зеркало из https://github.com/mozilla/gecko-dev.git
289 строки
9.7 KiB
C++
289 строки
9.7 KiB
C++
/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 4; -*- */
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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 GLTEXTUREIMAGE_H_
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#define GLTEXTUREIMAGE_H_
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#include "nsRegion.h"
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#include "nsTArray.h"
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#include "gfxTypes.h"
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#include "GLContextTypes.h"
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#include "mozilla/gfx/Rect.h"
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#include "mozilla/RefPtr.h"
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class gfxASurface;
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namespace mozilla {
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namespace gfx {
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class DataSourceSurface;
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class DrawTarget;
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} // namespace gfx
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} // namespace mozilla
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namespace mozilla {
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namespace gl {
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class GLContext;
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/**
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* A TextureImage provides a mechanism to synchronize data from a
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* surface to a texture in the server. TextureImages are associated
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* with one and only one GLContext.
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*/
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class TextureImage {
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NS_INLINE_DECL_REFCOUNTING(TextureImage)
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public:
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enum TextureState {
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Created, // Texture created, but has not had glTexImage called to
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// initialize it.
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Allocated, // Texture memory exists, but contents are invalid.
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Valid // Texture fully ready to use.
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};
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enum Flags {
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NoFlags = 0x0,
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UseNearestFilter = 0x1,
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OriginBottomLeft = 0x2,
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DisallowBigImage = 0x4
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};
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typedef gfxContentType ContentType;
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typedef gfxImageFormat ImageFormat;
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static already_AddRefed<TextureImage> Create(
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GLContext* gl, const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType, GLenum aWrapMode,
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TextureImage::Flags aFlags = TextureImage::NoFlags);
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/**
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* The Image may contain several textures for different regions (tiles).
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* These functions iterate over each sub texture image tile.
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*/
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virtual void BeginBigImageIteration() {}
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virtual bool NextTile() { return false; }
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// Function prototype for a tile iteration callback. Returning false will
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// cause iteration to be interrupted (i.e. the corresponding NextTile call
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// will return false).
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typedef bool (*BigImageIterationCallback)(TextureImage* aImage,
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int aTileNumber,
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void* aCallbackData);
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// Sets a callback to be called every time NextTile is called.
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virtual void SetIterationCallback(BigImageIterationCallback aCallback,
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void* aCallbackData) {}
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virtual gfx::IntRect GetTileRect();
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virtual GLuint GetTextureID() = 0;
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virtual uint32_t GetTileCount() { return 1; }
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/**
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* Set this TextureImage's size, and ensure a texture has been
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* allocated.
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* After a resize, the contents are undefined.
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*/
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virtual void Resize(const gfx::IntSize& aSize) = 0;
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/**
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* Mark this texture as having valid contents. Call this after modifying
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* the texture contents externally.
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*/
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virtual void MarkValid() {}
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/**
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* aSurf - the source surface to update from
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* aRegion - the region in this image to update
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* aSrcOffset - offset in the source to update from
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* aDstOffset - offset in the destination to update to
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*/
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virtual bool DirectUpdate(
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gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion,
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const gfx::IntPoint& aSrcOffset = gfx::IntPoint(0, 0),
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const gfx::IntPoint& aDstOffset = gfx::IntPoint(0, 0)) = 0;
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bool UpdateFromDataSource(gfx::DataSourceSurface* aSurf,
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const nsIntRegion* aDstRegion = nullptr,
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const gfx::IntPoint* aSrcOffset = nullptr,
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const gfx::IntPoint* aDstOffset = nullptr);
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virtual void BindTexture(GLenum aTextureUnit) = 0;
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/**
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* Returns the image format of the texture. Only valid after
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* DirectUpdate has been called.
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*/
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virtual gfx::SurfaceFormat GetTextureFormat() { return mTextureFormat; }
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/** Can be called safely at any time. */
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/**
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* If this TextureImage has a permanent gfxASurface backing,
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* return it. Otherwise return nullptr.
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*/
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virtual already_AddRefed<gfxASurface> GetBackingSurface() { return nullptr; }
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gfx::IntSize GetSize() const;
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ContentType GetContentType() const { return mContentType; }
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GLenum GetWrapMode() const { return mWrapMode; }
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void SetSamplingFilter(gfx::SamplingFilter aSamplingFilter) {
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mSamplingFilter = aSamplingFilter;
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}
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protected:
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friend class GLContext;
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void UpdateUploadSize(size_t amount);
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/**
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* After the ctor, the TextureImage is invalid. Implementations
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* must allocate resources successfully before returning the new
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* TextureImage from GLContext::CreateTextureImage(). That is,
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* clients must not be given partially-constructed TextureImages.
