зеркало из https://github.com/mozilla/pjs.git
847 строки
22 KiB
C++
847 строки
22 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
|
|
/* ***** 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 Corporation code.
|
|
*
|
|
* The Initial Developer of the Original Code is Mozilla Foundation.
|
|
* Portions created by the Initial Developer are Copyright (C) 2010
|
|
* the Initial Developer. All Rights Reserved.
|
|
*
|
|
* Contributor(s):
|
|
* Vladimir Vukicevic <vladimir@pobox.com>
|
|
*
|
|
* 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 ***** */
|
|
|
|
#ifndef GFX_LAYERMANAGEROGLPROGRAM_H
|
|
#define GFX_LAYERMANAGEROGLPROGRAM_H
|
|
|
|
#include <string.h>
|
|
|
|
#include "prenv.h"
|
|
|
|
#include "nsString.h"
|
|
#include "GLContext.h"
|
|
|
|
namespace mozilla {
|
|
namespace layers {
|
|
|
|
#if defined(DEBUG)
|
|
#define CHECK_CURRENT_PROGRAM 1
|
|
#define ASSERT_THIS_PROGRAM \
|
|
do { \
|
|
NS_ASSERTION(mGL->GetUserData(&sCurrentProgramKey) == this, \
|
|
"SetUniform with wrong program active!"); \
|
|
} while (0)
|
|
#else
|
|
#define ASSERT_THIS_PROGRAM
|
|
#endif
|
|
|
|
struct UniformValue {
|
|
UniformValue() {
|
|
memset(this, 0, sizeof(UniformValue));
|
|
}
|
|
|
|
void setInt(const int i) {
|
|
value.i[0] = i;
|
|
}
|
|
|
|
void setFloat(const float f) {
|
|
value.f[0] = f;
|
|
}
|
|
|
|
void setFloatN(const float *f, const int n) {
|
|
memcpy(value.f, f, sizeof(float)*n);
|
|
}
|
|
|
|
void setColor(const gfxRGBA& c) {
|
|
value.f[0] = float(c.r);
|
|
value.f[1] = float(c.g);
|
|
value.f[2] = float(c.b);
|
|
value.f[3] = float(c.a);
|
|
}
|
|
|
|
bool equalsInt(const int i) {
|
|
return i == value.i[0];
|
|
}
|
|
|
|
bool equalsFloat(const float f) {
|
|
return f == value.f[0];
|
|
}
|
|
|
|
bool equalsFloatN(const float *f, const int n) {
|
|
return memcmp(f, value.f, sizeof(float)*n) == 0;
|
|
}
|
|
|
|
bool equalsColor(const gfxRGBA& c) {
|
|
return value.f[0] == float(c.r) &&
|
|
value.f[1] == float(c.g) &&
|
|
value.f[2] == float(c.b) &&
|
|
value.f[3] == float(c.a);
|
|
}
|
|
|
|
union {
|
|
int i[1];
|
|
float f[16];
|
|
} value;
|
|
};
|
|
|
|
class LayerManagerOGLProgram {
|
|
protected:
|
|
#ifdef CHECK_CURRENT_PROGRAM
|
|
static int sCurrentProgramKey;
|
|
#endif
|
|
|
|
public:
|
|
typedef mozilla::gl::GLContext GLContext;
|
|
|
|
// common attrib locations
|
|
enum {
|
|
VertexAttrib = 0,
|
|
TexCoordAttrib = 1
|
|
};
|
|
|
|
LayerManagerOGLProgram(GLContext *aGL)
|
|
: mGL(aGL), mProgram(0)
|
|
{ }
|
|
|
|
virtual ~LayerManagerOGLProgram() {
|
|
nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
|
|
if (!ctx) {
|
|
ctx = mGL;
|
|
}
|
|
ctx->MakeCurrent();
|
|
ctx->fDeleteProgram(mProgram);
|
|
}
|
|
|
|
void Activate() {
|
|
NS_ASSERTION(mProgram != 0, "Attempting to activate a program that's not in use!");
|
|
