/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is mozilla.org code. * * The Initial Developer of the Original Code is * Mozilla Corporation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Vladimir Vukicevic * Mark Steele * Bas Schouten * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include #include #include "prlink.h" #include "gfxImageSurface.h" #include "GLContext.h" #include "GLContextProvider.h" namespace mozilla { namespace gl { // define this here since it's global to GLContextProvider, not any // specific implementation const ContextFormat ContextFormat::BasicRGBA32Format(ContextFormat::BasicRGBA32); #define MAX_SYMBOL_LENGTH 128 #define MAX_SYMBOL_NAMES 5 PRBool LibrarySymbolLoader::OpenLibrary(const char *library) { PRLibSpec lspec; lspec.type = PR_LibSpec_Pathname; lspec.value.pathname = library; mLibrary = PR_LoadLibraryWithFlags(lspec, PR_LD_LAZY | PR_LD_LOCAL); if (!mLibrary) return PR_FALSE; return PR_TRUE; } PRBool LibrarySymbolLoader::LoadSymbols(SymLoadStruct *firstStruct, PRBool tryplatform, const char *prefix) { return LoadSymbols(mLibrary, firstStruct, tryplatform ? mLookupFunc : nsnull, prefix); } PRFuncPtr LibrarySymbolLoader::LookupSymbol(PRLibrary *lib, const char *sym, PlatformLookupFunction lookupFunction) { PRFuncPtr res = 0; // try finding it in the library directly, if we have one if (lib) { res = PR_FindFunctionSymbol(lib, sym); } // then try looking it up via the lookup symbol if (!res && lookupFunction) { res = lookupFunction(sym); } // finally just try finding it in the process if (!res) { PRLibrary *leakedLibRef; res = PR_FindFunctionSymbolAndLibrary(sym, &leakedLibRef); } return res; } PRBool LibrarySymbolLoader::LoadSymbols(PRLibrary *lib, SymLoadStruct *firstStruct, PlatformLookupFunction lookupFunction, const char *prefix) { char sbuf[MAX_SYMBOL_LENGTH * 2]; int failCount = 0; SymLoadStruct *ss = firstStruct; while (ss->symPointer) { *ss->symPointer = 0; for (int i = 0; i < MAX_SYMBOL_NAMES; i++) { if (ss->symNames[i] == nsnull) break; const char *s = ss->symNames[i]; if (prefix && *prefix != 0) { strcpy(sbuf, prefix); strcat(sbuf, ss->symNames[i]); s = sbuf; } PRFuncPtr p = LookupSymbol(lib, s, lookupFunction); if (p) { *ss->symPointer = p; break; } } if (*ss->symPointer == 0) { fprintf (stderr, "Can't find symbol '%s'\n", ss->symNames[0]); failCount++; } ss++; } return failCount == 0 ? PR_TRUE : PR_FALSE; } /* * XXX - we should really know the ARB/EXT variants of these * instead of only handling the symbol if it's exposed directly. */ PRBool GLContext::InitWithPrefix(const char *prefix, PRBool trygl) { if (mInitialized) { return PR_TRUE; } SymLoadStruct symbols[] = { { (PRFuncPtr*) &fActiveTexture, { "ActiveTexture", "ActiveTextureARB", NULL } }, { (PRFuncPtr*) &fAttachShader, { "AttachShader", "AttachShaderARB", NULL } }, { (PRFuncPtr*) &fBindAttribLocation, { "BindAttribLocation", "BindAttribLocationARB", NULL } }, { (PRFuncPtr*) &fBindBuffer, { "BindBuffer", "BindBufferARB", NULL } }, { (PRFuncPtr*) &fBindTexture, { "BindTexture", "BindTextureARB", NULL } }, { (PRFuncPtr*) &fBlendColor, { "BlendColor", NULL } }, { (PRFuncPtr*) &fBlendEquation, { "BlendEquation", NULL } }, { (PRFuncPtr*) &fBlendEquationSeparate, { "BlendEquationSeparate", "BlendEquationSeparateEXT", NULL } }, { (PRFuncPtr*) &fBlendFunc, { "BlendFunc", NULL } }, { (PRFuncPtr*) &fBlendFuncSeparate, { "BlendFuncSeparate", "BlendFuncSeparateEXT", NULL } }, { (PRFuncPtr*) &fBufferData, { "BufferData", NULL } }, { (PRFuncPtr*) &fBufferSubData, { "BufferSubData", NULL } }, { (PRFuncPtr*) &fClear, { "Clear", NULL } }, { (PRFuncPtr*) &fClearColor, { "ClearColor", NULL } }, { (PRFuncPtr*) &fClearStencil, { "ClearStencil", NULL } }, { (PRFuncPtr*) &fColorMask, { "ColorMask", NULL } }, { (PRFuncPtr*) &fCullFace, { "CullFace", NULL } }, { (PRFuncPtr*) &fDetachShader, { "DetachShader", "DetachShaderARB", NULL } }, { (PRFuncPtr*) &fDepthFunc, { "DepthFunc", NULL } }, { (PRFuncPtr*) &fDepthMask, { "DepthMask", NULL } }, { (PRFuncPtr*) &fDisable, { "Disable", NULL } }, { (PRFuncPtr*) &fDisableVertexAttribArray, { "DisableVertexAttribArray", "DisableVertexAttribArrayARB", NULL } }, { (PRFuncPtr*) &fDrawArrays, { "DrawArrays", NULL } }, { (PRFuncPtr*) &fDrawElements, { "DrawElements", NULL } }, { (PRFuncPtr*) &fEnable, { "Enable", NULL } }, { (PRFuncPtr*) &fEnableVertexAttribArray, { "EnableVertexAttribArray", "EnableVertexAttribArrayARB", NULL } }, { (PRFuncPtr*) &fFinish, { "Finish", NULL } }, { (PRFuncPtr*) &fFlush, { "Flush", NULL } }, { (PRFuncPtr*) &fFrontFace, { "FrontFace", NULL } }, { (PRFuncPtr*) &fGetActiveAttrib, { "GetActiveAttrib", "GetActiveAttribARB", NULL } }, { (PRFuncPtr*) &fGetActiveUniform, { "GetActiveUniform", "GetActiveUniformARB", NULL } }, { (PRFuncPtr*) &fGetAttachedShaders, { "GetAttachedShaders", "GetAttachedShadersARB", NULL } }, { (PRFuncPtr*) &fGetAttribLocation, { "GetAttribLocation", "GetAttribLocationARB", NULL } }, { (PRFuncPtr*) &fGetIntegerv, { "GetIntegerv", NULL } }, { (PRFuncPtr*) &fGetFloatv, { "GetFloatv", NULL } }, { (PRFuncPtr*) &fGetBooleanv, { "GetBooleanv", NULL } }, { (PRFuncPtr*) &fGetBufferParameteriv, { "GetBufferParameteriv", "GetBufferParameterivARB", NULL } }, { (PRFuncPtr*) &fGetError, { "GetError", NULL } }, { (PRFuncPtr*) &fGetProgramiv, { "GetProgramiv", "GetProgramivARB", NULL } }, { (PRFuncPtr*) &fGetProgramInfoLog, { "GetProgramInfoLog", "GetProgramInfoLogARB", NULL } }, { (PRFuncPtr*) &fTexParameteri, { "TexParameteri", NULL } }, { (PRFuncPtr*) &fTexParameterf, { "TexParameterf", NULL } }, { (PRFuncPtr*) &fGetString, { "GetString", NULL } }, { (PRFuncPtr*) &fGetTexParameterfv, { "GetTexParameterfv", NULL } }, { (PRFuncPtr*) &fGetTexParameteriv, { "GetTexParameteriv", NULL } }, { (PRFuncPtr*) &fGetUniformfv, { "GetUniformfv", "GetUniformfvARB", NULL } }, { (PRFuncPtr*) &fGetUniformiv, { "GetUniformiv", "GetUniformivARB", NULL } }, { (PRFuncPtr*) &fGetUniformLocation, { "GetUniformLocation", "GetUniformLocationARB", NULL } }, { (PRFuncPtr*) &fGetVertexAttribfv, { "GetVertexAttribfv", "GetVertexAttribfvARB", NULL } }, { (PRFuncPtr*) &fGetVertexAttribiv, { "GetVertexAttribiv", "GetVertexAttribivARB", NULL } }, { (PRFuncPtr*) &fHint, { "Hint", NULL } }, { (PRFuncPtr*) &fIsBuffer, { "IsBuffer", "IsBufferARB", NULL } }, { (PRFuncPtr*) &fIsEnabled, { "IsEnabled", NULL } }, { (PRFuncPtr*) &fIsProgram, { "IsProgram", "IsProgramARB", NULL } }, { (PRFuncPtr*) &fIsShader, { "IsShader", "IsShaderARB", NULL } }, { (PRFuncPtr*) &fIsTexture, { "IsTexture", "IsTextureARB", NULL } }, { (PRFuncPtr*) &fLineWidth, { "LineWidth", NULL } }, { (PRFuncPtr*) &fLinkProgram, { "LinkProgram", "LinkProgramARB", NULL } }, { (PRFuncPtr*) &fPixelStorei, { "PixelStorei", NULL } }, { (PRFuncPtr*) &fPolygonOffset, { "PolygonOffset", NULL } }, { (PRFuncPtr*) &fReadPixels, { "ReadPixels", NULL } }, { (PRFuncPtr*) &fSampleCoverage, { "SampleCoverage", NULL } }, { (PRFuncPtr*) &fScissor, { "Scissor", NULL } }, { (PRFuncPtr*) &fStencilFunc, { "StencilFunc", NULL } }, { (PRFuncPtr*) &fStencilFuncSeparate, { "StencilFuncSeparate", "StencilFuncSeparateEXT", NULL } }, { (PRFuncPtr*) &fStencilMask, { "StencilMask", NULL } }, { (PRFuncPtr*) &fStencilMaskSeparate, { "StencilMaskSeparate", "StencilMaskSeparateEXT", NULL } }, { (PRFuncPtr*) &fStencilOp, { "StencilOp", NULL } }, { (PRFuncPtr*) &fStencilOpSeparate, { "StencilOpSeparate", "StencilOpSeparateEXT", NULL } }, { (PRFuncPtr*) &fTexImage2D, { "TexImage2D", NULL } }, { (PRFuncPtr*) &fTexSubImage2D, { "TexSubImage2D", NULL } }, { (PRFuncPtr*) &fUniform1f, { "Uniform1f", NULL } }, { (PRFuncPtr*) &fUniform1fv, { "Uniform1fv", NULL } }, { (PRFuncPtr*) &fUniform1i, { "Uniform1i", NULL } }, { (PRFuncPtr*) &fUniform1iv, { "Uniform1iv", NULL } }, { (PRFuncPtr*) &fUniform2f, { "Uniform2f", NULL } }, { (PRFuncPtr*) &fUniform2fv, { "Uniform2fv", NULL } }, { (PRFuncPtr*) &fUniform2i, { "Uniform2i", NULL } }, { (PRFuncPtr*) &fUniform2iv, { "Uniform2iv", NULL } }, { (PRFuncPtr*) &fUniform3f, { "Uniform3f", NULL } }, { (PRFuncPtr*) &fUniform3fv, { "Uniform3fv", NULL } }, { (PRFuncPtr*) &fUniform3i, { "Uniform3i", NULL } }, { (PRFuncPtr*) &fUniform3iv, { "Uniform3iv", NULL } }, { (PRFuncPtr*) &fUniform4f, { "Uniform4f", NULL } }, { (PRFuncPtr*) &fUniform4fv, { "Uniform4fv", NULL } }, { (PRFuncPtr*) &fUniform4i, { "Uniform4i", NULL } }, { (PRFuncPtr*) &fUniform4iv, { "Uniform4iv", NULL } }, { (PRFuncPtr*) &fUniformMatrix2fv, { "UniformMatrix2fv", NULL } }, { (PRFuncPtr*) &fUniformMatrix3fv, { "UniformMatrix3fv", NULL } }, { (PRFuncPtr*) &fUniformMatrix4fv, { "UniformMatrix4fv", NULL } }, { (PRFuncPtr*) &fUseProgram, { "UseProgram", NULL } }, { (PRFuncPtr*) &fValidateProgram, { "ValidateProgram", NULL } }, { (PRFuncPtr*) &fVertexAttribPointer, { "VertexAttribPointer", NULL } }, { (PRFuncPtr*) &fVertexAttrib1f, { "VertexAttrib1f", NULL } }, { (PRFuncPtr*) &fVertexAttrib2f, { "VertexAttrib2f", NULL } }, { (PRFuncPtr*) &fVertexAttrib3f, { "VertexAttrib3f", NULL } }, { (PRFuncPtr*) &fVertexAttrib4f, { "VertexAttrib4f", NULL } }, { (PRFuncPtr*) &fVertexAttrib1fv, { "VertexAttrib1fv", NULL } }, { (PRFuncPtr*) &fVertexAttrib2fv, { "VertexAttrib2fv", NULL } }, { (PRFuncPtr*) &fVertexAttrib3fv, { "VertexAttrib3fv", NULL } }, { (PRFuncPtr*) &fVertexAttrib4fv, { "VertexAttrib4fv", NULL } }, { (PRFuncPtr*) &fViewport, { "Viewport", NULL } }, { (PRFuncPtr*) &fCompileShader, { "CompileShader", NULL } }, { (PRFuncPtr*) &fCopyTexImage2D, { "CopyTexImage2D", NULL } }, { (PRFuncPtr*) &fCopyTexSubImage2D, { "CopyTexSubImage2D", NULL } }, { (PRFuncPtr*) &fGetShaderiv, { "GetShaderiv", NULL } }, { (PRFuncPtr*) &fGetShaderInfoLog, { "GetShaderInfoLog", NULL } }, { (PRFuncPtr*) &fGetShaderSource, { "GetShaderSource", NULL } }, { (PRFuncPtr*) &fShaderSource, { "ShaderSource", NULL } }, { (PRFuncPtr*) &fVertexAttribPointer, { "VertexAttribPointer", NULL } }, { (PRFuncPtr*) &fBindFramebuffer, { "BindFramebuffer", "BindFramebufferEXT", NULL } }, { (PRFuncPtr*) &fBindRenderbuffer, { "BindRenderbuffer", "BindRenderbufferEXT", NULL } }, { (PRFuncPtr*) &fCheckFramebufferStatus, { "CheckFramebufferStatus", "CheckFramebufferStatusEXT", NULL } }, { (PRFuncPtr*) &fFramebufferRenderbuffer, { "FramebufferRenderbuffer", "FramebufferRenderbufferEXT", NULL } }, { (PRFuncPtr*) &fFramebufferTexture2D, { "FramebufferTexture2D", "FramebufferTexture2DEXT", NULL } }, { (PRFuncPtr*) &fGenerateMipmap, { "GenerateMipmap", "GenerateMipmapEXT", NULL } }, { (PRFuncPtr*) &fGetFramebufferAttachmentParameteriv, { "GetFramebufferAttachmentParameteriv", "GetFramebufferAttachmentParameterivEXT", NULL } }, { (PRFuncPtr*) &fGetRenderbufferParameteriv, { "GetRenderbufferParameteriv", "GetRenderbufferParameterivEXT", NULL } }, { (PRFuncPtr*) &fIsFramebuffer, { "IsFramebuffer", "IsFramebufferEXT", NULL } }, { (PRFuncPtr*) &fIsRenderbuffer, { "IsRenderbuffer", "IsRenderbufferEXT", NULL } }, { (PRFuncPtr*) &fRenderbufferStorage, { "RenderbufferStorage", "RenderbufferStorageEXT", NULL } }, { (PRFuncPtr*) &priv_fGenBuffers, { "GenBuffers", "GenBuffersARB", NULL } }, { (PRFuncPtr*) &priv_fGenTextures, { "GenTextures", NULL } }, { (PRFuncPtr*) &priv_fCreateProgram, { "CreateProgram", "CreateProgramARB", NULL } }, { (PRFuncPtr*) &priv_fCreateShader, { "CreateShader", "CreateShaderARB", NULL } }, { (PRFuncPtr*) &priv_fGenFramebuffers, { "GenFramebuffers", "GenFramebuffersEXT", NULL } }, { (PRFuncPtr*) &priv_fGenRenderbuffers, { "GenRenderbuffers", "GenRenderbuffersEXT", NULL } }, { (PRFuncPtr*) &priv_fDeleteBuffers, { "DeleteBuffers", "DeleteBuffersARB", NULL } }, { (PRFuncPtr*) &priv_fDeleteTextures, { "DeleteTextures", "DeleteTexturesARB", NULL } }, { (PRFuncPtr*) &priv_fDeleteProgram, { "DeleteProgram", "DeleteProgramARB", NULL } }, { (PRFuncPtr*) &priv_fDeleteShader, { "DeleteShader", "DeleteShaderARB", NULL } }, { (PRFuncPtr*) &priv_fDeleteFramebuffers, { "DeleteFramebuffers", "DeleteFramebuffersEXT", NULL } }, { (PRFuncPtr*) &priv_fDeleteRenderbuffers, { "DeleteRenderbuffers", "DeleteRenderbuffersEXT", NULL } }, { mIsGLES2 ? (PRFuncPtr*) &priv_fClearDepthf : (PRFuncPtr*) &priv_fClearDepth, { mIsGLES2 ? "ClearDepthf" : "ClearDepth", NULL } }, { mIsGLES2 ? (PRFuncPtr*) &priv_fDepthRangef : (PRFuncPtr*) &priv_fDepthRange, { mIsGLES2 ? "DepthRangef" : "DepthRange", NULL } }, // XXX FIXME -- we shouldn't be using glReadBuffer! { mIsGLES2 ? (PRFuncPtr*) NULL : (PRFuncPtr*) &fReadBuffer, { mIsGLES2 ? NULL : "ReadBuffer", NULL } }, { NULL, { NULL } }, }; mInitialized = LoadSymbols(&symbols[0], trygl, prefix); return mInitialized; } PRBool GLContext::IsExtensionSupported(const char *extension) { const GLubyte *extensions = NULL; const GLubyte *start; GLubyte *where, *terminator; /* Extension names should not have spaces. */ where = (GLubyte *) strchr(extension, ' '); if (where || *extension == '\0') return PR_FALSE; extensions = fGetString(LOCAL_GL_EXTENSIONS); /* * It takes a bit of care to be fool-proof about parsing the * OpenGL extensions string. Don't be fooled by sub-strings, * etc. */ start = extensions; for (;;) { where = (GLubyte *) strstr((const char *) start, extension); if (!where) { break; } terminator = where + strlen(extension); if (where == start || *(where - 1) == ' ') { if (*terminator == ' ' || *terminator == '\0') { return PR_TRUE; } } start = terminator; } return PR_FALSE; } already_AddRefed GLContext::CreateTextureImage(const nsIntSize& aSize, TextureImage::ContentType aContentType, GLint aWrapMode, PRBool aUseNearestFilter) { MakeCurrent(); GLuint texture; fGenTextures(1, &texture); fActiveTexture(LOCAL_GL_TEXTURE0); fBindTexture(LOCAL_GL_TEXTURE_2D, texture); GLint texfilter = aUseNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR; fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter); fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter); fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, aWrapMode); fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, aWrapMode); DEBUG_GL_ERROR_CHECK(this); return CreateBasicTextureImage(texture, aSize, aContentType, this); } BasicTextureImage::~BasicTextureImage() { nsRefPtr ctx = mGLContext->GetSharedContext(); if (!ctx) { ctx = mGLContext; } ctx->MakeCurrent(); ctx->fDeleteTextures(1, &mTexture); } gfxContext* BasicTextureImage::BeginUpdate(nsIntRegion& aRegion) { NS_ASSERTION(!mUpdateContext, "BeginUpdate() without