зеркало из https://github.com/mozilla/gecko-dev.git
287 строки
10 KiB
C++
287 строки
10 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Vladimir Vukicevic <vladimir@pobox.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "CanvasLayerOGL.h"
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#include "gfxImageSurface.h"
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#include "gfxContext.h"
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#include "GLContextProvider.h"
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#ifdef XP_WIN
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#include "gfxWindowsSurface.h"
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#include "WGLLibrary.h"
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#endif
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#ifdef XP_MACOSX
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#include <OpenGL/OpenGL.h>
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#endif
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using namespace mozilla;
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using namespace mozilla::layers;
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using namespace mozilla::gl;
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CanvasLayerOGL::~CanvasLayerOGL()
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{
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mOGLManager->MakeCurrent();
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if (mTexture) {
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gl()->fDeleteTextures(1, &mTexture);
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}
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}
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void
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CanvasLayerOGL::Initialize(const Data& aData)
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{
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NS_ASSERTION(mCanvasSurface == nsnull, "BasicCanvasLayer::Initialize called twice!");
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if (aData.mSurface) {
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mCanvasSurface = aData.mSurface;
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NS_ASSERTION(aData.mGLContext == nsnull,
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"CanvasLayerOGL can't have both surface and GLContext");
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mNeedsYFlip = PR_FALSE;
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if (mCanvasSurface->GetType() == gfxASurface::SurfaceTypeXlib)
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mCanvasSurfaceAsGLContext = sGLContextProvider.CreateForNativePixmapSurface(mCanvasSurface);
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} else if (aData.mGLContext) {
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// this must be a pbuffer context
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void *pbuffer = aData.mGLContext->GetNativeData(GLContext::NativePBuffer);
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if (!pbuffer) {
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NS_WARNING("CanvasLayerOGL with GL context without NativePBuffer");
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return;
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}
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mCanvasGLContext = aData.mGLContext;
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mGLBufferIsPremultiplied = aData.mGLBufferIsPremultiplied;
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mNeedsYFlip = PR_TRUE;
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} else {
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NS_WARNING("CanvasLayerOGL::Initialize called without surface or GL context!");
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return;
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}
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mBounds.SetRect(0, 0, aData.mSize.width, aData.mSize.height);
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}
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void
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CanvasLayerOGL::Updated(const nsIntRect& aRect)
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{
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NS_ASSERTION(mUpdatedRect.IsEmpty(),
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"CanvasLayer::Updated called more than once during a transaction!");
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mOGLManager->MakeCurrent();
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mUpdatedRect.UnionRect(mUpdatedRect, aRect);
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if (mCanvasSurfaceAsGLContext) {
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PRBool newTexture = mTexture == 0;
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if (newTexture) {
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gl()->fGenTextures(1, &mTexture);
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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mUpdatedRect = mBounds;
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} else {
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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}
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mCanvasSurfaceAsGLContext->BindTexImage();
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} else if (mCanvasSurface) {
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PRBool newTexture = mTexture == 0;
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if (newTexture) {
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gl()->fGenTextures(1, &mTexture);
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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mUpdatedRect = mBounds;
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} else {
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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}
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nsRefPtr<gfxImageSurface> updatedAreaImageSurface;
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nsRefPtr<gfxASurface> sourceSurface = mCanvasSurface;
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#ifdef XP_WIN
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if (sourceSurface->GetType() == gfxASurface::SurfaceTypeWin32) {
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sourceSurface = static_cast<gfxWindowsSurface*>(sourceSurface.get())->GetImageSurface();
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if (!sourceSurface)
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sourceSurface = mCanvasSurface;
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}
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#endif
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#if 0
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// XXX don't copy, blah.
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// but need to deal with stride on the gl side; do this later.