mGL->fUseProgram(mProgram);
|
|
#if CHECK_CURRENT_PROGRAM
|
|
mGL->SetUserData(&sCurrentProgramKey, this);
|
|
#endif
|
|
}
|
|
|
|
void SetUniform(GLuint aUniform, float aFloatValue) {
|
|
ASSERT_THIS_PROGRAM;
|
|
|
|
if (aUniform == GLuint(-1))
|
|
return;
|
|
|
|
if (!mUniformValues[aUniform].equalsFloat(aFloatValue)) {
|
|
mGL->fUniform1f(aUniform, aFloatValue);
|
|
mUniformValues[aUniform].setFloat(aFloatValue);
|
|
}
|
|
}
|
|
|
|
void SetUniform(GLuint aUniform, const gfxRGBA& aColor) {
|
|
ASSERT_THIS_PROGRAM;
|
|
|
|
if (aUniform == GLuint(-1))
|
|
return;
|
|
|
|
if (!mUniformValues[aUniform].equalsColor(aColor)) {
|
|
mGL->fUniform4f(aUniform, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
|
|
mUniformValues[aUniform].setColor(aColor);
|
|
}
|
|
}
|
|
|
|
void SetUniform(GLuint aUniform, int aLength, float *aFloatValues) {
|
|
ASSERT_THIS_PROGRAM;
|
|
|
|
if (aUniform == GLuint(-1))
|
|
return;
|
|
|
|
if (!mUniformValues[aUniform].equalsFloatN(aFloatValues, aLength)) {
|
|
if (aLength == 1) {
|
|
mGL->fUniform1fv(aUniform, 1, aFloatValues);
|
|
} else if (aLength == 2) {
|
|
mGL->fUniform2fv(aUniform, 1, aFloatValues);
|
|
} else if (aLength == 3) {
|
|
mGL->fUniform3fv(aUniform, 1, aFloatValues);
|
|
} else if (aLength == 4) {
|
|
mGL->fUniform4fv(aUniform, 1, aFloatValues);
|
|
} else {
|
|
NS_NOTREACHED("Bogus aLength param");
|
|
}
|
|
mUniformValues[aUniform].setFloatN(aFloatValues, aLength);
|
|
}
|
|
}
|
|
|
|
void SetUniform(GLuint aUniform, GLint aIntValue) {
|
|
ASSERT_THIS_PROGRAM;
|
|
|
|
if (aUniform == GLuint(-1))
|
|
return;
|
|
|
|
if (!mUniformValues[aUniform].equalsInt(aIntValue)) {
|
|
mGL->fUniform1i(aUniform, aIntValue);
|
|
mUniformValues[aUniform].setInt(aIntValue);
|
|
}
|
|
}
|
|
|
|
void SetMatrixUniform(GLuint aUniform, const float *aFloatValues) {
|
|
ASSERT_THIS_PROGRAM;
|
|
|
|
if (aUniform == GLuint(-1))
|
|
return;
|
|
|
|
if (!mUniformValues[aUniform].equalsFloatN(aFloatValues, 16)) {
|
|
mGL->fUniformMatrix4fv(aUniform, 1, false, aFloatValues);
|
|
mUniformValues[aUniform].setFloatN(aFloatValues, 16);
|
|
}
|
|
}
|
|
|
|
protected:
|
|
nsRefPtr<GLContext> mGL;
|
|
|
|
GLuint mProgram;
|
|
|
|
nsTArray<UniformValue> mUniformValues;
|
|
|
|
GLint CreateShader(GLenum aShaderType,
|
|
const char *aShaderSource)
|
|
{
|
|
GLint success, len = 0;
|
|
|
|
GLint sh = mGL->fCreateShader(aShaderType);
|
|
mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, NULL);
|
|
mGL->fCompileShader(sh);
|
|
mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
|
|
mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
/* Even if compiling is successful, there may still be warnings. Print them
|
|
* in a debug build. The > 10 is to catch silly compilers that might put
|
|
* some whitespace in the log but otherwise leave it empty.
