gecko-dev/gfx/layers/opengl/ContainerLayerOGL.cpp

256 lines
8.6 KiB
C++

/* -*- 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 "ContainerLayerOGL.h"
#include <stdint.h> // for uint32_t
#include <algorithm> // for min
#include "GLContext.h"
#include "gfx3DMatrix.h" // for gfx3DMatrix
#include "gfxMatrix.h" // for gfxMatrix
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxUtils.h" // for gfxUtils, etc
#include "mozilla/gfx/BaseRect.h" // for BaseRect
#include "mozilla/layers/CompositorTypes.h" // for MaskType, etc
#include "nsAutoPtr.h" // for nsRefPtr
#include "nsDebug.h" // for NS_ASSERTION
#include "nsISupportsUtils.h" // for NS_ADDREF, NS_RELEASE
#include "nsPoint.h" // for nsIntPoint
#include "nsRect.h" // for nsIntRect
#include "nsRegion.h" // for nsIntRegion
#include "nsTArray.h" // for nsAutoTArray
#include "LayerManagerOGL.h" // for LayerManagerOGL, LayerOGL, etc
#include "LayerManagerOGLProgram.h" // for ShaderProgramOGL
class gfxImageSurface;
namespace mozilla {
namespace layers {
static inline LayerOGL*
GetNextSibling(LayerOGL* aLayer)
{
Layer* layer = aLayer->GetLayer()->GetNextSibling();
return layer ? static_cast<LayerOGL*>(layer->
ImplData())
: nullptr;
}
ContainerLayerOGL::ContainerLayerOGL(LayerManagerOGL *mOGLManager)
: ContainerLayer(mOGLManager, nullptr)
, LayerOGL(mOGLManager)
{
mImplData = static_cast<LayerOGL*>(this);
}
ContainerLayerOGL::~ContainerLayerOGL()
{
Destroy();
}
void
ContainerLayerOGL::Destroy()
{
if (!mDestroyed) {
while (mFirstChild) {
GetFirstChildOGL()->Destroy();
RemoveChild(mFirstChild);
}
mDestroyed = true;
}
}
LayerOGL*
ContainerLayerOGL::GetFirstChildOGL()
{
if (!mFirstChild) {
return nullptr;
}
return static_cast<LayerOGL*>(mFirstChild->ImplData());
}
void
ContainerLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
/**
* Setup our temporary texture for rendering the contents of this container.
*/
GLuint containerSurface;
GLuint frameBuffer;
nsIntPoint childOffset(aOffset);
nsIntRect visibleRect = GetEffectiveVisibleRegion().GetBounds();
nsIntRect cachedScissor = gl()->ScissorRect();
gl()->PushScissorRect();
mSupportsComponentAlphaChildren = false;
float opacity = GetEffectiveOpacity();
const gfx3DMatrix& transform = GetEffectiveTransform();
bool needsFramebuffer = UseIntermediateSurface();
if (needsFramebuffer) {
nsIntRect framebufferRect = visibleRect;
// we're about to create a framebuffer backed by textures to use as an intermediate
// surface. What to do if its size (as given by framebufferRect) would exceed the
// maximum texture size supported by the GL? The present code chooses the compromise
// of just clamping the framebuffer's size to the max supported size.
// This gives us a lower resolution rendering of the intermediate surface (children layers).
// See bug 827170 for a discussion.
GLint maxTexSize;
gl()->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &maxTexSize);
framebufferRect.width = std::min(framebufferRect.width, maxTexSize);
framebufferRect.height = std::min(framebufferRect.height, maxTexSize);
LayerManagerOGL::InitMode mode = LayerManagerOGL::InitModeClear;
if (GetEffectiveVisibleRegion().GetNumRects() == 1 &&
(GetContentFlags() & Layer::CONTENT_OPAQUE))
{
// don't need a background, we're going to paint all opaque stuff
mSupportsComponentAlphaChildren = true;
mode = LayerManagerOGL::InitModeNone;
} else {
const gfx3DMatrix& transform3D = GetEffectiveTransform();
gfxMatrix transform;
// If we have an opaque ancestor layer, then we can be sure that
// all the pixels we draw into are either opaque already or will be
// covered by something opaque. Otherwise copying up the background is
// not safe.
if (HasOpaqueAncestorLayer(this) &&
transform3D.Is2D(&transform) && !transform.HasNonIntegerTranslation()) {
mode = gfxPlatform::ComponentAlphaEnabled() ?
