Bug 1772947 - Remove dead code DecomposeIntoNoRepeatTriangles. r=gfx-reviewers,jgilbert

Differential Revision: https://phabricator.services.mozilla.com/D148455
This commit is contained in:
Ashley Hale 2022-06-07 00:07:28 +00:00
parent b521809418
commit 2879b04886
3 changed files with 0 additions and 202 deletions

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@ -1,128 +0,0 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "DecomposeIntoNoRepeatTriangles.h"
#include "gfxMatrix.h"
namespace mozilla {
namespace gl {
void RectTriangles::AppendRectToCoordArray(nsTArray<coord>& array, GLfloat x0,
GLfloat y0, GLfloat x1, GLfloat y1) {
coord* v = array.AppendElements(6);
v[0].x = x0;
v[0].y = y0;
v[1].x = x1;
v[1].y = y0;
v[2].x = x0;
v[2].y = y1;
v[3].x = x0;
v[3].y = y1;
v[4].x = x1;
v[4].y = y0;
v[5].x = x1;
v[5].y = y1;
}
void RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
bool flip_y /* = false */) {
if (flip_y) {
std::swap(ty0, ty1);
}
AppendRectToCoordArray(mVertexCoords, x0, y0, x1, y1);
AppendRectToCoordArray(mTexCoords, tx0, ty0, tx1, ty1);
}
static GLfloat WrapTexCoord(GLfloat v) {
// This should return values in range [0, 1.0)
return v - floorf(v);
}
void DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect,
const gfx::IntSize& aTexSize,
RectTriangles& aRects,
bool aFlipY /* = false */) {
// normalize this
gfx::IntRect tcr(aTexCoordRect);
while (tcr.X() >= aTexSize.width) tcr.MoveByX(-aTexSize.width);
while (tcr.Y() >= aTexSize.height) tcr.MoveByY(-aTexSize.height);
// Compute top left and bottom right tex coordinates
GLfloat tl[2] = {GLfloat(tcr.X()) / GLfloat(aTexSize.width),
GLfloat(tcr.Y()) / GLfloat(aTexSize.height)};
GLfloat br[2] = {GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
GLfloat(tcr.YMost()) / GLfloat(aTexSize.height)};
// then check if we wrap in either the x or y axis; if we do,
// then also use fmod to figure out the "true" non-wrapping
// texture coordinates.
bool xwrap = false, ywrap = false;
if (tcr.X() < 0 || tcr.X() > aTexSize.width || tcr.XMost() < 0 ||
tcr.XMost() > aTexSize.width) {
xwrap = true;
tl[0] = WrapTexCoord(tl[0]);
br[0] = WrapTexCoord(br[0]);
}
if (tcr.Y() < 0 || tcr.Y() > aTexSize.height || tcr.YMost() < 0 ||
tcr.YMost() > aTexSize.height) {
ywrap = true;
tl[1] = WrapTexCoord(tl[1]);
br[1] = WrapTexCoord(br[1]);
}
NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f && tl[1] >= 0.0f &&
tl[1] <= 1.0f && br[0] >= 0.0f && br[0] <= 1.0f &&
br[1] >= 0.0f && br[1] <= 1.0f,
"Somehow generated invalid texture coordinates");
// If xwrap is false, the texture will be sampled from tl[0]
// .. br[0]. If xwrap is true, then it will be split into tl[0]
// .. 1.0, and 0.0 .. br[0]. Same for the Y axis. The
// destination rectangle is also split appropriately, according
// to the calculated xmid/ymid values.
// There isn't a 1:1 mapping between tex coords and destination coords;
// when computing midpoints, we have to take that into account. We
// need to map the texture coords, which are (in the wrap case):
// |tl->1| and |0->br| to the |0->1| range of the vertex coords. So
// we have the length (1-tl)+(br) that needs to map into 0->1.
// These are only valid if there is wrap involved, they won't be used
// otherwise.
GLfloat xlen = (1.0f - tl[0]) + br[0];
GLfloat ylen = (1.0f - tl[1]) + br[1];
NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
NS_ASSERTION(aTexCoordRect.Width() <= aTexSize.width &&
aTexCoordRect.Height() <= aTexSize.height,
"tex coord rect would cause tiling!");
if (!xwrap && !ywrap) {
aRects.addRect(0.0f, 0.0f, 1.0f, 1.0f, tl[0], tl[1], br[0], br[1], aFlipY);
} else if (!xwrap && ywrap) {
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f, 1.0f, ymid, tl[0], tl[1], br[0], 1.0f, aFlipY);
aRects.addRect(0.0f, ymid, 1.0f, 1.0f, tl[0], 0.0f, br[0], br[1], aFlipY);
} else if (xwrap && !ywrap) {
GLfloat xmid = (1.0f - tl[0]) / xlen;
aRects.addRect(0.0f, 0.0f, xmid, 1.0f, tl[0], tl[1], 1.0f, br[1], aFlipY);
aRects.addRect(xmid, 0.0f, 1.0f, 1.0f, 0.0f, tl[1], br[0], br[1], aFlipY);
} else {
GLfloat xmid = (1.0f - tl[0]) / xlen;
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f, xmid, ymid, tl[0], tl[1], 1.0f, 1.0f, aFlipY);
aRects.addRect(xmid, 0.0f, 1.0f, ymid, 0.0f, tl[1], br[0], 1.0f, aFlipY);
aRects.addRect(0.0f, ymid, xmid, 1.0f, tl[0], 0.0f, 1.0f, br[1], aFlipY);
aRects.addRect(xmid, ymid, 1.0f, 1.0f, 0.0f, 0.0f, br[0], br[1], aFlipY);
}
}
} // namespace gl
} // namespace mozilla

