зеркало из https://github.com/mozilla/gecko-dev.git
469 строки
15 KiB
C++
469 строки
15 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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_COMPOSITOROGL_H
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#define MOZILLA_GFX_COMPOSITOROGL_H
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#include "ContextStateTracker.h"
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#include "gfx2DGlue.h"
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#include "GLContextTypes.h" // for GLContext, etc
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#include "GLDefs.h" // for GLuint, LOCAL_GL_TEXTURE_2D, etc
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#include "OGLShaderProgram.h" // for ShaderProgramOGL, etc
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#include "Units.h" // for ScreenPoint
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/Attributes.h" // for override, final
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#include "mozilla/RefPtr.h" // for already_AddRefed, RefPtr
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#include "mozilla/gfx/2D.h" // for DrawTarget
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#include "mozilla/gfx/BaseSize.h" // for BaseSize
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#include "mozilla/gfx/Point.h" // for IntSize, Point
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#include "mozilla/gfx/Rect.h" // for Rect, IntRect
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#include "mozilla/gfx/Types.h" // for Float, SurfaceFormat, etc
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#include "mozilla/layers/Compositor.h" // for SurfaceInitMode, Compositor, etc
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#include "mozilla/layers/CompositorTypes.h" // for MaskType::MaskType::NumMaskTypes, etc
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#include "mozilla/layers/LayersTypes.h"
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#include "nsAutoPtr.h" // for nsRefPtr, nsAutoPtr
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#include "nsCOMPtr.h" // for already_AddRefed
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#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING
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#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
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#include "nsTArray.h" // for nsAutoTArray, nsTArray, etc
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#include "nsThreadUtils.h" // for nsRunnable
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#include "nsXULAppAPI.h" // for XRE_GetProcessType
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#include "nscore.h" // for NS_IMETHOD
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#include "gfxVR.h"
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class nsIWidget;
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namespace mozilla {
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namespace gfx {
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class Matrix4x4;
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}
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namespace layers {
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class CompositingRenderTarget;
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class CompositingRenderTargetOGL;
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class DataTextureSource;
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class GLManagerCompositor;
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class TextureSource;
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struct Effect;
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struct EffectChain;
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class GLBlitTextureImageHelper;
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/**
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* Interface for pools of temporary gl textures for the compositor.
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* The textures are fully owned by the pool, so the latter is responsible
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* calling fDeleteTextures accordingly.
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* Users of GetTexture receive a texture that is only valid for the duration
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* of the current frame.
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* This is primarily intended for direct texturing APIs that need to attach
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* shared objects (such as an EGLImage) to a gl texture.
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*/
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class CompositorTexturePoolOGL
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{
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protected:
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virtual ~CompositorTexturePoolOGL() {}
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public:
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NS_INLINE_DECL_REFCOUNTING(CompositorTexturePoolOGL)
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virtual void Clear() = 0;
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virtual GLuint GetTexture(GLenum aTarget, GLenum aEnum) = 0;
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virtual void EndFrame() = 0;
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};
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/**
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* Agressively reuses textures. One gl texture per texture unit in total.
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* So far this hasn't shown the best results on b2g.
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*/
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class PerUnitTexturePoolOGL : public CompositorTexturePoolOGL
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{
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public:
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explicit PerUnitTexturePoolOGL(gl::GLContext* aGL)
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: mTextureTarget(0) // zero is never a valid texture target
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, mGL(aGL)
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{}
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virtual ~PerUnitTexturePoolOGL()
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{
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DestroyTextures();
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}
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virtual void Clear() override
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{
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DestroyTextures();
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}
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virtual GLuint GetTexture(GLenum aTarget, GLenum aUnit) override;
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virtual void EndFrame() override {}
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protected:
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void DestroyTextures();
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GLenum mTextureTarget;
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nsTArray<GLuint> mTextures;
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RefPtr<gl::GLContext> mGL;
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};
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/**
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* Reuse gl textures from a pool of textures that haven't yet been
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* used during the current frame.
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* All the textures that are not used at the end of a frame are
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* deleted.
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* This strategy seems to work well with gralloc textures because destroying
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* unused textures which are bound to gralloc buffers let drivers know that it
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* can unlock the gralloc buffers.
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*/
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class PerFrameTexturePoolOGL : public CompositorTexturePoolOGL
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{
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public:
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explicit PerFrameTexturePoolOGL(gl::GLContext* aGL)
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: mTextureTarget(0) // zero is never a valid texture target
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, mGL(aGL)
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{}
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virtual ~PerFrameTexturePoolOGL()
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{
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DestroyTextures();
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}
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virtual void Clear() override
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{
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DestroyTextures();
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}
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virtual GLuint GetTexture(GLenum aTarget, GLenum aUnit) override;
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virtual void EndFrame() override;
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protected:
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void DestroyTextures();
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GLenum mTextureTarget;
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RefPtr<gl::GLContext> mGL;
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nsTArray<GLuint> mCreatedTextures;
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nsTArray<GLuint> mUnusedTextures;
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};
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struct CompositorOGLVRObjects {
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bool mInitialized;
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gfx::VRHMDConfiguration mConfiguration;
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GLuint mDistortionVertices[2];
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GLuint mDistortionIndices[2];
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GLuint mDistortionIndexCount[2];
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GLint mAPosition;
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GLint mATexCoord0;
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GLint mATexCoord1;
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GLint mATexCoord2;
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GLint mAGenericAttribs;
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// The program here implements distortion rendering for VR devices
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// (in this case Oculus only). We'll need to extend this to support
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// other device types in the future.