|
|
*/
|
|
if (!success
|
|
#ifdef DEBUG
|
|
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
|
|
#endif
|
|
)
|
|
{
|
|
nsCAutoString log;
|
|
log.SetCapacity(len);
|
|
mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
if (!success) {
|
|
printf_stderr("=== SHADER COMPILATION FAILED ===\n");
|
|
} else {
|
|
printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
|
|
}
|
|
|
|
printf_stderr("=== Source:\n%s\n", aShaderSource);
|
|
printf_stderr("=== Log:\n%s\n", log.get());
|
|
printf_stderr("============\n");
|
|
|
|
if (!success) {
|
|
mGL->fDeleteShader(sh);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return sh;
|
|
}
|
|
|
|
bool CreateProgram(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
|
|
GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
|
|
|
|
if (!vertexShader || !fragmentShader)
|
|
return false;
|
|
|
|
mProgram = mGL->fCreateProgram();
|
|
mGL->fAttachShader(mProgram, vertexShader);
|
|
mGL->fAttachShader(mProgram, fragmentShader);
|
|
|
|
// bind common attribs to consistent indices
|
|
mGL->fBindAttribLocation(mProgram, VertexAttrib, "aVertexCoord");
|
|
mGL->fBindAttribLocation(mProgram, TexCoordAttrib, "aTexCoord");
|
|
|
|
mGL->fLinkProgram(mProgram);
|
|
|
|
GLint success, len;
|
|
mGL->fGetProgramiv(mProgram, LOCAL_GL_LINK_STATUS, &success);
|
|
mGL->fGetProgramiv(mProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
/* Even if linking is successful, there may still be warnings. Print them
|
|
* in a debug build. The > 10 is to catch silly compilers that might put
|
|
* some whitespace in the log but otherwise leave it empty.
|
|
*/
|
|
if (!success
|
|
#ifdef DEBUG
|
|
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
|
|
#endif
|
|
)
|
|
{
|
|
nsCAutoString log;
|
|
log.SetCapacity(len);
|
|
mGL->fGetProgramInfoLog(mProgram, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
if (!success) {
|
|
printf_stderr("=== PROGRAM LINKING FAILED ===\n");
|
|
} else {
|
|
printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
|
|
}
|
|
printf_stderr("=== Log:\n%s\n", log.get());
|
|
printf_stderr("============\n");
|
|
}
|
|
|
|
// We can mark the shaders for deletion; they're attached to the program
|
|
// and will remain attached.
|
|
mGL->fDeleteShader(vertexShader);
|
|
mGL->fDeleteShader(fragmentShader);
|
|
|
|
if (!success) {
|
|
mGL->fDeleteProgram(mProgram);
|
|
mProgram = 0;
|
|
return false;
|
|
}
|
|
|
|
// Now query uniforms, so that we can initialize mUniformValues
|
|
// note that for simplicity, mUniformLocations is indexed by the
|
|
// uniform -location-, and not the uniform -index-. This means
|
|
// that it might have a bunch of unused space as locations dense
|
|
// like indices are; however, there are unlikely to be enough for
|
|
// our shaders for this to become a significant memory issue.
|
|
GLint count, maxnamelen;
|
|
nsCAutoString uname;
|
|
GLint maxloc = 0;
|
|
mGL->fGetProgramiv(mProgram, LOCAL_GL_ACTIVE_UNIFORMS, &count);
|
|
mGL->fGetProgramiv(mProgram, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxnamelen);
|
|
uname.SetCapacity(maxnamelen);
|
|
for (int i = 0; i < count; ++i) {
|
|
GLsizei namelen;
|
|
GLint usize;
|
|
GLenum utype;
|
|
|
|
mGL->fGetActiveUniform(mProgram, i, maxnamelen, &namelen, &usize, &utype, uname.BeginWriting());
|
|
uname.SetLength(namelen);
|
|
GLint uloc = mGL->fGetUniformLocation(mProgram, uname.BeginReading());
|
|
if (maxloc < uloc)
|
|
maxloc = uloc;
|
|
}
|
|
|
|
// Note +1: the last valid index needs to be 'maxloc', so we need
|
|
// to set the array length to 1 more than that.
