/* -*- 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/. */ #ifndef GFX_LAYERMANAGEROGL_H #define GFX_LAYERMANAGEROGL_H #include "Layers.h" #include "LayerManagerOGLProgram.h" #include "mozilla/layers/ShadowLayers.h" #include "mozilla/TimeStamp.h" #ifdef XP_WIN #include #endif /** * We don't include GLDefs.h here since we don't want to drag in all defines * in for all our users. */ typedef unsigned int GLenum; typedef unsigned int GLbitfield; typedef unsigned int GLuint; typedef int GLint; typedef int GLsizei; #define BUFFER_OFFSET(i) ((char *)NULL + (i)) #include "gfxContext.h" #include "gfx3DMatrix.h" #include "nsIWidget.h" #include "GLContext.h" namespace mozilla { namespace layers { class LayerOGL; class ShadowThebesLayer; class ShadowContainerLayer; class ShadowImageLayer; class ShadowCanvasLayer; class ShadowColorLayer; /** * This is the LayerManager used for OpenGL 2.1 and OpenGL ES 2.0. * This can be used either on the main thread or the compositor. */ class THEBES_API LayerManagerOGL : public ShadowLayerManager { typedef mozilla::gl::GLContext GLContext; typedef mozilla::gl::ShaderProgramType ProgramType; public: LayerManagerOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1, bool aIsRenderingToEGLSurface = false); virtual ~LayerManagerOGL(); void CleanupResources(); void Destroy(); /** * Initializes the layer manager with a given GLContext. If aContext is null * then the layer manager will try to create one for the associated widget. * * \param aContext an existing GL context to use. Can be created with CreateContext() * * \return True is initialization was succesful, false when it was not. */ bool Initialize(bool force = false) { return Initialize(CreateContext(), force); } bool Initialize(nsRefPtr aContext, bool force = false); /** * Sets the clipping region for this layer manager. This is important on * windows because using OGL we no longer have GDI's native clipping. Therefor * widget must tell us what part of the screen is being invalidated, * and we should clip to this. * * \param aClippingRegion Region to clip to. Setting an empty region * will disable clipping. */ void SetClippingRegion(const nsIntRegion& aClippingRegion); /** * LayerManager implementation. */ virtual ShadowLayerManager* AsShadowManager() { return this; } void BeginTransaction(); void BeginTransactionWithTarget(gfxContext* aTarget); void EndConstruction(); virtual bool EndEmptyTransaction(); virtual void EndTransaction(DrawThebesLayerCallback aCallback, void* aCallbackData, EndTransactionFlags aFlags = END_DEFAULT); virtual void SetRoot(Layer* aLayer) { mRoot = aLayer; } virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) { if (!mGLContext) return false; PRInt32 maxSize = mGLContext->GetMaxTextureSize(); return aSize <= gfxIntSize(maxSize, maxSize); } virtual PRInt32 GetMaxTextureSize() const { return mGLContext->GetMaxTextureSize(); } virtual already_AddRefed CreateThebesLayer(); virtual already_AddRefed CreateContainerLayer(); virtual already_AddRefed CreateImageLayer(); virtual already_AddRefed CreateColorLayer(); virtual already_AddRefed CreateCanvasLayer(); virtual already_AddRefed CreateShadowThebesLayer(); virtual already_AddRefed CreateShadowContainerLayer(); virtual already_AddRefed CreateShadowImageLayer(); virtual already_AddRefed CreateShadowColorLayer(); virtual already_AddRefed CreateShadowCanvasLayer(); virtual already_AddRefed CreateShadowRefLayer(); virtual LayersBackend GetBackendType() { return LAYERS_OPENGL; } virtual void GetBackendName(nsAString& name) { name.AssignLiteral("OpenGL"); } virtual already_AddRefed CreateOptimalMaskSurface(const gfxIntSize &aSize); /** * Helper methods. */ void MakeCurrent(bool aForce = false) { if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return; } mGLContext->MakeCurrent(aForce); } ShaderProgramOGL* GetBasicLayerProgram(bool aOpaque, bool aIsRGB, MaskType aMask = MaskNone) { gl::ShaderProgramType format = gl::BGRALayerProgramType; if (aIsRGB) { if (aOpaque) { format = gl::RGBXLayerProgramType; } else { format = gl::RGBALayerProgramType; } } else { if (aOpaque) { format = gl::BGRXLayerProgramType; } } return GetProgram(format, aMask); } ShaderProgramOGL* GetProgram(gl::ShaderProgramType