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// 0 = TEXTURE_2D, 1 = TEXTURE_RECTANGLE for source
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GLuint mDistortionProgram[2];
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GLint mUTexture[2];
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GLint mUVREyeToSource[2];
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GLint mUVRDestionatinScaleAndOffset[2];
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GLint mUHeight[2];
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};
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// If you want to make this class not final, first remove calls to virtual
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// methods (Destroy) that are made in the destructor.
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class CompositorOGL final : public Compositor
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{
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typedef mozilla::gl::GLContext GLContext;
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friend class GLManagerCompositor;
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std::map<ShaderConfigOGL, ShaderProgramOGL*> mPrograms;
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public:
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explicit CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1,
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bool aUseExternalSurfaceSize = false);
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protected:
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virtual ~CompositorOGL();
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public:
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virtual already_AddRefed<DataTextureSource>
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CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
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virtual bool Initialize() override;
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virtual void Destroy() override;
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virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() override
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{
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TextureFactoryIdentifier result =
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TextureFactoryIdentifier(LayersBackend::LAYERS_OPENGL,
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XRE_GetProcessType(),
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GetMaxTextureSize(),
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mFBOTextureTarget == LOCAL_GL_TEXTURE_2D,
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SupportsPartialTextureUpdate());
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result.mSupportedBlendModes += gfx::CompositionOp::OP_SCREEN;
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result.mSupportedBlendModes += gfx::CompositionOp::OP_MULTIPLY;
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result.mSupportedBlendModes += gfx::CompositionOp::OP_SOURCE;
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return result;
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}
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) override;
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virtual already_AddRefed<CompositingRenderTarget>
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CreateRenderTargetFromSource(const gfx::IntRect &aRect,
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const CompositingRenderTarget *aSource,
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const gfx::IntPoint &aSourcePoint) override;
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virtual void SetRenderTarget(CompositingRenderTarget *aSurface) override;
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virtual CompositingRenderTarget* GetCurrentRenderTarget() const override;
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virtual void DrawQuad(const gfx::Rect& aRect,
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const gfx::Rect& aClipRect,
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const EffectChain &aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform,
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const gfx::Rect& aVisibleRect) override;
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virtual void EndFrame() override;
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virtual void SetDispAcquireFence(Layer* aLayer) override;
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virtual FenceHandle GetReleaseFence() override;
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virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override;
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virtual bool SupportsPartialTextureUpdate() override;
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virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override
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{
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if (!mGLContext)
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return false;
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int32_t maxSize = GetMaxTextureSize();
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return aSize <= gfx::IntSize(maxSize, maxSize);
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}
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virtual int32_t GetMaxTextureSize() const override;
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/**
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* Set the size of the EGL surface we're rendering to, if we're rendering to
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* an EGL surface.
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*/
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virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override;
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virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override {
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mRenderOffset = aOffset;
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}
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virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override;
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virtual void PrepareViewport(const gfx::IntSize& aSize) override;
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#ifdef MOZ_DUMP_PAINTING
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virtual const char* Name() const override { return "OGL"; }
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#endif // MOZ_DUMP_PAINTING
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virtual LayersBackend GetBackendType() const override {
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return LayersBackend::LAYERS_OPENGL;
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}
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virtual void Pause() override;
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virtual bool Resume() override;
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virtual nsIWidget* GetWidget() const override { return mWidget; }
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GLContext* gl() const { return mGLContext; }
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/**
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* Clear the program state. This must be called
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* before operating on the GLContext directly. */
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void ResetProgram();
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gfx::SurfaceFormat GetFBOFormat() const {
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return gfx::SurfaceFormat::R8G8B8A8;
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}
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GLBlitTextureImageHelper* BlitTextureImageHelper();
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/**
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* The compositor provides with temporary textures for use with direct
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* textruing like gralloc texture.
