/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* 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 "mozilla/layers/PLayers.h" /* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */ #include "mozilla/Util.h" #include "LayerManagerOGL.h" #include "ThebesLayerOGL.h" #include "ContainerLayerOGL.h" #include "ImageLayerOGL.h" #include "ColorLayerOGL.h" #include "CanvasLayerOGL.h" #include "TiledThebesLayerOGL.h" #include "mozilla/TimeStamp.h" #include "mozilla/Preferences.h" #include "TexturePoolOGL.h" #include "gfxContext.h" #include "gfxUtils.h" #include "gfxPlatform.h" #include "nsIWidget.h" #include "GLContext.h" #include "GLContextProvider.h" #include "nsIServiceManager.h" #include "nsIConsoleService.h" #include "gfxCrashReporterUtils.h" #include "sampler.h" #ifdef MOZ_WIDGET_ANDROID #include #endif namespace mozilla { namespace layers { using namespace mozilla::gfx; using namespace mozilla::gl; #ifdef CHECK_CURRENT_PROGRAM int ShaderProgramOGL::sCurrentProgramKey = 0; #endif /** * LayerManagerOGL */ LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget, int aSurfaceWidth, int aSurfaceHeight, bool aIsRenderingToEGLSurface) : mWidget(aWidget) , mWidgetSize(-1, -1) , mSurfaceSize(aSurfaceWidth, aSurfaceHeight) , mBackBufferFBO(0) , mBackBufferTexture(0) , mBackBufferSize(-1, -1) , mHasBGRA(0) , mIsRenderingToEGLSurface(aIsRenderingToEGLSurface) { } LayerManagerOGL::~LayerManagerOGL() { Destroy(); } void LayerManagerOGL::Destroy() { if (!mDestroyed) { if (mRoot) { RootLayer()->Destroy(); } mRoot = nullptr; CleanupResources(); mDestroyed = true; } } void LayerManagerOGL::CleanupResources() { if (!mGLContext) return; if (mRoot) { RootLayer()->CleanupResources(); } nsRefPtr ctx = mGLContext->GetSharedContext(); if (!ctx) { ctx = mGLContext; } ctx->MakeCurrent(); for (PRUint32 i = 0; i < mPrograms.Length(); ++i) { for (PRUint32 type = MaskNone; type < NumMaskTypes; ++type) { delete mPrograms[i].mVariations[type]; } } mPrograms.Clear(); ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (mBackBufferFBO) { ctx->fDeleteFramebuffers(1, &mBackBufferFBO); mBackBufferFBO = 0; } if (mBackBufferTexture) { ctx->fDeleteTextures(1, &mBackBufferTexture); mBackBufferTexture = 0; } if (mQuadVBO) { ctx->fDeleteBuffers(1, &mQuadVBO); mQuadVBO = 0; } mGLContext = nullptr; } already_AddRefed LayerManagerOGL::CreateContext() { nsRefPtr context; #ifdef XP_WIN if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) { printf_stderr("Trying GL layers...\n"); context = gl::GLContextProviderEGL::CreateForWindow(mWidget); } #endif if (!context) context = gl::GLContextProvider::CreateForWindow(mWidget); if (!context) { NS_WARNING("Failed to create LayerManagerOGL context"); } return context.forget(); } void LayerManagerOGL::AddPrograms(ShaderProgramType aType) { for (PRUint32 maskType = MaskNone; maskType < NumMaskTypes; ++maskType) { if (ProgramProfileOGL::ProgramExists(aType, static_cast(maskType))) { mPrograms[aType].mVariations[maskType] = new ShaderProgramOGL(this->gl(), ProgramProfileOGL::GetProfileFor(aType, static_cast(maskType))); } else { mPrograms[aType].mVariations[maskType] = nullptr; } } } bool LayerManagerOGL::Initialize(nsRefPtr aContext, bool force) { ScopedGfxFeatureReporter reporter("GL Layers", force); // Do not allow double initialization NS_ABORT_IF_FALSE(mGLContext == nullptr, "Don't reinitialize layer managers"); #ifdef MOZ_WIDGET_ANDROID if (!aContext) NS_RUNTIMEABORT("We need a context on Android"); #endif if (!aContext) return false; mGLContext = aContext; mGLContext->SetFlipped(true); MakeCurrent(); mHasBGRA = mGLContext->IsExtensionSupported(gl::GLContext::EXT_texture_format_BGRA8888) || mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra); mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); mPrograms.AppendElements(NumProgramTypes); for (int type = 0; type < NumProgramTypes; ++type) { AddPrograms(static_cast(type)); } // initialise a common shader to check that we can actually compile a shader if (!mPrograms[gl::RGBALayerProgramType].mVariations[MaskNone]->Initialize()) { return false; } mGLContext->fGenFramebuffers(1, &mBackBufferFBO); if (mGLContext->WorkAroundDriverBugs()) { /** * We'll test the ability here to bind NPOT textures to a