gecko-dev/gfx/layers/opengl/OGLShaderProgram.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 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/. */
#ifndef GFX_OGLSHADERPROGRAM_H
#define GFX_OGLSHADERPROGRAM_H
#include "GLContext.h" // for fast inlines of glUniform*
#include "gfxTypes.h"
#include "ImageTypes.h"
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/Pair.h" // for Pair
#include "mozilla/RefPtr.h" // for RefPtr
#include "mozilla/gfx/Matrix.h" // for Matrix4x4
#include "mozilla/gfx/Rect.h" // for Rect
#include "mozilla/gfx/Types.h"
#include "nsDebug.h" // for NS_ASSERTION
#include "nsPoint.h" // for nsIntPoint
#include "nsTArray.h" // for nsTArray
#include "mozilla/layers/CompositorTypes.h"
#include <string>
namespace mozilla {
namespace layers {
class Layer;
enum ShaderFeatures {
ENABLE_RENDER_COLOR=0x01,
ENABLE_TEXTURE_RECT=0x02,
ENABLE_TEXTURE_EXTERNAL=0x04,
ENABLE_TEXTURE_YCBCR=0x08,
ENABLE_TEXTURE_NV12=0x10,
ENABLE_TEXTURE_COMPONENT_ALPHA=0x20,
ENABLE_TEXTURE_NO_ALPHA=0x40,
ENABLE_TEXTURE_RB_SWAP=0x80,
ENABLE_OPACITY=0x100,
ENABLE_BLUR=0x200,
ENABLE_COLOR_MATRIX=0x400,
ENABLE_MASK=0x800,
ENABLE_NO_PREMUL_ALPHA=0x1000,
ENABLE_DEAA=0x2000,
ENABLE_DYNAMIC_GEOMETRY=0x4000,
ENABLE_MASK_TEXTURE_RECT=0x8000,
};
class KnownUniform {
public:
// this needs to be kept in sync with strings in 'AddUniforms'
enum KnownUniformName {
NotAKnownUniform = -1,
LayerTransform = 0,
LayerTransformInverse,
MaskTransform,
BackdropTransform,
LayerRects,
MatrixProj,
TextureTransform,
TextureRects,
RenderTargetOffset,
LayerOpacity,
Texture,
YTexture,
CbTexture,
CrTexture,
BlackTexture,
WhiteTexture,
MaskTexture,
BackdropTexture,
RenderColor,
TexCoordMultiplier,
CbCrTexCoordMultiplier,
MaskCoordMultiplier,
TexturePass2,
ColorMatrix,
ColorMatrixVector,
BlurRadius,
BlurOffset,
BlurAlpha,
BlurGaussianKernel,
SSEdges,
ViewportSize,
VisibleCenter,
YuvColorMatrix,
KnownUniformCount
};
KnownUniform()
{
mName = NotAKnownUniform;
mNameString = nullptr;
mLocation = -1;
memset(&mValue, 0, sizeof(mValue));
}
bool UpdateUniform(int32_t i1) {
if (mLocation == -1) return false;
if (mValue.i1 != i1) {
mValue.i1 = i1;
return true;
}
return false;
}
bool UpdateUniform(float f1) {
if (mLocation == -1) return false;
if (mValue.f1 != f1) {
mValue.f1 = f1;
return true;
}
return false;
}
bool UpdateUniform(float f1, float f2) {
if (mLocation == -1) return false;
if (mValue.f16v[0] != f1 ||
mValue.f16v[1] != f2)
{
mValue.f16v[0] = f1;
mValue.f16v[1] = f2;
return true;
}
return false;
}
bool UpdateUniform(float f1, float f2, float f3, float f4) {
if (mLocation == -1) return false;
if (mValue.f16v[0] != f1 ||
mValue.f16v[1] != f2 ||
mValue.f16v[2] != f3 ||
mValue.f16v[3] != f4)
{
mValue.f16v[0] = f1;
mValue.f16v[1] = f2;
mValue.f16v[2] = f3;
mValue.f16v[3] = f4;
return true;
}
return false;
}
bool UpdateUniform(int cnt, const float *fp) {
if (mLocation == -1) return false;
switch (cnt) {
case 1:
case 2:
case 3:
case 4:
case 9:
case 16:
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
memcpy(mValue.f16v, fp, sizeof(float) * cnt);
return true;
}
return false;
}
MOZ_ASSERT_UNREACHABLE("cnt must be 1 2 3 4 9 or 16");
return false;
}
bool UpdateArrayUniform(int cnt, const float *fp) {
if (mLocation == -1) return false;
if (cnt > 16) {
return false;
}
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
memcpy(mValue.f16v, fp, sizeof(float) * cnt);
return true;
}
return false;
}
bool UpdateArrayUniform(int cnt, const gfx::Point3D* points) {
if (mLocation == -1) return false;
if (cnt > 4) {
return false;
}
float fp[12];
float *d = fp;
for(int i=0; i < cnt; i++) {
// Note: Do not want to make assumptions about .x, .y, .z member packing.
