mirror of
https://github.com/mozilla/gecko-dev.git
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519 lines
14 KiB
C++
519 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_OGLSHADERPROGRAM_H
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#define GFX_OGLSHADERPROGRAM_H
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#include "GLContext.h" // for fast inlines of glUniform*
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#include "gfx3DMatrix.h" // for gfx3DMatrix
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#include "gfxTypes.h"
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#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
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#include "mozilla/RefPtr.h" // for RefPtr
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#include "mozilla/gfx/Matrix.h" // for Matrix4x4
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#include "mozilla/gfx/Rect.h" // for Rect
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#include "mozilla/gfx/Types.h"
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#include "nsDebug.h" // for NS_ASSERTION
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#include "nsPoint.h" // for nsIntPoint
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#include "nsTArray.h" // for nsTArray
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#include "mozilla/layers/CompositorTypes.h"
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#include <string>
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struct gfxRGBA;
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struct nsIntRect;
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namespace mozilla {
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namespace layers {
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class Layer;
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enum ShaderFeatures {
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ENABLE_RENDER_COLOR=0x01,
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ENABLE_TEXTURE_RECT=0x02,
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ENABLE_TEXTURE_EXTERNAL=0x04,
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ENABLE_TEXTURE_YCBCR=0x08,
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ENABLE_TEXTURE_COMPONENT_ALPHA=0x10,
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ENABLE_TEXTURE_NO_ALPHA=0x20,
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ENABLE_TEXTURE_RB_SWAP=0x40,
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ENABLE_OPACITY=0x80,
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ENABLE_BLUR=0x100,
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ENABLE_COLOR_MATRIX=0x200,
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ENABLE_MASK_2D=0x400,
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ENABLE_MASK_3D=0x800
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};
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class KnownUniform {
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public:
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enum KnownUniformName {
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NotAKnownUniform = -1,
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LayerTransform = 0,
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MaskQuadTransform,
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LayerQuadTransform,
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MatrixProj,
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TextureTransform,
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RenderTargetOffset,
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LayerOpacity,
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Texture,
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YTexture,
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CbTexture,
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CrTexture,
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BlackTexture,
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WhiteTexture,
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MaskTexture,
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RenderColor,
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TexCoordMultiplier,
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TexturePass2,
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KnownUniformCount
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};
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KnownUniform()
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{
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mName = NotAKnownUniform;
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mNameString = nullptr;
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mLocation = -1;
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memset(&mValue, 0, sizeof(mValue));
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}
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bool UpdateUniform(int32_t i1) {
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if (mLocation == -1) return false;
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if (mValue.i1 != i1) {
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mValue.i1 = i1;
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return true;
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}
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return false;
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}
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bool UpdateUniform(float f1) {
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if (mLocation == -1) return false;
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if (mValue.f1 != f1) {
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mValue.f1 = f1;
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return true;
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}
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return false;
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}
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bool UpdateUniform(float f1, float f2) {
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if (mLocation == -1) return false;
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if (mValue.f16v[0] != f1 ||
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mValue.f16v[1] != f2)
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{
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mValue.f16v[0] = f1;
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mValue.f16v[1] = f2;
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return true;
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}
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return false;
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}
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bool UpdateUniform(float f1, float f2, float f3, float f4) {
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if (mLocation == -1) return false;
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if (mValue.f16v[0] != f1 ||
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mValue.f16v[1] != f2 ||
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mValue.f16v[2] != f3 ||
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mValue.f16v[3] != f4)
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{
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mValue.f16v[0] = f1;
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mValue.f16v[1] = f2;
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mValue.f16v[2] = f3;
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mValue.f16v[3] = f4;
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return true;
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}
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return false;
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}
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bool UpdateUniform(int cnt, const float *fp) {
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if (mLocation == -1) return false;
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switch (cnt) {
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case 1:
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case 2:
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case 3:
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case 4:
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case 16:
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if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) {
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memcpy(mValue.f16v, fp, sizeof(float) * cnt);
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return true;
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}
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return false;
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}
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NS_NOTREACHED("cnt must be 1 2 3 4 or 16");
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return false;
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}
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KnownUniformName mName;
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const char *mNameString;
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int32_t mLocation;
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union {
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int i1;
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float f1;
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float f16v[16];
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} mValue;
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};
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class ShaderConfigOGL
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{
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public:
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ShaderConfigOGL() :
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mFeatures(0) {}
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void SetRenderColor(bool aEnabled);
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void SetTextureTarget(GLenum aTarget);
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void SetRBSwap(bool aEnabled);
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void SetNoAlpha(bool aEnabled);
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void SetOpacity(bool aEnabled);
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void SetYCbCr(bool aEnabled);
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void SetComponentAlpha(bool aEnabled);
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void SetColorMatrix(bool aEnabled);
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void SetBlur(bool aEnabled);
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void SetMask2D(bool aEnabled);
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void SetMask3D(bool aEnabled);
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bool operator< (const ShaderConfigOGL& other) const {
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return mFeatures < other.mFeatures;
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}
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public:
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void SetFeature(int aBitmask, bool aState) {
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if (aState)
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mFeatures |= aBitmask;
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else
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mFeatures &= (~aBitmask);
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}
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int mFeatures;
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};
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static inline ShaderConfigOGL
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ShaderConfigFromTargetAndFormat(GLenum aTarget,
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gfx::SurfaceFormat aFormat)
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{
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ShaderConfigOGL config;
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config.SetTextureTarget(aTarget);
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config.SetRBSwap(aFormat == gfx::SurfaceFormat::B8G8R8A8 ||
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aFormat == gfx::SurfaceFormat::B8G8R8X8);
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config.SetNoAlpha(aFormat == gfx::SurfaceFormat::B8G8R8X8 ||
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aFormat == gfx::SurfaceFormat::R8G8B8X8 ||
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aFormat == gfx::SurfaceFormat::R5G6B5);
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return config;
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}
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/**
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* This struct represents the shaders that make up a program and the uniform
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* and attribute parmeters that those shaders take.
