зеркало из https://github.com/mozilla/pjs.git
442 строки
14 KiB
C++
442 строки
14 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.org>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "ContainerLayerOGL.h"
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#include "gfxUtils.h"
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namespace mozilla {
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namespace layers {
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template<class Container>
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static void
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ContainerInsertAfter(Container* aContainer, Layer* aChild, Layer* aAfter)
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{
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aChild->SetParent(aContainer);
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if (!aAfter) {
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Layer *oldFirstChild = aContainer->GetFirstChild();
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aContainer->mFirstChild = aChild;
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aChild->SetNextSibling(oldFirstChild);
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aChild->SetPrevSibling(nsnull);
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if (oldFirstChild) {
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oldFirstChild->SetPrevSibling(aChild);
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} else {
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aContainer->mLastChild = aChild;
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}
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NS_ADDREF(aChild);
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aContainer->DidInsertChild(aChild);
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return;
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}
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for (Layer *child = aContainer->GetFirstChild();
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child; child = child->GetNextSibling()) {
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if (aAfter == child) {
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Layer *oldNextSibling = child->GetNextSibling();
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child->SetNextSibling(aChild);
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aChild->SetNextSibling(oldNextSibling);
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if (oldNextSibling) {
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oldNextSibling->SetPrevSibling(aChild);
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} else {
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aContainer->mLastChild = aChild;
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}
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aChild->SetPrevSibling(child);
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NS_ADDREF(aChild);
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aContainer->DidInsertChild(aChild);
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return;
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}
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}
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NS_WARNING("Failed to find aAfter layer!");
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}
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template<class Container>
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static void
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ContainerRemoveChild(Container* aContainer, Layer* aChild)
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{
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if (aContainer->GetFirstChild() == aChild) {
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aContainer->mFirstChild = aContainer->GetFirstChild()->GetNextSibling();
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if (aContainer->mFirstChild) {
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aContainer->mFirstChild->SetPrevSibling(nsnull);
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} else {
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aContainer->mLastChild = nsnull;
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}
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aChild->SetNextSibling(nsnull);
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aChild->SetPrevSibling(nsnull);
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aChild->SetParent(nsnull);
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aContainer->DidRemoveChild(aChild);
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NS_RELEASE(aChild);
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return;
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}
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Layer *lastChild = nsnull;
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for (Layer *child = aContainer->GetFirstChild(); child;
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child = child->GetNextSibling()) {
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if (child == aChild) {
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// We're sure this is not our first child. So lastChild != NULL.
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lastChild->SetNextSibling(child->GetNextSibling());
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if (child->GetNextSibling()) {
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child->GetNextSibling()->SetPrevSibling(lastChild);
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} else {
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aContainer->mLastChild = lastChild;
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}
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child->SetNextSibling(nsnull);
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child->SetPrevSibling(nsnull);
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child->SetParent(nsnull);
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aContainer->DidRemoveChild(aChild);
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NS_RELEASE(aChild);
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return;
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}
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lastChild = child;
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}
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}
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template<class Container>
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static void
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ContainerDestroy(Container* aContainer)
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{
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if (!aContainer->mDestroyed) {
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while (aContainer->mFirstChild) {
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aContainer->GetFirstChildOGL()->Destroy();
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aContainer->RemoveChild(aContainer->mFirstChild);
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}
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aContainer->mDestroyed = PR_TRUE;
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}
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}
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static inline LayerOGL*
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GetNextSibling(LayerOGL* aLayer)
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{
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Layer* layer = aLayer->GetLayer()->GetNextSibling();
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return layer ? static_cast<LayerOGL*>(layer->
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ImplData())
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: nsnull;
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}
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static PRBool
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HasOpaqueAncestorLayer(Layer* aLayer)
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{
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for (Layer* l = aLayer->GetParent(); l; l = l->GetParent()) {
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if (l->GetContentFlags() & Layer::CONTENT_OPAQUE)
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return PR_TRUE;
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}
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return PR_FALSE;
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}
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template<class Container>
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static void
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ContainerRender(Container* aContainer,
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int aPreviousFrameBuffer,
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const nsIntPoint& aOffset,
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LayerManagerOGL* aManager)
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{
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/**
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* Setup our temporary texture for rendering the contents of this container.
