/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- * 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 "CompositorOGL.h" #include // for size_t #include // for uint32_t, uint8_t #include // for free, malloc #include "GLContextProvider.h" // for GLContextProvider #include "GLContext.h" // for GLContext #include "GLUploadHelpers.h" #include "Layers.h" // for WriteSnapshotToDumpFile #include "LayerScope.h" // for LayerScope #include "gfx2DGlue.h" // for ThebesFilter #include "gfx3DMatrix.h" // for gfx3DMatrix #include "gfxCrashReporterUtils.h" // for ScopedGfxFeatureReporter #include "GraphicsFilter.h" // for GraphicsFilter #include "gfxPlatform.h" // for gfxPlatform #include "gfxPrefs.h" // for gfxPrefs #include "gfxRect.h" // for gfxRect #include "gfxUtils.h" // for NextPowerOfTwo, gfxUtils, etc #include "mozilla/ArrayUtils.h" // for ArrayLength #include "mozilla/Preferences.h" // for Preferences #include "mozilla/gfx/BasePoint.h" // for BasePoint #include "mozilla/gfx/Matrix.h" // for Matrix4x4, Matrix #include "mozilla/layers/LayerManagerComposite.h" // for LayerComposite, etc #include "mozilla/layers/CompositingRenderTargetOGL.h" #include "mozilla/layers/Effects.h" // for EffectChain, TexturedEffect, etc #include "mozilla/layers/TextureHost.h" // for TextureSource, etc #include "mozilla/layers/TextureHostOGL.h" // for TextureSourceOGL, etc #include "mozilla/mozalloc.h" // for operator delete, etc #include "nsAString.h" #include "nsIConsoleService.h" // for nsIConsoleService, etc #include "nsIWidget.h" // for nsIWidget #include "nsLiteralString.h" // for NS_LITERAL_STRING #include "nsMathUtils.h" // for NS_roundf #include "nsRect.h" // for nsIntRect #include "nsServiceManagerUtils.h" // for do_GetService #include "nsString.h" // for nsString, nsAutoCString, etc #include "ScopedGLHelpers.h" #include "GLReadTexImageHelper.h" #include "TiledLayerBuffer.h" // for TiledLayerComposer #include "HeapCopyOfStackArray.h" #if MOZ_ANDROID_OMTC #include "TexturePoolOGL.h" #endif #ifdef XP_MACOSX #include "nsCocoaFeatures.h" #endif #include "GeckoProfiler.h" #if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17 #include "libdisplay/GonkDisplay.h" // for GonkDisplay #include #endif namespace mozilla { using namespace std; using namespace gfx; namespace layers { using namespace mozilla::gl; static void BindMaskForProgram(ShaderProgramOGL* aProgram, TextureSourceOGL* aSourceMask, GLenum aTexUnit, const gfx::Matrix4x4& aTransform) { MOZ_ASSERT(LOCAL_GL_TEXTURE0 <= aTexUnit && aTexUnit <= LOCAL_GL_TEXTURE31); aSourceMask->BindTexture(aTexUnit, gfx::Filter::LINEAR); aProgram->SetMaskTextureUnit(aTexUnit - LOCAL_GL_TEXTURE0); aProgram->SetMaskLayerTransform(aTransform); } CompositorOGL::CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth, int aSurfaceHeight, bool aUseExternalSurfaceSize) : mWidget(aWidget) , mWidgetSize(-1, -1) , mSurfaceSize(aSurfaceWidth, aSurfaceHeight) , mHasBGRA(0) , mUseExternalSurfaceSize(aUseExternalSurfaceSize) , mFrameInProgress(false) , mDestroyed(false) , mHeight(0) { MOZ_COUNT_CTOR(CompositorOGL); SetBackend(LayersBackend::LAYERS_OPENGL); } CompositorOGL::~CompositorOGL() { MOZ_COUNT_DTOR(CompositorOGL); Destroy(); } already_AddRefed CompositorOGL::CreateContext() { nsRefPtr context; #ifdef XP_WIN if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) { printf_stderr("Trying GL layers...\n"); context = gl::GLContextProviderEGL::CreateForWindow(mWidget); } #endif // Allow to create offscreen GL context for main Layer Manager if (!context && PR_GetEnv("MOZ_LAYERS_PREFER_OFFSCREEN")) { SurfaceCaps caps = SurfaceCaps::ForRGB(); caps.preserve = false; caps.bpp16 = gfxPlatform::GetPlatform()->GetOffscreenFormat() == gfxImageFormat::RGB16_565; context = GLContextProvider::CreateOffscreen(gfxIntSize(mSurfaceSize.width, mSurfaceSize.height), caps); } if (!context) context = gl::GLContextProvider::CreateForWindow(mWidget); if (!context) { NS_WARNING("Failed to create CompositorOGL context"); } return context.forget(); } void CompositorOGL::Destroy() { if (mTexturePool) { mTexturePool->Clear(); mTexturePool = nullptr; } if (!mDestroyed) { mDestroyed = true; CleanupResources(); } } void CompositorOGL::CleanupResources() { if (!mGLContext) return; nsRefPtr ctx = mGLContext->GetSharedContext(); if (!ctx) { ctx = mGLContext; } for (std::map::iterator iter = mPrograms.begin(); iter != mPrograms.end(); iter++) { delete iter->second; } mPrograms.clear(); if (!ctx->MakeCurrent()) { mQuadVBO = 0; mGLContext = nullptr; return; } ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (mQuadVBO) { ctx->fDeleteBuffers(1, &mQuadVBO); mQuadVBO = 0; } mGLContext = nullptr; } bool CompositorOGL::Initialize() { bool force = gfxPrefs::LayersAccelerationForceEnabled(); ScopedGfxFeatureReporter reporter("GL Layers", force); // Do not allow double initialization NS_ABORT_IF_FALSE(mGLContext == nullptr, "Don't reinitialize CompositorOGL"); mGLContext = CreateContext(); #ifdef MOZ_WIDGET_ANDROID if (!mGLContext) NS_RUNTIMEABORT("We need a context on Android"); #endif if (!mGLContext) return false; MakeCurrent(); mHasBGRA = mGLContext->IsExtensionSupported(gl::GLContext::EXT_texture_format_BGRA8888) || mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra); mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); // initialise a common shader to check that we can actually compile a shader RefPtr effect = new EffectSolidColor(Color(0, 0, 0, 0)); ShaderConfigOGL config = GetShaderConfigFor(effect); if (!GetShaderProgramFor(config)) { return false; } if (mGLContext->WorkAroundDriverBugs()) { /** * We'll test the ability here to bind NPOT textures to a framebuffer, if * this fails we'll try ARB_texture_rectangle. */ GLenum textureTargets[] = { LOCAL_GL_TEXTURE_2D, LOCAL_GL_NONE }; if (!mGLContext->IsGLES()) { // No TEXTURE_RECTANGLE_ARB available on ES2 textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB; } mFBOTextureTarget = LOCAL_GL_NONE; GLuint testFBO = 0; mGLContext->fGenFramebuffers(1, &testFBO); GLuint testTexture = 0; for (uint32_t i = 0; i < ArrayLength(textureTargets); i++) { GLenum target = textureTargets[i]; if (!target) continue; mGLContext->fGenTextures(1, &testTexture); mGLContext->fBindTexture(target, testTexture); mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST); mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST); mGLContext->fTexImage2D(target, 0, LOCAL_GL_RGBA, 5, 3, /* sufficiently NPOT */ 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr); // unbind this texture, in preparation for binding it to the FBO mGLContext->fBindTexture(target, 0); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, testFBO); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, target, testTexture, 0); if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mFBOTextureTarget = target; mGLContext->fDeleteTextures(1, &testTexture); break; } mGLContext->fDeleteTextures(1, &testTexture); } if (testFBO) { mGLContext->fDeleteFramebuffers(1, &testFBO); } if (mFBOTextureTarget == LOCAL_GL_NONE) { /* Unable to find a texture target that works with FBOs and NPOT textures */ return false; } } else { // not trying to work around driver bugs, so TEXTURE_2D should just work mFBOTextureTarget = LOCAL_GL_TEXTURE_2D; } // back to default framebuffer, to avoid confusion mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) { /* If we're using TEXTURE_RECTANGLE, then we must have the ARB * extension -- the EXT variant does not provide support for * texture rectangle access inside GLSL (sampler2DRect, * texture2DRect). */ if (!mGLContext->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle)) return false; } /* Create a simple quad VBO */ mGLContext->fGenBuffers(1, &mQuadVBO); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO); // 4 quads, with the number of the quad (vertexID) encoded in w. GLfloat vertices[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 1.0f, 1.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 3.0f, 1.0f, 0.0f, 0.0f, 3.0f, 0.0f, 1.0f, 0.0f, 3.0f, 1.0f, 0.0f, 0.0f, 3.0f, 0.0f, 1.0f, 0.0f, 3.0f, 1.0f, 1.0f, 0.0f, 3.0f, }; HeapCopyOfStackArray verticesOnHeap(vertices); mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, verticesOnHeap.ByteLength(), verticesOnHeap.Data(), LOCAL_GL_STATIC_DRAW); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); nsCOMPtr console(do_GetService(NS_CONSOLESERVICE_CONTRACTID)); if (console) { nsString msg; msg += NS_LITERAL_STRING("OpenGL compositor Initialized Succesfully.\nVersion: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION))); msg += NS_LITERAL_STRING("\nVendor: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR))); msg += NS_LITERAL_STRING("\nRenderer: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER))); msg += NS_LITERAL_STRING("\nFBO Texture Target: "); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D) msg += NS_LITERAL_STRING("TEXTURE_2D"); else msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE"); console->LogStringMessage(msg.get()); } reporter.SetSuccessful(); return true; } static GLfloat WrapTexCoord(GLfloat v) { // 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); } return fmodf(v, 1.0f); } 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); } #ifdef DEBUG static inline bool FuzzyEqual(float a, float b) { return fabs(a - b) < 0.0001f; } #endif static int DecomposeIntoNoRepeatRects(const Rect& aRect, const Rect& aTexCoordRect, Rect* aLayerRects, Rect* aTextureRects) { Rect texCoordRect = aTexCoordRect; // 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; texCoordRect.y += texCoordRect.height; texCoordRect.height = -texCoordRect.height; } // Wrap the texture coordinates so they are within [0,1] and cap width/height // at 1. We rely on this below. texCoordRect = Rect(Point(WrapTexCoord(texCoordRect.x), WrapTexCoord(texCoordRect.y)), Size(std::min(texCoordRect.width, 1.0f), std::min(texCoordRect.height, 1.0f))); NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f && texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f && texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f && texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f && texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f && texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f, "We just wrapped the texture coordinates, didn't we?"); // Get the top left and bottom right points of the rectangle. Note that // tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2]. Point tl = texCoordRect.TopLeft(); Point br = texCoordRect.BottomRight(); NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f && tl.y >= 0.0f && tl.y <= 1.0f && br.x >= tl.x && br.x <= 2.0f && br.y >= tl.y && br.y <= 2.0f && br.x - tl.x <= 1.0f && br.y - tl.y <= 1.0f, "Somehow generated invalid texture coordinates"); // Then check if we wrap in either the x or y axis. bool xwrap = br.x > 1.0f; bool ywrap = br.y > 1.0f; // 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 .. WrapTexCoord(br.x). Same for the Y axis. The destination // rectangle is also split appropriately, according to the calculated // xmid/ymid values. 