framebuffer, if * this fails we'll try ARB_texture_rectangle. */ GLenum textureTargets[] = { LOCAL_GL_TEXTURE_2D, LOCAL_GL_NONE }; if (mGLContext->IsGLES2()) { textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB; } mFBOTextureTarget = LOCAL_GL_NONE; for (PRUint32 i = 0; i < ArrayLength(textureTargets); i++) { GLenum target = textureTargets[i]; if (!target) continue; mGLContext->fGenTextures(1, &mBackBufferTexture); mGLContext->fBindTexture(target, mBackBufferTexture); mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST); mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST); mGLContext->fTexImage2D(target, 0, LOCAL_GL_RGBA, 5, 3, /* sufficiently NPOT */ 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); // unbind this texture, in preparation for binding it to the FBO mGLContext->fBindTexture(target, 0); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, target, mBackBufferTexture, 0); if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mFBOTextureTarget = target; break; } // We weren't succesful with this texture, so we don't need it // any more. mGLContext->fDeleteTextures(1, &mBackBufferTexture); } if (mFBOTextureTarget == LOCAL_GL_NONE) { /* Unable to find a texture target that works with FBOs and NPOT textures */ return false; } } else { // not trying to work around driver bugs, so TEXTURE_2D should just work mFBOTextureTarget = LOCAL_GL_TEXTURE_2D; } // back to default framebuffer, to avoid confusion mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) { /* If we're using TEXTURE_RECTANGLE, then we must have the ARB * extension -- the EXT variant does not provide support for * texture rectangle access inside GLSL (sampler2DRect, * texture2DRect). */ if (!mGLContext->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle)) return false; } // If we're double-buffered, we don't need this fbo anymore. if (mGLContext->IsDoubleBuffered()) { mGLContext->fDeleteFramebuffers(1, &mBackBufferFBO); mBackBufferFBO = 0; } /* Create a simple quad VBO */ mGLContext->fGenBuffers(1, &mQuadVBO); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO); GLfloat vertices[] = { /* First quad vertices */ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, /* Then quad texcoords */ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, /* Then flipped quad texcoords */ 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); nsCOMPtr console(do_GetService(NS_CONSOLESERVICE_CONTRACTID)); if (console) { nsString msg; msg += NS_LITERAL_STRING("OpenGL LayerManager Initialized Succesfully.\nVersion: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION))); msg += NS_LITERAL_STRING("\nVendor: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR))); msg += NS_LITERAL_STRING("\nRenderer: "); msg += NS_ConvertUTF8toUTF16( nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER))); msg += NS_LITERAL_STRING("\nFBO Texture Target: "); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D) msg += NS_LITERAL_STRING("TEXTURE_2D"); else msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE"); console->LogStringMessage(msg.get()); } if (NS_IsMainThread()) { Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps"); } else { // We have to dispatch an event to the main thread to read the pref. class ReadDrawFPSPref : public nsRunnable { public: NS_IMETHOD Run() { Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps"); return NS_OK; } }; NS_DispatchToMainThread(new ReadDrawFPSPref()); } reporter.SetSuccessful(); return true; } void LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion) { mClippingRegion = aClippingRegion; } void LayerManagerOGL::BeginTransaction() { mInTransaction = true; } void LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget) { mInTransaction = true; #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG(("[----- BeginTransaction")); Log(); #endif if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return; } mTarget = aTarget; } bool LayerManagerOGL::EndEmptyTransaction(EndTransactionFlags aFlags) { mInTransaction = false; if (!mRoot) return false; EndTransaction(nullptr, nullptr, aFlags); return true; } void LayerManagerOGL::EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags) { mInTransaction = false; #ifdef MOZ_LAYERS_HAVE_LOG