mirror of
https://github.com/mozilla/gecko-dev.git
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166 lines
5.0 KiB
C++
166 lines
5.0 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_IMAGELAYEROGL_H
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#define GFX_IMAGELAYEROGL_H
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#include "GLContext.h" // for GLContext
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#include "GLContextTypes.h" // for GLuint
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#include "ImageContainer.h" // for ImageBackendData, etc
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#include "ImageLayers.h" // for ImageLayer
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#include "LayerManagerOGL.h" // for LayerOGL
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#include "gfxPoint.h" // for gfxIntSize
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#include "mozilla/Assertions.h" // for MOZ_ASSERT_HELPER2
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#include "mozilla/Mutex.h" // for Mutex
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#include "mozilla/mozalloc.h" // for operator delete
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#include "nsAutoPtr.h" // for nsRefPtr
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#include "nsISupportsImpl.h" // for TextureRecycleBin::Release, etc
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#include "nsTArray.h" // for nsTArray
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#include "opengl/LayerManagerOGLProgram.h" // for ShaderProgramType, etc
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struct nsIntPoint;
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namespace mozilla {
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namespace layers {
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class BlobYCbCrSurface;
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class Layer;
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/**
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* This class wraps a GL texture. It includes a GLContext reference
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* so we can use to free the texture when destroyed. The implementation
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* makes sure to always free the texture on the main thread, even if the
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* destructor runs on another thread.
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*
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* We ensure that the GLContext reference is only addrefed and released
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* on the main thread, although it uses threadsafe recounting so we don't
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* really have to.
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*
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* Initially the texture is not allocated --- it's in a "null" state.
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*/
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class GLTexture
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{
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typedef mozilla::gl::GLContext GLContext;
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public:
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GLTexture() : mTexture(0) {}
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~GLTexture() { Release(); }
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/**
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* Allocate the texture. This can only be called on the main thread.
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*/
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void Allocate(GLContext *aContext);
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/**
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* Move the state of aOther to this GLTexture. If this GLTexture currently
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* has a texture, it is released. This can be called on any thread.
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*/
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void TakeFrom(GLTexture *aOther);
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bool IsAllocated() { return mTexture != 0; }
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GLuint GetTextureID() { return mTexture; }
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GLContext *GetGLContext() { return mContext; }
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void Release();
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private:
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nsRefPtr<GLContext> mContext;
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GLuint mTexture;
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};
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/**
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* A RecycleBin is owned by an ImageLayer. We store textures in it that we
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* want to recycle from one image to the next. It's a separate object from
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* ImageContainer because images need to store a strong ref to their RecycleBin
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* and we must avoid creating a reference loop between an ImageContainer and
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* its active image.
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*/
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class TextureRecycleBin {
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(TextureRecycleBin)
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typedef mozilla::gl::GLContext GLContext;
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public:
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TextureRecycleBin();
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enum TextureType {
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TEXTURE_Y,
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TEXTURE_C
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};
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void RecycleTexture(GLTexture *aTexture, TextureType aType,
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const gfxIntSize& aSize);
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void GetTexture(TextureType aType, const gfxIntSize& aSize,
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GLContext *aContext, GLTexture *aOutTexture);
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private:
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typedef mozilla::Mutex Mutex;
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// This protects mRecycledBuffers, mRecycledBufferSize, mRecycledTextures
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// and mRecycledTextureSizes
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Mutex mLock;
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nsTArray<GLTexture> mRecycledTextures[2];
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gfxIntSize mRecycledTextureSizes[2];
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};
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class ImageLayerOGL : public ImageLayer,
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public LayerOGL
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{
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public:
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ImageLayerOGL(LayerManagerOGL *aManager);
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~ImageLayerOGL() { Destroy(); }
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// LayerOGL Implementation
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virtual void Destroy() { mDestroyed = true; }
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virtual Layer* GetLayer();
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virtual bool LoadAsTexture(GLuint aTextureUnit, gfxIntSize* aSize);
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virtual void RenderLayer(int aPreviousFrameBuffer,
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const nsIntPoint& aOffset);
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virtual void CleanupResources() {}
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void AllocateTexturesYCbCr(PlanarYCbCrImage *aImage);
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void AllocateTexturesCairo(CairoImage *aImage);
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protected:
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nsRefPtr<TextureRecycleBin> mTextureRecycleBin;
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};
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struct PlanarYCbCrOGLBackendData : public ImageBackendData
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{
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~PlanarYCbCrOGLBackendData()
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{
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if (HasTextures()) {
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mTextureRecycleBin->RecycleTexture(&mTextures[0], TextureRecycleBin::TEXTURE_Y, mYSize);
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mTextureRecycleBin->RecycleTexture(&mTextures[1], TextureRecycleBin::TEXTURE_C, mCbCrSize);
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mTextureRecycleBin->RecycleTexture(&mTextures[2], TextureRecycleBin::TEXTURE_C, mCbCrSize);
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}
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}
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bool HasTextures()
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{
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return mTextures[0].IsAllocated() && mTextures[1].IsAllocated() &&
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mTextures[2].IsAllocated();
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}
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GLTexture mTextures[3];
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gfxIntSize mYSize, mCbCrSize;
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nsRefPtr<TextureRecycleBin> mTextureRecycleBin;
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};
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struct CairoOGLBackendData : public ImageBackendData
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{
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CairoOGLBackendData() : mLayerProgram(RGBALayerProgramType) {}
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GLTexture mTexture;
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ShaderProgramType mLayerProgram;
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gfxIntSize mTextureSize;
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_IMAGELAYEROGL_H */
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