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*/
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GLuint containerSurface;
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GLuint frameBuffer;
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nsIntPoint childOffset(aOffset);
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nsIntRect visibleRect = aContainer->GetEffectiveVisibleRegion().GetBounds();
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nsIntRect cachedScissor = aContainer->gl()->ScissorRect();
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aContainer->gl()->PushScissorRect();
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aContainer->mSupportsComponentAlphaChildren = PR_FALSE;
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float opacity = aContainer->GetEffectiveOpacity();
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const gfx3DMatrix& transform = aContainer->GetEffectiveTransform();
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bool needsFramebuffer = aContainer->UseIntermediateSurface();
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gfxMatrix contTransform;
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if (needsFramebuffer) {
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LayerManagerOGL::InitMode mode = LayerManagerOGL::InitModeClear;
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nsIntRect framebufferRect = visibleRect;
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if (aContainer->GetEffectiveVisibleRegion().GetNumRects() == 1 &&
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(aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE))
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{
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// don't need a background, we're going to paint all opaque stuff
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aContainer->mSupportsComponentAlphaChildren = PR_TRUE;
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mode = LayerManagerOGL::InitModeNone;
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} else {
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const gfx3DMatrix& transform3D = aContainer->GetEffectiveTransform();
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gfxMatrix transform;
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// If we have an opaque ancestor layer, then we can be sure that
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// all the pixels we draw into are either opaque already or will be
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// covered by something opaque. Otherwise copying up the background is
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// not safe.
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if (HasOpaqueAncestorLayer(aContainer) &&
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transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) {
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mode = LayerManagerOGL::InitModeCopy;
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framebufferRect.x += transform.x0;
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framebufferRect.y += transform.y0;
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aContainer->mSupportsComponentAlphaChildren = PR_TRUE;
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}
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}
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aContainer->gl()->fScissor(0, 0, visibleRect.width, visibleRect.height);
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framebufferRect -= childOffset;
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if (!aPreviousFrameBuffer) {
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aContainer->gl()->FixWindowCoordinateRect(framebufferRect,
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aManager->GetWigetSize().height);
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}
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aManager->CreateFBOWithTexture(framebufferRect,
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mode,
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&frameBuffer,
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&containerSurface);
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childOffset.x = visibleRect.x;
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childOffset.y = visibleRect.y;
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aContainer->gl()->PushViewportRect();
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aManager->SetupPipeline(visibleRect.width, visibleRect.height,
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LayerManagerOGL::DontApplyWorldTransform);
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} else {
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frameBuffer = aPreviousFrameBuffer;
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aContainer->mSupportsComponentAlphaChildren = (aContainer->GetContentFlags() & Layer::CONTENT_OPAQUE) ||
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(aContainer->GetParent() && aContainer->GetParent()->SupportsComponentAlphaChildren());
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#ifdef DEBUG
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PRBool is2d =
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#endif
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transform.Is2D(&contTransform);
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NS_ASSERTION(is2d, "Transform must be 2D");
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}
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/**
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* Render this container's contents.
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*/
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for (LayerOGL* layerToRender = aContainer->GetFirstChildOGL();
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layerToRender != nsnull;
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layerToRender = GetNextSibling(layerToRender)) {
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if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
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continue;
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}
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nsIntRect scissorRect(visibleRect);
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const nsIntRect *clipRect = layerToRender->GetLayer()->GetEffectiveClipRect();
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if (clipRect) {
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if (clipRect->IsEmpty()) {
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continue;
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}
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scissorRect = *clipRect;
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if (!needsFramebuffer) {
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gfxRect r(scissorRect.x, scissorRect.y, scissorRect.width, scissorRect.height);
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gfxRect trScissor = contTransform.TransformBounds(r);
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trScissor.Round();
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if (!gfxUtils::GfxRectToIntRect(trScissor, &scissorRect)) {
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scissorRect = visibleRect;
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}
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}
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}
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if (needsFramebuffer) {
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scissorRect.MoveBy(- visibleRect.TopLeft());
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}
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if (aManager->IsDrawingFlipped()) {
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/**
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* glScissor coordinates are oriented with 0,0 being at the bottom left,
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* the opposite to layout (0,0 at the top left).
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* All rendering to an FBO is upside-down, making the coordinate systems
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* match.
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* When rendering directly to a window (No current or previous FBO),
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* we need to flip the scissor rect.
