зеркало из https://github.com/mozilla/gecko-dev.git
425 строки
14 KiB
C++
425 строки
14 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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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#include "GLContext.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/Assertions.h"
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#include "mozilla/StandardInteger.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace gl {
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static const char kTexBlit_VertShaderSource[] = "\
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attribute vec2 aPosition; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) { \n\
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vTexCoord = aPosition; \n\
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vec2 vertPos = aPosition * 2.0 - 1.0; \n\
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gl_Position = vec4(vertPos, 0.0, 1.0); \n\
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} \n\
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";
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static const char kTexBlit_FragShaderSource[] = "\
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uniform sampler2D uTexUnit; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) { \n\
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gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
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} \n\
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";
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// Allowed to be destructive of state we restore in functions below.
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bool
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GLContext::UseTexQuadProgram()
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{
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bool success = false;
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// Use do-while(false) to let us break on failure
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do {
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if (mTexBlit_Program) {
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// Already have it...
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success = true;
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break;
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}
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/* CCW tri-strip:
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* 2---3
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* | \ |
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* 0---1
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*/
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GLfloat verts[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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MOZ_ASSERT(!mTexBlit_Buffer);
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fGenBuffers(1, &mTexBlit_Buffer);
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fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
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const size_t vertsSize = sizeof(verts);
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MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat)); // Make sure we have a sane size.
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fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
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fEnableVertexAttribArray(0);
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fVertexAttribPointer(0,
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2,
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LOCAL_GL_FLOAT,
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false,
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0,
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nullptr);
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MOZ_ASSERT(!mTexBlit_VertShader);
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MOZ_ASSERT(!mTexBlit_FragShader);
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const char* vertShaderSource = kTexBlit_VertShaderSource;
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const char* fragShaderSource = kTexBlit_FragShaderSource;
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mTexBlit_VertShader = fCreateShader(LOCAL_GL_VERTEX_SHADER);
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fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
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fCompileShader(mTexBlit_VertShader);
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mTexBlit_FragShader = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
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fShaderSource(mTexBlit_FragShader, 1, &fragShaderSource, nullptr);
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fCompileShader(mTexBlit_FragShader);
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mTexBlit_Program = fCreateProgram();
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fAttachShader(mTexBlit_Program, mTexBlit_VertShader);
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fAttachShader(mTexBlit_Program, mTexBlit_FragShader);
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fBindAttribLocation(mTexBlit_Program, 0, "aPosition");
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fLinkProgram(mTexBlit_Program);
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if (DebugMode()) {
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GLint status = 0;
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fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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NS_ERROR("Vert shader compilation failed.");
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GLint length = 0;
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fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No shader info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
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printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
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break;
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}
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status = 0;
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fGetShaderiv(mTexBlit_FragShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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NS_ERROR("Frag shader compilation failed.");
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GLint length = 0;
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fGetShaderiv(mTexBlit_FragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No shader info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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fGetShaderInfoLog(mTexBlit_FragShader, length, nullptr, buffer);
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printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
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break;
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}
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}
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GLint status = 0;
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fGetProgramiv(mTexBlit_Program, LOCAL_GL_LINK_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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if (DebugMode()) {
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NS_ERROR("Linking blit program failed.");
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GLint length = 0;
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fGetProgramiv(mTexBlit_Program, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No program info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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fGetProgramInfoLog(mTexBlit_Program, length, nullptr, buffer);
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printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
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}
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break;
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}
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MOZ_ASSERT(fGetAttribLocation(mTexBlit_Program, "aPosition") == 0);
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GLuint texUnitLoc = fGetUniformLocation(mTexBlit_Program, "uTexUnit");
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// Set uniforms here:
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fUseProgram(mTexBlit_Program);
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fUniform1i(texUnitLoc, 0);
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success = true;
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} while (false);
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if (!success) {
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NS_ERROR("Creating program for texture blit failed!");
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// Clean up:
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DeleteTexBlitProgram();
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return false;
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}
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fUseProgram(mTexBlit_Program);
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fEnableVertexAttribArray(0);
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fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
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fVertexAttribPointer(0,
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2,
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LOCAL_GL_FLOAT,
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false,
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0,
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nullptr);
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return true;
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}
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void
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GLContext::DeleteTexBlitProgram()
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{
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if (mTexBlit_Buffer) {
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fDeleteBuffers(1, &mTexBlit_Buffer);
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mTexBlit_Buffer = 0;
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}
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if (mTexBlit_VertShader) {
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fDeleteShader(mTexBlit_VertShader);
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mTexBlit_VertShader = 0;
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}
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if (mTexBlit_FragShader) {
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fDeleteShader(mTexBlit_FragShader);
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mTexBlit_FragShader = 0;
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}
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if (mTexBlit_Program) {
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fDeleteProgram(mTexBlit_Program);
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mTexBlit_Program = 0;
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}
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}
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void
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GLContext::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
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const gfxIntSize& srcSize,
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const gfxIntSize& destSize)
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{
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MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
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MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
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MOZ_ASSERT(IsExtensionSupported(EXT_framebuffer_blit) ||
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IsExtensionSupported(ANGLE_framebuffer_blit));
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ScopedFramebufferBinding boundFB(this);
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ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
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BindUserReadFBO(srcFB);
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BindUserDrawFBO(destFB);
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fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
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0, 0, destSize.width, destSize.height,
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LOCAL_GL_COLOR_BUFFER_BIT,
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LOCAL_GL_NEAREST);
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}
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void
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GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
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const gfxIntSize& srcSize,
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const gfxIntSize& destSize)
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{
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MOZ_ASSERT(fIsTexture(srcTex));
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MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
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if (IsExtensionSupported(EXT_framebuffer_blit) ||
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IsExtensionSupported(ANGLE_framebuffer_blit))
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{
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ScopedFramebufferTexture srcWrapper(this, srcTex);
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MOZ_ASSERT(srcWrapper.IsComplete());
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BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
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srcSize, destSize);
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return;
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}
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ScopedFramebufferBinding boundFB(this, destFB);
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GLuint boundTexUnit = 0;
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GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &boundTexUnit);
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fActiveTexture(LOCAL_GL_TEXTURE0);
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GLuint boundTex = 0;
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GetUIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &boundTex);
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fBindTexture(LOCAL_GL_TEXTURE_2D, srcTex);
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GLuint boundProgram = 0;
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GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
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GLuint boundBuffer = 0;
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GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
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/*
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* fGetVertexAttribiv takes:
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* VERTEX_ATTRIB_ARRAY_ENABLED
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* VERTEX_ATTRIB_ARRAY_SIZE,
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* VERTEX_ATTRIB_ARRAY_STRIDE,
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* VERTEX_ATTRIB_ARRAY_TYPE,
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* VERTEX_ATTRIB_ARRAY_NORMALIZED,
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* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
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* CURRENT_VERTEX_ATTRIB
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*
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* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
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* Others appear to be vertex array state,
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* or alternatively in the internal vertex array state
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* for a buffer object.