// If gfx::Point3D is updated to make this guarantee, SIMD optimizations
// may be possible
*d++ = points[i].x;
*d++ = points[i].y;
*d++ = points[i].z;
}
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt * 3) != 0) {
memcpy(mValue.f16v, fp, sizeof(float) * cnt * 3);
return true;
}
return false;
}
KnownUniformName mName;
const char *mNameString;
int32_t mLocation;
union {
int i1;
float f1;
float f16v[16];
} mValue;
};
class ShaderConfigOGL
{
public:
ShaderConfigOGL()
: mFeatures(0)
, mMultiplier(1)
, mCompositionOp(gfx::CompositionOp::OP_OVER)
{
}
void SetRenderColor(bool aEnabled);
void SetTextureTarget(GLenum aTarget);
void SetMaskTextureTarget(GLenum aTarget);
void SetRBSwap(bool aEnabled);
void SetNoAlpha(bool aEnabled);
void SetOpacity(bool aEnabled);
void SetYCbCr(bool aEnabled);
void SetNV12(bool aEnabled);
void SetComponentAlpha(bool aEnabled);
void SetColorMatrix(bool aEnabled);
void SetBlur(bool aEnabled);
void SetMask(bool aEnabled);
void SetDEAA(bool aEnabled);
void SetCompositionOp(gfx::CompositionOp aOp);
void SetNoPremultipliedAlpha();
void SetDynamicGeometry(bool aEnabled);
void SetColorMultiplier(uint32_t aMultiplier);
bool operator< (const ShaderConfigOGL& other) const
{
return mFeatures < other.mFeatures ||
(mFeatures == other.mFeatures &&
(int)mCompositionOp < (int)other.mCompositionOp) ||
(mFeatures == other.mFeatures &&
(int)mCompositionOp == (int)other.mCompositionOp &&
mMultiplier < other.mMultiplier);
}
public:
void SetFeature(int aBitmask, bool aState)
{
if (aState)
mFeatures |= aBitmask;
else
mFeatures &= (~aBitmask);
}
int mFeatures;
uint32_t mMultiplier;
gfx::CompositionOp mCompositionOp;
};
static inline ShaderConfigOGL
ShaderConfigFromTargetAndFormat(GLenum aTarget,
gfx::SurfaceFormat aFormat)
{
ShaderConfigOGL config;
config.SetTextureTarget(aTarget);
config.SetRBSwap(aFormat == gfx::SurfaceFormat::B8G8R8A8 ||
aFormat == gfx::SurfaceFormat::B8G8R8X8);
config.SetNoAlpha(aFormat == gfx::SurfaceFormat::B8G8R8X8 ||
aFormat == gfx::SurfaceFormat::R8G8B8X8 ||
aFormat == gfx::SurfaceFormat::R5G6B5_UINT16);
return config;
}
/**
* This struct represents the shaders that make up a program and the uniform
* and attribute parmeters that those shaders take.
* It is used by ShaderProgramOGL.
* Use the factory method GetProfileFor to create instances.