LayerManagerOGL::InitModeCopy :
LayerManagerOGL::InitModeClear;
framebufferRect.x += transform.x0;
framebufferRect.y += transform.y0;
mSupportsComponentAlphaChildren = gfxPlatform::ComponentAlphaEnabled();
}
}
gl()->PushViewportRect();
framebufferRect -= childOffset;
if (!mOGLManager->CompositingDisabled()) {
if (!mOGLManager->CreateFBOWithTexture(framebufferRect,
mode,
aPreviousFrameBuffer,
&frameBuffer,
&containerSurface)) {
gl()->PopViewportRect();
gl()->PopScissorRect();
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
return;
}
}
childOffset.x = visibleRect.x;
childOffset.y = visibleRect.y;
} else {
frameBuffer = aPreviousFrameBuffer;
mSupportsComponentAlphaChildren = (GetContentFlags() & Layer::CONTENT_OPAQUE) ||
(GetParent() && GetParent()->SupportsComponentAlphaChildren());
}
nsAutoTArray<Layer*, 12> children;
SortChildrenBy3DZOrder(children);
/**
* Render this container's contents.
*/
for (uint32_t i = 0; i < children.Length(); i++) {
LayerOGL* layerToRender = static_cast<LayerOGL*>(children.ElementAt(i)->ImplData());
if (layerToRender->GetLayer()->GetEffectiveVisibleRegion().IsEmpty()) {
continue;
}
nsIntRect scissorRect = layerToRender->GetLayer()->
CalculateScissorRect(cachedScissor, &mOGLManager->GetWorldTransform());
if (scissorRect.IsEmpty()) {
continue;
}
gl()->fScissor(scissorRect.x,
scissorRect.y,
scissorRect.width,
scissorRect.height);
layerToRender->RenderLayer(frameBuffer, childOffset);
gl()->MakeCurrent();
}
if (needsFramebuffer) {
// Unbind the current framebuffer and rebind the previous one.
#ifdef MOZ_DUMP_PAINTING
if (gfxUtils::sDumpPainting) {
nsRefPtr<gfxImageSurface> surf =
gl()->GetTexImage(containerSurface, true, mOGLManager->GetFBOTextureFormat());
WriteSnapshotToDumpFile(this, surf);
}
#endif
// Restore the viewport
gl()->PopViewportRect();
nsIntRect viewport = gl()->ViewportRect();
mOGLManager->SetupPipeline(viewport.width, viewport.height,
LayerManagerOGL::ApplyWorldTransform);
gl()->PopScissorRect();
if (!mOGLManager->CompositingDisabled()) {
gl()->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aPreviousFrameBuffer);
gl()->fDeleteFramebuffers(1, &frameBuffer);
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(mOGLManager->FBOTextureTarget(), containerSurface);
MaskType maskType = MaskNone;
if (GetMaskLayer()) {
if (!GetTransform().CanDraw2D()) {
maskType = Mask3d;
} else {
maskType = Mask2d;
}
}
ShaderProgramOGL *rgb =
mOGLManager->GetFBOLayerProgram(maskType);
rgb->Activate();
rgb->SetProjectionMatrix(mOGLManager->mProjMatrix);
rgb->SetLayerQuadRect(visibleRect);
rgb->SetLayerTransform(transform);
rgb->SetTextureTransform(gfx3DMatrix());
rgb->SetLayerOpacity(opacity);
rgb->SetRenderOffset(aOffset);
rgb->SetTextureUnit(0);
rgb->LoadMask(GetMaskLayer());
if (rgb->HasTexCoordMultiplier()) {
rgb->SetTexCoordMultiplier(visibleRect.width, visibleRect.height);
}
// Drawing is always flipped, but when copying between surfaces we want to avoid
// this. Pass true for the flip parameter to introduce a second flip
// that cancels the other one out.
mOGLManager->BindAndDrawQuad(rgb, true);
// Clean up resources. This also unbinds the texture.
gl()->fDeleteTextures(1, &containerSurface);
}
} else {
gl()->PopScissorRect();
}
}
void
ContainerLayerOGL::CleanupResources()
{
for (Layer* l = GetFirstChild(); l; l = l->GetNextSibling()) {
LayerOGL* layerToRender = static_cast<LayerOGL*>(l->ImplData());
layerToRender->CleanupResources();
}
}
} /* layers */
} /* mozilla */