gecko-dev/gfx/layers/opengl/ThebesLayerOGL.cpp

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/* -*- 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) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
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* 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 ***** */
#include "ThebesLayerOGL.h"
#include "ContainerLayerOGL.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#ifdef XP_WIN
#include "gfxWindowsSurface.h"
#endif
#include "GLContextProvider.h"
namespace mozilla {
namespace layers {
using namespace mozilla::gl;
// Returns true if it's OK to save the contents of aLayer in an
// opaque surface (a surface without an alpha channel).
// If we can use a surface without an alpha channel, we should, because
// it will often make painting of antialiased text faster and higher
// quality.
static PRBool
UseOpaqueSurface(Layer* aLayer)
{
// If the visible content in the layer is opaque, there is no need
// for an alpha channel.
if (aLayer->IsOpaqueContent())
return PR_TRUE;
// Also, if this layer is the bottommost layer in a container which
// doesn't need an alpha channel, we can use an opaque surface for this
// layer too. Any transparent areas must be covered by something else
// in the container.
ContainerLayerOGL* parent =
static_cast<ContainerLayerOGL*>(aLayer->GetParent());
return parent && parent->GetFirstChild() == aLayer &&
UseOpaqueSurface(parent);
}
ThebesLayerOGL::ThebesLayerOGL(LayerManagerOGL *aManager)
: ThebesLayer(aManager, NULL)
, LayerOGL(aManager)
, mTexture(0)
, mOffscreenFormat(gfxASurface::ImageFormatUnknown)
, mOffscreenSize(-1,-1)
{
mImplData = static_cast<LayerOGL*>(this);
}
ThebesLayerOGL::~ThebesLayerOGL()
{
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mOGLManager->MakeCurrent();
if (mOffscreenSurfaceAsGLContext)
mOffscreenSurfaceAsGLContext->ReleaseTexImage();
if (mTexture) {
gl()->fDeleteTextures(1, &mTexture);
}
}
PRBool
ThebesLayerOGL::EnsureSurface()
{
gfxASurface::gfxImageFormat imageFormat = gfxASurface::ImageFormatARGB32;
if (UseOpaqueSurface(this))
imageFormat = gfxASurface::ImageFormatRGB24;
if (mInvalidatedRect.IsEmpty())
return mOffScreenSurface ? PR_TRUE : PR_FALSE;
if ((mOffscreenSize == gfxIntSize(mInvalidatedRect.width, mInvalidatedRect.height)
&& imageFormat == mOffscreenFormat)
|| mInvalidatedRect.IsEmpty())
return mOffScreenSurface ? PR_TRUE : PR_FALSE;
mOffScreenSurface =
gfxPlatform::GetPlatform()->
CreateOffscreenSurface(gfxIntSize(mInvalidatedRect.width, mInvalidatedRect.height),
imageFormat);
if (!mOffScreenSurface)
return PR_FALSE;
if (mOffScreenSurface) {
mOffscreenSize.width = mInvalidatedRect.width;
mOffscreenSize.height = mInvalidatedRect.height;
mOffscreenFormat = imageFormat;
}
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mOGLManager->MakeCurrent();
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if (!mTexture)
gl()->fGenTextures(1, &mTexture);
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gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
gl()->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
// Try bind our offscreen surface directly to texture
mOffscreenSurfaceAsGLContext = sGLContextProvider.CreateForNativePixmapSurface(mOffScreenSurface);
// Bind GL surface to the texture, and return
if (mOffscreenSurfaceAsGLContext)
return mOffscreenSurfaceAsGLContext->BindTexImage();
// Otherwise allocate new texture
gl()->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
LOCAL_GL_RGBA,
mInvalidatedRect.width,
mInvalidatedRect.height,
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0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
DEBUG_GL_ERROR_CHECK(gl());
return PR_TRUE;
}
void
ThebesLayerOGL::SetVisibleRegion(const nsIntRegion &aRegion)
{
if (aRegion.IsEqual(mVisibleRegion))