MOZ_LAYERS_LOG((" ----- (beginning paint)")); Log(); #endif if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return; } if (mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) { // The results of our drawing always go directly into a pixel buffer, // so we don't need to pass any global transform here. mRoot->ComputeEffectiveTransforms(gfx3DMatrix()); mThebesLayerCallback = aCallback; mThebesLayerCallbackData = aCallbackData; SetCompositingDisabled(aFlags & END_NO_COMPOSITE); Render(); mThebesLayerCallback = nullptr; mThebesLayerCallbackData = nullptr; } mTarget = NULL; #ifdef MOZ_LAYERS_HAVE_LOG Log(); MOZ_LAYERS_LOG(("]----- EndTransaction")); #endif } already_AddRefed LayerManagerOGL::CreateOptimalMaskSurface(const gfxIntSize &aSize) { return gfxPlatform::GetPlatform()-> CreateOffscreenImageSurface(aSize, gfxASurface::CONTENT_ALPHA); } already_AddRefed LayerManagerOGL::CreateThebesLayer() { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } nsRefPtr layer = new ThebesLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateContainerLayer() { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } nsRefPtr layer = new ContainerLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateImageLayer() { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } nsRefPtr layer = new ImageLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateColorLayer() { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } nsRefPtr layer = new ColorLayerOGL(this); return layer.forget(); } already_AddRefed LayerManagerOGL::CreateCanvasLayer() { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } nsRefPtr layer = new CanvasLayerOGL(this); return layer.forget(); } LayerOGL* LayerManagerOGL::RootLayer() const { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } return static_cast(mRoot->ImplData()); } bool LayerManagerOGL::sDrawFPS = false; /* This function tries to stick to portable C89 as much as possible * so that it can be easily copied into other applications */ void LayerManagerOGL::FPSState::DrawFPS(GLContext* context, ShaderProgramOGL* copyprog) { fcount++; int rate = 30; if (fcount >= rate) { TimeStamp now = TimeStamp::Now(); TimeDuration duration = now - last; last = now; fps = rate / duration.ToSeconds() + .5; fcount = 0; } GLint viewport[4]; context->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport); static GLuint texture; if (!initialized) { // Bind the number of textures we need, in this case one. context->fGenTextures(1, &texture); context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture); context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MIN_FILTER,LOCAL_GL_NEAREST); context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MAG_FILTER,LOCAL_GL_NEAREST); unsigned char text[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 255, 0, 255, 0, 0, 255, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; // convert from 8 bit to 32 bit so that don't have to write the text above out in 32 bit format // we rely on int being 32 bits unsigned int* buf = (unsigned int*)malloc(64 * 8 * 4); for (int i = 0; i < 7; i++) { for (int j = 0; j < 41; j++) { unsigned int purple = 0xfff000ff; unsigned int white = 0xffffffff; buf[i * 64 + j] = (text[i * 41 + j] == 0) ? purple : white; } } context->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 64, 8, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); free(buf); initialized = true; } struct Vertex2D { float x,y; }; const Vertex2D vertices[] = { { -1.0f, 1.0f - 42.f / viewport[3] }, { -1.0f, 1.0f}, { -1.0f + 22.f / viewport[2], 1.0f - 42.f / viewport[3] }, { -1.0f + 22.f / viewport[2], 1.0f }, { -1.0f + 22.f / viewport[2], 1.0f - 42.f / viewport[3] }, { -1.0f + 22.f / viewport[2], 1.0f }, { -1.0f + 44.f / viewport[2], 1.0f - 42.f / viewport[3] }, { -1.0f + 44.f / viewport[2], 1.0f }, { -1.0f + 44.f / viewport[2], 1.0f - 42.f / viewport[3] }, { -1.0f + 44.f / viewport[2], 1.0f }, { -1.0f + 66.f / viewport[2], 1.0f - 42.f / viewport[3] }, { -1.0f + 66.f / viewport[2], 1.0f } }; int v1 = fps % 10; int v10 = (fps % 100) / 10; int v100 = (fps % 1000) / 100; // Feel free to comment these texture coordinates out and use one // of the ones below instead, or play around with your own values. const