uTex2; \n\ uniform MAT4X3 uColorMatrix; \n\ \n\ void main(void) \n\ { \n\ vec4 yuv = vec4(TEXTURE(uTex0, vTexCoord0).x, \n\ TEXTURE(uTex1, vTexCoord1).x, \n\ TEXTURE(uTex2, vTexCoord1).x, \n\ 1.0); \n\ FRAG_COLOR = vec4((uColorMatrix * yuv).rgb, 1.0); \n\ } \n\ "; // -- template /*static*/ Mat Mat::Zero() { Mat ret; for (auto& x : ret.m) { x = 0.0f; } return ret; } template /*static*/ Mat Mat::I() { auto ret = Mat::Zero(); for (uint8_t i = 0; i < N; i++) { ret.at(i,i) = 1.0f; } return ret; } template Mat Mat::operator*(const Mat& r) const { Mat ret; for (uint8_t x = 0; x < N; x++) { for (uint8_t y = 0; y < N; y++) { float sum = 0.0f; for (uint8_t i = 0; i < N; i++) { sum += at(i,y) * r.at(x,i); } ret.at(x,y) = sum; } } return ret; } Mat3 SubRectMat3(const float x, const float y, const float w, const float h) { auto ret = Mat3::Zero(); ret.at(0,0) = w; ret.at(1,1) = h; ret.at(2,0) = x; ret.at(2,1) = y; ret.at(2,2) = 1.0f; return ret; } Mat3 SubRectMat3(const gfx::IntRect& subrect, const gfx::IntSize& size) { return SubRectMat3(float(subrect.X()) / size.width, float(subrect.Y()) / size.height, float(subrect.Width()) / size.width, float(subrect.Height()) / size.height); } Mat3 SubRectMat3(const gfx::IntRect& bigSubrect, const gfx::IntSize& smallSize, const gfx::IntSize& divisors) { const float x = float(bigSubrect.X()) / divisors.width; const float y = float(bigSubrect.Y()) / divisors.height; const float w = float(bigSubrect.Width()) / divisors.width; const float h = float(bigSubrect.Height()) / divisors.height; return SubRectMat3(x / smallSize.width, y / smallSize.height, w / smallSize.width, h / smallSize.height); } // -- ScopedSaveMultiTex::ScopedSaveMultiTex(GLContext* const gl, const uint8_t texCount, const GLenum texTarget) : mGL(*gl) , mTexCount(texCount) , mTexTarget(texTarget) , mOldTexUnit(mGL.GetIntAs(LOCAL_GL_ACTIVE_TEXTURE)) { GLenum texBinding; switch (mTexTarget) { case LOCAL_GL_TEXTURE_2D: texBinding = LOCAL_GL_TEXTURE_BINDING_2D; break; case LOCAL_GL_TEXTURE_RECTANGLE: texBinding = LOCAL_GL_TEXTURE_BINDING_RECTANGLE; break; case LOCAL_GL_TEXTURE_EXTERNAL: texBinding = LOCAL_GL_TEXTURE_BINDING_EXTERNAL; break; default: gfxCriticalError() << "Unhandled texTarget: " << texTarget; } for (uint8_t i = 0; i < mTexCount; i++) { mGL.fActiveTexture(LOCAL_GL_TEXTURE0 + i); if (mGL.IsSupported(GLFeature::sampler_objects)) { mOldTexSampler[i] = mGL.GetIntAs(LOCAL_GL_SAMPLER_BINDING); mGL.fBindSampler(i, 0); } mOldTex[i] = mGL.GetIntAs(texBinding); } } ScopedSaveMultiTex::~ScopedSaveMultiTex() { for (uint8_t i = 0; i < mTexCount; i++) { mGL.fActiveTexture(LOCAL_GL_TEXTURE0 + i); if (mGL.IsSupported(GLFeature::sampler_objects)) { mGL.fBindSampler(i, mOldTexSampler[i]); } mGL.fBindTexture(mTexTarget, mOldTex[i]); } mGL.fActiveTexture(mOldTexUnit); } // -- class ScopedBindArrayBuffer final { GLContext& mGL; const GLuint mOldVBO; public: ScopedBindArrayBuffer(GLContext* const gl, const GLuint vbo) : mGL(*gl) , mOldVBO(mGL.GetIntAs(LOCAL_GL_ARRAY_BUFFER_BINDING)) { mGL.fBindBuffer(LOCAL_GL_ARRAY_BUFFER, vbo); } ~ScopedBindArrayBuffer() { mGL.fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mOldVBO); } }; // -- class ScopedShader final { GLContext& mGL; const GLuint mName; public: ScopedShader(GLContext* const gl, const GLenum shaderType) : mGL(*gl) , mName(mGL.fCreateShader(shaderType)) { } ~ScopedShader() { mGL.fDeleteShader(mName); } operator GLuint() const { return mName; } }; // -- class SaveRestoreCurrentProgram final { GLContext& mGL; const GLuint mOld; public: explicit SaveRestoreCurrentProgram(GLContext* const gl) : mGL(*gl) , mOld(mGL.GetIntAs(LOCAL_GL_CURRENT_PROGRAM)) { } ~SaveRestoreCurrentProgram() { mGL.fUseProgram(mOld); } }; // -- class ScopedDrawBlitState final { GLContext& mGL; const bool blend; const bool