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*/
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GLint attrib0_enabled = 0;
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GLint attrib0_size = 0;
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GLint attrib0_stride = 0;
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GLint attrib0_type = 0;
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GLint attrib0_normalized = 0;
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GLint attrib0_bufferBinding = 0;
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void* attrib0_pointer = nullptr;
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fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
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fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
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fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
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fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
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fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
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fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
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fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
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// Note that uniform values are program state, so we don't need to rebind those.
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ScopedGLState blend (this, LOCAL_GL_BLEND, false);
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ScopedGLState cullFace (this, LOCAL_GL_CULL_FACE, false);
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ScopedGLState depthTest (this, LOCAL_GL_DEPTH_TEST, false);
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ScopedGLState dither (this, LOCAL_GL_DITHER, false);
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ScopedGLState polyOffsFill(this, LOCAL_GL_POLYGON_OFFSET_FILL, false);
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ScopedGLState sampleAToC (this, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
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ScopedGLState sampleCover (this, LOCAL_GL_SAMPLE_COVERAGE, false);
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ScopedGLState scissor (this, LOCAL_GL_SCISSOR_TEST, false);
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ScopedGLState stencil (this, LOCAL_GL_STENCIL_TEST, false);
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realGLboolean colorMask[4];
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fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
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fColorMask(LOCAL_GL_TRUE,
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LOCAL_GL_TRUE,
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LOCAL_GL_TRUE,
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LOCAL_GL_TRUE);
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GLint viewport[4];
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fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
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fViewport(0, 0, destSize.width, destSize.height);
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// Does destructive things to (only!) what we just saved above.
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bool good = UseTexQuadProgram();
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if (!good) {
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// We're up against the wall, so bail.
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// This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
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printf_stderr("[%s:%d] Fatal Error: Failed to prepare to blit texture->framebuffer.\n",
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__FILE__, __LINE__);
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MOZ_CRASH();
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}
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fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
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fViewport(viewport[0], viewport[1],
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viewport[2], viewport[3]);
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fColorMask(colorMask[0],
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colorMask[1],
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colorMask[2],
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colorMask[3]);
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if (attrib0_enabled)
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fEnableVertexAttribArray(0);
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fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
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fVertexAttribPointer(0,
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attrib0_size,
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attrib0_type,
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attrib0_normalized,
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attrib0_stride,
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attrib0_pointer);
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fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
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fUseProgram(boundProgram);
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fBindTexture(LOCAL_GL_TEXTURE_2D, boundTex);
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fActiveTexture(boundTexUnit);
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}
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void
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GLContext::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
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const gfxIntSize& srcSize,
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const gfxIntSize& destSize)
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{
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MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
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MOZ_ASSERT(fIsTexture(destTex));
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if (IsExtensionSupported(EXT_framebuffer_blit) ||
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IsExtensionSupported(ANGLE_framebuffer_blit))
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{
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ScopedFramebufferTexture destWrapper(this, destTex);
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MOZ_ASSERT(destWrapper.IsComplete());
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BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
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srcSize, destSize);
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return;
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}
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GLuint boundTex = 0;
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GetUIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &boundTex);
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fBindTexture(LOCAL_GL_TEXTURE_2D, destTex);
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ScopedFramebufferBinding boundFB(this, srcFB);
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ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
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fCopyTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0,
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0, 0,
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0, 0,
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srcSize.width, srcSize.height);
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fBindTexture(LOCAL_GL_TEXTURE_2D, boundTex);
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}
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void
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GLContext::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
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const gfxIntSize& srcSize,
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const gfxIntSize& destSize)
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{
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MOZ_ASSERT(fIsTexture(srcTex));
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MOZ_ASSERT(fIsTexture(destTex));
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if (mTexBlit_UseDrawNotCopy) {
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// Draw is texture->framebuffer
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ScopedFramebufferTexture destWrapper(this, destTex);
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MOZ_ASSERT(destWrapper.IsComplete());
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BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
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srcSize, destSize);
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return;
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}
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// Generally, just use the CopyTexSubImage path
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ScopedFramebufferTexture srcWrapper(this, srcTex);
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MOZ_ASSERT(srcWrapper.IsComplete());
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BlitFramebufferToTexture(srcWrapper.FB(), destTex,
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srcSize, destSize);
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}
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} /* namespace gl */
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} /* namespace mozilla */
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