GLfloat texCoords[] = { (v100 * 4.f) / 64, 7.f / 8, (v100 * 4.f) / 64, 0.0f, (v100 * 4.f + 4) / 64, 7.f / 8, (v100 * 4.f + 4) / 64, 0.0f, (v10 * 4.f) / 64, 7.f / 8, (v10 * 4.f) / 64, 0.0f, (v10 * 4.f + 4) / 64, 7.f / 8, (v10 * 4.f + 4) / 64, 0.0f, (v1 * 4.f) / 64, 7.f / 8, (v1 * 4.f) / 64, 0.0f, (v1 * 4.f + 4) / 64, 7.f / 8, (v1 * 4.f + 4) / 64, 0.0f, }; // Turn necessary features on context->fEnable(LOCAL_GL_BLEND); context->fBlendFunc(LOCAL_GL_ONE, LOCAL_GL_SRC_COLOR); context->fActiveTexture(LOCAL_GL_TEXTURE0); context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture); copyprog->Activate(); copyprog->SetTextureUnit(0); // we're going to use client-side vertex arrays for this. context->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // "COPY" context->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO, LOCAL_GL_ONE, LOCAL_GL_ZERO); // enable our vertex attribs; we'll call glVertexPointer below // to fill with the correct data. GLint vcattr = copyprog->AttribLocation(ShaderProgramOGL::VertexCoordAttrib); GLint tcattr = copyprog->AttribLocation(ShaderProgramOGL::TexCoordAttrib); context->fEnableVertexAttribArray(vcattr); context->fEnableVertexAttribArray(tcattr); context->fVertexAttribPointer(vcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertices); context->fVertexAttribPointer(tcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoords); context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12); } // |aTexCoordRect| is the rectangle from the texture that we want to // draw using the given program. The program already has a necessary // offset and scale, so the geometry that needs to be drawn is a unit // square from 0,0 to 1,1. // // |aTexSize| is the actual size of the texture, as it can be larger // than the rectangle given by |aTexCoordRect|. void LayerManagerOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg, const nsIntRect& aTexCoordRect, const nsIntSize& aTexSize, GLenum aWrapMode /* = LOCAL_GL_REPEAT */, bool aFlipped /* = false */) { NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized"); GLuint vertAttribIndex = aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib); GLuint texCoordAttribIndex = aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib); NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?"); // clear any bound VBO so that glVertexAttribPointer() goes back to // "pointer mode" mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // Given what we know about these textures and coordinates, we can // compute fmod(t, 1.0f) to get the same texture coordinate out. If // the texCoordRect dimension is < 0 or > width/height, then we have // wraparound that we need to deal with by drawing multiple quads, // because we can't rely on full non-power-of-two texture support // (which is required for the REPEAT wrap mode). GLContext::RectTriangles rects; nsIntSize realTexSize = aTexSize; if (!mGLContext->CanUploadNonPowerOfTwo()) { realTexSize = nsIntSize(NextPowerOfTwo(aTexSize.width), NextPowerOfTwo(aTexSize.height)); } if (aWrapMode == LOCAL_GL_REPEAT) { rects.addRect(/* dest rectangle */ 0.0f, 0.0f, 1.0f, 1.0f, /* tex coords */ aTexCoordRect.x / GLfloat(realTexSize.width), aTexCoordRect.y / GLfloat(realTexSize.height), aTexCoordRect.XMost() / GLfloat(realTexSize.width), aTexCoordRect.YMost() / GLfloat(realTexSize.height), aFlipped); } else { GLContext::DecomposeIntoNoRepeatTriangles(aTexCoordRect, realTexSize, rects, aFlipped); } mGLContext->fVertexAttribPointer(vertAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexPointer()); mGLContext->fVertexAttribPointer(texCoordAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoordPointer()); { mGLContext->fEnableVertexAttribArray(texCoordAttribIndex); { mGLContext->fEnableVertexAttribArray(vertAttribIndex); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements()); mGLContext->fDisableVertexAttribArray(vertAttribIndex); } mGLContext->fDisableVertexAttribArray(texCoordAttribIndex); } } void LayerManagerOGL::Render() { SAMPLE_LABEL("LayerManagerOGL", "Render"); if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return; } nsIntRect rect; if (mIsRenderingToEGLSurface) { rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { mWidget->GetClientBounds(rect); } WorldTransformRect(rect); GLint width = rect.width; GLint height = rect.height; // We can't draw anything to something with no area // so just return if (width == 0 || height == 0) return; // If the widget size changed, we have to force a MakeCurrent // to make sure that GL sees the updated widget size. if (mWidgetSize.width != width || mWidgetSize.height != height) { MakeCurrent(true); mWidgetSize.width = width; mWidgetSize.height = height; } else { MakeCurrent(); } #if MOZ_WIDGET_ANDROID TexturePoolOGL::Fill(gl()); #endif SetupBackBuffer(width, height); SetupPipeline(width, height, ApplyWorldTransform); // Default blend function implements "OVER" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); const nsIntRect *clipRect = mRoot->GetClipRect(); if (clipRect) { nsIntRect r = *clipRect; WorldTransformRect(r); mGLContext->fScissor(r.x, r.y, r.width, r.height); } else { mGLContext->fScissor(0, 0, width, height); } if (CompositingDisabled()) { RootLayer()->RenderLayer(mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO, nsIntPoint(0, 0)); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); return; } mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST); // If the Java compositor is being used, this clear will be done in // DrawWindowUnderlay. Make sure the bits used here match up with those used // in mobile/android/base/gfx/LayerRenderer.java #ifndef MOZ_JAVA_COMPOSITOR mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT); #endif // Allow widget to render a custom background. mWidget->DrawWindowUnderlay(this, rect); // Render our layers. RootLayer()->RenderLayer(mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO, nsIntPoint(0, 0)); // Allow widget to render a custom foreground too. mWidget->DrawWindowOverlay(this, rect); #ifdef MOZ_DUMP_PAINTING if (gfxUtils::sDumpPainting) { nsIntRect rect; if (mIsRenderingToEGLSurface) { rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { mWidget->GetBounds(rect); } nsRefPtr surf = gfxPlatform::GetPlatform()->CreateOffscreenSurface(rect.Size(), gfxASurface::CONTENT_COLOR_ALPHA); nsRefPtr ctx = new gfxContext(surf); CopyToTarget(ctx); WriteSnapshotToDumpFile(this, surf); } #endif if (mTarget) { CopyToTarget(mTarget); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); return; } if (sDrawFPS) { mFPS.DrawFPS(mGLContext, GetProgram(Copy2DProgramType)); } if (mGLContext->IsDoubleBuffered()) { mGLContext->SwapBuffers(); LayerManager::PostPresent(); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); return; } mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); ShaderProgramOGL *copyprog = GetProgram(Copy2DProgramType); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) { copyprog = GetProgram(Copy2DRectProgramType); } mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture); copyprog->Activate(); copyprog->SetTextureUnit(0); if (copyprog->GetTexCoordMultiplierUniformLocation() != -1) { copyprog->SetTexCoordMultiplier(width, height); } // we're going to use client-side vertex arrays for this. mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // "COPY" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO, LOCAL_GL_ONE, LOCAL_GL_ZERO); // enable our vertex attribs; we'll call glVertexPointer below // to fill with the correct data. GLint vcattr = copyprog->AttribLocation(ShaderProgramOGL::VertexCoordAttrib); GLint tcattr = copyprog->AttribLocation(ShaderProgramOGL::TexCoordAttrib); mGLContext->fEnableVertexAttribArray(vcattr); mGLContext->fEnableVertexAttribArray(tcattr); const nsIntRect *r; nsIntRegionRectIterator iter(mClippingRegion); while ((r = iter.Next()) != nullptr) { nsIntRect cRect = *r; r = &cRect; WorldTransformRect(cRect); float left = (GLfloat)r->x / width; float right = (GLfloat)r->XMost() / width; float top = (GLfloat)r->y / height; float bottom = (GLfloat)r->YMost() / height; float vertices[] = { left * 2.0f - 1.0f, -(top * 2.0f - 1.0f), right * 2.0f - 1.0f, -(top * 2.0f - 1.0f), left * 2.0f - 1.0f, -(bottom * 2.0f - 1.0f), right * 2.0f - 1.0f, -(bottom * 2.0f - 1.0f) }; // Use inverted texture coordinates since our projection matrix also has a // flip and we need to cancel that out. float coords[] = { left, 1 - top, right, 1 - top, left, 1 - bottom, right, 1 - bottom }; mGLContext->fVertexAttribPointer(vcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertices); mGLContext->fVertexAttribPointer(tcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, coords); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); } mGLContext->fDisableVertexAttribArray(vcattr); mGLContext->fDisableVertexAttribArray(tcattr); mGLContext->fFlush(); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); } void LayerManagerOGL::SetWorldTransform(const gfxMatrix& aMatrix) { NS_ASSERTION(aMatrix.PreservesAxisAlignedRectangles(), "SetWorldTransform only accepts matrices that satisfy PreservesAxisAlignedRectangles"); NS_ASSERTION(!aMatrix.HasNonIntegerScale(), "SetWorldTransform only accepts matrices with integer scale"); mWorldMatrix = aMatrix; } gfxMatrix& LayerManagerOGL::GetWorldTransform(void) { return mWorldMatrix; } void LayerManagerOGL::WorldTransformRect(nsIntRect& aRect) { gfxRect grect(aRect.x, aRect.y, aRect.width, aRect.height); grect = mWorldMatrix.TransformBounds(grect); aRect.SetRect(grect.X(), grect.Y(), grect.Width(), grect.Height()); } void LayerManagerOGL::SetSurfaceSize(int width, int height) { mSurfaceSize.width = width; mSurfaceSize.height = height; } void LayerManagerOGL::SetupPipeline(int aWidth, int aHeight, WorldTransforPolicy aTransformPolicy) { // Set the viewport correctly. mGLContext->fViewport(0, 0, aWidth, aHeight); // We flip the view matrix around so that everything is right-side up; we're // drawing directly into the window's back buffer, so this keeps things // looking correct. // // XXX: We keep track of whether the window size changed, so we could skip // this update if it hadn't changed since the last call. We will need to // track changes to aTransformPolicy and mWorldMatrix for this to work // though. // Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0, // 2, 2) and flip the contents. gfxMatrix viewMatrix; viewMatrix.Translate(-gfxPoint(1.0, -1.0)); viewMatrix.Scale(2.0f / float(aWidth), 2.0f / float(aHeight)); viewMatrix.Scale(1.0f, -1.0f); if (aTransformPolicy == ApplyWorldTransform) { viewMatrix = mWorldMatrix * viewMatrix; } gfx3DMatrix matrix3d = gfx3DMatrix::From2D(viewMatrix); matrix3d._33 = 0.0f; SetLayerProgramProjectionMatrix(matrix3d); } void LayerManagerOGL::SetupBackBuffer(int aWidth, int aHeight) { if (mGLContext->IsDoubleBuffered()) { mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); return; } // Do we have a FBO of the right size already? if (mBackBufferSize.width == aWidth && mBackBufferSize.height == aHeight) { mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); return; } // we already have a FBO, but we need to resize its texture. mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture); mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aWidth, aHeight, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, mFBOTextureTarget, mBackBufferTexture, 0); GLenum result = mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) { nsCAutoString msg; msg.Append("Framebuffer not complete -- error 0x"); msg.AppendInt(result, 16); NS_RUNTIMEABORT(msg.get()); } mBackBufferSize.width = aWidth; mBackBufferSize.height = aHeight; } void LayerManagerOGL::CopyToTarget(gfxContext *aTarget) { nsIntRect rect; if (mIsRenderingToEGLSurface) { rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height); } else { mWidget->GetBounds(rect); } GLint width = rect.width; GLint height = rect.height; if ((PRInt64(width) * PRInt64(height) * PRInt64(4)) > PR_INT32_MAX) { NS_ERROR("Widget size too big - integer overflow!"); return; } nsRefPtr imageSurface = new gfxImageSurface(gfxIntSize(width, height), gfxASurface::ImageFormatARGB32); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO); if (!mGLContext->IsGLES2()) { // GLES2 promises that binding to any custom FBO will attach // to GL_COLOR_ATTACHMENT0 attachment point. if (mGLContext->IsDoubleBuffered()) { mGLContext->fReadBuffer(LOCAL_GL_BACK); } else { mGLContext->fReadBuffer(LOCAL_GL_COLOR_ATTACHMENT0); } } NS_ASSERTION(imageSurface->Stride() == width * 4, "Image Surfaces being created with weird stride!"); mGLContext->ReadPixelsIntoImageSurface(imageSurface); aTarget->SetOperator(gfxContext::OPERATOR_SOURCE); aTarget->Scale(1.0, -1.0); aTarget->Translate(-gfxPoint(0.0, height)); aTarget->SetSource(imageSurface); aTarget->Paint(); } void LayerManagerOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix) { for (unsigned int i = 0; i < mPrograms.Length(); ++i) { for (PRUint32 mask = MaskNone; mask < NumMaskTypes; ++mask) { if (mPrograms[i].mVariations[mask]) { mPrograms[i].mVariations[mask]->CheckAndSetProjectionMatrix(aMatrix); } } } } static GLenum GetFrameBufferInternalFormat(GLContext* gl, GLuint aCurrentFrameBuffer, nsIWidget* aWidget) { if (aCurrentFrameBuffer == 0) { // default framebuffer return aWidget->GetGLFrameBufferFormat(); } return LOCAL_GL_RGBA; } void LayerManagerOGL::CreateFBOWithTexture(const nsIntRect& aRect, InitMode aInit, GLuint aCurrentFrameBuffer, GLuint *aFBO, GLuint *aTexture) { GLuint tex, fbo; mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fGenTextures(1, &tex); mGLContext->fBindTexture(mFBOTextureTarget, tex); if (aInit == InitModeCopy) { // We're going to create an RGBA temporary fbo. But to // CopyTexImage() from the current framebuffer, the framebuffer's // format has to be compatible with the new texture's. So we // check the format of the framebuffer here and take a slow path // if it's incompatible. GLenum format = GetFrameBufferInternalFormat(gl(), aCurrentFrameBuffer, mWidget); bool isFormatCompatibleWithRGBA = gl()->IsGLES2() ? (format == LOCAL_GL_RGBA) : true; if (isFormatCompatibleWithRGBA) { mGLContext->fCopyTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.x, aRect.y, aRect.width, aRect.height, 0); } else { // Curses, incompatible formats. Take a slow path. // // XXX Technically CopyTexSubImage2D also has the requirement of // matching formats, but it doesn't seem to affect us in the // real world. mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); mGLContext->fCopyTexSubImage2D(mFBOTextureTarget, 0, // level 0, 0, // offset aRect.x, aRect.y, aRect.width, aRect.height); } } else { mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); } mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fGenFramebuffers(1, &fbo); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, mFBOTextureTarget, tex, 0); // Making this call to fCheckFramebufferStatus prevents a crash on // PowerVR. See bug 695246. GLenum result = mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) { nsCAutoString msg; msg.Append("Framebuffer not complete -- error 0x"); msg.AppendInt(result, 16); msg.Append(", mFBOTextureTarget 0x"); msg.AppendInt(mFBOTextureTarget, 16); msg.Append(", aRect.width "); msg.AppendInt(aRect.width); msg.Append(", aRect.height "); msg.AppendInt(aRect.height); NS_RUNTIMEABORT(msg.get()); } SetupPipeline(aRect.width, aRect.height, DontApplyWorldTransform); mGLContext->fScissor(0, 0, aRect.width, aRect.height); if (aInit == InitModeClear) { mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT); } *aFBO = fbo; *aTexture = tex; } already_AddRefed LayerManagerOGL::CreateShadowThebesLayer() { if (LayerManagerOGL::mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } #ifdef FORCE_BASICTILEDTHEBESLAYER return nsRefPtr(new TiledThebesLayerOGL(this)).forget(); #else return nsRefPtr(new ShadowThebesLayerOGL(this)).forget(); #endif } already_AddRefed LayerManagerOGL::CreateShadowContainerLayer() { if (LayerManagerOGL::mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } return nsRefPtr(new ShadowContainerLayerOGL(this)).forget(); } already_AddRefed LayerManagerOGL::CreateShadowImageLayer() { if (LayerManagerOGL::mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } return nsRefPtr(new ShadowImageLayerOGL(this)).forget(); } already_AddRefed LayerManagerOGL::CreateShadowColorLayer() { if (LayerManagerOGL::mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } return nsRefPtr(new ShadowColorLayerOGL(this)).forget(); } already_AddRefed LayerManagerOGL::CreateShadowCanvasLayer() { if (LayerManagerOGL::mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } return nsRefPtr(new ShadowCanvasLayerOGL(this)).forget(); } already_AddRefed LayerManagerOGL::CreateShadowRefLayer() { if (LayerManagerOGL::mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return nullptr; } return nsRefPtr(new ShadowRefLayerOGL(this)).forget(); } } /* layers */ } /* mozilla */