cullFace; const bool depthTest; const bool dither; const bool polyOffsFill; const bool sampleAToC; const bool sampleCover; const bool scissor; const bool stencil; Maybe rasterizerDiscard; realGLboolean colorMask[4]; GLint viewport[4]; public: ScopedDrawBlitState(GLContext* const gl, const gfx::IntSize& destSize) : mGL(*gl) , blend (mGL.PushEnabled(LOCAL_GL_BLEND, false)) , cullFace (mGL.PushEnabled(LOCAL_GL_CULL_FACE, false)) , depthTest (mGL.PushEnabled(LOCAL_GL_DEPTH_TEST, false)) , dither (mGL.PushEnabled(LOCAL_GL_DITHER, true)) , polyOffsFill(mGL.PushEnabled(LOCAL_GL_POLYGON_OFFSET_FILL, false)) , sampleAToC (mGL.PushEnabled(LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false)) , sampleCover (mGL.PushEnabled(LOCAL_GL_SAMPLE_COVERAGE, false)) , scissor (mGL.PushEnabled(LOCAL_GL_SCISSOR_TEST, false)) , stencil (mGL.PushEnabled(LOCAL_GL_STENCIL_TEST, false)) { if (mGL.IsSupported(GLFeature::transform_feedback2)) { // Technically transform_feedback2 requires transform_feedback, which actually // adds RASTERIZER_DISCARD. rasterizerDiscard = Some(mGL.PushEnabled(LOCAL_GL_RASTERIZER_DISCARD, false)); } mGL.fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask); mGL.fColorMask(true, true, true, true); mGL.fGetIntegerv(LOCAL_GL_VIEWPORT, viewport); MOZ_ASSERT(destSize.width && destSize.height); mGL.fViewport(0, 0, destSize.width, destSize.height); } ~ScopedDrawBlitState() { mGL.SetEnabled(LOCAL_GL_BLEND, blend ); mGL.SetEnabled(LOCAL_GL_CULL_FACE, cullFace ); mGL.SetEnabled(LOCAL_GL_DEPTH_TEST, depthTest ); mGL.SetEnabled(LOCAL_GL_DITHER, dither ); mGL.SetEnabled(LOCAL_GL_POLYGON_OFFSET_FILL, polyOffsFill); mGL.SetEnabled(LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, sampleAToC ); mGL.SetEnabled(LOCAL_GL_SAMPLE_COVERAGE, sampleCover ); mGL.SetEnabled(LOCAL_GL_SCISSOR_TEST, scissor ); mGL.SetEnabled(LOCAL_GL_STENCIL_TEST, stencil ); if (rasterizerDiscard) { mGL.SetEnabled(LOCAL_GL_RASTERIZER_DISCARD, rasterizerDiscard.value()); } mGL.fColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); mGL.fViewport(viewport[0], viewport[1], viewport[2], viewport[3]); } }; // -- DrawBlitProg::DrawBlitProg(const GLBlitHelper* const parent, const GLuint prog) : mParent(*parent) , mProg(prog) , mLoc_uDestMatrix(mParent.mGL->fGetUniformLocation(mProg, "uDestMatrix")) , mLoc_uTexMatrix0(mParent.mGL->fGetUniformLocation(mProg, "uTexMatrix0")) , mLoc_uTexMatrix1(mParent.mGL->fGetUniformLocation(mProg, "uTexMatrix1")) , mLoc_uColorMatrix(mParent.mGL->fGetUniformLocation(mProg, "uColorMatrix")) , mType_uColorMatrix(0) { MOZ_ASSERT(mLoc_uDestMatrix != -1); MOZ_ASSERT(mLoc_uTexMatrix0 != -1); if (mLoc_uColorMatrix != -1) { MOZ_ASSERT(mLoc_uTexMatrix1 != -1); const auto& gl = mParent.mGL; int32_t numActiveUniforms = 0; gl->fGetProgramiv(mProg, LOCAL_GL_ACTIVE_UNIFORMS, &numActiveUniforms); const size_t kMaxNameSize = 32; char name[kMaxNameSize] = {0}; GLint size = 0; GLenum type = 0; for (int32_t i = 0; i < numActiveUniforms; i++) { gl->fGetActiveUniform(mProg, i, kMaxNameSize, nullptr, &size, &type, name); if (strcmp("uColorMatrix", name) == 0) { mType_uColorMatrix = type; break; } } MOZ_ASSERT(mType_uColorMatrix); } } DrawBlitProg::~DrawBlitProg() { const auto& gl = mParent.mGL; if (!gl->MakeCurrent()) return; gl->fDeleteProgram(mProg); } void DrawBlitProg::Draw(const BaseArgs& args, const YUVArgs* const argsYUV) const { const auto& gl = mParent.mGL; const SaveRestoreCurrentProgram oldProg(gl); gl->fUseProgram(mProg); // -- Mat3 destMatrix; if (args.destRect) { const auto& destRect = args.destRect.value(); destMatrix = SubRectMat3(destRect.X() / args.destSize.width, destRect.Y() / args.destSize.height, destRect.Width() / args.destSize.width, destRect.Height() / args.destSize.height); } else { destMatrix = Mat3::I(); } if (args.yFlip) { // Apply