gecko-dev/gfx/layers/opengl/LayerManagerOGLProgram.h

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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) 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
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#define ASSERT_THIS_PROGRAM \
do { \
NS_ASSERTION(mGL->GetUserData(&sCurrentProgramKey) == this, \
"SetUniform with wrong program active!"); \
} while (0)
#else
#define ASSERT_THIS_PROGRAM
#endif
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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
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static int sCurrentProgramKey;
#endif
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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);
}
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void Activate() {
NS_ASSERTION(mProgram != 0, "Attempting to activate a program that's not in use!");
mGL->fUseProgram(mProgram);
#if CHECK_CURRENT_PROGRAM
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mGL->SetUserData(&sCurrentProgramKey, this);
#endif
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}
void SetUniform(GLuint aUniform, float aFloatValue) {
ASSERT_THIS_PROGRAM;
if (aUniform == GLuint(-1))
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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))
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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))
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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))
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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))
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return;
if (!mUniformValues[aUniform].equalsFloatN(aFloatValues, 16)) {
mGL->fUniformMatrix4fv(aUniform, 1, false, aFloatValues);
mUniformValues[aUniform].setFloatN(aFloatValues, 16);
}
}
protected:
nsRefPtr<GLContext> mGL;
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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) {
fprintf (stderr, "=== SHADER COMPILATION FAILED ===\n");
} else {
fprintf (stderr, "=== SHADER COMPILATION WARNINGS ===\n");
}
fprintf (stderr, "=== Source:\n%s\n", aShaderSource);
fprintf (stderr, "=== Log:\n%s\n", log.get());
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fprintf (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);
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if (!vertexShader || !fragmentShader)
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return false;
mProgram = mGL->fCreateProgram();
mGL->fAttachShader(mProgram, vertexShader);
mGL->fAttachShader(mProgram, fragmentShader);
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// bind common attribs to consistent indices
mGL->fBindAttribLocation(mProgram, VertexAttrib, "aVertexCoord");
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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) {
fprintf (stderr, "=== PROGRAM LINKING FAILED ===\n");
} else {
fprintf (stderr, "=== PROGRAM LINKING WARNINGS ===\n");
}
fprintf (stderr, "=== Log:\n%s\n", log.get());
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fprintf (stderr, "============\n");
}
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// We can mark the shaders for deletion; they're attached to the program
// and will remain attached.
mGL->fDeleteShader(vertexShader);
mGL->fDeleteShader(fragmentShader);
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if (!success) {
mGL->fDeleteProgram(mProgram);
mProgram = 0;
return false;
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}
// 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);
}
};
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/*
* 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 */