gecko-dev/gfx/gl/GLContextUtils.cpp

496 lines
17 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* 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 "GLContext.h"
#include "mozilla/Preferences.h"
#include "mozilla/Assertions.h"
#include <stdint.h>
using namespace mozilla::gfx;
namespace mozilla {
namespace gl {
static const char kTexBlit_VertShaderSource[] = "\
attribute vec2 aPosition; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
vTexCoord = aPosition; \n\
vec2 vertPos = aPosition * 2.0 - 1.0; \n\
gl_Position = vec4(vertPos, 0.0, 1.0); \n\
} \n\
";
static const char kTex2DBlit_FragShaderSource[] = "\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
precision mediump float; \n\
#endif \n\
\n\
uniform sampler2D uTexUnit; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
} \n\
";
static const char kTex2DRectBlit_FragShaderSource[] = "\
#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
precision highp float; \n\
#else \n\
precision mediump float; \n\
#endif \n\
\n\
uniform sampler2D uTexUnit; \n\
uniform vec2 uTexCoordMult; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
gl_FragColor = texture2DRect(uTexUnit, \n\
vTexCoord * uTexCoordMult); \n\
} \n\
";
// Allowed to be destructive of state we restore in functions below.
bool
GLContext::InitTexQuadProgram(GLenum target)
{
MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
bool success = false;
GLuint *programPtr;
GLuint *fragShaderPtr;
const char* fragShaderSource;
if (target == LOCAL_GL_TEXTURE_2D) {
programPtr = &mTex2DBlit_Program;
fragShaderPtr = &mTex2DBlit_FragShader;
fragShaderSource = kTex2DBlit_FragShaderSource;
} else {
programPtr = &mTex2DRectBlit_Program;
fragShaderPtr = &mTex2DRectBlit_FragShader;
fragShaderSource = kTex2DRectBlit_FragShaderSource;
}
GLuint& program = *programPtr;
GLuint& fragShader = *fragShaderPtr;
// Use do-while(false) to let us break on failure
do {
if (program) {
// Already have it...
success = true;
break;
}
if (!mTexBlit_Buffer) {
/* CCW tri-strip:
* 2---3
* | \ |
* 0---1
*/
GLfloat verts[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
MOZ_ASSERT(!mTexBlit_Buffer);
fGenBuffers(1, &mTexBlit_Buffer);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
const size_t vertsSize = sizeof(verts);
// Make sure we have a sane size.
MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat));
fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
}
if (!mTexBlit_VertShader) {
const char* vertShaderSource = kTexBlit_VertShaderSource;
mTexBlit_VertShader = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
fCompileShader(mTexBlit_VertShader);
}
MOZ_ASSERT(!fragShader);
fragShader = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
fCompileShader(fragShader);
program = fCreateProgram();
fAttachShader(program, mTexBlit_VertShader);
fAttachShader(program, fragShader);
fBindAttribLocation(program, 0, "aPosition");
fLinkProgram(program);
if (DebugMode()) {
GLint status = 0;
fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Vert shader compilation failed.");
GLint length = 0;
fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
}
status = 0;
fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Frag shader compilation failed.");
GLint length = 0;
fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetShaderInfoLog(fragShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
}
}
GLint status = 0;
fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
if (DebugMode()) {
NS_ERROR("Linking blit program failed.");
GLint length = 0;
fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No program info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetProgramInfoLog(program, length, nullptr, buffer);
printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
}
break;
}
MOZ_ASSERT(fGetAttribLocation(program, "aPosition") == 0);
GLint texUnitLoc = fGetUniformLocation(program, "uTexUnit");
MOZ_ASSERT(texUnitLoc != -1, "uniform not found");
// Set uniforms here:
fUseProgram(program);
fUniform1i(texUnitLoc, 0);
success = true;
} while (false);
if (!success) {
NS_ERROR("Creating program for texture blit failed!");
// Clean up:
DeleteTexBlitProgram();
return false;
}
fUseProgram(program);
fEnableVertexAttribArray(0);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
fVertexAttribPointer(0,
2,
LOCAL_GL_FLOAT,
false,
0,
nullptr);
return true;
}
bool
GLContext::UseTexQuadProgram(GLenum target, const gfxIntSize& srcSize)
{
if (!InitTexQuadProgram(target)) {
return false;
}
if (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
GLint texCoordMultLoc = fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
}
return true;
}
void
GLContext::DeleteTexBlitProgram()
{
if (mTexBlit_Buffer) {
fDeleteBuffers(1, &mTexBlit_Buffer);
mTexBlit_Buffer = 0;
}
if (mTexBlit_VertShader) {
fDeleteShader(mTexBlit_VertShader);
mTexBlit_VertShader = 0;
}
if (mTex2DBlit_FragShader) {
fDeleteShader(mTex2DBlit_FragShader);
mTex2DBlit_FragShader = 0;
}
if (mTex2DRectBlit_FragShader) {
fDeleteShader(mTex2DRectBlit_FragShader);
mTex2DRectBlit_FragShader = 0;
}
if (mTex2DBlit_Program) {
fDeleteProgram(mTex2DBlit_Program);
mTex2DBlit_Program = 0;
}
if (mTex2DRectBlit_Program) {
fDeleteProgram(mTex2DRectBlit_Program);
mTex2DRectBlit_Program = 0;
}
}
void
GLContext::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
{
MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
MOZ_ASSERT(IsSupported(GLFeature::framebuffer_blit));
ScopedBindFramebuffer boundFB(this);
ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
BindReadFB(srcFB);
BindDrawFB(destFB);
fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
0, 0, destSize.width, destSize.height,
LOCAL_GL_COLOR_BUFFER_BIT,
LOCAL_GL_NEAREST);
}
void
GLContext::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
const GLFormats& srcFormats)
{
MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
if (IsSupported(GLFeature::framebuffer_blit)) {
BlitFramebufferToFramebuffer(srcFB, destFB,
srcSize, destSize);
return;
}
GLuint tex = CreateTextureForOffscreen(srcFormats, srcSize);
MOZ_ASSERT(tex);
BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize);
BlitTextureToFramebuffer(tex, destFB, srcSize, destSize);
fDeleteTextures(1, &tex);
}
void
GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
GLenum srcTarget)
{
MOZ_ASSERT(fIsTexture(srcTex));
MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
if (IsSupported(GLFeature::framebuffer_blit)) {
ScopedFramebufferForTexture srcWrapper(this, srcTex, srcTarget);
MOZ_ASSERT(srcWrapper.IsComplete());
BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
srcSize, destSize);
return;
}
ScopedBindFramebuffer boundFB(this, destFB);
// UseTexQuadProgram initializes a shader that reads
// from texture unit 0.