the y-flip matrix before the destMatrix. // That is, flip y=[0-1] to y=[1-0] before we restrict to the destRect. destMatrix.at(2,1) += destMatrix.at(1,1); destMatrix.at(1,1) *= -1.0f; } gl->fUniformMatrix3fv(mLoc_uDestMatrix, 1, false, destMatrix.m); gl->fUniformMatrix3fv(mLoc_uTexMatrix0, 1, false, args.texMatrix0.m); MOZ_ASSERT(bool(argsYUV) == (mLoc_uColorMatrix != -1)); if (argsYUV) { gl->fUniformMatrix3fv(mLoc_uTexMatrix1, 1, false, argsYUV->texMatrix1.m); const auto& colorMatrix = gfxUtils::YuvToRgbMatrix4x4ColumnMajor(argsYUV->colorSpace); float mat4x3[4*3]; switch (mType_uColorMatrix) { case LOCAL_GL_FLOAT_MAT4: gl->fUniformMatrix4fv(mLoc_uColorMatrix, 1, false, colorMatrix); break; case LOCAL_GL_FLOAT_MAT4x3: for (int x = 0; x < 4; x++) { for (int y = 0; y < 3; y++) { mat4x3[3*x+y] = colorMatrix[4*x+y]; } } gl->fUniformMatrix4x3fv(mLoc_uColorMatrix, 1, false, mat4x3); break; default: gfxCriticalError() << "Bad mType_uColorMatrix: " << gfx::hexa(mType_uColorMatrix); } } // -- const ScopedDrawBlitState drawState(gl, args.destSize); GLuint oldVAO; GLint vaa0Enabled; GLint vaa0Size; GLenum vaa0Type; GLint vaa0Normalized; GLsizei vaa0Stride; GLvoid* vaa0Pointer; if (mParent.mQuadVAO) { oldVAO = gl->GetIntAs(LOCAL_GL_VERTEX_ARRAY_BINDING); gl->fBindVertexArray(mParent.mQuadVAO); } else { gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &vaa0Enabled); gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &vaa0Size); gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint*)&vaa0Type); gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &vaa0Normalized); gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, (GLint*)&vaa0Stride); gl->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &vaa0Pointer); gl->fEnableVertexAttribArray(0); const ScopedBindArrayBuffer bindVBO(gl, mParent.mQuadVBO); gl->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, false, 0, 0); } gl->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); if (mParent.mQuadVAO) { gl->fBindVertexArray(oldVAO); } else { if (vaa0Enabled) { gl->fEnableVertexAttribArray(0); } else { gl->fDisableVertexAttribArray(0); } gl->fVertexAttribPointer(0, vaa0Size, vaa0Type, bool(vaa0Normalized), vaa0Stride, vaa0Pointer); } } // -- GLBlitHelper::GLBlitHelper(GLContext* const gl) : mGL(gl) , mQuadVAO(0) , mQuadVBO(0) , mDrawBlitProg_VertShader(mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER)) , mYuvUploads{0} , mYuvUploads_YSize(0, 0) , mYuvUploads_UVSize(0, 0) { mGL->fGenBuffers(1, &mQuadVBO); { const ScopedBindArrayBuffer bindVBO(mGL, mQuadVBO); const float quadData[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; const HeapCopyOfStackArray heapQuadData(quadData); mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, heapQuadData.ByteLength(), heapQuadData.Data(), LOCAL_GL_STATIC_DRAW); if (mGL->IsSupported(GLFeature::vertex_array_object)) { const auto prev = mGL->GetIntAs(LOCAL_GL_VERTEX_ARRAY_BINDING); mGL->fGenVertexArrays(1, &mQuadVAO); mGL->fBindVertexArray(mQuadVAO); mGL->fEnableVertexAttribArray(0); mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, false, 0, 0); mGL->fBindVertexArray(prev); } } // -- const auto glslVersion = mGL->ShadingLanguageVersion(); // Always use 100 on ES because some devices have OES_EGL_image_external but not // OES_EGL_image_external_essl3. We could just use 100 in that particular case, but // this is a lot easier and is not harmful to other usages. if (mGL->IsGLES()) { mDrawBlitProg_VersionLine = nsCString("#version 100\n"); } else if (glslVersion >= 130) { mDrawBlitProg_VersionLine = nsPrintfCString("#version %u\n", glslVersion); } const char kVertSource[] = "\ #if __VERSION__ >= 130 \n\ #define ATTRIBUTE in \n\ #define VARYING out \n\ #else \n\ #define ATTRIBUTE attribute \n\ #define VARYING varying \n\ #endif \n\ \n\ ATTRIBUTE vec2 aVert; // [0.0-1.0] \n\ \n\ uniform mat3 uDestMatrix; \n\ uniform mat3 uTexMatrix0; \n\ uniform mat3 uTexMatrix1; \n\ \n\ VARYING vec2 vTexCoord0; \n\ VARYING vec2 vTexCoord1; \n\ \n\ void main(void) \n\ { \n\ vec2 destPos = (uDestMatrix * vec3(aVert, 1.0)).xy; \n\ gl_Position = vec4(destPos * 2.0 - 1.0, 0.0, 1.0); \n\ \n\ vTexCoord0 = (uTexMatrix0 * vec3(aVert, 1.0)).xy; \n\ vTexCoord1 = (uTexMatrix1 * vec3(aVert, 1.0)).xy; \n\ } \n\ "; const char* const parts[] = { mDrawBlitProg_VersionLine.get(), kVertSource }; mGL->fShaderSource(mDrawBlitProg_VertShader, ArrayLength(parts), parts, nullptr); mGL->fCompileShader(mDrawBlitProg_VertShader); } GLBlitHelper::~GLBlitHelper() { for (const auto& pair : mDrawBlitProgs) { const auto& ptr = pair.second; delete ptr; } mDrawBlitProgs.clear(); if (!mGL->MakeCurrent()) return; mGL->fDeleteShader(mDrawBlitProg_VertShader); mGL->fDeleteBuffers(1, &mQuadVBO); if (mQuadVAO) { mGL->fDeleteVertexArrays(1, &mQuadVAO); } } // -- const DrawBlitProg* GLBlitHelper::GetDrawBlitProg(const DrawBlitProg::Key& key) const { const auto& res = mDrawBlitProgs.insert({key, nullptr}); auto& pair = *(res.first); const auto& didInsert = res.second; if (didInsert) { pair.second = CreateDrawBlitProg(pair.first); } return pair.second; } const DrawBlitProg* GLBlitHelper::CreateDrawBlitProg(const DrawBlitProg::Key& key) const { const char kFragHeader_Global[] = "\ #ifdef GL_ES \n\ #ifdef GL_FRAGMENT_PRECISION_HIGH \n\ precision highp float; \n\ #else \n\ precision mediump float; \n\ #endif \n\ #endif \n\ \n\ #if __VERSION__ >= 130 \n\ #define VARYING in \n\ #define FRAG_COLOR oFragColor \n\ out vec4 FRAG_COLOR; \n\ #else \n\ #define VARYING varying \n\ #define FRAG_COLOR gl_FragColor \n\ #endif \n\ \n\ #if __VERSION__ >= 120 \n\ #define MAT4X3 mat4x3 \n\ #else \n\ #define MAT4X3 mat4 \n\ #endif \n\ "; const ScopedShader fs(mGL, LOCAL_GL_FRAGMENT_SHADER); const char* const parts[] = { mDrawBlitProg_VersionLine.get(), key.fragHeader, kFragHeader_Global, key.fragBody }; mGL->fShaderSource(fs, ArrayLength(parts), parts, nullptr); mGL->fCompileShader(fs); const auto prog = mGL->fCreateProgram(); mGL->fAttachShader(prog, mDrawBlitProg_VertShader); mGL->fAttachShader(prog, fs); mGL->fBindAttribLocation(prog, 0, "aPosition"); mGL->fLinkProgram(prog); GLenum status = 0; mGL->fGetProgramiv(prog, LOCAL_GL_LINK_STATUS, (GLint*)&status); if (status == LOCAL_GL_TRUE) { const SaveRestoreCurrentProgram oldProg(mGL); mGL->fUseProgram(prog); const char* samplerNames[] = { "uTex0", "uTex1", "uTex2" }; for (int i = 0; i < 3; i++) { const auto loc = mGL->fGetUniformLocation(prog, samplerNames[i]); if (loc == -1) break; mGL->fUniform1i(loc, i); } return new DrawBlitProg(this, prog); } GLuint progLogLen = 0; mGL->fGetProgramiv(prog, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&progLogLen); const UniquePtr progLog(new char[progLogLen+1]); mGL->fGetProgramInfoLog(prog, progLogLen, nullptr, progLog.get()); progLog[progLogLen] = 0; const auto& vs = mDrawBlitProg_VertShader; GLuint vsLogLen = 0; mGL->fGetShaderiv(vs, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&vsLogLen); const UniquePtr vsLog(new char[vsLogLen+1]); mGL->fGetShaderInfoLog(vs, vsLogLen, nullptr, vsLog.get()); vsLog[vsLogLen] = 0; GLuint fsLogLen = 0; mGL->fGetShaderiv(fs, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&fsLogLen); const UniquePtr fsLog(new char[fsLogLen+1]); mGL->fGetShaderInfoLog(fs, fsLogLen, nullptr, fsLog.get()); fsLog[fsLogLen] = 0; gfxCriticalError() << "DrawBlitProg link failed:\n" << "progLog: " << progLog.get() << "\n" << "vsLog: " << vsLog.get() << "\n" << "fsLog: " << fsLog.get() << "\n"; return nullptr; } // ----------------------------------------------------------------------------- bool