gecko-dev/gfx/gl/TextureImageEGL.cpp

360 строки
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C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* 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 "TextureImageEGL.h"
#include "GLLibraryEGL.h"
#include "GLContext.h"
#include "GLUploadHelpers.h"
#include "gfxPlatform.h"
#include "mozilla/gfx/Types.h"
namespace mozilla {
namespace gl {
static GLenum
GLFormatForImage(gfxImageFormat aFormat)
{
switch (aFormat) {
case gfxImageFormatARGB32:
case gfxImageFormatRGB24:
// Thebes only supports RGBX, not packed RGB.
return LOCAL_GL_RGBA;
case gfxImageFormatRGB16_565:
return LOCAL_GL_RGB;
case gfxImageFormatA8:
return LOCAL_GL_LUMINANCE;
default:
NS_WARNING("Unknown GL format for Image format");
}
return 0;
}
static GLenum
GLTypeForImage(gfxImageFormat aFormat)
{
switch (aFormat) {
case gfxImageFormatARGB32:
case gfxImageFormatRGB24:
case gfxImageFormatA8:
return LOCAL_GL_UNSIGNED_BYTE;
case gfxImageFormatRGB16_565:
return LOCAL_GL_UNSIGNED_SHORT_5_6_5;
default:
NS_WARNING("Unknown GL format for Image format");
}
return 0;
}
TextureImageEGL::TextureImageEGL(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext,
Flags aFlags,
TextureState aTextureState,
TextureImage::ImageFormat aImageFormat)
: TextureImage(aSize, aWrapMode, aContentType, aFlags)
, mGLContext(aContext)
, mUpdateFormat(aImageFormat)
, mEGLImage(nullptr)
, mTexture(aTexture)
, mSurface(nullptr)
, mConfig(nullptr)
, mTextureState(aTextureState)
, mBound(false)
{
if (mUpdateFormat == gfxImageFormatUnknown) {
mUpdateFormat = gfxPlatform::GetPlatform()->OptimalFormatForContent(GetContentType());
}
if (mUpdateFormat == gfxImageFormatRGB16_565) {
mTextureFormat = gfx::FORMAT_R8G8B8X8;
} else if (mUpdateFormat == gfxImageFormatRGB24) {
// RGB24 means really RGBX for Thebes, which means we have to
// use the right shader and ignore the uninitialized alpha
// value.
mTextureFormat = gfx::FORMAT_B8G8R8X8;
} else {
mTextureFormat = gfx::FORMAT_B8G8R8A8;
}
}
TextureImageEGL::~TextureImageEGL()
{
if (mGLContext->IsDestroyed() || !mGLContext->IsOwningThreadCurrent()) {
return;
}
// If we have a context, then we need to delete the texture;
// if we don't have a context (either real or shared),
// then they went away when the contex was deleted, because it
// was the only one that had access to it.
mGLContext->MakeCurrent();
mGLContext->fDeleteTextures(1, &mTexture);
ReleaseTexImage();
DestroyEGLSurface();
}
void
TextureImageEGL::GetUpdateRegion(nsIntRegion& aForRegion)
{
if (mTextureState != Valid) {
// if the texture hasn't been initialized yet, force the
// client to paint everything
aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
}
// We can only draw a rectangle, not subregions due to
// the way that our texture upload functions work. If
// needed, we /could/ do multiple texture uploads if we have
// non-overlapping rects, but that's a tradeoff.
aForRegion = nsIntRegion(aForRegion.GetBounds());
}
gfxASurface*
TextureImageEGL::BeginUpdate(nsIntRegion& aRegion)
{
NS_ASSERTION(!mUpdateSurface, "BeginUpdate() without EndUpdate()?");
// determine the region the client will need to repaint
GetUpdateRegion(aRegion);
mUpdateRect = aRegion.GetBounds();
//printf_stderr("BeginUpdate with updateRect [%d %d %d %d]\n", mUpdateRect.x, mUpdateRect.y, mUpdateRect.width, mUpdateRect.height);
if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(mUpdateRect)) {
NS_ERROR("update outside of image");
return nullptr;
}
//printf_stderr("creating image surface %dx%d format %d\n", mUpdateRect.width, mUpdateRect.height, mUpdateFormat);
mUpdateSurface =
new gfxImageSurface(gfxIntSize(mUpdateRect.width, mUpdateRect.height),
mUpdateFormat);
mUpdateSurface->SetDeviceOffset(gfxPoint(-mUpdateRect.x, -mUpdateRect.y));
return mUpdateSurface;
}
void
TextureImageEGL::EndUpdate()
{
NS_ASSERTION(!!mUpdateSurface, "EndUpdate() without BeginUpdate()?");
//printf_stderr("EndUpdate: slow path");
// This is the slower path -- we didn't have any way to set up
// a fast mapping between our cairo target surface and the GL
// texture, so we have to upload data.