EndUpdate()?"); // determine the region the client will need to repaint if (!mTextureInited) // if the texture hasn't been initialized yet, force the // client to paint everything mUpdateRect = nsIntRect(nsIntPoint(0, 0), mSize); else mUpdateRect = aRegion.GetBounds(); // the basic impl can't upload updates to disparate regions, // only rects aRegion = nsIntRegion(mUpdateRect); nsIntSize rgnSize = mUpdateRect.Size(); if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(mUpdateRect)) { NS_ERROR("update outside of image"); return NULL; } ImageFormat format = (GetContentType() == gfxASurface::CONTENT_COLOR) ? gfxASurface::ImageFormatRGB24 : gfxASurface::ImageFormatARGB32; nsRefPtr updateSurface = CreateUpdateSurface(gfxIntSize(rgnSize.width, rgnSize.height), format); if (!updateSurface) return NULL; updateSurface->SetDeviceOffset(gfxPoint(-mUpdateRect.x, -mUpdateRect.y)); mUpdateContext = new gfxContext(updateSurface); return mUpdateContext; } PRBool BasicTextureImage::EndUpdate() { NS_ASSERTION(!!mUpdateContext, "EndUpdate() without BeginUpdate()?"); // FIXME: this is the slow boat. Make me fast (with GLXPixmap?). nsRefPtr originalSurface = mUpdateContext->OriginalSurface(); // 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. originalSurface->SetDeviceOffset(gfxPoint(0, 0)); nsRefPtr uploadImage = GetImageForUpload(originalSurface); if (!uploadImage) return PR_FALSE; mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); if (!mTextureInited) { mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, mUpdateRect.width, mUpdateRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, uploadImage->Data()); mTextureInited = PR_TRUE; } else { mGLContext->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, mUpdateRect.x, mUpdateRect.y, mUpdateRect.width, mUpdateRect.height, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, uploadImage->Data()); } mUpdateContext = NULL; return PR_TRUE; // mTexture is bound } PRBool GLContext::ResizeOffscreenFBO(const gfxIntSize& aSize) { MakeCurrent(); bool alpha = mCreationFormat.alpha > 0; int depth = mCreationFormat.depth; int stencil = mCreationFormat.stencil; bool firstTime = (mOffscreenFBO == 0); GLuint curBoundTexture = 0; GLuint curBoundRenderbuffer = 0; GLuint curBoundFramebuffer = 0; GLint viewport[4]; // save a few things for later restoring fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, (GLint*) &curBoundTexture); fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*) &curBoundFramebuffer); fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, (GLint*) &curBoundRenderbuffer); fGetIntegerv(LOCAL_GL_VIEWPORT, viewport); // If this is the first time we're going through this, we need // to create the objects we'll use. Otherwise, just bind them. if (firstTime) { fGenTextures(1, &mOffscreenTexture); fBindTexture(LOCAL_GL_TEXTURE_2D, mOffscreenTexture); fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); fGenFramebuffers(1, &mOffscreenFBO); fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mOffscreenFBO); if (depth && stencil && !mIsGLES2) { fGenRenderbuffers(1, &mOffscreenDepthRB); } else { if (depth) { fGenRenderbuffers(1, &mOffscreenDepthRB); } if (stencil) { fGenRenderbuffers(1, &mOffscreenStencilRB); } } } else { fBindTexture(LOCAL_GL_TEXTURE_2D, mOffscreenTexture); fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mOffscreenFBO); } // resize the FBO components if (alpha) { fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, aSize.width, aSize.