GLBlitHelper::BlitImageToFramebuffer(layers::Image* const srcImage, const gfx::IntSize& destSize, const OriginPos destOrigin) { switch (srcImage->GetFormat()) { case ImageFormat::PLANAR_YCBCR: return BlitImage(static_cast(srcImage), destSize, destOrigin); #ifdef MOZ_WIDGET_ANDROID case ImageFormat::SURFACE_TEXTURE: return BlitImage(static_cast(srcImage), destSize, destOrigin); #endif #ifdef XP_MACOSX case ImageFormat::MAC_IOSURFACE: return BlitImage(srcImage->AsMacIOSurfaceImage(), destSize, destOrigin); #endif #ifdef XP_WIN case ImageFormat::GPU_VIDEO: return BlitImage(static_cast(srcImage), destSize, destOrigin); case ImageFormat::D3D11_YCBCR_IMAGE: return BlitImage((layers::D3D11YCbCrImage*)srcImage, destSize, destOrigin); case ImageFormat::D3D9_RGB32_TEXTURE: return false; // todo #endif default: gfxCriticalError() << "Unhandled srcImage->GetFormat(): " << uint32_t(srcImage->GetFormat()); return false; } } // ------------------------------------- #ifdef MOZ_WIDGET_ANDROID bool GLBlitHelper::BlitImage(layers::SurfaceTextureImage* srcImage, const gfx::IntSize& destSize, const OriginPos destOrigin) const { AndroidSurfaceTextureHandle handle = srcImage->GetHandle(); const auto& surfaceTexture = java::GeckoSurfaceTexture::Lookup(handle); if (!surfaceTexture) { return false; } const ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0); if (!surfaceTexture->IsAttachedToGLContext((int64_t)mGL)) { GLuint tex; mGL->MakeCurrent(); mGL->fGenTextures(1, &tex); if (NS_FAILED(surfaceTexture->AttachToGLContext((int64_t)mGL, tex))) { mGL->fDeleteTextures(1, &tex); return false; } } const ScopedBindTexture savedTex(mGL, surfaceTexture->GetTexName(), LOCAL_GL_TEXTURE_EXTERNAL); surfaceTexture->UpdateTexImage(); gfx::Matrix4x4 transform4; AndroidSurfaceTexture::GetTransformMatrix(java::sdk::SurfaceTexture::Ref::From(surfaceTexture), &transform4); Mat3 transform3; transform3.at(0,0) = transform4._11; transform3.at(0,1) = transform4._12; transform3.at(0,2) = transform4._14; transform3.at(1,0) = transform4._21; transform3.at(1,1) = transform4._22; transform3.at(1,2) = transform4._24; transform3.at(2,0) = transform4._41; transform3.at(2,1) = transform4._42; transform3.at(2,2) = transform4._44; // We don't do w-divison, so if these aren't what we expect, we're probably doing // something wrong. MOZ_ASSERT(transform3.at(0,2) == 0); MOZ_ASSERT(transform3.at(1,2) == 0); MOZ_ASSERT(transform3.at(2,2) == 1); const auto& srcOrigin = srcImage->GetOriginPos(); // I honestly have no idea why this logic is flipped, but changing the // source origin would mean we'd have to flip it in the compositor // which makes just as little sense as this. const bool yFlip = (srcOrigin == destOrigin); const auto& prog = GetDrawBlitProg({kFragHeader_TexExt, kFragBody_RGBA}); MOZ_RELEASE_ASSERT(prog); // There is no padding on these images, so we can use the GetTransformMatrix directly. const DrawBlitProg::BaseArgs baseArgs = { transform3, yFlip, destSize, Nothing() }; prog->Draw(baseArgs, nullptr); if (surfaceTexture->IsSingleBuffer()) { surfaceTexture->ReleaseTexImage(); } return true; } #endif // ------------------------------------- bool GuessDivisors(const gfx::IntSize& ySize, const gfx::IntSize& uvSize, gfx::IntSize* const out_divisors) { const gfx::IntSize divisors((ySize.width == uvSize.width ) ? 1 : 2, (ySize.height == uvSize.height) ? 