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; } // If we are dealing with wrapping br.x and br.y are greater than 1.0 so // wrap them here as well. br = Point(xwrap ? WrapTexCoord(br.x) : br.x, ywrap ? WrapTexCoord(br.y) : br.y); // If we wrap around along the x axis, we will draw first from // tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above). // The same applies for the Y axis. The midpoints we calculate here are // only valid if we actually wrap around. GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width; GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height; NS_ASSERTION(!xwrap || (xmid > aRect.x && xmid < aRect.XMost() && FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.width)), "xmid should be within [x,XMost()] and the wrapped rect should have the same width"); NS_ASSERTION(!ywrap || (ymid > aRect.y && ymid < aRect.YMost() && FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.height)), "ymid should be within [y,YMost()] and the wrapped rect should have the same 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); BindAndDrawQuads(aProg, rects, layerRects, textureRects); } void CompositorOGL::PrepareViewport(const gfx::IntSize& aSize, const Matrix& aWorldTransform) { // Set the viewport correctly. mGLContext->fViewport(0, 0, aSize.width, aSize.height); mHeight = aSize.height; // We flip the view matrix around so that everything is right-side up; we're // drawing directly into the window's back buffer, so this keeps things // looking correct. // XXX: We keep track of whether the window size changed, so we could skip // this update if it hadn't changed since the last call. We will need to // track changes to aTransformPolicy and aWorldTransform for this to work // though. // Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0, // 2, 2) and flip the contents. Matrix viewMatrix; if (mGLContext->IsOffscreen()) { // In case of rendering via GL Offscreen context, disable Y-Flipping viewMatrix.Translate(-1.0, -1.0); viewMatrix.Scale(2.0f / float(aSize.width), 2.0f / float(aSize.height)); } else { viewMatrix.Translate(-1.0, 1.0); viewMatrix.Scale(2.0f / float(aSize.width), 2.0f / float(aSize.height)); viewMatrix.Scale(1.0f, -1.0f); } viewMatrix = aWorldTransform * viewMatrix; Matrix4x4 matrix3d = Matrix4x4::From2D(viewMatrix); matrix3d._33 = 0.0f; mProjMatrix = matrix3d; } TemporaryRef CompositorOGL::CreateRenderTarget(const IntRect &aRect, SurfaceInitMode aInit) { GLuint tex = 0; GLuint fbo = 0; CreateFBOWithTexture(aRect, false, 0, &fbo, &tex); RefPtr surface = new CompositingRenderTargetOGL(this, aRect.TopLeft(), tex, fbo); surface->Initialize(aRect.Size(), mFBOTextureTarget, aInit); return surface.forget(); } TemporaryRef CompositorOGL::CreateRenderTargetFromSource(const IntRect &aRect, const CompositingRenderTarget *aSource, const IntPoint &aSourcePoint) { GLuint tex = 0; GLuint fbo = 0; const CompositingRenderTargetOGL* sourceSurface = static_cast(aSource); IntRect sourceRect(aSourcePoint, aRect.Size()); if (aSource) { CreateFBOWithTexture(sourceRect, true, sourceSurface->GetFBO(), &fbo, &tex); } else { CreateFBOWithTexture(sourceRect, true, 0, &fbo, &tex); } RefPtr surface = new CompositingRenderTargetOGL(this, aRect.TopLeft(), tex, fbo); surface->Initialize(aRect.Size(), mFBOTextureTarget, INIT_MODE_NONE); return surface.forget(); } void CompositorOGL::SetRenderTarget(CompositingRenderTarget *aSurface) { MOZ_ASSERT(aSurface); CompositingRenderTargetOGL* surface = static_cast(aSurface); if (mCurrentRenderTarget != surface) { surface->BindRenderTarget(); mCurrentRenderTarget = surface; } } CompositingRenderTarget* CompositorOGL::GetCurrentRenderTarget() const { return mCurrentRenderTarget; } static GLenum GetFrameBufferInternalFormat(GLContext* gl, GLuint aFrameBuffer, nsIWidget* aWidget) { if (aFrameBuffer == 0) { // default framebuffer return aWidget->GetGLFrameBufferFormat(); } return LOCAL_GL_RGBA; } /* * Returns a size that is larger than and closest to aSize where both * width and height are powers of two. * If the OpenGL setup is capable of using non-POT textures, then it * will just return aSize. */ static IntSize CalculatePOTSize(const IntSize& aSize, GLContext* gl) { if (CanUploadNonPowerOfTwo(gl)) return aSize; return IntSize(NextPowerOfTwo(aSize.width), NextPowerOfTwo(aSize.height)); } void CompositorOGL::ClearRect(const gfx::Rect& aRect) { // Map aRect to OGL coordinates, origin:bottom-left GLint y = mHeight - (aRect.y + aRect.height); ScopedGLState scopedScissorTestState(mGLContext, LOCAL_GL_SCISSOR_TEST, true); ScopedScissorRect autoScissorRect(mGLContext, aRect.x, y, aRect.width, aRect.height); mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT); } void CompositorOGL::BeginFrame(const nsIntRegion& aInvalidRegion, const Rect *aClipRectIn, const gfx::Matrix& aTransform, const Rect& aRenderBounds, Rect *aClipRectOut, Rect *aRenderBoundsOut) { PROFILER_LABEL("CompositorOGL", "BeginFrame", js::ProfileEntry::Category::GRAPHICS); MOZ_ASSERT(!mFrameInProgress, "frame still in progress (should have called EndFrame or AbortFrame"); mFrameInProgress = true; gfx::Rect rect; if (mUseExternalSurfaceSize) { rect = gfx::Rect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { rect = gfx::Rect(aRenderBounds.x, aRenderBounds.y, aRenderBounds.width, aRenderBounds.height); // If