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*/
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aContainer->gl()->FixWindowCoordinateRect(scissorRect,
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aContainer->gl()->ViewportRect().height);
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}
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if (clipRect && !needsFramebuffer) {
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scissorRect.IntersectRect(scissorRect, cachedScissor);
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}
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/**
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* We can't clip to a visible region if theres no framebuffer since we might be transformed
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*/
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if (needsFramebuffer || clipRect) {
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aContainer->gl()->fScissor(scissorRect.x,
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scissorRect.y,
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scissorRect.width,
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scissorRect.height);
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} else {
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aContainer->gl()->fScissor(cachedScissor.x,
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cachedScissor.y,
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cachedScissor.width,
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cachedScissor.height);
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}
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layerToRender->RenderLayer(frameBuffer, childOffset);
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aContainer->gl()->MakeCurrent();
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}
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aContainer->gl()->PopScissorRect();
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if (needsFramebuffer) {
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// Unbind the current framebuffer and rebind the previous one.
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// Restore the viewport
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aContainer->gl()->PopViewportRect();
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nsIntRect viewport = aContainer->gl()->ViewportRect();
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aManager->SetupPipeline(viewport.width, viewport.height,
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LayerManagerOGL::ApplyWorldTransform);
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aContainer->gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
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aContainer->gl()->fDeleteFramebuffers(1, &frameBuffer);
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aContainer->gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
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aContainer->gl()->fBindTexture(aManager->FBOTextureTarget(), containerSurface);
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ColorTextureLayerProgram *rgb = aManager->GetFBOLayerProgram();
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rgb->Activate();
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rgb->SetLayerQuadRect(visibleRect);
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rgb->SetLayerTransform(transform);
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rgb->SetLayerOpacity(opacity);
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rgb->SetRenderOffset(aOffset);
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rgb->SetTextureUnit(0);
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if (rgb->GetTexCoordMultiplierUniformLocation() != -1) {
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// 2DRect case, get the multiplier right for a sampler2DRect
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float f[] = { float(visibleRect.width), float(visibleRect.height) };
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rgb->SetUniform(rgb->GetTexCoordMultiplierUniformLocation(),
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2, f);
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}
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aManager->BindAndDrawQuad(rgb, aManager->IsDrawingFlipped());
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// Clean up resources. This also unbinds the texture.
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aContainer->gl()->fDeleteTextures(1, &containerSurface);
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}
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}
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ContainerLayerOGL::ContainerLayerOGL(LayerManagerOGL *aManager)
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: ContainerLayer(aManager, NULL)
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, LayerOGL(aManager)
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{
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mImplData = static_cast<LayerOGL*>(this);
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}
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ContainerLayerOGL::~ContainerLayerOGL()
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{
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Destroy();
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}
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void
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ContainerLayerOGL::InsertAfter(Layer* aChild, Layer* aAfter)
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{
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ContainerInsertAfter(this, aChild, aAfter);
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}
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void
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ContainerLayerOGL::RemoveChild(Layer *aChild)
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{
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ContainerRemoveChild(this, aChild);
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}
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void
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ContainerLayerOGL::Destroy()
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{
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ContainerDestroy(this);
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}
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LayerOGL*
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ContainerLayerOGL::GetFirstChildOGL()
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{
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if (!mFirstChild) {
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return nsnull;
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}
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return static_cast<LayerOGL*>(mFirstChild->ImplData());
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}
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void
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ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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const nsIntPoint& aOffset)
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{
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ContainerRender(this, aPreviousFrameBuffer, aOffset, mOGLManager);
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}
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#ifdef MOZ_IPC
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ShadowContainerLayerOGL::ShadowContainerLayerOGL(LayerManagerOGL *aManager)
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: ShadowContainerLayer(aManager, NULL)
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, LayerOGL(aManager)
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{
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mImplData = static_cast<LayerOGL*>(this);
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}
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ShadowContainerLayerOGL::~ShadowContainerLayerOGL()
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{
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Destroy();
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}
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void
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ShadowContainerLayerOGL::InsertAfter(Layer* aChild, Layer* aAfter)
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{
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ContainerInsertAfter(this, aChild, aAfter);
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}
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void
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ShadowContainerLayerOGL::RemoveChild(Layer *aChild)
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{
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ContainerRemoveChild(this, aChild);
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}
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void
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ShadowContainerLayerOGL::Destroy()
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{
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ContainerDestroy(this);
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}
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LayerOGL*
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ShadowContainerLayerOGL::GetFirstChildOGL()
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{
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if (!mFirstChild) {
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return nsnull;
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}
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return static_cast<LayerOGL*>(mFirstChild->ImplData());
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}
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void
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ShadowContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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const nsIntPoint& aOffset)
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{
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ContainerRender(this, aPreviousFrameBuffer, aOffset, mOGLManager);
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}
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#endif // MOZ_IPC
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} /* layers */
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} /* mozilla */
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