gecko-dev/gfx/gl/GLReadTexImageHelper.cpp

646 строки
20 KiB
C++

/* -*- 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 "GLReadTexImageHelper.h"
#include "GLContext.h"
#include "OGLShaderProgram.h"
#include "gfxTypes.h"
#include "gfxContext.h"
#include "ScopedGLHelpers.h"
#include "mozilla/gfx/2D.h"
#include "gfx2DGlue.h"
namespace mozilla {
namespace gl {
GLReadTexImageHelper::GLReadTexImageHelper(GLContext* gl)
: mGL(gl)
{
mPrograms[0] = 0;
mPrograms[1] = 0;
mPrograms[2] = 0;
mPrograms[3] = 0;
}
GLReadTexImageHelper::~GLReadTexImageHelper()
{
mGL->fDeleteProgram(mPrograms[0]);
mGL->fDeleteProgram(mPrograms[1]);
mGL->fDeleteProgram(mPrograms[2]);
mGL->fDeleteProgram(mPrograms[3]);
}
static const GLchar
readTextureImageVS[] =
"attribute vec2 aVertex;\n"
"attribute vec2 aTexCoord;\n"
"varying vec2 vTexCoord;\n"
"void main() { gl_Position = vec4(aVertex, 0, 1); vTexCoord = aTexCoord; }";
static const GLchar
readTextureImageFS_TEXTURE_2D[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }";
static const GLchar
readTextureImageFS_TEXTURE_2D_BGRA[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord).bgra; }";
static const GLchar
readTextureImageFS_TEXTURE_EXTERNAL[] =
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform samplerExternalOES uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }";
static const GLchar
readTextureImageFS_TEXTURE_RECTANGLE[] =
"#extension GL_ARB_texture_rectangle\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2DRect uTexture;\n"
"void main() { gl_FragColor = texture2DRect(uTexture, vTexCoord).bgra; }";
GLuint
GLReadTexImageHelper::TextureImageProgramFor(GLenum aTextureTarget, int aShader) {
int variant = 0;
const GLchar* readTextureImageFS = nullptr;
if (aTextureTarget == LOCAL_GL_TEXTURE_2D)
{
if (aShader == layers::BGRALayerProgramType ||
aShader == layers::BGRXLayerProgramType)
{ // Need to swizzle R/B.
readTextureImageFS = readTextureImageFS_TEXTURE_2D_BGRA;
variant = 1;
}
else
{
readTextureImageFS = readTextureImageFS_TEXTURE_2D;
variant = 0;
}
} else if (aTextureTarget == LOCAL_GL_TEXTURE_EXTERNAL) {
readTextureImageFS = readTextureImageFS_TEXTURE_EXTERNAL;
variant = 2;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) {
readTextureImageFS = readTextureImageFS_TEXTURE_RECTANGLE;
variant = 3;
}
/* This might be overkill, but assure that we don't access out-of-bounds */
MOZ_ASSERT((size_t) variant < ArrayLength(mPrograms));
if (!mPrograms[variant]) {
GLuint vs = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
const GLchar* vsSourcePtr = &readTextureImageVS[0];
mGL->fShaderSource(vs, 1, &vsSourcePtr, nullptr);
mGL->fCompileShader(vs);
GLuint fs = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
mGL->fShaderSource(fs, 1, &readTextureImageFS, nullptr);
mGL->fCompileShader(fs);
GLuint program = mGL->fCreateProgram();
mGL->fAttachShader(program, vs);
mGL->fAttachShader(program, fs);
mGL->fBindAttribLocation(program, 0, "aVertex");
mGL->fBindAttribLocation(program, 1, "aTexCoord");
mGL->fLinkProgram(program);
GLint success;
mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &success);
if (!success) {
mGL->fDeleteProgram(program);
program = 0;
}
mGL->fDeleteShader(vs);
mGL->fDeleteShader(fs);
mPrograms[variant] = program;
}
return mPrograms[variant];
}
bool
GLReadTexImageHelper::DidGLErrorOccur(const char* str)
{
GLenum error = mGL->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s (0x%04x) %s\n",
mGL->GLErrorToString(error), error, str);
return true;
}
return false;
}
static bool
GetActualReadFormats(GLContext* gl, GLenum destFormat, GLenum destType,
GLenum& readFormat, GLenum& readType)
{
if (destFormat == LOCAL_GL_RGBA &&
destType == LOCAL_GL_UNSIGNED_BYTE)
{
readFormat = destFormat;
readType = destType;
return true;
}
bool fallback = true;
if (gl->IsGLES2()) {
GLenum auxFormat = 0;
GLenum auxType = 0;
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&auxFormat);