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); } else { fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGB, aSize.width, aSize.height, 0, LOCAL_GL_RGB, mIsGLES2 ? LOCAL_GL_UNSIGNED_SHORT_5_6_5 : LOCAL_GL_UNSIGNED_BYTE, NULL); } if (depth && stencil && !mIsGLES2) { fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB); fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_DEPTH24_STENCIL8, aSize.width, aSize.height); } else { if (depth) { fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB); fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, mIsGLES2 ? LOCAL_GL_DEPTH_COMPONENT16 : LOCAL_GL_DEPTH_COMPONENT24, aSize.width, aSize.height); } if (stencil) { fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOffscreenStencilRB); fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_STENCIL_INDEX8, aSize.width, aSize.height); } } // Now assemble the FBO, if we're creating one // for the first time. if (firstTime) { fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_TEXTURE_2D, mOffscreenTexture, 0); if (depth && stencil && !mIsGLES2) { fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB); fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB); } else { if (depth) { fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, mOffscreenDepthRB); } if (stencil) { fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, mOffscreenStencilRB); } } } // We should be all resized. Check for framebuffer completeness. GLenum status = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) { NS_WARNING("Error resizing offscreen framebuffer -- framebuffer not complete"); return PR_FALSE; } mOffscreenSize = aSize; mOffscreenActualSize = aSize; if (firstTime) { UpdateActualFormat(); } // We're good, and the framebuffer is already attached, so let's // clear out our new framebuffer; otherwise we'll end up displaying // random memory. We saved all of these things earlier so that we // can restore them. fViewport(0, 0, aSize.width, aSize.height); // Ok, now restore the GL state back to what it was before the resize took place. fBindTexture(LOCAL_GL_TEXTURE_2D, curBoundTexture); fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, curBoundRenderbuffer); fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, curBoundFramebuffer); // -don't- restore the viewport the first time through this, since // the previous one isn't valid. if (!firstTime) fViewport(viewport[0], viewport[1], viewport[2], viewport[3]); ClearSafely(); return PR_TRUE; } void GLContext::DeleteOffscreenFBO() { fDeleteFramebuffers(1, &mOffscreenFBO); fDeleteTextures(1, &mOffscreenTexture); fDeleteRenderbuffers(1, &mOffscreenDepthRB); fDeleteRenderbuffers(1, &mOffscreenStencilRB); mOffscreenFBO = 0; mOffscreenTexture = 0; mOffscreenDepthRB = 0; mOffscreenStencilRB = 0; } void GLContext::ClearSafely() { GLfloat clearColor[4]; GLfloat clearDepth; GLint clearStencil; fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, clearColor); fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &clearDepth); fGetIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &clearStencil); fClearColor(0.0f, 0.0f, 0.0f, 0.0f); fClearStencil(0); fClearDepth(1.0f); fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT); fClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); fClearStencil(clearStencil); fClearDepth(clearDepth); } void GLContext::UpdateActualFormat() { // TODO } void GLContext::MarkDestroyed() { MakeCurrent(); DeleteOffscreenFBO(); memset(&mFunctionListStartSentinel, 0, &mFunctionListEndSentinel - &mFunctionListStartSentinel); } already_AddRefed