|
|
mUniformValues.SetLength(maxloc+1);
|
|
|
|
return true;
|
|
}
|
|
|
|
void GetAttribLocations(const char **aAttribNames,
|
|
GLint *aAttribLocations)
|
|
{
|
|
NS_ASSERTION(mProgram != 0, "GetAttribLocations called with no program!");
|
|
|
|
for (int i = 0; aAttribNames[i] != nsnull; ++i) {
|
|
aAttribLocations[i] = mGL->fGetAttribLocation(mProgram, aAttribNames[i]);
|
|
}
|
|
}
|
|
|
|
void GetUniformLocations(const char **aUniformNames,
|
|
GLint *aUniformLocations)
|
|
{
|
|
NS_ASSERTION(mProgram != 0, "GetUniformLocations called with no program!");
|
|
|
|
for (int i = 0; aUniformNames[i] != nsnull; ++i) {
|
|
aUniformLocations[i] = mGL->fGetUniformLocation(mProgram, aUniformNames[i]);
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
* A LayerProgram is the base of all further LayerPrograms.
|
|
*
|
|
* It has a number of attributes and uniforms common to all layer programs.
|
|
*
|
|
* Attribute inputs:
|
|
* aVertexCoord - vertex coordinate
|
|
*
|
|
* Uniforms:
|
|
* uTransformMatrix - a transform matrix
|
|
* uQuadTransform
|
|
* uProjMatrix - projection matrix
|
|
* uOffset - a vec4 offset to apply to the transformed coordinates
|
|
* uLayerOpacity - a float, the layer opacity (final colors will be multiplied by this)
|
|
*/
|
|
|
|
class LayerProgram :
|
|
public LayerManagerOGLProgram
|
|
{
|
|
public:
|
|
enum {
|
|
TransformMatrixUniform = 0,
|
|
QuadTransformUniform,
|
|
ProjectionMatrixUniform,
|
|
OffsetUniform,
|
|
LayerOpacityUniform,
|
|
NumLayerUniforms
|
|
};
|
|
|
|
enum {
|
|
VertexCoordAttrib = 0,
|
|
NumLayerAttribs
|
|
};
|
|
|
|
LayerProgram(GLContext *aGL)
|
|
: LayerManagerOGLProgram(aGL)
|
|
{ }
|
|
|
|
bool Initialize(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
if (!CreateProgram(aVertexShaderString, aFragmentShaderString))
|
|
return false;
|
|
|
|
const char *uniformNames[] = {
|
|
"uLayerTransform",
|
|
"uLayerQuadTransform",
|
|
"uMatrixProj",
|
|
"uRenderTargetOffset",
|
|
"uLayerOpacity",
|
|
NULL
|
|
};
|
|
|
|
mUniformLocations.SetLength(NumLayerUniforms);
|
|
GetUniformLocations(uniformNames, &mUniformLocations[0]);
|
|
|
|
const char *attribNames[] = {
|
|
"aVertexCoord",
|
|
NULL
|
|
};
|
|
|
|
mAttribLocations.SetLength(NumLayerAttribs);
|
|
GetAttribLocations(attribNames, &mAttribLocations[0]);
|
|
|
|
return true;
|
|
}
|
|
|
|
GLint AttribLocation(int aWhich) {
|
|
if (aWhich < 0 || aWhich >= int(mAttribLocations.Length()))
|
|
return -1;
|
|
return mAttribLocations[aWhich];
|
|
}
|
|
|
|
void SetLayerTransform(const gfx3DMatrix& aMatrix) {
|
|
SetLayerTransform(&aMatrix._11);
|
|
}
|
|
|
|
void SetLayerTransform(const float *aMatrix) {
|
|
SetMatrixUniform(mUniformLocations[TransformMatrixUniform], aMatrix);
|
|
}
|
|
|
|
void SetLayerQuadRect(const nsIntRect& aRect) {