1 : 2); if (uvSize.width * divisors.width != ySize.width || uvSize.height * divisors.height != ySize.height) { return false; } *out_divisors = divisors; return true; } bool GLBlitHelper::BlitImage(layers::PlanarYCbCrImage* const yuvImage, const gfx::IntSize& destSize, const OriginPos destOrigin) { const auto& prog = GetDrawBlitProg({kFragHeader_Tex2D, kFragBody_PlanarYUV}); MOZ_RELEASE_ASSERT(prog); if (!mYuvUploads[0]) { mGL->fGenTextures(3, mYuvUploads); const ScopedBindTexture bindTex(mGL, mYuvUploads[0]); mGL->TexParams_SetClampNoMips(); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[1]); mGL->TexParams_SetClampNoMips(); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[2]); mGL->TexParams_SetClampNoMips(); } // -- const PlanarYCbCrData* const yuvData = yuvImage->GetData(); if (yuvData->mYSkip || yuvData->mCbSkip || yuvData->mCrSkip || yuvData->mYSize.width < 0 || yuvData->mYSize.height < 0 || yuvData->mCbCrSize.width < 0 || yuvData->mCbCrSize.height < 0 || yuvData->mYStride < 0 || yuvData->mCbCrStride < 0) { gfxCriticalError() << "Unusual PlanarYCbCrData: " << yuvData->mYSkip << "," << yuvData->mCbSkip << "," << yuvData->mCrSkip << ", " << yuvData->mYSize.width << "," << yuvData->mYSize.height << ", " << yuvData->mCbCrSize.width << "," << yuvData->mCbCrSize.height << ", " << yuvData->mYStride << "," << yuvData->mCbCrStride; return false; } gfx::IntSize divisors; if (!GuessDivisors(yuvData->mYSize, yuvData->mCbCrSize, &divisors)) { gfxCriticalError() << "GuessDivisors failed:" << yuvData->mYSize.width << "," << yuvData->mYSize.height << ", " << yuvData->mCbCrSize.width << "," << yuvData->mCbCrSize.height; return false; } // -- // RED textures aren't valid in GLES2, and ALPHA textures are not valid in desktop GL Core Profiles. // So use R8 textures on GL3.0+ and GLES3.0+, but LUMINANCE/LUMINANCE/UNSIGNED_BYTE otherwise. GLenum internalFormat; GLenum unpackFormat; if (mGL->IsAtLeast(gl::ContextProfile::OpenGLCore, 300) || mGL->IsAtLeast(gl::ContextProfile::OpenGLES, 300)) { internalFormat = LOCAL_GL_R8; unpackFormat = LOCAL_GL_RED; } else { internalFormat = LOCAL_GL_LUMINANCE; unpackFormat = LOCAL_GL_LUMINANCE; } // -- const ScopedSaveMultiTex saveTex(mGL, 3, LOCAL_GL_TEXTURE_2D); const ResetUnpackState reset(mGL); const gfx::IntSize yTexSize(yuvData->mYStride, yuvData->mYSize.height); const gfx::IntSize uvTexSize(yuvData->mCbCrStride, yuvData->mCbCrSize.height); if (yTexSize != mYuvUploads_YSize || uvTexSize != mYuvUploads_UVSize) { mYuvUploads_YSize = yTexSize; mYuvUploads_UVSize = uvTexSize; mGL->fActiveTexture(LOCAL_GL_TEXTURE0); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[0]); mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, internalFormat, yTexSize.width, yTexSize.height, 0, unpackFormat, LOCAL_GL_UNSIGNED_BYTE, nullptr); for (int i = 1; i < 3; i++) { mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[i]); mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, internalFormat, uvTexSize.width, uvTexSize.height, 0, unpackFormat, LOCAL_GL_UNSIGNED_BYTE, nullptr); } } // -- mGL->fActiveTexture(LOCAL_GL_TEXTURE0); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[0]); mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0, yTexSize.width, yTexSize.height, unpackFormat, LOCAL_GL_UNSIGNED_BYTE, yuvData->mYChannel); mGL->fActiveTexture(LOCAL_GL_TEXTURE1); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[1]); mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0, uvTexSize.width, uvTexSize.height, unpackFormat, LOCAL_GL_UNSIGNED_BYTE, yuvData->mCbChannel); mGL->fActiveTexture(LOCAL_GL_TEXTURE2); mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[2]); mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0, uvTexSize.width, uvTexSize.height, unpackFormat, LOCAL_GL_UNSIGNED_BYTE, yuvData->mCrChannel); // -- const auto& clipRect = yuvData->GetPictureRect(); const auto srcOrigin = OriginPos::BottomLeft; const bool yFlip = (destOrigin != srcOrigin); const DrawBlitProg::BaseArgs baseArgs = { SubRectMat3(clipRect, yTexSize), yFlip, destSize, Nothing() }; const DrawBlitProg::YUVArgs yuvArgs = { SubRectMat3(clipRect, uvTexSize, divisors), yuvData->mYUVColorSpace }; prog->Draw(baseArgs, &yuvArgs); return true; } // ------------------------------------- #ifdef