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&auxType);
if (destFormat == auxFormat &&
destType == auxType)
{
fallback = false;
}
} else {
switch (destFormat) {
case LOCAL_GL_RGB: {
if (destType == LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV)
fallback = false;
break;
}
case LOCAL_GL_BGRA: {
if (destType == LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV)
fallback = false;
break;
}
}
}
if (fallback) {
readFormat = LOCAL_GL_RGBA;
readType = LOCAL_GL_UNSIGNED_BYTE;
return false;
} else {
readFormat = destFormat;
readType = destType;
return true;
}
}
static void SwapRAndBComponents(gfxImageSurface* surf)
{
uint8_t *row = surf->Data();
size_t rowBytes = surf->Width()*4;
size_t rowHole = surf->Stride() - rowBytes;
size_t rows = surf->Height();
while (rows) {
const uint8_t *rowEnd = row + rowBytes;
while (row != rowEnd) {
row[0] ^= row[2];
row[2] ^= row[0];
row[0] ^= row[2];
row += 4;
}
row += rowHole;
--rows;
}
}
void
ReadPixelsIntoImageSurface(GLContext* gl, gfxImageSurface* dest) {
gl->MakeCurrent();
MOZ_ASSERT(dest->GetSize() != gfxIntSize(0, 0));
/* gfxImageFormatARGB32:
* RGBA+UByte: be[RGBA], le[ABGR]
* RGBA+UInt: le[RGBA]
* BGRA+UInt: le[BGRA]
* BGRA+UIntRev: le[ARGB]
*
* gfxImageFormatRGB16_565:
* RGB+UShort: le[rrrrrggg,gggbbbbb]
*/
bool hasAlpha = dest->Format() == gfxImageFormatARGB32;
int destPixelSize;
GLenum destFormat;
GLenum destType;
switch (dest->Format()) {
case gfxImageFormatRGB24: // XRGB
case gfxImageFormatARGB32:
destPixelSize = 4;
// Needs host (little) endian ARGB.
destFormat = LOCAL_GL_BGRA;
destType = LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case gfxImageFormatRGB16_565:
destPixelSize = 2;
destFormat = LOCAL_GL_RGB;
destType = LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV;
break;
default:
MOZ_CRASH("Bad format.");
}
MOZ_ASSERT(dest->Stride() == dest->Width() * destPixelSize);
GLenum readFormat = destFormat;
GLenum readType = destType;
bool needsTempSurf = !GetActualReadFormats(gl,
destFormat, destType,
readFormat, readType);
nsAutoPtr<gfxImageSurface> tempSurf;
gfxImageSurface* readSurf = nullptr;
int readPixelSize = 0;
if (needsTempSurf) {
if (gl->DebugMode()) {
NS_WARNING("Needing intermediary surface for ReadPixels. This will be slow!");
}
gfx::SurfaceFormat readFormatGFX;
switch (readFormat) {
case LOCAL_GL_RGBA:
case LOCAL_GL_BGRA: {
readFormatGFX = hasAlpha ? gfx::FORMAT_B8G8R8A8
: gfx::FORMAT_B8G8R8X8;
break;
}
case LOCAL_GL_RGB: {
MOZ_ASSERT(readPixelSize == 2);
MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV);
readFormatGFX = gfx::FORMAT_R5G6B5;
break;
}
default: {
MOZ_CRASH("Bad read format.");
}
}
switch (readType) {
case LOCAL_GL_UNSIGNED_BYTE: {
MOZ_ASSERT(readFormat == LOCAL_GL_RGBA);
readPixelSize = 4;
break;
}
case LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV: {
MOZ_ASSERT(readFormat == LOCAL_GL_BGRA);
readPixelSize = 4;
break;
}
case LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV: {
MOZ_ASSERT(readFormat == LOCAL_GL_RGB);
readPixelSize = 2;
break;
}
default: {
MOZ_CRASH("Bad read type.");
}
}
tempSurf = new gfxImageSurface(dest->GetSize(),
SurfaceFormatToImageFormat(readFormatGFX),
false);
readSurf = tempSurf;
} else {
readPixelSize = destPixelSize;
readSurf = dest;
}
MOZ_ASSERT(readPixelSize);
GLint currentPackAlignment = 0;
gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &currentPackAlignment);
if (currentPackAlignment != readPixelSize)
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, readPixelSize);
GLsizei width = dest->Width();
GLsizei height = dest->Height();
readSurf->Flush();
gl->fReadPixels(0, 0,
width, height,
readFormat, readType,
readSurf->Data());
readSurf->MarkDirty();
if (currentPackAlignment != readPixelSize)
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
if (readSurf != dest) {
MOZ_ASSERT(readFormat == LOCAL_GL_RGBA);
MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_BYTE);
// So we just copied in RGBA in big endian, or le: 0xAABBGGRR.