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@ -1,72 +0,0 @@
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef DecomposeIntoNoRepeatTriangles_h_
#define DecomposeIntoNoRepeatTriangles_h_
#include "GLTypes.h"
#include "nsRect.h"
#include "nsTArray.h"
namespace mozilla {
namespace gl {
/** Helper for DecomposeIntoNoRepeatTriangles
*/
class RectTriangles {
public:
typedef struct {
GLfloat x, y;
} coord;
// Always pass texture coordinates upright. If you want to flip the
// texture coordinates emitted to the tex_coords array, set flip_y to
// true.
void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat tx0,
GLfloat ty0, GLfloat tx1, GLfloat ty1, bool flip_y = false);
/**
* these return a float pointer to the start of each array respectively.
* Use it for glVertexAttribPointer calls.
* We can return nullptr if we choose to use Vertex Buffer Objects here.
*/
nsTArray<coord>& vertCoords() { return mVertexCoords; }
nsTArray<coord>& texCoords() { return mTexCoords; }
unsigned int elements() { return mVertexCoords.Length(); }
private:
// Reserve inline storage for one quad (2 triangles, 3 coords).
AutoTArray<coord, 6> mVertexCoords;
AutoTArray<coord, 6> mTexCoords;
static void AppendRectToCoordArray(nsTArray<coord>& array, GLfloat x0,
GLfloat y0, GLfloat x1, GLfloat y1);
};
/**
* Decompose drawing the possibly-wrapped aTexCoordRect rectangle
* of a texture of aTexSize into one or more rectangles (represented
* as 2 triangles) and associated tex coordinates, such that
* we don't have to use the REPEAT wrap mode. If aFlipY is true, the
* texture coordinates will be specified vertically flipped.
*
* The resulting triangle vertex coordinates will be in the space of
* (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
* if you need a different space.
*
* The resulting vertex coordinates should be drawn using GL_TRIANGLES,
* and rects.numRects * 3 * 6
*/
void DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect,
const gfx::IntSize& aTexSize,
RectTriangles& aRects, bool aFlipY = false);
} // namespace gl
} // namespace mozilla
#endif // DecomposeIntoNoRepeatTriangles_h_

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@ -22,7 +22,6 @@ if CONFIG["MOZ_GL_PROVIDER"]:
EXPORTS += [
"AndroidSurfaceTexture.h",
"DecomposeIntoNoRepeatTriangles.h",
"ForceDiscreteGPUHelperCGL.h",
"GfxTexturesReporter.h",
"GLBlitHelper.h",
@ -118,7 +117,6 @@ if CONFIG["MOZ_WAYLAND"]:
UNIFIED_SOURCES += [
"AndroidSurfaceTexture.cpp",
"DecomposeIntoNoRepeatTriangles.cpp",
"GfxTexturesReporter.cpp",
"GLBlitHelper.cpp",
"GLContext.cpp",