aType, Layer* aMaskLayer) { if (aMaskLayer) return GetProgram(aType, Mask2d); return GetProgram(aType, MaskNone); } ShaderProgramOGL* GetProgram(gl::ShaderProgramType aType, MaskType aMask = MaskNone) { NS_ASSERTION(ProgramProfileOGL::ProgramExists(aType, aMask), "Invalid program type."); return mPrograms[aType].mVariations[aMask]; } ShaderProgramOGL* GetFBOLayerProgram(MaskType aMask = MaskNone) { return GetProgram(GetFBOLayerProgramType(), aMask); } gl::ShaderProgramType GetFBOLayerProgramType() { if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) return gl::RGBARectLayerProgramType; return gl::RGBALayerProgramType; } GLContext* gl() const { return mGLContext; } DrawThebesLayerCallback GetThebesLayerCallback() const { return mThebesLayerCallback; } void* GetThebesLayerCallbackData() const { return mThebesLayerCallbackData; } /* * Helper functions for our layers */ void CallThebesLayerDrawCallback(ThebesLayer* aLayer, gfxContext* aContext, const nsIntRegion& aRegionToDraw) { NS_ASSERTION(mThebesLayerCallback, "CallThebesLayerDrawCallback without callback!"); mThebesLayerCallback(aLayer, aContext, aRegionToDraw, nsIntRegion(), mThebesLayerCallbackData); } GLenum FBOTextureTarget() { return mFBOTextureTarget; } /** * Controls how to initialize the texture / FBO created by * CreateFBOWithTexture. * - InitModeNone: No initialization, contents are undefined. * - InitModeClear: Clears the FBO. * - InitModeCopy: Copies the contents of the current glReadBuffer into the * texture. */ enum InitMode { InitModeNone, InitModeClear, InitModeCopy }; /* Create a FBO backed by a texture; will leave the FBO * bound. Note that the texture target type will be * of the type returned by FBOTextureTarget; different * shaders are required to sample from the different * texture types. */ void CreateFBOWithTexture(const nsIntRect& aRect, InitMode aInit, GLuint aCurrentFrameBuffer, GLuint *aFBO, GLuint *aTexture); GLuint QuadVBO() { return mQuadVBO; } GLintptr QuadVBOVertexOffset() { return 0; } GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; } GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; } void BindQuadVBO() { mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO); } void QuadVBOVerticesAttrib(GLuint aAttribIndex) { mGLContext->fVertexAttribPointer(aAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) QuadVBOVertexOffset()); } void QuadVBOTexCoordsAttrib(GLuint aAttribIndex) { mGLContext->fVertexAttribPointer(aAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) QuadVBOTexCoordOffset()); } void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex) { mGLContext->fVertexAttribPointer(aAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, (GLvoid*) QuadVBOFlippedTexCoordOffset()); } // Super common void BindAndDrawQuad(GLuint aVertAttribIndex, GLuint aTexCoordAttribIndex, bool aFlipped = false) { BindQuadVBO(); QuadVBOVerticesAttrib(aVertAttribIndex); if (aTexCoordAttribIndex != GLuint(-1)) { if (aFlipped) QuadVBOFlippedTexCoordsAttrib(aTexCoordAttribIndex); else QuadVBOTexCoordsAttrib(aTexCoordAttribIndex); mGLContext->fEnableVertexAttribArray(aTexCoordAttribIndex); } mGLContext->fEnableVertexAttribArray(aVertAttribIndex); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); mGLContext->fDisableVertexAttribArray(aVertAttribIndex); if (aTexCoordAttribIndex != GLuint(-1)) { mGLContext->fDisableVertexAttribArray(aTexCoordAttribIndex); } } void BindAndDrawQuad(ShaderProgramOGL *aProg, bool aFlipped = false) { NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized"); BindAndDrawQuad(aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib), aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib), aFlipped); } void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg, const nsIntRect& aTexCoordRect, const nsIntSize& aTexSize, GLenum aWrapMode = LOCAL_GL_REPEAT, bool aFlipped = false); #ifdef MOZ_LAYERS_HAVE_LOG virtual const char* Name() const { return "OGL"; } #endif // MOZ_LAYERS_HAVE_LOG const nsIntSize& GetWidgetSize() { return mWidgetSize; } enum WorldTransforPolicy { ApplyWorldTransform, DontApplyWorldTransform }; /** * Setup the viewport and projection