зеркало из https://github.com/mozilla/gecko-dev.git
201 строка
6.1 KiB
C++
201 строка
6.1 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_GFX_COMPOSITINGRENDERTARGETOGL_H
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#define MOZILLA_GFX_COMPOSITINGRENDERTARGETOGL_H
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#include "GLContextTypes.h" // for GLContext
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#include "GLDefs.h" // for GLenum, LOCAL_GL_FRAMEBUFFER, etc
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/Attributes.h" // for override
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#include "mozilla/RefPtr.h" // for RefPtr, already_AddRefed
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#include "mozilla/gfx/Point.h" // for IntSize, IntSizeTyped
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#include "mozilla/gfx/Types.h" // for SurfaceFormat, etc
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#include "mozilla/layers/Compositor.h" // for SurfaceInitMode, etc
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#include "mozilla/layers/TextureHost.h" // for CompositingRenderTarget
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#include "mozilla/layers/CompositorOGL.h" // for CompositorOGL
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#include "mozilla/mozalloc.h" // for operator new
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#include "nsAString.h"
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsDebug.h" // for NS_ERROR, NS_WARNING
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#include "nsString.h" // for nsAutoCString
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namespace mozilla {
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namespace gl {
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class BindableTexture;
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} // namespace gl
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namespace gfx {
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class DataSourceSurface;
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} // namespace gfx
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namespace layers {
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class TextureSource;
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class CompositingRenderTargetOGL : public CompositingRenderTarget
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{
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typedef mozilla::gl::GLContext GLContext;
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friend class CompositorOGL;
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// For lazy initialisation of the GL stuff
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struct InitParams
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{
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InitParams()
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: mStatus(NO_PARAMS)
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, mFBOTextureTarget(0)
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, mInit(INIT_MODE_NONE)
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{}
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InitParams(const gfx::IntSize& aSize,
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const gfx::IntSize& aPhySize,
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GLenum aFBOTextureTarget,
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SurfaceInitMode aInit)
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: mStatus(READY)
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, mSize(aSize)
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, mPhySize(aPhySize)
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, mFBOTextureTarget(aFBOTextureTarget)
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, mInit(aInit)
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{}
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enum {
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NO_PARAMS,
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READY,
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INITIALIZED
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} mStatus;
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/*
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* Users of render target would draw in logical size, but it is
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* actually drawn to a surface in physical size. GL surfaces have
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* a limitation on their size, a smaller surface would be
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* allocated for the render target if the caller requests in a
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* size too big.
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*/
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gfx::IntSize mSize; // Logical size, the expected by callers.
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gfx::IntSize mPhySize; // Physical size, the real size of the surface.
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GLenum mFBOTextureTarget;
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SurfaceInitMode mInit;
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};
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public:
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CompositingRenderTargetOGL(CompositorOGL* aCompositor, const gfx::IntPoint& aOrigin,
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GLuint aTexure, GLuint aFBO)
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: CompositingRenderTarget(aOrigin)
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, mInitParams()
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, mCompositor(aCompositor)
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, mGL(aCompositor->gl())
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, mTextureHandle(aTexure)
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, mFBO(aFBO)
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{
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MOZ_ASSERT(mGL);
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}
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~CompositingRenderTargetOGL();
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virtual const char* Name() const override { return "CompositingRenderTargetOGL"; }
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/**
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* Create a render target around the default FBO, for rendering straight to
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* the window.
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*/
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static already_AddRefed<CompositingRenderTargetOGL>
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RenderTargetForWindow(CompositorOGL* aCompositor,
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const gfx::IntSize& aSize)
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{
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RefPtr<CompositingRenderTargetOGL> result
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= new CompositingRenderTargetOGL(aCompositor, gfx::IntPoint(), 0, 0);
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result->mInitParams = InitParams(aSize, aSize, 0, INIT_MODE_NONE);
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result->mInitParams.mStatus = InitParams::INITIALIZED;
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return result.forget();
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}
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/**
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* Some initialisation work on the backing FBO and texture.
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* We do this lazily so that when we first set this render target on the
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* compositor we do not have to re-bind the FBO after unbinding it, or
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* alternatively leave the FBO bound after creation.
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*/
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void Initialize(const gfx::IntSize& aSize,
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const gfx::IntSize& aPhySize,
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GLenum aFBOTextureTarget,
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SurfaceInitMode aInit)
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{
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MOZ_ASSERT(mInitParams.mStatus == InitParams::NO_PARAMS, "Initialized twice?");
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// postpone initialization until we actually want to use this render target
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mInitParams = InitParams(aSize, aPhySize, aFBOTextureTarget, aInit);
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}
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void BindTexture(GLenum aTextureUnit, GLenum aTextureTarget);
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/**
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* Call when we want to draw into our FBO
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*/
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void BindRenderTarget();
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bool IsWindow() { return GetFBO() == 0; }
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GLuint GetFBO() const
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{
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MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
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return mFBO;
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}
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GLuint GetTextureHandle() const
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{
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MOZ_ASSERT(mInitParams.mStatus == InitParams::INITIALIZED);
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return mTextureHandle;
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}
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// TextureSourceOGL
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TextureSourceOGL* AsSourceOGL() override
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{
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// XXX - Bug 900770
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MOZ_ASSERT(false, "CompositingRenderTargetOGL should not be used as a TextureSource");
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return nullptr;
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}
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gfx::IntSize GetSize() const override
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{
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return mInitParams.mSize;
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}
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gfx::SurfaceFormat GetFormat() const override
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{
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// XXX - Should it be implemented ? is the above assert true ?
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MOZ_ASSERT(false, "Not implemented");
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return gfx::SurfaceFormat::UNKNOWN;
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}
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#ifdef MOZ_DUMP_PAINTING
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virtual already_AddRefed<gfx::DataSourceSurface> Dump(Compositor* aCompositor) override;
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#endif
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const gfx::IntSize& GetInitSize() const {
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return mInitParams.mSize;
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}
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private:
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/**
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* Actually do the initialisation. Note that we leave our FBO bound, and so
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* calling this method is only suitable when about to use this render target.
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*/
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void InitializeImpl();
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InitParams mInitParams;
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/**
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* There is temporary a cycle between the compositor and the render target,
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* each having a strong ref to the other. The compositor's reference to
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* the target is always cleared at the end of a frame.
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*/
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RefPtr<CompositorOGL> mCompositor;
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RefPtr<GLContext> mGL;
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GLuint mTextureHandle;
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GLuint mFBO;
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};
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} // namespace layers
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} // namespace mozilla
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#endif /* MOZILLA_GFX_SURFACEOGL_H */
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