render bounds is not updated explicitly, try to infer it from widget if (rect.width == 0 || rect.height == 0) { // FIXME/bug XXXXXX this races with rotation changes on the main // thread, and undoes all the care we take with layers txns being // sent atomically with rotation changes nsIntRect intRect; mWidget->GetClientBounds(intRect); rect = gfx::Rect(0, 0, intRect.width, intRect.height); } } rect = aTransform.TransformBounds(rect); if (aRenderBoundsOut) { *aRenderBoundsOut = rect; } GLint width = rect.width; GLint height = rect.height; // We can't draw anything to something with no area // so just return if (width == 0 || height == 0) return; // If the widget size changed, we have to force a MakeCurrent // to make sure that GL sees the updated widget size. if (mWidgetSize.width != width || mWidgetSize.height != height) { MakeCurrent(ForceMakeCurrent); mWidgetSize.width = width; mWidgetSize.height = height; } else { MakeCurrent(); } mPixelsPerFrame = width * height; mPixelsFilled = 0; #if MOZ_ANDROID_OMTC TexturePoolOGL::Fill(gl()); #endif // Make sure the render offset is respected. We ignore this when we have a // target to stop tests failing - this is only used by the Android browser // UI for its dynamic toolbar. IntPoint origin; if (!mTarget) { origin.x = -mRenderOffset.x; origin.y = -mRenderOffset.y; } mCurrentRenderTarget = CompositingRenderTargetOGL::RenderTargetForWindow(this, origin, IntSize(width, height), aTransform); mCurrentRenderTarget->BindRenderTarget(); #ifdef DEBUG mWindowRenderTarget = mCurrentRenderTarget; #endif // Default blend function implements "OVER" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST); if (aClipRectOut && !aClipRectIn) { aClipRectOut->SetRect(0, 0, width, height); } // If the Android compositor is being used, this clear will be done in // DrawWindowUnderlay. Make sure the bits used here match up with those used // in mobile/android/base/gfx/LayerRenderer.java #ifndef MOZ_ANDROID_OMTC mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT); #endif } void CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, bool aCopyFromSource, GLuint aSourceFrameBuffer, GLuint *aFBO, GLuint *aTexture) { // we're about to create a framebuffer backed by textures to use as an intermediate // surface. What to do if its size (as given by aRect) would exceed the // maximum texture size supported by the GL? The present code chooses the compromise // of just clamping the framebuffer's size to the max supported size. // This gives us a lower resolution rendering of the intermediate surface (children layers). // See bug 827170 for a discussion. IntRect clampedRect = aRect; int32_t maxTexSize = GetMaxTextureSize(); clampedRect.width = std::min(clampedRect.width, maxTexSize); clampedRect.height = std::min(clampedRect.height, maxTexSize); GLuint tex, fbo; mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fGenTextures(1, &tex); mGLContext->fBindTexture(mFBOTextureTarget, tex); if (aCopyFromSource) { GLuint curFBO = mCurrentRenderTarget->GetFBO(); if (curFBO != aSourceFrameBuffer) { mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aSourceFrameBuffer); } // We're going to create an RGBA temporary fbo. But to // CopyTexImage() from the current framebuffer, the framebuffer's // format has to be compatible with the new texture's. So we // check the format of the framebuffer here and take a slow path // if it's incompatible. GLenum format = GetFrameBufferInternalFormat(gl(), aSourceFrameBuffer, mWidget); bool isFormatCompatibleWithRGBA = gl()->IsGLES() ? (format == LOCAL_GL_RGBA) : true; if (isFormatCompatibleWithRGBA) { mGLContext->fCopyTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, clampedRect.x, FlipY(clampedRect.y + clampedRect.height), clampedRect.width, clampedRect.height, 0); } else { // Curses, incompatible formats. Take a slow path. // RGBA size_t bufferSize = clampedRect.width * clampedRect.height * 4; nsAutoArrayPtr buf(new uint8_t[bufferSize]); mGLContext->fReadPixels(clampedRect.x, clampedRect.y, clampedRect.width, clampedRect.height, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, clampedRect.width, clampedRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); } GLenum error = mGLContext->GetAndClearError(); if (error != LOCAL_GL_NO_ERROR) { nsAutoCString msg; msg.AppendPrintf("Texture initialization failed! -- error 0x%x, Source %d, Source format %d, RGBA Compat %d", error, aSourceFrameBuffer, format, isFormatCompatibleWithRGBA); NS_ERROR(msg.get()); } } else { mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, clampedRect.width, clampedRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr); } mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fGenFramebuffers(1, &fbo); *aFBO = fbo; *aTexture = tex; } ShaderConfigOGL CompositorOGL::GetShaderConfigFor(Effect *aEffect, MaskType aMask, gfx::CompositionOp aOp) const { ShaderConfigOGL config; switch(aEffect->mType) { case EffectTypes::SOLID_COLOR: config.SetRenderColor(true); break; case EffectTypes::YCBCR: config.SetYCbCr(true); break; case EffectTypes::COMPONENT_ALPHA: { config.SetComponentAlpha(true); EffectComponentAlpha* effectComponentAlpha = static_cast(aEffect); gfx::SurfaceFormat format = effectComponentAlpha->mOnWhite->GetFormat(); config.SetRBSwap(format == gfx::SurfaceFormat::B8G8R8A8 || format == gfx::SurfaceFormat::B8G8R8X8); break; } case EffectTypes::RENDER_TARGET: config.SetTextureTarget(mFBOTextureTarget); break; default: { MOZ_ASSERT(aEffect->mType == EffectTypes::RGB); TexturedEffect* texturedEffect = static_cast(aEffect); TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL(); MOZ_ASSERT_IF(source->GetTextureTarget() == LOCAL_GL_TEXTURE_EXTERNAL, source->GetFormat() == gfx::SurfaceFormat::R8G8B8A8); MOZ_ASSERT_IF(source->GetTextureTarget() == LOCAL_GL_TEXTURE_RECTANGLE_ARB, source->GetFormat() == gfx::SurfaceFormat::R8G8B8A8 || source->GetFormat() == gfx::SurfaceFormat::R8G8B8X8 || source->GetFormat() == gfx::SurfaceFormat::R5G6B5); config = ShaderConfigFromTargetAndFormat(source->GetTextureTarget(), source->GetFormat()); if (aOp == gfx::CompositionOp::OP_MULTIPLY && !texturedEffect->mPremultiplied) { // We can do these blend modes just using glBlendFunc but we need the data // to be premultiplied first. config.SetPremultiply(true); } break; } } config.SetMask2D(aMask == MaskType::Mask2d); config.SetMask3D(aMask == MaskType::Mask3d); return config; } ShaderProgramOGL* CompositorOGL::GetShaderProgramFor(const ShaderConfigOGL &aConfig) { std::map::iterator iter = mPrograms.find(aConfig); if (iter != mPrograms.end()) return iter->second; ProgramProfileOGL profile = ProgramProfileOGL::GetProfileFor(aConfig); ShaderProgramOGL *shader = new ShaderProgramOGL(gl(), profile); if (!shader->Initialize()) { delete shader; return nullptr; } mPrograms[aConfig] = shader; return shader; } static bool SetBlendMode(GLContext* aGL, gfx::CompositionOp aBlendMode, bool aIsPremultiplied = true) { if (aBlendMode == gfx::CompositionOp::OP_OVER && aIsPremultiplied) { return false; } GLenum srcBlend; GLenum dstBlend; switch (aBlendMode) { case gfx::CompositionOp::OP_OVER: MOZ_ASSERT(!aIsPremultiplied); srcBlend = LOCAL_GL_SRC_ALPHA; dstBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA; break; case gfx::CompositionOp::OP_SCREEN: srcBlend = aIsPremultiplied ? LOCAL_GL_ONE : LOCAL_GL_SRC_ALPHA; dstBlend = LOCAL_GL_ONE_MINUS_SRC_COLOR; break; case gfx::CompositionOp::OP_MULTIPLY: // If the source data was un-premultiplied we should have already // asked the fragment shader to fix that. srcBlend = LOCAL_GL_DST_COLOR; dstBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA; break; default: MOZ_ASSERT_UNREACHABLE("Unsupported blend mode!"); return false; } aGL->fBlendFuncSeparate(srcBlend, dstBlend, LOCAL_GL_ONE, LOCAL_GL_ONE); return true; } void CompositorOGL::DrawQuad(const Rect& aRect, const Rect& aClipRect, const EffectChain &aEffectChain, Float aOpacity, const gfx::Matrix4x4 &aTransform) { PROFILER_LABEL("CompositorOGL", "DrawQuad", js::ProfileEntry::Category::GRAPHICS); MOZ_ASSERT(mFrameInProgress, "frame not started"); IntRect intClipRect; aClipRect.ToIntRect(&intClipRect); if (!mTarget) { intClipRect.MoveBy(mRenderOffset.x, mRenderOffset.y); } gl()->fScissor(intClipRect.x, FlipY(intClipRect.y + intClipRect.height), intClipRect.width, intClipRect.height); LayerScope::SendEffectChain(mGLContext, aEffectChain, aRect.width, aRect.height); MaskType maskType; EffectMask* effectMask; TextureSourceOGL* sourceMask = nullptr; gfx::Matrix4x4 maskQuadTransform; if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) { effectMask = static_cast(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get()); sourceMask = effectMask->mMaskTexture->AsSourceOGL(); // NS_ASSERTION(textureMask->IsAlpha(), // "OpenGL mask layers must be backed by alpha surfaces"); // We're assuming that the gl backend won't cheat and use NPOT // textures when glContext says it can't (which seems to happen // on a mac when you force POT textures) IntSize maskSize = CalculatePOTSize(effectMask->mSize, mGLContext); const gfx::Matrix4x4& maskTransform = effectMask->mMaskTransform; NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!"); Rect bounds = Rect(Point(), Size(maskSize)); bounds = maskTransform.As2D().TransformBounds(bounds); maskQuadTransform._11 = 1.0f/bounds.width; maskQuadTransform._22 = 1.0f/bounds.height; maskQuadTransform._41 = float(-bounds.x)/bounds.width; maskQuadTransform._42 = float(-bounds.y)/bounds.height; maskType = effectMask->mIs3D ? MaskType::Mask3d : MaskType::Mask2d; } else { maskType = MaskType::MaskNone; } mPixelsFilled += aRect.width * aRect.height; // Determine the color if this is a color shader and fold the opacity into // the color since color shaders don't have an opacity uniform. Color color; if (aEffectChain.mPrimaryEffect->mType == EffectTypes::SOLID_COLOR) { EffectSolidColor* effectSolidColor = static_cast(aEffectChain.mPrimaryEffect.get()); color = effectSolidColor->mColor; Float opacity = aOpacity * color.a; color.r *= opacity; color.g *= opacity; color.b *= opacity; color.a = opacity; // We can fold opacity into the color, so no need to consider it further. aOpacity = 1.f; } gfx::CompositionOp blendMode = gfx::CompositionOp::OP_OVER; if (aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE]) { EffectBlendMode *blendEffect = static_cast(aEffectChain.mSecondaryEffects[EffectTypes::BLEND_MODE].get()); blendMode = blendEffect->mBlendMode; } ShaderConfigOGL config = GetShaderConfigFor(aEffectChain.mPrimaryEffect, maskType, blendMode); config.SetOpacity(aOpacity != 1.f); ShaderProgramOGL *program = GetShaderProgramFor(config); program->Activate(); program->SetProjectionMatrix(mProjMatrix); program->SetLayerTransform(aTransform); IntPoint offset = mCurrentRenderTarget->GetOrigin(); program->SetRenderOffset(offset.x, offset.y); if (aOpacity != 1.f) program->SetLayerOpacity(aOpacity); if (config.mFeatures & ENABLE_TEXTURE_RECT) { TexturedEffect* texturedEffect = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL(); // This is used by IOSurface that use 0,0...w,h coordinate rather then 0,0..1,1. program->SetTexCoordMultiplier(source->GetSize().width, source->GetSize().height); } bool didSetBlendMode = false; switch (aEffectChain.mPrimaryEffect->mType) { case EffectTypes::SOLID_COLOR: { program->SetRenderColor(color); if (maskType != MaskType::MaskNone) { BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE0, maskQuadTransform); } didSetBlendMode = SetBlendMode(gl(), blendMode); BindAndDrawQuad(program, aRect); } break; case EffectTypes::RGB: { TexturedEffect* texturedEffect = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSource *source = texturedEffect->mTexture; didSetBlendMode = SetBlendMode(gl(), blendMode, texturedEffect->mPremultiplied); gfx::Filter filter = texturedEffect->mFilter; Matrix4x4 textureTransform = source->AsSourceOGL()->GetTextureTransform(); #ifdef MOZ_WIDGET_ANDROID gfx::Matrix textureTransform2D; if (filter != gfx::Filter::POINT && aTransform.Is2DIntegerTranslation() && textureTransform.Is2D(&textureTransform2D) && textureTransform2D.HasOnlyIntegerTranslation()) { // On Android we encounter small resampling errors in what should be // pixel-aligned compositing operations. This works around them. This // code should not be needed! filter = gfx::Filter::POINT; } #endif source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0, filter); program->SetTextureUnit(0); program->SetTextureTransform(textureTransform); if (maskType != MaskType::MaskNone) { BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE1, maskQuadTransform); } BindAndDrawQuadWithTextureRect(program, aRect, texturedEffect->mTextureCoords, source); } break; case EffectTypes::YCBCR: { EffectYCbCr* effectYCbCr = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSource* sourceYCbCr = effectYCbCr->mTexture; const int Y = 0, Cb = 1, Cr = 2; TextureSourceOGL* sourceY = sourceYCbCr->GetSubSource(Y)->AsSourceOGL(); TextureSourceOGL* sourceCb = sourceYCbCr->GetSubSource(Cb)->AsSourceOGL(); TextureSourceOGL* sourceCr = sourceYCbCr->GetSubSource(Cr)->AsSourceOGL(); if (!sourceY && !sourceCb && !sourceCr) { NS_WARNING("Invalid layer texture."); return; } sourceY->BindTexture(LOCAL_GL_TEXTURE0, effectYCbCr->mFilter); sourceCb->BindTexture(LOCAL_GL_TEXTURE1, effectYCbCr->mFilter); 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); } didSetBlendMode = SetBlendMode(gl(), blendMode); BindAndDrawQuadWithTextureRect(program, aRect, effectYCbCr->mTextureCoords, sourceYCbCr->GetSubSource(Y)); } break; case EffectTypes::RENDER_TARGET: { EffectRenderTarget* effectRenderTarget = static_cast(aEffectChain.mPrimaryEffect.get()); RefPtr surface = static_cast(effectRenderTarget->mRenderTarget.get()); surface->BindTexture(LOCAL_GL_TEXTURE0, mFBOTextureTarget); // Drawing is always flipped, but when copying between surfaces we want to avoid // this, so apply a flip here to cancel the other one out. Matrix transform; transform.Translate(0.0, 1.0); transform.Scale(1.0f, -1.0f); program->SetTextureTransform(Matrix4x4::From2D(transform)); program->SetTextureUnit(0); if (maskType != MaskType::MaskNone) { sourceMask->BindTexture(LOCAL_GL_TEXTURE1, gfx::Filter::LINEAR); program->SetMaskTextureUnit(1); program->SetMaskLayerTransform(maskQuadTransform); } if (config.mFeatures & ENABLE_TEXTURE_RECT) { // 2DRect case, get the multiplier right for a sampler2DRect program->SetTexCoordMultiplier(aRect.width, aRect.height); } // Drawing is always flipped, but when copying between surfaces we want to avoid // this. Pass true for the flip parameter to introduce a second flip // that cancels the other one out. didSetBlendMode = SetBlendMode(gl(), blendMode); BindAndDrawQuad(program, aRect); } break; case EffectTypes::COMPONENT_ALPHA: { MOZ_ASSERT(gfxPrefs::ComponentAlphaEnabled()); MOZ_ASSERT(blendMode == gfx::CompositionOp::OP_OVER, "Can't support blend modes with component alpha!"); EffectComponentAlpha* effectComponentAlpha = static_cast(aEffectChain.mPrimaryEffect.get()); TextureSourceOGL* sourceOnWhite = effectComponentAlpha->mOnWhite->AsSourceOGL(); TextureSourceOGL* sourceOnBlack = effectComponentAlpha->mOnBlack->AsSourceOGL(); if (!sourceOnBlack->IsValid() || !sourceOnWhite->IsValid()) { NS_WARNING("Invalid layer texture for component alpha"); return; } sourceOnBlack->BindTexture(LOCAL_GL_TEXTURE0, effectComponentAlpha->mFilter); sourceOnWhite->BindTexture(LOCAL_GL_TEXTURE1, effectComponentAlpha->mFilter); program->SetBlackTextureUnit(0); program->SetWhiteTextureUnit(1); program->SetTextureTransform(Matrix4x4()); if (maskType != MaskType::MaskNone) { BindMaskForProgram(program, sourceMask, LOCAL_GL_TEXTURE2, maskQuadTransform); } // Pass 1. gl()->fBlendFuncSeparate(LOCAL_GL_ZERO, LOCAL_GL_ONE_MINUS_SRC_COLOR, LOCAL_GL_ONE, LOCAL_GL_ONE); program->SetTexturePass2(false); BindAndDrawQuadWithTextureRect(program, aRect, effectComponentAlpha->mTextureCoords, effectComponentAlpha->mOnBlack); // Pass 2. gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE, LOCAL_GL_ONE, LOCAL_GL_ONE); #ifdef XP_MACOSX if (gl()->WorkAroundDriverBugs() && gl()->Vendor() == GLVendor::NVIDIA && !nsCocoaFeatures::OnMavericksOrLater()) { // Bug 987497: With some GPUs the nvidia driver on 10.8 and below // won't pick up the TexturePass2 uniform change below if we don't do // something to force it. Re-activating the shader seems to be one way // of achieving