|
|
gfx3DMatrix m;
|
|
m._11 = float(aRect.width);
|
|
m._22 = float(aRect.height);
|
|
m._41 = float(aRect.x);
|
|
m._42 = float(aRect.y);
|
|
SetMatrixUniform(mUniformLocations[QuadTransformUniform], &m._11);
|
|
}
|
|
|
|
void SetProjectionMatrix(const gfx3DMatrix& aMatrix) {
|
|
SetProjectionMatrix(&aMatrix._11);
|
|
}
|
|
|
|
void SetProjectionMatrix(const float *aMatrix) {
|
|
SetMatrixUniform(mUniformLocations[ProjectionMatrixUniform], aMatrix);
|
|
}
|
|
|
|
void SetRenderOffset(const nsIntPoint& aOffset) {
|
|
float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
|
|
SetUniform(mUniformLocations[OffsetUniform], 4, vals);
|
|
}
|
|
|
|
void SetRenderOffset(float aX, float aY) {
|
|
float vals[4] = { aX, aY, 0.0f, 0.0f };
|
|
SetUniform(mUniformLocations[OffsetUniform], 4, vals);
|
|
}
|
|
|
|
void SetLayerOpacity(float aOpacity) {
|
|
SetUniform(mUniformLocations[LayerOpacityUniform], aOpacity);
|
|
}
|
|
|
|
protected:
|
|
nsTArray<GLint> mUniformLocations;
|
|
nsTArray<GLint> mAttribLocations;
|
|
};
|
|
|
|
/*
|
|
* A ColorTextureLayerProgram is a LayerProgram that renders
|
|
* a single texture. It adds the following attributes and uniforms:
|
|
*
|
|
* Attribute inputs:
|
|
* aTexCoord - texture coordinate
|
|
*
|
|
* Uniforms:
|
|
* uTexture - 2D texture unit which to sample
|
|
*/
|
|
|
|
class ColorTextureLayerProgram :
|
|
public LayerProgram
|
|
{
|
|
public:
|
|
enum {
|
|
TextureUniform = NumLayerUniforms,
|
|
NumUniforms
|
|
};
|
|
|
|
enum {
|
|
TexCoordAttrib = NumLayerAttribs,
|
|
NumAttribs
|
|
};
|
|
|
|
ColorTextureLayerProgram(GLContext *aGL)
|
|
: LayerProgram(aGL)
|
|
{ }
|
|
|
|
bool Initialize(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
|
|
return false;
|
|
|
|
const char *uniformNames[] = {
|
|
"uTexture",
|
|
NULL
|
|
};
|
|
|
|
mUniformLocations.SetLength(NumUniforms);
|
|
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
|
|
|
|
const char *attribNames[] = {
|
|
"aTexCoord",
|
|
NULL
|
|
};
|
|
|
|
mAttribLocations.SetLength(NumAttribs);
|
|
GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
|
|
|
|
// this is a one-off that's present in the 2DRect versions of some shaders.
|
|
mTexCoordMultiplierUniformLocation =
|
|
mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
|
|
|
|
return true;
|
|
}
|
|
|
|
void SetTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[TextureUniform], aUnit);
|
|
}
|
|
|
|
GLint GetTexCoordMultiplierUniformLocation() {
|
|
return mTexCoordMultiplierUniformLocation;
|
|
}
|
|
|
|
protected:
|
|
GLint mTexCoordMultiplierUniformLocation;
|
|
};
|
|
|
|
/*
|
|
* A YCbCrTextureLayerProgram is a LayerProgram that renders a YCbCr
|
|
* image, reading from three texture units. The textures are assumed
|
|
* to be single-channel textures.