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*/
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TextureImage(const gfx::IntSize& aSize, GLenum aWrapMode,
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ContentType aContentType, Flags aFlags = NoFlags);
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// Protected destructor, to discourage deletion outside of Release():
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virtual ~TextureImage() { UpdateUploadSize(0); }
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virtual gfx::IntRect GetSrcTileRect();
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gfx::IntSize mSize;
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GLenum mWrapMode;
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ContentType mContentType;
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gfx::SurfaceFormat mTextureFormat;
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gfx::SamplingFilter mSamplingFilter;
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Flags mFlags;
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size_t mUploadSize;
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};
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/**
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* BasicTextureImage is the baseline TextureImage implementation ---
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* it updates its texture by allocating a scratch buffer for the
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* client to draw into, then using glTexSubImage2D() to upload the new
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* pixels. Platforms must provide the code to create a new surface
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* into which the updated pixels will be drawn, and the code to
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* convert the update surface's pixels into an image on which we can
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* glTexSubImage2D().
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*/
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class BasicTextureImage : public TextureImage {
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public:
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virtual ~BasicTextureImage();
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BasicTextureImage(GLuint aTexture, const gfx::IntSize& aSize,
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GLenum aWrapMode, ContentType aContentType,
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GLContext* aContext,
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TextureImage::Flags aFlags = TextureImage::NoFlags);
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void BindTexture(GLenum aTextureUnit) override;
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bool DirectUpdate(
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gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion,
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const gfx::IntPoint& aSrcOffset = gfx::IntPoint(0, 0),
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const gfx::IntPoint& aDstOffset = gfx::IntPoint(0, 0)) override;
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GLuint GetTextureID() override { return mTexture; }
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void MarkValid() override { mTextureState = Valid; }
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void Resize(const gfx::IntSize& aSize) override;
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protected:
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GLuint mTexture;
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TextureState mTextureState;
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RefPtr<GLContext> mGLContext;
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};
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/**
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* A container class that complements many sub TextureImages into a big
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* TextureImage. Aims to behave just like the real thing.
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*/
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class TiledTextureImage final : public TextureImage {
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public:
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TiledTextureImage(
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GLContext* aGL, gfx::IntSize aSize, TextureImage::ContentType,
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TextureImage::Flags aFlags = TextureImage::NoFlags,
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TextureImage::ImageFormat aImageFormat = gfx::SurfaceFormat::UNKNOWN);
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virtual ~TiledTextureImage();
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void DumpDiv();
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void Resize(const gfx::IntSize& aSize) override;
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uint32_t GetTileCount() override;
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void BeginBigImageIteration() override;
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bool NextTile() override;
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void SetIterationCallback(BigImageIterationCallback aCallback,
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void* aCallbackData) override;
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gfx::IntRect GetTileRect() override;
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GLuint GetTextureID() override {
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return mImages[mCurrentImage]->GetTextureID();
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}
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bool DirectUpdate(
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gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion,
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const gfx::IntPoint& aSrcOffset = gfx::IntPoint(0, 0),
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const gfx::IntPoint& aDstOffset = gfx::IntPoint(0, 0)) override;
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void BindTexture(GLenum) override;
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protected:
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gfx::IntRect GetSrcTileRect() override;
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unsigned int mCurrentImage;
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BigImageIterationCallback mIterationCallback;
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void* mIterationCallbackData;
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nsTArray<RefPtr<TextureImage> > mImages;
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unsigned int mTileSize;
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unsigned int mRows, mColumns;
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GLContext* mGL;
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TextureState mTextureState;
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TextureImage::ImageFormat mImageFormat;
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};
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/**
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* Creates a TextureImage of the basic implementation, can be useful in cases
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* where we know we don't want to use platform-specific TextureImage.
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* In doubt, use GLContext::CreateTextureImage instead.
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*/
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already_AddRefed<TextureImage> CreateBasicTextureImage(
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GLContext* aGL, const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType, GLenum aWrapMode,
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TextureImage::Flags aFlags);
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/**
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* Creates a TiledTextureImage backed by platform-specific or basic
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* TextureImages. In doubt, use GLContext::CreateTextureImage instead.
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*/
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already_AddRefed<TextureImage> CreateTiledTextureImage(
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GLContext* aGL, const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType, TextureImage::Flags aFlags,
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TextureImage::ImageFormat aImageFormat);
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/**
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* Return a valid, allocated TextureImage of |aSize| with
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* |aContentType|. If |aContentType| is COLOR, |aImageFormat| can be used
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* to hint at the preferred RGB format, however it is not necessarily
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* respected. The TextureImage's texture is configured to use
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* |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
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* default, GL_LINEAR filtering. Specify
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* |aFlags=UseNearestFilter| for GL_NEAREST filtering. Specify
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* |aFlags=OriginBottomLeft| if the image is origin-bottom-left, instead of the
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* default origin-top-left. Return
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* nullptr if creating the TextureImage fails.
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*
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* The returned TextureImage may only be used with this GLContext.
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* Attempting to use the returned TextureImage after this
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* GLContext is destroyed will result in undefined (and likely
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* crashy) behavior.
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*/
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already_AddRefed<TextureImage> CreateTextureImage(
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GLContext* gl, const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType, GLenum aWrapMode,
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TextureImage::Flags aFlags = TextureImage::NoFlags,
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TextureImage::ImageFormat aImageFormat = gfx::SurfaceFormat::UNKNOWN);
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} // namespace gl
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} // namespace mozilla
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#endif /* GLTEXTUREIMAGE_H_ */
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