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* It is used by ShaderProgramOGL.
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* Use the factory method GetProfileFor to create instances.
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*/
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struct ProgramProfileOGL
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{
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/**
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* Factory method; creates an instance of this class for the given
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* ShaderConfigOGL
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*/
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static ProgramProfileOGL GetProfileFor(ShaderConfigOGL aConfig);
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/**
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* These two methods lookup the location of a uniform and attribute,
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* respectively. Returns -1 if the named uniform/attribute does not
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* have a location for the shaders represented by this profile.
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*/
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GLint LookupAttributeLocation(const char* aName)
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{
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for (uint32_t i = 0; i < mAttributes.Length(); ++i) {
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if (strcmp(mAttributes[i].mName, aName) == 0) {
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return mAttributes[i].mLocation;
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}
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}
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return -1;
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}
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// represents the name and location of a uniform or attribute
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struct Argument
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{
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Argument(const char* aName) :
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mName(aName) {}
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const char* mName;
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GLint mLocation;
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};
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// the source code for the program's shaders
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std::string mVertexShaderString;
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std::string mFragmentShaderString;
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KnownUniform mUniforms[KnownUniform::KnownUniformCount];
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nsTArray<Argument> mAttributes;
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nsTArray<const char *> mDefines;
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uint32_t mTextureCount;
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ProgramProfileOGL() :
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mTextureCount(0)
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{}
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};
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#if defined(DEBUG)
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#define CHECK_CURRENT_PROGRAM 1
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#define ASSERT_THIS_PROGRAM \
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do { \
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GLuint currentProgram; \
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mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram); \
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NS_ASSERTION(currentProgram == mProgram, \
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"SetUniform with wrong program active!"); \
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} while (0)
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#else
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#define ASSERT_THIS_PROGRAM \
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do { } while (0)
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#endif
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/**
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* Represents an OGL shader program. The details of a program are represented
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* by a ProgramProfileOGL
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*/
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class ShaderProgramOGL
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{
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public:
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typedef mozilla::gl::GLContext GLContext;
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ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
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~ShaderProgramOGL();
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bool HasInitialized() {
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NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state");
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return mProgramState == STATE_OK;
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}
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void Activate();
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bool Initialize();
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GLint CreateShader(GLenum aShaderType, const char *aShaderSource);
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/**
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* Creates a program and stores its id.
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*/
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bool CreateProgram(const char *aVertexShaderString,
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const char *aFragmentShaderString);
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/**
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* Lookup the location of an attribute
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*/
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GLint AttribLocation(const char* aName) {
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return mProfile.LookupAttributeLocation(aName);
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}
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/**
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* The following set of methods set a uniform argument to the shader program.
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* Not all uniforms may be set for all programs, and such uses will throw
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* an assertion.
