gecko-dev/gfx/layers/opengl/ImageLayerOGL.h
2013-08-12 11:17:23 +12:00

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