return;
ThebesLayer::SetVisibleRegion(aRegion);
mInvalidatedRect = mVisibleRegion.GetBounds();
}
void
ThebesLayerOGL::InvalidateRegion(const nsIntRegion &aRegion)
{
nsIntRegion invalidatedRegion;
invalidatedRegion.Or(aRegion, mInvalidatedRect);
invalidatedRegion.And(invalidatedRegion, mVisibleRegion);
mInvalidatedRect = invalidatedRegion.GetBounds();
}
LayerOGL::LayerType
ThebesLayerOGL::GetType()
{
return TYPE_THEBES;
}
void
ThebesLayerOGL::RenderLayer(int aPreviousFrameBuffer,
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const nsIntPoint& aOffset)
{
if (!EnsureSurface())
return;
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if (!mTexture)
return;
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mOGLManager->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
bool needsTextureBind = true;
nsIntRect visibleRect = mVisibleRegion.GetBounds();
nsRefPtr<gfxASurface> surface = mOffScreenSurface;
gfxASurface::gfxImageFormat imageFormat = mOffscreenFormat;
if (!mInvalidatedRect.IsEmpty()) {
nsRefPtr<gfxContext> ctx = new gfxContext(surface);
ctx->Translate(gfxPoint(-mInvalidatedRect.x, -mInvalidatedRect.y));
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/* Call the thebes layer callback */
mOGLManager->CallThebesLayerDrawCallback(this, ctx, mInvalidatedRect);
}
// If draw callback happend and we don't have native surface
if (!mInvalidatedRect.IsEmpty() && !mOffscreenSurfaceAsGLContext) {
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/* Then take its results and put it in an image surface,
* in preparation for a texture upload */
nsRefPtr<gfxImageSurface> imageSurface;
switch (surface->GetType()) {
case gfxASurface::SurfaceTypeImage:
imageSurface = static_cast<gfxImageSurface*>(surface.get());
break;
#ifdef XP_WIN
case gfxASurface::SurfaceTypeWin32:
imageSurface =
static_cast<gfxWindowsSurface*>(surface.get())->
GetImageSurface();
break;
#endif
default:
/**
* XXX - This is very undesirable. Implement this for other platforms in
* a more efficient way as well!
*/
{
imageSurface = new gfxImageSurface(gfxIntSize(mInvalidatedRect.width,
mInvalidatedRect.height),
imageFormat);
nsRefPtr<gfxContext> tmpContext = new gfxContext(imageSurface);
tmpContext->SetSource(surface);
tmpContext->SetOperator(gfxContext::OPERATOR_SOURCE);
tmpContext->Paint();
}
break;
}
// Upload image to texture (slow)
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
gl()->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
0,
mInvalidatedRect.x - visibleRect.x,
mInvalidatedRect.y - visibleRect.y,
mInvalidatedRect.width,
mInvalidatedRect.height,
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LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
imageSurface->Data());
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needsTextureBind = false;
}
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if (needsTextureBind)
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
// Note BGR: Cairo's image surfaces are always in what
// OpenGL and our shaders consider BGR format.
ColorTextureLayerProgram *program =
UseOpaqueSurface(this)
? mOGLManager->GetBGRXLayerProgram()
: mOGLManager->GetBGRALayerProgram();
program->Activate();
program->SetLayerQuadRect(visibleRect);
program->SetLayerOpacity(GetOpacity());
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program->SetLayerTransform(mTransform);
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
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mOGLManager->BindAndDrawQuad(program);
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DEBUG_GL_ERROR_CHECK(gl());
}
const nsIntRect&
ThebesLayerOGL::GetInvalidatedRect()
{
return mInvalidatedRect;
}
Layer*
ThebesLayerOGL::GetLayer()
{
return this;
}
PRBool
ThebesLayerOGL::IsEmpty()
{
return !mTexture;
}
} /* layers */
} /* mozilla */