that. program->Activate(); } #endif program->SetTexturePass2(true); BindAndDrawQuadWithTextureRect(program, aRect, effectComponentAlpha->mTextureCoords, effectComponentAlpha->mOnBlack); mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); } break; default: MOZ_ASSERT(false, "Unhandled effect type"); break; } if (didSetBlendMode) { gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); } // in case rendering has used some other GL context MakeCurrent(); } void CompositorOGL::EndFrame() { PROFILER_LABEL("CompositorOGL", "EndFrame", js::ProfileEntry::Category::GRAPHICS); MOZ_ASSERT(mCurrentRenderTarget == mWindowRenderTarget, "Rendering target not properly restored"); #ifdef MOZ_DUMP_PAINTING if (gfxUtils::sDumpPainting) { nsIntRect rect; if (mUseExternalSurfaceSize) { rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { mWidget->GetBounds(rect); } RefPtr target = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(IntSize(rect.width, rect.height), SurfaceFormat::B8G8R8A8); CopyToTarget(target, nsIntPoint(), mCurrentRenderTarget->GetTransform()); WriteSnapshotToDumpFile(this, target); } #endif mFrameInProgress = false; if (mTarget) { CopyToTarget(mTarget, mTargetBounds.TopLeft(), mCurrentRenderTarget->GetTransform()); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); mCurrentRenderTarget = nullptr; return; } mCurrentRenderTarget = nullptr; if (mTexturePool) { mTexturePool->EndFrame(); } mGLContext->SwapBuffers(); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // Unbind all textures mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0); if (!mGLContext->IsGLES()) { mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0); } mGLContext->fActiveTexture(LOCAL_GL_TEXTURE1); mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0); if (!mGLContext->IsGLES()) { mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0); } mGLContext->fActiveTexture(LOCAL_GL_TEXTURE2); mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0); if (!mGLContext->IsGLES()) { mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0); } } #if defined(MOZ_WIDGET_GONK) && ANDROID_VERSION >= 17 void CompositorOGL::SetFBAcquireFence(Layer* aLayer) { // OpenGL does not provide ReleaseFence for rendering. // Instead use FBAcquireFence as layer buffer's ReleaseFence // to prevent flickering and tearing. // FBAcquireFence is FramebufferSurface's AcquireFence. // AcquireFence will be signaled when a buffer's content is available. // See Bug 974152. if (!aLayer) { return; } const nsIntRegion& visibleRegion = aLayer->GetEffectiveVisibleRegion(); if (visibleRegion.IsEmpty()) { return; } // Set FBAcquireFence on ContainerLayer's childs ContainerLayer* container = aLayer->AsContainerLayer(); if (container) { for (Layer* child = container->GetFirstChild(); child; child = child->GetNextSibling()) { SetFBAcquireFence(child); } return; } // Set FBAcquireFence as tiles' ReleaseFence on TiledLayerComposer. TiledLayerComposer* composer = nullptr; LayerComposite* shadow = aLayer->AsLayerComposite(); if (shadow) { composer = shadow->GetTiledLayerComposer(); if (composer) { composer->SetReleaseFence(new android::Fence(GetGonkDisplay()->GetPrevFBAcquireFd())); return; } } // Set FBAcquireFence as layer buffer's ReleaseFence LayerRenderState state = aLayer->GetRenderState(); if (!state.mTexture) { return; } TextureHostOGL* texture = state.mTexture->AsHostOGL(); if (!texture) { return; } texture->SetReleaseFence(new android::Fence(GetGonkDisplay()->GetPrevFBAcquireFd())); } #else void CompositorOGL::SetFBAcquireFence(Layer* aLayer) { } #endif void CompositorOGL::EndFrameForExternalComposition(const gfx::Matrix& aTransform) { // This lets us reftest and screenshot content rendered externally if (mTarget) { MakeCurrent(); CopyToTarget(mTarget, mTargetBounds.TopLeft(), aTransform); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); } if (mTexturePool) { mTexturePool->EndFrame(); } } void CompositorOGL::AbortFrame() { mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); mFrameInProgress = false; mCurrentRenderTarget = nullptr; if (mTexturePool) { mTexturePool->EndFrame(); } } void CompositorOGL::SetDestinationSurfaceSize(const gfx::IntSize& aSize) { mSurfaceSize.width = aSize.width; mSurfaceSize.height = aSize.height; } void CompositorOGL::CopyToTarget(DrawTarget* aTarget, const nsIntPoint& aTopLeft, const gfx::Matrix& aTransform) { IntRect rect; if (mUseExternalSurfaceSize) { rect = IntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { rect = IntRect(0, 0, mWidgetSize.width, mWidgetSize.height); } GLint width = rect.width; GLint height = rect.height; if ((int64_t(width) * int64_t(height) * int64_t(4)) > INT32_MAX) { NS_ERROR("Widget size too big - integer overflow!"); return; } mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (!mGLContext->IsGLES()) { // GLES2 promises that binding to any custom FBO will attach // to GL_COLOR_ATTACHMENT0 attachment point. mGLContext->fReadBuffer(LOCAL_GL_BACK); } RefPtr source = Factory::CreateDataSourceSurface(rect.Size(), gfx::SurfaceFormat::B8G8R8A8); if (!source) { NS_WARNING("Failed to create SourceSurface."); return; } ReadPixelsIntoDataSurface(mGLContext, source); // Map from GL space to Cairo space and reverse the world transform. Matrix glToCairoTransform = aTransform; glToCairoTransform.Invert(); glToCairoTransform.Scale(1.0, -1.0); glToCairoTransform.Translate(0.0, -height); glToCairoTransform.PostTranslate(-aTopLeft.x, -aTopLeft.y); Matrix oldMatrix = aTarget->GetTransform(); aTarget->SetTransform(glToCairoTransform); Rect floatRect = Rect(rect.x, rect.y, rect.width, rect.height); aTarget->DrawSurface(source, floatRect, floatRect, DrawSurfaceOptions(), DrawOptions(1.0f, CompositionOp::OP_SOURCE)); aTarget->SetTransform(oldMatrix); aTarget->Flush(); } void CompositorOGL::Pause() { #ifdef MOZ_WIDGET_ANDROID if (!gl() || gl()->IsDestroyed()) return; // ReleaseSurface internally calls MakeCurrent. gl()->ReleaseSurface(); #endif } bool CompositorOGL::Resume() { #ifdef MOZ_WIDGET_ANDROID if (!gl() || gl()->IsDestroyed()) return false; // RenewSurface internally calls MakeCurrent. return gl()->RenewSurface(); #endif return true; } TemporaryRef CompositorOGL::CreateDataTextureSource(TextureFlags aFlags) { RefPtr result = new TextureImageTextureSourceOGL(mGLContext, aFlags); return result; } bool CompositorOGL::SupportsPartialTextureUpdate() { return CanUploadSubTextures(mGLContext); } int32_t CompositorOGL::GetMaxTextureSize() const { MOZ_ASSERT(mGLContext); GLint texSize = 0; mGLContext->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &texSize); MOZ_ASSERT(texSize != 0); return texSize; } void CompositorOGL::MakeCurrent(MakeCurrentFlags aFlags) { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return; } mGLContext->MakeCurrent(aFlags & ForceMakeCurrent); } void CompositorOGL::BindAndDrawQuads(ShaderProgramOGL *aProg, int aQuads, const Rect* aLayerRects, const Rect* aTextureRects) { NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized"); const GLuint coordAttribIndex = 0; mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO); mGLContext->fVertexAttribPointer(coordAttribIndex, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) 0); mGLContext->fEnableVertexAttribArray(coordAttribIndex); aProg->SetLayerRects(aLayerRects); if (aProg->GetTextureCount() > 0) { aProg->SetTextureRects(aTextureRects); } // We are using GL_TRIANGLES here because the Mac Intel drivers fail to properly // process uniform arrays with GL_TRIANGLE_STRIP. Go figure. mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, 6 * aQuads); } GLuint CompositorOGL::GetTemporaryTexture(GLenum aTarget, GLenum aUnit) { if (!mTexturePool) { #ifdef MOZ_WIDGET_GONK mTexturePool = new PerFrameTexturePoolOGL(gl()); #else mTexturePool = new PerUnitTexturePoolOGL(gl()); #endif } return mTexturePool->GetTexture(aTarget, aUnit); } GLuint PerUnitTexturePoolOGL::GetTexture(GLenum aTarget, GLenum aTextureUnit) { if (mTextureTarget == 0) { mTextureTarget = aTarget; } MOZ_ASSERT(mTextureTarget == aTarget); size_t index = aTextureUnit - LOCAL_GL_TEXTURE0; // lazily grow the array of temporary textures if (mTextures.Length() <= index) { size_t prevLength = mTextures.Length(); mTextures.SetLength(index + 1); for(unsigned int i = prevLength; i <= index; ++i) { mTextures[i] = 0; } } // lazily initialize the temporary textures if (!mTextures[index]) { if (!mGL->MakeCurrent()) { return 0; } mGL->fGenTextures(1, &mTextures[index]); mGL->fBindTexture(aTarget, mTextures[index]); mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); } return mTextures[index]; } void PerUnitTexturePoolOGL::DestroyTextures() { if (mGL && mGL->MakeCurrent()) { if (mTextures.Length() > 0) { mGL->fDeleteTextures(mTextures.Length(), &mTextures[0]); } } mTextures.SetLength(0); } void PerFrameTexturePoolOGL::DestroyTextures() { if (!mGL->MakeCurrent()) { return; } if (mUnusedTextures.Length() > 0) { mGL->fDeleteTextures(mUnusedTextures.Length(), &mUnusedTextures[0]); mUnusedTextures.Clear(); } if (mCreatedTextures.Length() > 0) { mGL->fDeleteTextures(mCreatedTextures.Length(), &mCreatedTextures[0]); mCreatedTextures.Clear(); } } GLuint PerFrameTexturePoolOGL::GetTexture(GLenum aTarget, GLenum) { if (mTextureTarget == 0) { mTextureTarget = aTarget; } // The pool should always use the same texture target because it is illegal // to change the target of an already exisiting gl texture. // If we need to use several targets, a pool with several sub-pools (one per // target) will have to be implemented. // At the moment this pool is only used with tiling on b2g so we always need // the same target. MOZ_ASSERT(mTextureTarget == aTarget); GLuint texture = 0; if (!mUnusedTextures.IsEmpty()) { // Try to reuse one from the unused pile first texture = mUnusedTextures[0]; mUnusedTextures.RemoveElementAt(0); } else if (mGL->MakeCurrent()) { // There isn't one to reuse, create one. mGL->fGenTextures(1, &texture); mGL->fBindTexture(aTarget, texture); mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGL->fTexParameteri(aTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); } if (texture) { mCreatedTextures.AppendElement(texture); } return texture; } void PerFrameTexturePoolOGL::EndFrame() { if (!mGL->MakeCurrent()) { // this means the context got destroyed underneith us somehow, and the driver // already has destroyed the textures. mCreatedTextures.Clear(); mUnusedTextures.Clear(); return; } // Some platforms have issues unlocking Gralloc buffers even when they're // rebound. if (gfxPrefs::OverzealousGrallocUnlocking()) { mUnusedTextures.AppendElements(mCreatedTextures); mCreatedTextures.Clear(); } // Delete unused textures for (size_t i = 0; i < mUnusedTextures.Length(); i++) { GLuint texture = mUnusedTextures[i]; mGL->fDeleteTextures(1, &texture); } mUnusedTextures.Clear(); // Move all created textures into the unused pile mUnusedTextures.AppendElements(mCreatedTextures); mCreatedTextures.Clear(); } } /* layers */ } /* mozilla */