XP_MACOSX bool GLBlitHelper::BlitImage(layers::MacIOSurfaceImage* const srcImage, const gfx::IntSize& destSize, const OriginPos destOrigin) const { MacIOSurface* const iosurf = srcImage->GetSurface(); if (mGL->GetContextType() != GLContextType::CGL) { MOZ_ASSERT(false); return false; } const auto glCGL = static_cast(mGL); const auto cglContext = glCGL->GetCGLContext(); const auto& srcOrigin = OriginPos::BottomLeft; DrawBlitProg::BaseArgs baseArgs; baseArgs.yFlip = (destOrigin != srcOrigin); baseArgs.destSize = destSize; DrawBlitProg::YUVArgs yuvArgs; yuvArgs.colorSpace = YUVColorSpace::BT601; const DrawBlitProg::YUVArgs* pYuvArgs = nullptr; auto planes = iosurf->GetPlaneCount(); if (!planes) { planes = 1; // Bad API. No cookie. } const GLenum texTarget = LOCAL_GL_TEXTURE_RECTANGLE; const char* const fragHeader = kFragHeader_Tex2DRect; const ScopedSaveMultiTex saveTex(mGL, planes, texTarget); const ScopedTexture tex0(mGL); const ScopedTexture tex1(mGL); const ScopedTexture tex2(mGL); const GLuint texs[3] = { tex0, tex1, tex2 }; const auto pixelFormat = iosurf->GetPixelFormat(); const auto formatChars = (const char*)&pixelFormat; const char formatStr[] = { formatChars[3], formatChars[2], formatChars[1], formatChars[0], 0 }; if (mGL->ShouldSpew()) { printf_stderr("iosurf format: %s (0x%08x)\n", formatStr, uint32_t(pixelFormat)); } const char* fragBody; GLenum internalFormats[3] = {0, 0, 0}; GLenum unpackFormats[3] = {0, 0, 0}; GLenum unpackTypes[3] = { LOCAL_GL_UNSIGNED_BYTE, LOCAL_GL_UNSIGNED_BYTE, LOCAL_GL_UNSIGNED_BYTE }; switch (planes) { case 1: fragBody = kFragBody_RGBA; internalFormats[0] = LOCAL_GL_RGBA; unpackFormats[0] = LOCAL_GL_RGBA; break; case 2: fragBody = kFragBody_NV12; if (mGL->Version() >= 300) { internalFormats[0] = LOCAL_GL_R8; unpackFormats[0] = LOCAL_GL_RED; internalFormats[1] = LOCAL_GL_RG8; unpackFormats[1] = LOCAL_GL_RG; } else { internalFormats[0] = LOCAL_GL_LUMINANCE; unpackFormats[0] = LOCAL_GL_LUMINANCE; internalFormats[1] = LOCAL_GL_LUMINANCE_ALPHA; unpackFormats[1] = LOCAL_GL_LUMINANCE_ALPHA; } pYuvArgs = &yuvArgs; break; case 3: fragBody = kFragBody_PlanarYUV; if (mGL->Version() >= 300) { internalFormats[0] = LOCAL_GL_R8; unpackFormats[0] = LOCAL_GL_RED; } else { internalFormats[0] = LOCAL_GL_LUMINANCE; unpackFormats[0] = LOCAL_GL_LUMINANCE; } internalFormats[1] = internalFormats[0]; internalFormats[2] = internalFormats[0]; unpackFormats[1] = unpackFormats[0]; unpackFormats[2] = unpackFormats[0]; pYuvArgs = &yuvArgs; break; default: gfxCriticalError() << "Unexpected plane count: " << planes; return false; } if (pixelFormat == '2vuy') { fragBody = kFragBody_CrYCb; // APPLE_rgb_422 adds RGB_RAW_422_APPLE for `internalFormat`, but only RGB seems // to work? internalFormats[0] = LOCAL_GL_RGB; unpackFormats[0] = LOCAL_GL_RGB_422_APPLE; unpackTypes[0] = LOCAL_GL_UNSIGNED_SHORT_8_8_APPLE; pYuvArgs = &yuvArgs; } for (uint32_t p = 0; p < planes; p++) { mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + p); mGL->fBindTexture(texTarget, texs[p]); mGL->TexParams_SetClampNoMips(texTarget); const auto width = iosurf->GetDevicePixelWidth(p); const auto height = iosurf->GetDevicePixelHeight(p); auto err = iosurf->CGLTexImageIOSurface2D(cglContext, texTarget, internalFormats[p], width, height, unpackFormats[p], unpackTypes[p], p); if (err) { const nsPrintfCString errStr("CGLTexImageIOSurface2D(context, target, 0x%04x," " %u, %u, 0x%04x, 0x%04x, iosurfPtr, %u) -> %i", internalFormats[p], uint32_t(width), uint32_t(height), unpackFormats[p], unpackTypes[p], p, err); gfxCriticalError() << errStr.get() << " (iosurf format: " << formatStr << ")"; return false; } if (p == 0) { baseArgs.texMatrix0 = SubRectMat3(0, 0, width, height); yuvArgs.texMatrix1 = SubRectMat3(0, 0, width / 2.0, height / 2.0); } } const