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* Doing so lets us use gralloc the way it has been designed to be used
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* (see https://wiki.mozilla.org/Platform/GFX/Gralloc)
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*/
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GLuint GetTemporaryTexture(GLenum aTarget, GLenum aUnit);
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const gfx::Matrix4x4& GetProjMatrix() const {
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return mProjMatrix;
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}
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void SetProjMatrix(const gfx::Matrix4x4& aProjMatrix) {
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mProjMatrix = aProjMatrix;
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}
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const gfx::IntSize GetDestinationSurfaceSize() const {
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return gfx::IntSize (mSurfaceSize.width, mSurfaceSize.height);
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}
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const ScreenPoint& GetScreenRenderOffset() const {
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return mRenderOffset;
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}
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private:
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virtual gfx::IntSize GetWidgetSize() const override
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{
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return mWidgetSize;
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}
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bool InitializeVR();
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void DestroyVR(GLContext *gl);
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void DrawVRDistortion(const gfx::Rect& aRect,
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const gfx::Rect& aClipRect,
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const EffectChain& aEffectChain,
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gfx::Float aOpacity,
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const gfx::Matrix4x4& aTransform);
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/** Widget associated with this compositor */
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nsIWidget *mWidget;
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gfx::IntSize mWidgetSize;
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nsRefPtr<GLContext> mGLContext;
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UniquePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
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gfx::Matrix4x4 mProjMatrix;
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/** The size of the surface we are rendering to */
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gfx::IntSize mSurfaceSize;
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ScreenPoint mRenderOffset;
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already_AddRefed<mozilla::gl::GLContext> CreateContext();
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/** Texture target to use for FBOs */
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GLenum mFBOTextureTarget;
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/** Currently bound render target */
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RefPtr<CompositingRenderTargetOGL> mCurrentRenderTarget;
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#ifdef DEBUG
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CompositingRenderTargetOGL* mWindowRenderTarget;
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#endif
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/**
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* VBO that has some basics in it for a textured quad, including vertex
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* coords and texcoords.
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*/
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GLuint mQuadVBO;
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bool mHasBGRA;
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/**
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* When rendering to some EGL surfaces (e.g. on Android), we rely on being told
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* about size changes (via SetSurfaceSize) rather than pulling this information
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* from the widget.
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*/
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bool mUseExternalSurfaceSize;
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/**
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* Have we had DrawQuad calls since the last frame was rendered?
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*/
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bool mFrameInProgress;
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/*
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* Clear aRect on current render target.
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*/
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virtual void ClearRect(const gfx::Rect& aRect) override;
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/* Start a new frame. If aClipRectIn is null and aClipRectOut is non-null,
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* sets *aClipRectOut to the screen dimensions.
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*/
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virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
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const gfx::Rect *aClipRectIn,
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const gfx::Rect& aRenderBounds,
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gfx::Rect *aClipRectOut = nullptr,
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gfx::Rect *aRenderBoundsOut = nullptr) override;
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ShaderConfigOGL GetShaderConfigFor(Effect *aEffect,
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MaskType aMask = MaskType::MaskNone,
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gfx::CompositionOp aOp = gfx::CompositionOp::OP_OVER,
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bool aColorMatrix = false,
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bool aDEAAEnabled = false) const;
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ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL &aConfig);
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/**
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* Create a FBO backed by a texture.
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* Note that the texture target type will be
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* of the type returned by FBOTextureTarget; different
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* shaders are required to sample from the different
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* texture types.
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*/
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void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
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GLuint aSourceFrameBuffer,
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GLuint *aFBO, GLuint *aTexture);
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void BindAndDrawQuads(ShaderProgramOGL *aProg,
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int aQuads,
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const gfx::Rect* aLayerRect,
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const gfx::Rect* aTextureRect);
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void BindAndDrawQuad(ShaderProgramOGL *aProg,
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const gfx::Rect& aLayerRect,
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const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f)) {
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gfx::Rect layerRects[4];
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gfx::Rect textureRects[4];
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layerRects[0] = aLayerRect;
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textureRects[0] = aTextureRect;
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BindAndDrawQuads(aProg, 1, layerRects, textureRects);
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}
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void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
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const gfx::Rect& aRect,
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const gfx::Rect& aTexCoordRect,
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TextureSource *aTexture);
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gfx::Point3D GetLineCoefficients(const gfx::Point& aPoint1,
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const gfx::Point& aPoint2);
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void ActivateProgram(ShaderProgramOGL *aProg);
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void CleanupResources();
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/**
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* Copies the content of our backbuffer to the set transaction target.
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* Does not restore the target FBO, so only call from EndFrame.
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*/
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void CopyToTarget(gfx::DrawTarget* aTarget, const nsIntPoint& aTopLeft, const gfx::Matrix& aWorldMatrix);
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/**
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* Implements the flipping of the y-axis to convert from layers/compositor
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* coordinates to OpenGL coordinates.
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*
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* Indeed, the only coordinate system that OpenGL knows has the y-axis
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* pointing upwards, but the layers/compositor coordinate system has the
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* y-axis pointing downwards, for good reason as Web pages are typically
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* scrolled downwards. So, some flipping has to take place; FlippedY does it.
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*/
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GLint FlipY(GLint y) const { return mViewportSize.height - y; }
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RefPtr<CompositorTexturePoolOGL> mTexturePool;
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ContextStateTrackerOGL mContextStateTracker;
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bool mDestroyed;
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/**
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* Size of the OpenGL context's primary framebuffer in pixels. Used by
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* FlipY for the y-flipping calculation and by the DEAA shader.
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*/
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gfx::IntSize mViewportSize;
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FenceHandle mReleaseFenceHandle;
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ShaderProgramOGL *mCurrentProgram;
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gfx::Rect mRenderBoundsOut;
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CompositorOGLVRObjects mVR;
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};
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}
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}
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#endif /* MOZILLA_GFX_COMPOSITOROGL_H */
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