|
|
*
|
|
* Attribute inputs:
|
|
* aTexCoord - texture coordinate
|
|
*
|
|
* Uniforms:
|
|
* uYTexture - 2D texture unit which to sample Y
|
|
* uCbTexture - 2D texture unit which to sample Cb
|
|
* uCrTexture - 2D texture unit which to sample Cr
|
|
*/
|
|
|
|
class YCbCrTextureLayerProgram :
|
|
public LayerProgram
|
|
{
|
|
public:
|
|
enum {
|
|
YTextureUniform = NumLayerUniforms,
|
|
CbTextureUniform,
|
|
CrTextureUniform,
|
|
NumUniforms
|
|
};
|
|
|
|
enum {
|
|
TexCoordAttrib = NumLayerAttribs,
|
|
NumAttribs
|
|
};
|
|
|
|
YCbCrTextureLayerProgram(GLContext *aGL)
|
|
: LayerProgram(aGL)
|
|
{ }
|
|
|
|
bool Initialize(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
|
|
return false;
|
|
|
|
const char *uniformNames[] = {
|
|
"uYTexture",
|
|
"uCbTexture",
|
|
"uCrTexture",
|
|
NULL
|
|
};
|
|
|
|
mUniformLocations.SetLength(NumUniforms);
|
|
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
|
|
|
|
const char *attribNames[] = {
|
|
"aTexCoord",
|
|
NULL
|
|
};
|
|
|
|
mAttribLocations.SetLength(NumAttribs);
|
|
GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SetYTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[YTextureUniform], aUnit);
|
|
}
|
|
|
|
void SetCbTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[CbTextureUniform], aUnit);
|
|
}
|
|
|
|
void SetCrTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[CrTextureUniform], aUnit);
|
|
}
|
|
|
|
void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
|
|
SetUniform(mUniformLocations[YTextureUniform], aYUnit);
|
|
SetUniform(mUniformLocations[CbTextureUniform], aCbUnit);
|
|
SetUniform(mUniformLocations[CrTextureUniform], aCrUnit);
|
|
}
|
|
};
|
|
|
|
/*
|
|
* A ComponentAlphaTextureLayerProgram is a LayerProgram that renders one pass
|
|
* of the two-pass component alpha rendering system using two textures.
|
|
* It adds the following attributes and uniforms:
|
|
*
|
|
* Attribute inputs:
|
|
* aTexCoord - texture coordinate
|
|
*
|
|
* Uniforms:
|
|
* uBlackTexture - 2D texture on top of an opaque black background
|
|
* uWhiteTexture - 2D texture on top of an opaque white background
|
|
*/
|
|
|
|
class ComponentAlphaTextureLayerProgram :
|
|
public LayerProgram
|
|
{
|
|
public:
|
|
enum {
|
|
BlackTextureUniform = NumLayerUniforms,
|
|
WhiteTextureUniform,
|
|
NumUniforms
|
|
};
|
|
|
|
enum {
|
|
TexCoordAttrib = NumLayerAttribs,
|
|
NumAttribs
|
|
};
|
|
|
|
ComponentAlphaTextureLayerProgram(GLContext *aGL)
|
|
: LayerProgram(aGL)
|
|
{ }
|
|
|
|
bool Initialize(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
|
|
return false;
|
|
|
|
const char *uniformNames[] = {
|
|
"uBlackTexture",
|
|
"uWhiteTexture",
|
|
NULL
|
|
};
|
|
|
|
mUniformLocations.SetLength(NumUniforms);
|
|
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
|
|
|
|
const char *attribNames[] = {
|
|
"aTexCoord",
|
|
NULL
|
|
};
|
|
|
|
mAttribLocations.SetLength(NumAttribs);
|
|
GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SetBlackTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[BlackTextureUniform], aUnit);
|
|
}
|
|
|
|
void SetWhiteTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[WhiteTextureUniform], aUnit);
|
|
}
|
|
};
|
|
|
|
/*
|
|
* A SolidColorLayerProgram is a LayerProgram that renders
|
|
* a solid color. It adds the following attributes and uniforms:
|
|
*
|
|
* Uniforms:
|
|
* uRenderColor - solid color to render;
|
|
* This should be with premultiplied opacity, as it's written
|
|
* to the color buffer directly. Layer Opacity is ignored.