// We want 0xAARRGGBB, so swap R and B:
dest->Flush();
SwapRAndBComponents(readSurf);
dest->MarkDirty();
gfxContext ctx(dest);
ctx.SetOperator(gfxContext::OPERATOR_SOURCE);
ctx.SetSource(readSurf);
ctx.Paint();
}
// Check if GL is giving back 1.0 alpha for
// RGBA reads to RGBA images from no-alpha buffers.
#ifdef XP_MACOSX
if (gl->WorkAroundDriverBugs() &&
gl->Vendor() == gl::GLContext::VendorNVIDIA &&
dest->Format() == gfxImageFormatARGB32 &&
width && height)
{
GLint alphaBits = 0;
gl->fGetIntegerv(LOCAL_GL_ALPHA_BITS, &alphaBits);
if (!alphaBits) {
const uint32_t alphaMask = gfxPackedPixelNoPreMultiply(0xff,0,0,0);
dest->Flush();
uint32_t* itr = (uint32_t*)dest->Data();
uint32_t testPixel = *itr;
if ((testPixel & alphaMask) != alphaMask) {
// We need to set the alpha channel to 1.0 manually.
uint32_t* itrEnd = itr + width*height; // Stride is guaranteed to be width*4.
for (; itr != itrEnd; itr++) {
*itr |= alphaMask;
}
}
dest->MarkDirty();
}
}
#endif
}
static already_AddRefed<gfxImageSurface> YInvertImageSurface(gfxImageSurface* aSurf)
{
gfxIntSize size = aSurf->GetSize();
nsRefPtr<gfxImageSurface> temp = new gfxImageSurface(size, aSurf->Format());
nsRefPtr<gfxContext> ctx = new gfxContext(temp);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->Scale(1.0, -1.0);
ctx->Translate(-gfxPoint(0.0, size.height));
ctx->SetSource(aSurf);
ctx->Paint();
return temp.forget();
}
already_AddRefed<gfxImageSurface>
GetTexImage(GLContext* gl, GLuint aTexture, bool aYInvert, gfx::SurfaceFormat aFormat)
{
gl->MakeCurrent();
gl->GuaranteeResolve();
gl->fActiveTexture(LOCAL_GL_TEXTURE0);
gl->fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
gfxIntSize size;
gl->fGetTexLevelParameteriv(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_TEXTURE_WIDTH, &size.width);
gl->fGetTexLevelParameteriv(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_TEXTURE_HEIGHT, &size.height);
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(size, gfxImageFormatARGB32);
if (!surf || surf->CairoStatus()) {
return nullptr;
}
uint32_t currentPackAlignment = 0;
gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, (GLint*)&currentPackAlignment);
if (currentPackAlignment != 4) {
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
}
gl->fGetTexImage(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, surf->Data());
if (currentPackAlignment != 4) {
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
}
if (aFormat == gfx::FORMAT_R8G8B8A8 || aFormat == gfx::FORMAT_R8G8B8X8) {
SwapRAndBComponents(surf);
}
if (aYInvert) {
surf = YInvertImageSurface(surf);
}
return surf.forget();
}
TemporaryRef<gfx::DataSourceSurface>
ReadBackSurface(GLContext* gl, GLuint aTexture, bool aYInvert, gfx::SurfaceFormat aFormat)
{
nsRefPtr<gfxImageSurface> image = GetTexImage(gl, aTexture, aYInvert, aFormat);
RefPtr<gfx::DataSourceSurface> surf =
gfx::Factory::CreateDataSourceSurface(gfx::ToIntSize(image->GetSize()), aFormat);
if (!image->CopyTo(surf)) {
return nullptr;
}
return surf.forget();
}
void
ReadScreenIntoImageSurface(GLContext* gl, gfxImageSurface* dest)
{
ScopedBindFramebuffer autoFB(gl, 0);
ReadPixelsIntoImageSurface(gl, dest);
}
#define CLEANUP_IF_GLERROR_OCCURRED(x) \
if (DidGLErrorOccur(x)) { \
isurf = nullptr; \
break; \
}
already_AddRefed<gfxImageSurface>
GLReadTexImageHelper::ReadTexImage(GLuint aTextureId,
GLenum aTextureTarget,
const gfxIntSize& aSize,
/* ShaderProgramType */ int aShaderProgram,
bool aYInvert)
{
// Check aShaderProgram is in bounds for a layers::ShaderProgramType
MOZ_ASSERT(0 <= aShaderProgram && aShaderProgram < layers::NumProgramTypes);
MOZ_ASSERT(aTextureTarget == LOCAL_GL_TEXTURE_2D ||
aTextureTarget == LOCAL_GL_TEXTURE_EXTERNAL ||
aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
mGL->MakeCurrent();
/* Allocate resulting image surface */
nsRefPtr<gfxImageSurface> isurf = new gfxImageSurface(aSize, gfxImageFormatARGB32);
if (!isurf || isurf->CairoStatus()) {
return nullptr;
}
realGLboolean oldBlend, oldScissor;