// Undo the device offset that BeginUpdate set; doesn't much
// matter for us here, but important if we ever do anything
// directly with the surface.
mUpdateSurface->SetDeviceOffset(gfxPoint(0, 0));
nsRefPtr<gfxImageSurface> uploadImage = nullptr;
gfxIntSize updateSize(mUpdateRect.width, mUpdateRect.height);
NS_ASSERTION(mUpdateSurface->GetType() == gfxSurfaceTypeImage &&
mUpdateSurface->GetSize() == updateSize,
"Upload image isn't an image surface when one is expected, or is wrong size!");
uploadImage = static_cast<gfxImageSurface*>(mUpdateSurface.get());
if (!uploadImage) {
return;
}
mGLContext->MakeCurrent();
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
if (mTextureState != Valid) {
NS_ASSERTION(mUpdateRect.x == 0 && mUpdateRect.y == 0 &&
mUpdateRect.Size() == mSize,
"Bad initial update on non-created texture!");
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
GLFormatForImage(mUpdateFormat),
mUpdateRect.width,
mUpdateRect.height,
0,
GLFormatForImage(uploadImage->Format()),
GLTypeForImage(uploadImage->Format()),
uploadImage->Data());
} else {
mGLContext->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
0,
mUpdateRect.x,
mUpdateRect.y,
mUpdateRect.width,
mUpdateRect.height,
GLFormatForImage(uploadImage->Format()),
GLTypeForImage(uploadImage->Format()),
uploadImage->Data());
}
mUpdateSurface = nullptr;
mTextureState = Valid;
return; // mTexture is bound
}
bool
TextureImageEGL::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
{
nsIntRect bounds = aRegion.GetBounds();
nsIntRegion region;
if (mTextureState != Valid) {
bounds = nsIntRect(0, 0, mSize.width, mSize.height);
region = nsIntRegion(bounds);
} else {
region = aRegion;
}
mTextureFormat =
UploadSurfaceToTexture(mGLContext,
aSurf,
region,
mTexture,
mTextureState == Created,
bounds.TopLeft() + aFrom,
false);
mTextureState = Valid;
return true;
}
void
TextureImageEGL::BindTexture(GLenum aTextureUnit)
{
// Ensure the texture is allocated before it is used.
if (mTextureState == Created) {
Resize(mSize);
}
mGLContext->fActiveTexture(aTextureUnit);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
}
void
TextureImageEGL::Resize(const nsIntSize& aSize)
{
NS_ASSERTION(!mUpdateSurface, "Resize() while in update?");
if (mSize == aSize && mTextureState != Created)
return;
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
0,
GLFormatForImage(mUpdateFormat),
aSize.width,
aSize.height,
0,
GLFormatForImage(mUpdateFormat),
GLTypeForImage(mUpdateFormat),
nullptr);
mTextureState = Allocated;
mSize = aSize;
}
bool
TextureImageEGL::BindTexImage()
{
if (mBound && !ReleaseTexImage())
return false;
EGLBoolean success =
sEGLLibrary.fBindTexImage(EGL_DISPLAY(),
(EGLSurface)mSurface,
LOCAL_EGL_BACK_BUFFER);
if (success == LOCAL_EGL_FALSE)
return false;
mBound = true;
return true;
}
bool
TextureImageEGL::ReleaseTexImage()
{
if (!mBound)
return true;
EGLBoolean success =
sEGLLibrary.fReleaseTexImage(EGL_DISPLAY(),
(EGLSurface)mSurface,
LOCAL_EGL_BACK_BUFFER);
if (success == LOCAL_EGL_FALSE)
return false;
mBound = false;
return true;
}
void
TextureImageEGL::DestroyEGLSurface(void)
{
if (!mSurface)
return;
sEGLLibrary.fDestroySurface(EGL_DISPLAY(), mSurface);
mSurface = nullptr;
}
void
TextureImageEGL::ApplyFilter()
{
mGLContext->ApplyFilterToBoundTexture(mFilter);
}
already_AddRefed<TextureImage>
CreateTextureImageEGL(GLContext *gl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags,
TextureImage::ImageFormat aImageFormat)
{
nsRefPtr<TextureImage> t = new gl::TiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
return t.forget();
}
already_AddRefed<TextureImage>
TileGenFuncEGL(GLContext *gl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
TextureImage::Flags aFlags,
TextureImage::ImageFormat aImageFormat)
{
gl->MakeCurrent();
GLuint texture;
gl->fGenTextures(1, &texture);
nsRefPtr<TextureImageEGL> teximage =
new TextureImageEGL(texture, aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType,
gl, aFlags, TextureImage::Created, aImageFormat);
teximage->BindTexture(LOCAL_GL_TEXTURE0);
GLint texfilter = aFlags & TextureImage::UseNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
return teximage.forget();
}
}
}