|
|
*/
|
|
|
|
class SolidColorLayerProgram :
|
|
public LayerProgram
|
|
{
|
|
public:
|
|
enum {
|
|
RenderColorUniform = NumLayerUniforms,
|
|
NumUniforms
|
|
};
|
|
|
|
enum {
|
|
NumAttribs = NumLayerAttribs
|
|
};
|
|
|
|
SolidColorLayerProgram(GLContext *aGL)
|
|
: LayerProgram(aGL)
|
|
{ }
|
|
|
|
bool Initialize(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
|
|
return false;
|
|
|
|
const char *uniformNames[] = {
|
|
"uRenderColor",
|
|
NULL
|
|
};
|
|
|
|
mUniformLocations.SetLength(NumUniforms);
|
|
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SetRenderColor(const gfxRGBA& aColor) {
|
|
SetUniform(mUniformLocations[RenderColorUniform], aColor);
|
|
}
|
|
};
|
|
|
|
/*
|
|
* A CopyProgram is an OpenGL program that copies a 4-channel texture
|
|
* to the destination, making no attempt to transform any incoming
|
|
* vertices. It has the following attributes and uniforms:
|
|
*
|
|
* Attribute inputs:
|
|
* aVertex - vertex coordinate
|
|
* aTexCoord - texture coordinate
|
|
*
|
|
* Uniforms:
|
|
* uTexture - 2D texture unit which to sample
|
|
*/
|
|
|
|
class CopyProgram :
|
|
public LayerManagerOGLProgram
|
|
{
|
|
public:
|
|
enum {
|
|
TextureUniform = 0,
|
|
NumUniforms
|
|
};
|
|
|
|
enum {
|
|
VertexCoordAttrib = 0,
|
|
TexCoordAttrib,
|
|
NumAttribs
|
|
};
|
|
|
|
CopyProgram(GLContext *aGL)
|
|
: LayerManagerOGLProgram(aGL)
|
|
{ }
|
|
|
|
bool Initialize(const char *aVertexShaderString,
|
|
const char *aFragmentShaderString)
|
|
{
|
|
if (!CreateProgram(aVertexShaderString, aFragmentShaderString))
|
|
return false;
|
|
|
|
const char *uniformNames[] = {
|
|
"uTexture",
|
|
NULL
|
|
};
|
|
|
|
mUniformLocations.SetLength(NumUniforms);
|
|
GetUniformLocations(uniformNames, &mUniformLocations[0]);
|
|
|
|
const char *attribNames[] = {
|
|
"aVertexCoord",
|
|
"aTexCoord",
|
|
NULL
|
|
};
|
|
|
|
mAttribLocations.SetLength(NumAttribs);
|
|
GetAttribLocations(attribNames, &mAttribLocations[0]);
|
|
|
|
// this is a one-off that's present in the 2DRect versions of some shaders.
|
|
mTexCoordMultiplierUniformLocation =
|
|
mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
|
|
|
|
return true;
|
|
}
|
|
|
|
GLint AttribLocation(int aWhich) {
|
|
if (aWhich < 0 || aWhich >= int(mAttribLocations.Length()))
|
|
return -1;
|
|
return mAttribLocations[aWhich];
|
|
}
|
|
|
|
void SetTextureUnit(GLint aUnit) {
|
|
SetUniform(mUniformLocations[TextureUniform], aUnit);
|
|
}
|
|
|
|
GLint GetTexCoordMultiplierUniformLocation() {
|
|
return mTexCoordMultiplierUniformLocation;
|
|
}
|
|
|
|
protected:
|
|
nsTArray<GLint> mUniformLocations;
|
|
nsTArray<GLint> mAttribLocations;
|
|
|
|
GLint mTexCoordMultiplierUniformLocation;
|
|
};
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|
|
|
|
#endif /* GFX_LAYERMANAGEROGLPROGRAM_H */
|