GLContext::ReadTextureImage(GLuint aTexture, const gfxIntSize& aSize, GLenum aTextureFormat) { MakeCurrent(); nsRefPtr isurf; GLint oldrb, oldfb, oldprog, oldvp[4], oldPackAlignment; GLint success; GLuint rb = 0, fb = 0; GLuint vs = 0, fs = 0, prog = 0; const char *vShader = "attribute vec4 aVertex;\n" "attribute vec2 aTexCoord;\n" "varying vec2 vTexCoord;\n" "void main() { gl_Position = aVertex; vTexCoord = aTexCoord; }"; const char *fShader = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "varying vec2 vTexCoord;\n" "uniform sampler2D uTexture;\n" "void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"; float verts[4*4] = { -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }; float texcoords[2*4] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f }; fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb); fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb); fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog); fGetIntegerv(LOCAL_GL_VIEWPORT, oldvp); fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &oldPackAlignment); fGenRenderbuffers(1, &rb); fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb); fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_RGBA, aSize.width, aSize.height); fGenFramebuffers(1, &fb); fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb); fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_RENDERBUFFER, rb); if (fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE) { goto cleanup; } vs = fCreateShader(LOCAL_GL_VERTEX_SHADER); fs = fCreateShader(LOCAL_GL_FRAGMENT_SHADER); fShaderSource(vs, 1, (const GLchar**) &vShader, NULL); fShaderSource(fs, 1, (const GLchar**) &fShader, NULL); prog = fCreateProgram(); fAttachShader(prog, vs); fAttachShader(prog, fs); fBindAttribLocation(prog, 0, "aVertex"); fBindAttribLocation(prog, 1, "aTexCoord"); fLinkProgram(prog); fGetProgramiv(prog, LOCAL_GL_LINK_STATUS, &success); if (!success) { goto cleanup; } fUseProgram(prog); fEnableVertexAttribArray(0); fEnableVertexAttribArray(1); fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, verts); fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texcoords); fActiveTexture(LOCAL_GL_TEXTURE0); fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture); fUniform1i(fGetUniformLocation(prog, "uTexture"), 0); fViewport(0, 0, aSize.width, aSize.height); fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); fDisableVertexAttribArray(1); fDisableVertexAttribArray(0); isurf = new gfxImageSurface(aSize, gfxASurface::ImageFormatARGB32); if (!isurf || isurf->CairoStatus()) { isurf = nsnull; goto cleanup; } if (oldPackAlignment != 4) fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4); fReadPixels(0, 0, aSize.width, aSize.height, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, isurf->Data()); if (oldPackAlignment != 4) fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, oldPackAlignment); cleanup: // note that deleting 0 has no effect in any of these calls fDeleteRenderbuffers(1, &rb); fDeleteFramebuffers(1, &fb); fDeleteShader(vs); fDeleteShader(fs); fDeleteProgram(prog); fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb); fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb); fUseProgram(oldprog); fViewport(oldvp[0], oldvp[1], oldvp[2], oldvp[3]); return isurf.forget(); } #ifdef DEBUG void GLContext::CreatedProgram(GLContext *aOrigin, GLuint aName) { mTrackedPrograms.AppendElement(NamedResource(aOrigin, aName)); } void GLContext::CreatedShader(GLContext *aOrigin, GLuint aName) { mTrackedShaders.AppendElement(NamedResource(aOrigin, aName)); } void