auto& prog = GetDrawBlitProg({fragHeader, fragBody}); if (!prog) return false; prog->Draw(baseArgs, pYuvArgs); return true; } #endif // ----------------------------------------------------------------------------- void GLBlitHelper::DrawBlitTextureToFramebuffer(const GLuint srcTex, const gfx::IntSize& srcSize, const gfx::IntSize& destSize, const GLenum srcTarget) const { const char* fragHeader; Mat3 texMatrix0; switch (srcTarget) { case LOCAL_GL_TEXTURE_2D: fragHeader = kFragHeader_Tex2D; texMatrix0 = Mat3::I(); break; case LOCAL_GL_TEXTURE_RECTANGLE_ARB: fragHeader = kFragHeader_Tex2DRect; texMatrix0 = SubRectMat3(0, 0, srcSize.width, srcSize.height); break; default: gfxCriticalError() << "Unexpected srcTarget: " << srcTarget; return; } const auto& prog = GetDrawBlitProg({ fragHeader, kFragBody_RGBA}); MOZ_ASSERT(prog); const ScopedSaveMultiTex saveTex(mGL, 1, srcTarget); mGL->fBindTexture(srcTarget, srcTex); const bool yFlip = false; const DrawBlitProg::BaseArgs baseArgs = { texMatrix0, yFlip, destSize, Nothing() }; prog->Draw(baseArgs); } // ----------------------------------------------------------------------------- void GLBlitHelper::BlitFramebuffer(const gfx::IntSize& srcSize, const gfx::IntSize& destSize) const { MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit)); const ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false); mGL->fBlitFramebuffer(0, 0, srcSize.width, srcSize.height, 0, 0, destSize.width, destSize.height, LOCAL_GL_COLOR_BUFFER_BIT, LOCAL_GL_NEAREST); } // -- void GLBlitHelper::BlitFramebufferToFramebuffer(const GLuint srcFB, const GLuint destFB, const gfx::IntSize& srcSize, const gfx::IntSize& destSize) const { MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit)); MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB)); MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB)); const ScopedBindFramebuffer boundFB(mGL); mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, srcFB); mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, destFB); BlitFramebuffer(srcSize, destSize); } void GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, const gfx::IntSize& srcSize, const gfx::IntSize& destSize, GLenum srcTarget) const { MOZ_ASSERT(mGL->fIsTexture(srcTex)); if (mGL->IsSupported(GLFeature::framebuffer_blit)) { const ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget); const ScopedBindFramebuffer bindFB(mGL); mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, srcWrapper.FB()); BlitFramebuffer(srcSize, destSize); return; } DrawBlitTextureToFramebuffer(srcTex, srcSize, destSize, srcTarget); } void GLBlitHelper::BlitFramebufferToTexture(GLuint destTex, const gfx::IntSize& srcSize, const gfx::IntSize& destSize, GLenum destTarget) const { MOZ_ASSERT(mGL->fIsTexture(destTex)); if (mGL->IsSupported(GLFeature::framebuffer_blit)) { const ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget); const ScopedBindFramebuffer bindFB(mGL); mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, destWrapper.FB()); BlitFramebuffer(srcSize, destSize); return; } ScopedBindTexture autoTex(mGL, destTex, destTarget); ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false); mGL->fCopyTexSubImage2D(destTarget, 0, 0, 0, 0, 0, srcSize.width, srcSize.height); } void GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex, const gfx::IntSize& srcSize, const gfx::IntSize& destSize, GLenum srcTarget, GLenum destTarget) const { MOZ_ASSERT(mGL->fIsTexture(srcTex)); MOZ_ASSERT(mGL->fIsTexture(destTex)); // Start down the CopyTexSubImage path, not the DrawBlit path. const ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget); const ScopedBindFramebuffer bindFB(mGL, srcWrapper.FB()); BlitFramebufferToTexture(destTex, srcSize, destSize, destTarget); } } // namespace gl } // namespace mozilla