*/
struct ProgramProfileOGL
{
/**
* Factory method; creates an instance of this class for the given
* ShaderConfigOGL
*/
static ProgramProfileOGL GetProfileFor(ShaderConfigOGL aConfig);
// the source code for the program's shaders
std::string mVertexShaderString;
std::string mFragmentShaderString;
// the vertex attributes
nsTArray<Pair<nsCString, GLuint>> mAttributes;
KnownUniform mUniforms[KnownUniform::KnownUniformCount];
nsTArray<const char *> mDefines;
size_t mTextureCount;
ProgramProfileOGL() :
mTextureCount(0)
{}
private:
static void BuildMixBlender(const ShaderConfigOGL& aConfig, std::ostringstream& fs);
};
#if defined(DEBUG)
#define CHECK_CURRENT_PROGRAM 1
#define ASSERT_THIS_PROGRAM \
do { \
GLuint currentProgram; \
mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &currentProgram); \
MOZ_ASSERT(currentProgram == mProgram, \
"SetUniform with wrong program active!"); \
} while (0)
#else
#define ASSERT_THIS_PROGRAM \
do { } while (0)
#endif
/**
* Represents an OGL shader program. The details of a program are represented
* by a ProgramProfileOGL
*/
class ShaderProgramOGL
{
public:
typedef mozilla::gl::GLContext GLContext;
ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
~ShaderProgramOGL();
bool HasInitialized() {
NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state");
return mProgramState == STATE_OK;
}
GLuint GetProgram();
bool Initialize();
GLint CreateShader(GLenum aShaderType, const char *aShaderSource);
/**
* Creates a program and stores its id.
*/
bool CreateProgram(const char *aVertexShaderString,
const char *aFragmentShaderString);
/**
* The following set of methods set a uniform argument to the shader program.
* Not all uniforms may be set for all programs, and such uses will throw
* an assertion.
*/
void SetLayerTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::LayerTransform, aMatrix);
}
void SetLayerTransformInverse(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::LayerTransformInverse, aMatrix);
}
void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
}
void SetBackdropTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::BackdropTransform, aMatrix);
}
void SetDEAAEdges(const gfx::Point3D* aEdges) {
SetArrayUniform(KnownUniform::SSEdges, 4, aEdges);
}
void SetViewportSize(const gfx::IntSize& aSize) {
float vals[2] = { (float)aSize.width, (float)aSize.height };
SetUniform(KnownUniform::ViewportSize, 2, vals);
}
void SetVisibleCenter(const gfx::Point& aVisibleCenter) {
float vals[2] = { aVisibleCenter.x, aVisibleCenter.y };
SetUniform(KnownUniform::VisibleCenter, 2, vals);
}
void SetLayerRects(const gfx::Rect* aRects) {
float vals[16] = { aRects[0].X(), aRects[0].Y(), aRects[0].Width(), aRects[0].Height(),
aRects[1].X(), aRects[1].Y(), aRects[1].Width(), aRects[1].Height(),
aRects[2].X(), aRects[2].Y(), aRects[2].Width(), aRects[2].Height(),
aRects[3].X(), aRects[3].Y(), aRects[3].Width(), aRects[3].Height() };
SetUniform(KnownUniform::LayerRects, 16, vals);
}
void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::MatrixProj, aMatrix);
}
// sets this program's texture transform, if it uses one
void SetTextureTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
}
void SetTextureRects(const gfx::Rect* aRects) {
float vals[16] = { aRects[0].X(), aRects[0].Y(), aRects[0].Width(), aRects[0].Height(),
aRects[1].X(), aRects[1].Y(), aRects[1].Width(), aRects[1].Height(),
aRects[2].X(), aRects[2].Y(), aRects[2].Width(), aRects[2].Height(),
aRects[3].X(), aRects[3].Y(), aRects[3].Width(), aRects[3].Height() };
SetUniform(KnownUniform::TextureRects, 16, vals);
}
void SetRenderOffset(const nsIntPoint& aOffset) {
float vals[4] = { float(aOffset.x), float(aOffset.y) };
SetUniform(KnownUniform::RenderTargetOffset, 2, vals);
}
void SetRenderOffset(float aX, float aY) {
float vals[2] = { aX, aY };
SetUniform(KnownUniform::RenderTargetOffset, 2, vals);
}
void SetLayerOpacity(float aOpacity) {
SetUniform(KnownUniform::LayerOpacity, aOpacity);
}
void SetTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::Texture, aUnit);
}
void SetYTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::YTexture, aUnit);
}
void SetCbTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::CbTexture, aUnit);
}
void SetCrTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::CrTexture, aUnit);
}
void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
SetUniform(KnownUniform::YTexture, aYUnit);
SetUniform(KnownUniform::CbTexture, aCbUnit);
SetUniform(KnownUniform::CrTexture, aCrUnit);
}
void SetNV12TextureUnits(GLint aYUnit, GLint aCbCrUnit) {
SetUniform(KnownUniform::YTexture, aYUnit);
SetUniform(KnownUniform::CbTexture, aCbCrUnit);
}
void SetBlackTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::BlackTexture, aUnit);
}
void SetWhiteTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::WhiteTexture, aUnit);
}
void SetMaskTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::MaskTexture, aUnit);
}
void SetBackdropTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::BackdropTexture, aUnit);
}
void SetRenderColor(const gfx::Color& aColor) {
SetUniform(KnownUniform::RenderColor, aColor);
}
void SetColorMatrix(const gfx::Matrix5x4& aColorMatrix)
{
SetMatrixUniform(KnownUniform::ColorMatrix, &aColorMatrix._11);
SetUniform(KnownUniform::ColorMatrixVector, 4, &aColorMatrix._51);
}
void SetTexCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(KnownUniform::TexCoordMultiplier, 2, f);
}
void SetCbCrTexCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(KnownUniform::CbCrTexCoordMultiplier, 2, f);
}
void SetMaskCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(KnownUniform::MaskCoordMultiplier, 2, f);
}
void SetYUVColorSpace(YUVColorSpace aYUVColorSpace);
// Set whether we want the component alpha shader to return the color
// vector (pass 1, false) or the alpha vector (pass2, true). With support
// for multiple render targets we wouldn't need two passes here.
void SetTexturePass2(bool aFlag) {
SetUniform(KnownUniform::TexturePass2, aFlag ? 1 : 0);
}
void SetBlurRadius(float aRX, float aRY);
void SetBlurAlpha(float aAlpha) {
SetUniform(KnownUniform::BlurAlpha, aAlpha);
}
void SetBlurOffset(float aOffsetX, float aOffsetY) {
float f[] = {aOffsetX, aOffsetY};
SetUniform(KnownUniform::BlurOffset, 2, f);
}
size_t GetTextureCount() const {
return mProfile.mTextureCount;
}
protected:
RefPtr<GLContext> mGL;
// the OpenGL id of the program
GLuint mProgram;
ProgramProfileOGL mProfile;
enum {
STATE_NEW,
STATE_OK,
STATE_ERROR
} mProgramState;
#ifdef CHECK_CURRENT_PROGRAM
static int sCurrentProgramKey;
#endif
void SetUniform(KnownUniform::KnownUniformName aKnownUniform, float aFloatValue)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aFloatValue)) {
mGL->fUniform1f(ku.mLocation, aFloatValue);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Color& aColor) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, const float *aFloatValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aLength, aFloatValues)) {
switch (aLength) {
case 1: mGL->fUniform1fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break;
case 16: mGL->fUniform4fv(ku.mLocation, 4, ku.mValue.f16v); break;
default:
MOZ_ASSERT_UNREACHABLE("Bogus aLength param");
}
}
}
void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, float *aFloatValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateArrayUniform(aLength, aFloatValues)) {
mGL->fUniform1fv(ku.mLocation, aLength, ku.mValue.f16v);
}
}
void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, const gfx::Point3D *aPointValues)
{
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateArrayUniform(aLength, aPointValues)) {
mGL->fUniform3fv(ku.mLocation, aLength, ku.mValue.f16v);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform, GLint aIntValue) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aIntValue)) {
mGL->fUniform1i(ku.mLocation, aIntValue);
}
}
void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const float *aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(16, aFloatValues)) {
mGL->fUniformMatrix4fv(ku.mLocation, 1, false, ku.mValue.f16v);
}
}
void SetMatrix3fvUniform(KnownUniform::KnownUniformName aKnownUniform, const float *aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(9, aFloatValues)) {
mGL->fUniformMatrix3fv(ku.mLocation, 1, false, ku.mValue.f16v);
}
}
void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(aKnownUniform, &aMatrix._11);
}
};
} // namespace layers
} // namespace mozilla
#endif /* GFX_OGLSHADERPROGRAM_H */