matrix for rendering * to a window of the given dimensions. */ void SetupPipeline(int aWidth, int aHeight, WorldTransforPolicy aTransformPolicy); /** * Setup World transform matrix. * Transform will be ignored if it is not PreservesAxisAlignedRectangles * or has non integer scale */ void SetWorldTransform(const gfxMatrix& aMatrix); gfxMatrix& GetWorldTransform(void); void WorldTransformRect(nsIntRect& aRect); /** * Set the size of the surface we're rendering to. */ void SetSurfaceSize(int width, int height); private: /** Widget associated with this layer manager */ nsIWidget *mWidget; nsIntSize mWidgetSize; /** The size of the surface we are rendering to */ nsIntSize mSurfaceSize; /** * Context target, NULL when drawing directly to our swap chain. */ nsRefPtr mTarget; nsRefPtr mGLContext; already_AddRefed CreateContext(); /** Backbuffer */ GLuint mBackBufferFBO; GLuint mBackBufferTexture; nsIntSize mBackBufferSize; /** Shader Programs */ struct ShaderProgramVariations { ShaderProgramOGL* mVariations[NumMaskTypes]; }; nsTArray mPrograms; /** Texture target to use for FBOs */ GLenum mFBOTextureTarget; /** VBO that has some basics in it for a textured quad, * including vertex coords and texcoords for both * flipped and unflipped textures */ GLuint mQuadVBO; /** Region we're clipping our current drawing to. */ nsIntRegion mClippingRegion; /** Misc */ bool mHasBGRA; /** * When rendering to an EGL surface (e.g. on Android), we rely on being told * about size changes (via SetSurfaceSize) rather than pulling this information * from the widget, since the widget's information can lag behind. */ bool mIsRenderingToEGLSurface; /** Current root layer. */ LayerOGL *RootLayer() const; /** * Render the current layer tree to the active target. */ void Render(); /** * Setup a backbuffer of the given dimensions. */ void SetupBackBuffer(int aWidth, int aHeight); /** * Copies the content of our backbuffer to the set transaction target. */ void CopyToTarget(gfxContext *aTarget); /** * Updates all layer programs with a new projection matrix. */ void SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix); /** * Helper method for Initialize, creates all valid variations of a program * and adds them to mPrograms */ void AddPrograms(gl::ShaderProgramType aType); /* Thebes layer callbacks; valid at the end of a transaciton, * while rendering */ DrawThebesLayerCallback mThebesLayerCallback; void *mThebesLayerCallbackData; gfxMatrix mWorldMatrix; struct FPSState { GLuint texture; int fps; bool initialized; int fcount; TimeStamp last; FPSState() : texture(0) , fps(0) , initialized(false) , fcount(0) { last = TimeStamp::Now(); } void DrawFPS(GLContext*, ShaderProgramOGL*); } mFPS; static bool sDrawFPS; }; /** * General information and tree management for OGL layers. */ class LayerOGL { public: LayerOGL(LayerManagerOGL *aManager) : mOGLManager(aManager), mDestroyed(false) { } virtual ~LayerOGL() { } virtual LayerOGL *GetFirstChildOGL() { return nsnull; } /* Do NOT call this from the generic LayerOGL destructor. Only from the * concrete class destructor */ virtual void Destroy() = 0; virtual Layer* GetLayer() = 0; virtual void RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) = 0; typedef mozilla::gl::GLContext GLContext; LayerManagerOGL* OGLManager() const { return mOGLManager; } GLContext *gl() const { return mOGLManager->gl(); } virtual void CleanupResources() = 0; /* * Loads the result of rendering the layer as an OpenGL texture in aTextureUnit. * Will try to use an existing texture if possible, or a temporary * one if not. It is the callee's responsibility to release the texture. * Will return true if a texture could be constructed and loaded, false otherwise. * The texture will not be transformed, i.e., it will be in the same coord * space as this. * Any layer that can be used as a mask layer should override this method. * aSize will contain the size of the image. */ virtual bool LoadAsTexture(GLuint aTextureUnit, gfxIntSize* aSize) { NS_WARNING("LoadAsTexture called without being overriden"); return false; } protected: LayerManagerOGL *mOGLManager; bool mDestroyed; }; } /* layers */ } /* mozilla */ #endif /* GFX_LAYERMANAGEROGL_H */