зеркало из https://github.com/mozilla/gecko-dev.git
282 строки
11 KiB
C++
282 строки
11 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 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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#include "GLBlitTextureImageHelper.h"
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#include "GLUploadHelpers.h"
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#include "DecomposeIntoNoRepeatTriangles.h"
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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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#include "nsRect.h"
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#include "gfx2DGlue.h"
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#include "gfxUtils.h"
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namespace mozilla {
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namespace gl {
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GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl)
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: mGL(gl)
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, mBlitProgram(0)
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, mBlitFramebuffer(0)
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{
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}
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GLBlitTextureImageHelper::~GLBlitTextureImageHelper()
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{
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// Likely used by OGL Layers.
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mGL->fDeleteProgram(mBlitProgram);
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mGL->fDeleteFramebuffers(1, &mBlitFramebuffer);
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}
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void
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GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
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TextureImage *aDst, const nsIntRect& aDstRect)
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{
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NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
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NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
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if (aSrcRect.IsEmpty() || aDstRect.IsEmpty())
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return;
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int savedFb = 0;
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mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
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ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false);
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ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false);
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// 2.0 means scale up by two
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float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
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float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
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// We start iterating over all destination tiles
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aDst->BeginTileIteration();
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do {
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// calculate portion of the tile that is going to be painted to
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nsIntRect dstSubRect;
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nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect());
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dstSubRect.IntersectRect(aDstRect, dstTextureRect);
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// this tile is not part of the destination rectangle aDstRect
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if (dstSubRect.IsEmpty())
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continue;
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// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
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nsIntRect dstInSrcRect(dstSubRect);
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dstInSrcRect.MoveBy(-aDstRect.TopLeft());
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// ...which might be of different size, hence scale accordingly
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dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
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dstInSrcRect.MoveBy(aSrcRect.TopLeft());
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SetBlitFramebufferForDestTexture(aDst->GetTextureID());
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UseBlitProgram();
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aSrc->BeginTileIteration();
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// now iterate over all tiles in the source Image...
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do {
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// calculate portion of the source tile that is in the source rect
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nsIntRect srcSubRect;
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nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
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srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
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// this tile is not part of the source rect
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if (srcSubRect.IsEmpty()) {
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continue;
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}
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// calculate intersection of source rect with destination rect
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srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
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// this tile does not overlap the current destination tile
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if (srcSubRect.IsEmpty()) {
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continue;
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}
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// We now have the intersection of
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// the current source tile
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// and the desired source rectangle
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// and the destination tile
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// and the desired destination rectange
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// in destination space.
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// We need to transform this back into destination space, inverting the transform from (*)
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nsIntRect srcSubInDstRect(srcSubRect);
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srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
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srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
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srcSubInDstRect.MoveBy(aDstRect.TopLeft());
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// we transform these rectangles to be relative to the current src and dst tiles, respectively
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nsIntSize srcSize = srcTextureRect.Size();
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nsIntSize dstSize = dstTextureRect.Size();
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srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
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srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
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float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
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float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
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float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
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float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
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ScopedViewportRect autoViewportRect(mGL, 0, 0, dstSize.width, dstSize.height);
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RectTriangles rects;
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nsIntSize realTexSize = srcSize;
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if (!CanUploadNonPowerOfTwo(mGL)) {
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realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
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gfx::NextPowerOfTwo(srcSize.height));
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}
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if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
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rects.addRect(/* dest rectangle */
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dx0, dy0, dx1, dy1,
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/* tex coords */
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srcSubRect.x / float(realTexSize.width),
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srcSubRect.y / float(realTexSize.height),
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srcSubRect.XMost() / float(realTexSize.width),
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srcSubRect.YMost() / float(realTexSize.height));
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} else {
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DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
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// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
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// from the 0..1 that it comes out of decompose
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RectTriangles::vert_coord* v = (RectTriangles::vert_coord*)rects.vertexPointer();
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for (unsigned int i = 0; i < rects.elements(); ++i) {
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v[i].x = (v[i].x * (dx1 - dx0)) + dx0;
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v[i].y = (v[i].y * (dy1 - dy0)) + dy0;
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}
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}
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ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0);
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ScopedBindTexture autoTex(mGL, aSrc->GetTextureID());
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexPointer());
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mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoordPointer());
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mGL->fEnableVertexAttribArray(0);
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mGL->fEnableVertexAttribArray(1);
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mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
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mGL->fDisableVertexAttribArray(0);
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mGL->fDisableVertexAttribArray(1);
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} while (aSrc->NextTile());
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} while (aDst->NextTile());
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mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
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mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
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// unbind the previous texture from the framebuffer
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SetBlitFramebufferForDestTexture(0);
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mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
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}
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void
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GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture)
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{
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if (!mBlitFramebuffer) {
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mGL->fGenFramebuffers(1, &mBlitFramebuffer);
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}
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mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
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mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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LOCAL_GL_TEXTURE_2D,
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aTexture,
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0);
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GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
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nsAutoCString msg;
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msg.Append("Framebuffer not complete -- error 0x");
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msg.AppendInt(result, 16);
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// Note: if you are hitting this, it is likely that
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// your texture is not texture complete -- that is, you
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// allocated a texture name, but didn't actually define its
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// size via a call to TexImage2D.
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NS_RUNTIMEABORT(msg.get());
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}
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}
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void
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GLBlitTextureImageHelper::UseBlitProgram()
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{
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if (mBlitProgram) {
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mGL->fUseProgram(mBlitProgram);
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return;
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}
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mBlitProgram = mGL->fCreateProgram();
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GLuint shaders[2];
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shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
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shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
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const char *blitVSSrc =
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"attribute vec2 aVertex;"
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"attribute vec2 aTexCoord;"
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"varying vec2 vTexCoord;"
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"void main() {"
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" vTexCoord = aTexCoord;"
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" gl_Position = vec4(aVertex, 0.0, 1.0);"
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"}";
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const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
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"uniform sampler2D uSrcTexture;"
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"varying vec2 vTexCoord;"
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"void main() {"
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" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
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"}";
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mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr);
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mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr);
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for (int i = 0; i < 2; ++i) {
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GLint success, len = 0;
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mGL->fCompileShader(shaders[i]);
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mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
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NS_ASSERTION(success, "Shader compilation failed!");
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if (!success) {
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nsAutoCString log;
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mGL->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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log.SetCapacity(len);
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mGL->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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printf_stderr("Shader %d compilation failed:\n%s\n", log.get());
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return;
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}
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mGL->fAttachShader(mBlitProgram, shaders[i]);
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mGL->fDeleteShader(shaders[i]);
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}
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mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex");
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mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
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mGL->fLinkProgram(mBlitProgram);
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GLint success, len = 0;
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mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
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NS_ASSERTION(success, "Shader linking failed!");
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if (!success) {
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nsAutoCString log;
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mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
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log.SetCapacity(len);
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mGL->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
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log.SetLength(len);
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printf_stderr("Program linking failed:\n%s\n", log.get());
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return;
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}
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mGL->fUseProgram(mBlitProgram);
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mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
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}
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}
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}
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