ScopedBindTextureUnit boundTU(this, LOCAL_GL_TEXTURE0);
ScopedBindTexture boundTex(this, srcTex, srcTarget);
GLuint boundProgram = 0;
GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
GLuint boundBuffer = 0;
GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
/*
* fGetVertexAttribiv takes:
* VERTEX_ATTRIB_ARRAY_ENABLED
* VERTEX_ATTRIB_ARRAY_SIZE,
* VERTEX_ATTRIB_ARRAY_STRIDE,
* VERTEX_ATTRIB_ARRAY_TYPE,
* VERTEX_ATTRIB_ARRAY_NORMALIZED,
* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
* CURRENT_VERTEX_ATTRIB
*
* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
* Others appear to be vertex array state,
* or alternatively in the internal vertex array state
* for a buffer object.
*/
GLint attrib0_enabled = 0;
GLint attrib0_size = 0;
GLint attrib0_stride = 0;
GLint attrib0_type = 0;
GLint attrib0_normalized = 0;
GLint attrib0_bufferBinding = 0;
void* attrib0_pointer = nullptr;
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
// Note that uniform values are program state, so we don't need to rebind those.
ScopedGLState blend (this, LOCAL_GL_BLEND, false);
ScopedGLState cullFace (this, LOCAL_GL_CULL_FACE, false);
ScopedGLState depthTest (this, LOCAL_GL_DEPTH_TEST, false);
ScopedGLState dither (this, LOCAL_GL_DITHER, false);
ScopedGLState polyOffsFill(this, LOCAL_GL_POLYGON_OFFSET_FILL, false);
ScopedGLState sampleAToC (this, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
ScopedGLState sampleCover (this, LOCAL_GL_SAMPLE_COVERAGE, false);
ScopedGLState scissor (this, LOCAL_GL_SCISSOR_TEST, false);
ScopedGLState stencil (this, LOCAL_GL_STENCIL_TEST, false);
realGLboolean colorMask[4];
fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
fColorMask(LOCAL_GL_TRUE,
LOCAL_GL_TRUE,
LOCAL_GL_TRUE,
LOCAL_GL_TRUE);
GLint viewport[4];
fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
fViewport(0, 0, destSize.width, destSize.height);
// Does destructive things to (only!) what we just saved above.
bool good = UseTexQuadProgram(srcTarget, srcSize);
if (!good) {
// We're up against the wall, so bail.
// This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
printf_stderr("[%s:%d] Fatal Error: Failed to prepare to blit texture->framebuffer.\n",
__FILE__, __LINE__);
MOZ_CRASH();
}
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
fViewport(viewport[0], viewport[1],
viewport[2], viewport[3]);
fColorMask(colorMask[0],
colorMask[1],
colorMask[2],
colorMask[3]);
if (attrib0_enabled)
fEnableVertexAttribArray(0);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
fVertexAttribPointer(0,
attrib0_size,
attrib0_type,
attrib0_normalized,
attrib0_stride,
attrib0_pointer);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
fUseProgram(boundProgram);
}
void
GLContext::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
GLenum destTarget)
{
MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
MOZ_ASSERT(fIsTexture(destTex));
if (IsSupported(GLFeature::framebuffer_blit)) {
ScopedFramebufferForTexture destWrapper(this, destTex, destTarget);
BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
srcSize, destSize);
return;
}
ScopedBindTexture autoTex(this, destTex, destTarget);
ScopedBindFramebuffer boundFB(this, srcFB);
ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
fCopyTexSubImage2D(destTarget, 0,
0, 0,
0, 0,
srcSize.width, srcSize.height);
}
void
GLContext::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
GLenum srcTarget, GLenum destTarget)
{
MOZ_ASSERT(fIsTexture(srcTex));
MOZ_ASSERT(fIsTexture(destTex));
if (mTexBlit_UseDrawNotCopy) {
// Draw is texture->framebuffer
ScopedFramebufferForTexture destWrapper(this, destTex, destTarget);
BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
srcSize, destSize, srcTarget);
return;
}
// Generally, just use the CopyTexSubImage path
ScopedFramebufferForTexture srcWrapper(this, srcTex, srcTarget);
BlitFramebufferToTexture(srcWrapper.FB(), destTex,
srcSize, destSize, destTarget);
}
} /* namespace gl */
} /* namespace mozilla */