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*/
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void SetLayerTransform(const gfx::Matrix4x4& aMatrix) {
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SetMatrixUniform(KnownUniform::LayerTransform, aMatrix);
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}
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void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
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SetMatrixUniform(KnownUniform::MaskQuadTransform, aMatrix);
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}
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void SetLayerQuadRect(const nsIntRect& aRect) {
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gfx3DMatrix m;
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m._11 = float(aRect.width);
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m._22 = float(aRect.height);
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m._41 = float(aRect.x);
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m._42 = float(aRect.y);
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SetMatrixUniform(KnownUniform::LayerQuadTransform, m);
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}
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void SetLayerQuadRect(const gfx::Rect& aRect) {
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gfx3DMatrix m;
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m._11 = aRect.width;
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m._22 = aRect.height;
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m._41 = aRect.x;
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m._42 = aRect.y;
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SetMatrixUniform(KnownUniform::LayerQuadTransform, m);
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}
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void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
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SetMatrixUniform(KnownUniform::MatrixProj, aMatrix);
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}
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// sets this program's texture transform, if it uses one
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void SetTextureTransform(const gfx::Matrix4x4& aMatrix) {
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SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
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}
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void SetRenderOffset(const nsIntPoint& aOffset) {
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float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
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SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
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}
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void SetRenderOffset(float aX, float aY) {
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float vals[4] = { aX, aY, 0.0f, 0.0f };
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SetUniform(KnownUniform::RenderTargetOffset, 4, vals);
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}
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void SetLayerOpacity(float aOpacity) {
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SetUniform(KnownUniform::LayerOpacity, aOpacity);
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}
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void SetTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::Texture, aUnit);
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}
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void SetYTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::YTexture, aUnit);
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}
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void SetCbTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::CbTexture, aUnit);
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}
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void SetCrTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::CrTexture, aUnit);
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}
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void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
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SetUniform(KnownUniform::YTexture, aYUnit);
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SetUniform(KnownUniform::CbTexture, aCbUnit);
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SetUniform(KnownUniform::CrTexture, aCrUnit);
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}
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void SetBlackTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::BlackTexture, aUnit);
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}
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void SetWhiteTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::WhiteTexture, aUnit);
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}
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void SetMaskTextureUnit(GLint aUnit) {
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SetUniform(KnownUniform::MaskTexture, aUnit);
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}
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void SetRenderColor(const gfxRGBA& aColor) {
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SetUniform(KnownUniform::RenderColor, aColor);
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}
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void SetRenderColor(const gfx::Color& aColor) {
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SetUniform(KnownUniform::RenderColor, aColor);
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}
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void SetTexCoordMultiplier(float aWidth, float aHeight) {
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float f[] = {aWidth, aHeight};
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SetUniform(KnownUniform::TexCoordMultiplier, 2, f);
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}
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// Set whether we want the component alpha shader to return the color
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// vector (pass 1, false) or the alpha vector (pass2, true). With support
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// for multiple render targets we wouldn't need two passes here.
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void SetTexturePass2(bool aFlag) {
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SetUniform(KnownUniform::TexturePass2, aFlag ? 1 : 0);
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}
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// the names of attributes
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static const char* const VertexCoordAttrib;
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static const char* const TexCoordAttrib;
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protected:
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RefPtr<GLContext> mGL;
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// the OpenGL id of the program
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GLuint mProgram;
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ProgramProfileOGL mProfile;
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enum {
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STATE_NEW,
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STATE_OK,
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STATE_ERROR
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} mProgramState;
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#ifdef CHECK_CURRENT_PROGRAM
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static int sCurrentProgramKey;
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#endif
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void SetUniform(KnownUniform::KnownUniformName aKnownUniform, float aFloatValue)
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{
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
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KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
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if (ku.UpdateUniform(aFloatValue)) {
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mGL->fUniform1f(ku.mLocation, aFloatValue);
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}
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}
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void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfxRGBA& aColor)
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{
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
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KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
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if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
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mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
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}
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}
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void SetUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Color& aColor) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
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KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
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if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
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mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
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}
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}
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void SetUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength, float *aFloatValues)
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{
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
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KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
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if (ku.UpdateUniform(aLength, aFloatValues)) {
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switch (aLength) {
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case 1: mGL->fUniform1fv(ku.mLocation, 1, ku.mValue.f16v); break;
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case 2: mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v); break;
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case 3: mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v); break;
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case 4: mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v); break;
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default:
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NS_NOTREACHED("Bogus aLength param");
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}
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}
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}
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void SetUniform(KnownUniform::KnownUniformName aKnownUniform, GLint aIntValue) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
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KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
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if (ku.UpdateUniform(aIntValue)) {
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mGL->fUniform1i(ku.mLocation, aIntValue);
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}
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}
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void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const float *aFloatValues) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount, "Invalid known uniform");
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KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
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if (ku.UpdateUniform(16, aFloatValues)) {
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mGL->fUniformMatrix4fv(ku.mLocation, 1, false, ku.mValue.f16v);
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}
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}
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void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx3DMatrix& aMatrix) {
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SetMatrixUniform(aKnownUniform, &aMatrix._11);
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}
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void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform, const gfx::Matrix4x4& aMatrix) {
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SetMatrixUniform(aKnownUniform, &aMatrix._11);
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}
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_OGLSHADERPROGRAM_H */
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