GLContext::CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { for (GLsizei i = 0; i < aCount; ++i) { mTrackedBuffers.AppendElement(NamedResource(aOrigin, aNames[i])); } } void GLContext::CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { for (GLsizei i = 0; i < aCount; ++i) { mTrackedTextures.AppendElement(NamedResource(aOrigin, aNames[i])); } } void GLContext::CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { for (GLsizei i = 0; i < aCount; ++i) { mTrackedFramebuffers.AppendElement(NamedResource(aOrigin, aNames[i])); } } void GLContext::CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { for (GLsizei i = 0; i < aCount; ++i) { mTrackedRenderbuffers.AppendElement(NamedResource(aOrigin, aNames[i])); } } static void RemoveNamesFromArray(GLContext *aOrigin, GLsizei aCount, GLuint *aNames, nsTArray& aArray) { for (GLsizei j = 0; j < aCount; ++j) { GLuint name = aNames[j]; PRBool found = PR_FALSE; for (PRUint32 i = 0; i < aArray.Length(); ++i) { if (aArray[i].name == name) { aArray.RemoveElementAt(i); found = PR_TRUE; break; } } if (!found) printf_stderr("GL Context %p deleting resource %d, which doesn't exist!", aOrigin, name); } } void GLContext::DeletedProgram(GLContext *aOrigin, GLuint aName) { RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedPrograms); } void GLContext::DeletedShader(GLContext *aOrigin, GLuint aName) { RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedShaders); } void GLContext::DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedBuffers); } void GLContext::DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedTextures); } void GLContext::DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedFramebuffers); } void GLContext::DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames) { RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedRenderbuffers); } static void MarkContextDestroyedInArray(GLContext *aContext, nsTArray& aArray) { for (PRUint32 i = 0; i < aArray.Length(); ++i) { if (aArray[i].origin == aContext) aArray[i].originDeleted = PR_TRUE; } } void GLContext::SharedContextDestroyed(GLContext *aChild) { MarkContextDestroyedInArray(aChild, mTrackedPrograms); MarkContextDestroyedInArray(aChild, mTrackedShaders); MarkContextDestroyedInArray(aChild, mTrackedTextures); MarkContextDestroyedInArray(aChild, mTrackedFramebuffers); MarkContextDestroyedInArray(aChild, mTrackedRenderbuffers); MarkContextDestroyedInArray(aChild, mTrackedBuffers); } static void ReportArrayContents(const nsTArray& aArray) { nsTArray copy(aArray); copy.Sort(); GLContext *lastContext = NULL; for (PRUint32 i = 0; i < copy.Length(); ++i) { if (lastContext != copy[i].origin) { if (lastContext) printf_stderr("\n"); printf_stderr(" [%p - %s] ", copy[i].origin, copy[i].originDeleted ? "deleted" : "live"); lastContext = copy[i].origin; } printf_stderr("%d ", copy[i].name); } printf_stderr("\n"); } void GLContext::ReportOutstandingNames() { printf_stderr("== GLContext %p ==\n", this); printf_stderr("Outstanding Textures:\n"); ReportArrayContents(mTrackedTextures); printf_stderr("Outstanding Buffers:\n"); ReportArrayContents(mTrackedBuffers); printf_stderr("Outstanding Programs:\n"); ReportArrayContents(mTrackedPrograms); printf_stderr("Outstanding Shaders:\n"); ReportArrayContents(mTrackedShaders); printf_stderr("Outstanding Framebuffers:\n"); ReportArrayContents(mTrackedFramebuffers); printf_stderr("Outstanding Renderbuffers:\n"); ReportArrayContents(mTrackedRenderbuffers); } #endif /* DEBUG */ } /* namespace gl */ } /* namespace mozilla */