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if (mCanvasSurface->GetType() == gfxASurface::SurfaceTypeImage) {
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gfxImageSurface *s = static_cast<gfxImageSurface*>(mCanvasSurface.get());
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if (s->Format() == gfxASurface::ImageFormatARGB32 ||
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s->Format() == gfxASurface::ImageFormatRGB24)
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{
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updatedAreaImageSurface = ...;
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} else {
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NS_WARNING("surface with format that we can't handle");
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return;
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}
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} else
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#endif
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{
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updatedAreaImageSurface =
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new gfxImageSurface(gfxIntSize(mUpdatedRect.width, mUpdatedRect.height),
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gfxASurface::ImageFormatARGB32);
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nsRefPtr<gfxContext> ctx = new gfxContext(updatedAreaImageSurface);
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ctx->Translate(gfxPoint(-mUpdatedRect.x, -mUpdatedRect.y));
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ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
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ctx->SetSource(sourceSurface);
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ctx->Paint();
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}
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if (newTexture) {
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gl()->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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LOCAL_GL_RGBA,
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mUpdatedRect.width,
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mUpdatedRect.height,
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0,
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LOCAL_GL_RGBA,
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LOCAL_GL_UNSIGNED_BYTE,
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updatedAreaImageSurface->Data());
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} else {
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gl()->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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mUpdatedRect.x,
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mUpdatedRect.y,
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mUpdatedRect.width,
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mUpdatedRect.height,
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LOCAL_GL_RGBA,
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LOCAL_GL_UNSIGNED_BYTE,
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updatedAreaImageSurface->Data());
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}
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} else if (mCanvasGLContext) {
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// we just need to create a texture that we'll use, the first time through
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PRBool newTexture = mTexture == 0;
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if (newTexture) {
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gl()->fGenTextures(1, (GLuint*)&mTexture);
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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mUpdatedRect = mBounds;
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}
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#if defined(XP_MACOSX)
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// We only need to do this for the first time we set up the texture
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if (newTexture) {
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CGLError err;
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err = CGLTexImagePBuffer((CGLContextObj) gl()->GetNativeData(GLContext::NativeCGLContext),
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(CGLPBufferObj) mCanvasGLContext->GetNativeData(GLContext::NativePBuffer),
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LOCAL_GL_BACK);
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if (err) {
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NS_WARNING("CanvasLayerOGL::Updated CGLTexImagePBuffer failed");
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}
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}
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#elif defined(XP_WIN)
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// We need to do this every time before we paint
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if (!sWGLLibrary.fBindTexImage((HANDLE) mCanvasGLContext->GetNativeData(GLContext::NativePBuffer),
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LOCAL_WGL_FRONT_LEFT_ARB)) {
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NS_WARNING("CanvasLayerOGL::Updated wglBindTexImageARB failed");
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}
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#else
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NS_WARNING("CanvasLayerOGL::Updated with GL context, but I don't know how to render on this platform!");
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#endif
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}
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// sanity
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NS_ASSERTION(mBounds.Contains(mUpdatedRect),
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"CanvasLayer: Updated rect bigger than bounds!");
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}
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void
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CanvasLayerOGL::RenderLayer(int aPreviousDestination,
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const nsIntPoint& aOffset)
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{
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mOGLManager->MakeCurrent();
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// XXX We're going to need a different program depending on if
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// mGLBufferIsPremultiplied is TRUE or not. The RGBLayerProgram
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// assumes that it's true.
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ColorTextureLayerProgram *program = nsnull;
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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if (mCanvasGLContext || mCanvasSurfaceAsGLContext) {
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program = mOGLManager->GetRGBALayerProgram();
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} else {
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program = mOGLManager->GetBGRALayerProgram();
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}
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program->Activate();
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program->SetLayerQuadRect(mBounds);
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program->SetLayerTransform(mTransform);
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program->SetLayerOpacity(GetOpacity());
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program->SetRenderOffset(aOffset);
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program->SetTextureUnit(0);
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mOGLManager->BindAndDrawQuad(program, mNeedsYFlip ? true : false);
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#if defined(XP_WIN)
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// We need to do this ever time after we paint, before anyone
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// draws into the pbuffer again
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if (mCanvasGLContext) {
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sWGLLibrary.fReleaseTexImage((HANDLE) mCanvasGLContext->GetNativeData(GLContext::NativePBuffer),
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LOCAL_WGL_FRONT_LEFT_ARB);
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}
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#endif
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mUpdatedRect.Empty();
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}
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