GLint oldrb, oldfb, oldprog, oldTexUnit, oldTex;
GLuint rb, fb;
do {
/* Save current GL state */
oldBlend = mGL->fIsEnabled(LOCAL_GL_BLEND);
oldScissor = mGL->fIsEnabled(LOCAL_GL_SCISSOR_TEST);
mGL->fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb);
mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb);
mGL->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog);
mGL->fGetIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &oldTexUnit);
mGL->fActiveTexture(LOCAL_GL_TEXTURE0);
switch (aTextureTarget) {
case LOCAL_GL_TEXTURE_2D:
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex);
break;
case LOCAL_GL_TEXTURE_EXTERNAL:
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldTex);
break;
case LOCAL_GL_TEXTURE_RECTANGLE:
mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_RECTANGLE, &oldTex);
break;
default: /* Already checked above */
break;
}
/* Set required GL state */
mGL->fDisable(LOCAL_GL_BLEND);
mGL->fDisable(LOCAL_GL_SCISSOR_TEST);
mGL->PushViewportRect(nsIntRect(0, 0, aSize.width, aSize.height));
/* Setup renderbuffer */
mGL->fGenRenderbuffers(1, &rb);
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
GLenum rbInternalFormat =
mGL->IsGLES2()
? (mGL->IsExtensionSupported(GLContext::OES_rgb8_rgba8) ? LOCAL_GL_RGBA8 : LOCAL_GL_RGBA4)
: LOCAL_GL_RGBA;
mGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, rbInternalFormat, aSize.width, aSize.height);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating renderbuffer");
/* Setup framebuffer */
mGL->fGenFramebuffers(1, &fb);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, rb);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating framebuffer");
MOZ_ASSERT(mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE);
/* Setup vertex and fragment shader */
layers::ShaderProgramType shaderProgram = (layers::ShaderProgramType) aShaderProgram;
GLuint program = TextureImageProgramFor(aTextureTarget, shaderProgram);
MOZ_ASSERT(program);
mGL->fUseProgram(program);
CLEANUP_IF_GLERROR_OCCURRED("when using program");
mGL->fUniform1i(mGL->fGetUniformLocation(program, "uTexture"), 0);
CLEANUP_IF_GLERROR_OCCURRED("when setting uniform location");
/* Setup quad geometry */
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mGL->fEnableVertexAttribArray(0);
mGL->fEnableVertexAttribArray(1);
float w = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.width : 1.0f;
float h = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.height : 1.0f;
const float
vertexArray[4*2] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertexArray);
const float u0 = 0.0f;
const float u1 = w;
const float v0 = aYInvert ? h : 0.0f;
const float v1 = aYInvert ? 0.0f : h;
const float texCoordArray[8] = { u0, v0,
u1, v0,
u0, v1,
u1, v1 };
mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoordArray);
/* Bind the texture */
if (aTextureId) {
mGL->fBindTexture(aTextureTarget, aTextureId);
CLEANUP_IF_GLERROR_OCCURRED("when binding texture");
}
/* Draw quad */
mGL->fClearColor(1.0f, 0.0f, 1.0f, 1.0f);
mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
CLEANUP_IF_GLERROR_OCCURRED("when clearing color buffer");
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
CLEANUP_IF_GLERROR_OCCURRED("when drawing texture");
mGL->fDisableVertexAttribArray(1);
mGL->fDisableVertexAttribArray(0);
/* Read-back draw results */
ReadPixelsIntoImageSurface(mGL, isurf);
CLEANUP_IF_GLERROR_OCCURRED("when reading pixels into surface");
} while (false);
/* Restore GL state */
//cleanup:
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb);
mGL->fUseProgram(oldprog);
// note that deleting 0 has no effect in any of these calls
mGL->fDeleteRenderbuffers(1, &rb);
mGL->fDeleteFramebuffers(1, &fb);
if (oldBlend)
mGL->fEnable(LOCAL_GL_BLEND);
if (oldScissor)
mGL->fEnable(LOCAL_GL_SCISSOR_TEST);
if (aTextureId)
mGL->fBindTexture(aTextureTarget, oldTex);
if (oldTexUnit != LOCAL_GL_TEXTURE0)
mGL->fActiveTexture(oldTexUnit);
mGL->PopViewportRect();
return isurf.forget();
}
#undef CLEANUP_IF_GLERROR_OCCURRED
}
}