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This patch was generated by a script. Here's the source of the script for future reference: function convert() { echo "Converting $1 to $2..." find . ! -wholename "*nsprpub*" \ ! -wholename "*security/nss*" \ ! -wholename "*/.hg*" \ ! -wholename "obj-ff-dbg*" \ ! -name nsXPCOMCID.h \ ! -name prtypes.h \ -type f \ \( -iname "*.cpp" \ -o -iname "*.h" \ -o -iname "*.c" \ -o -iname "*.cc" \ -o -iname "*.idl" \ -o -iname "*.ipdl" \ -o -iname "*.ipdlh" \ -o -iname "*.mm" \) | \ xargs -n 1 sed -i -e "s/\b$1\b/$2/g" } convert PRInt8 int8_t convert PRUint8 uint8_t convert PRInt16 int16_t convert PRUint16 uint16_t convert PRInt32 int32_t convert PRUint32 uint32_t convert PRInt64 int64_t convert PRUint64 uint64_t convert PRIntn int convert PRUintn unsigned convert PRSize size_t convert PROffset32 int32_t convert PROffset64 int64_t convert PRPtrdiff ptrdiff_t convert PRFloat64 double
387 lines
11 KiB
C++
387 lines
11 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_LAYERMANAGEROGLPROGRAM_H
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#define GFX_LAYERMANAGEROGLPROGRAM_H
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#include <string.h>
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#include "prenv.h"
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#include "nsString.h"
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#include "GLContext.h"
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#include "gfx3DMatrix.h"
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namespace mozilla {
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namespace layers {
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class Layer;
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// The kinds of mask layer a shader can support
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// We rely on the items in this enum being sequential
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enum MaskType {
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MaskNone = 0, // no mask layer
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Mask2d, // mask layer for layers with 2D transforms
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Mask3d, // mask layer for layers with 3D transforms
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NumMaskTypes
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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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* ShaderProgramType
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*/
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static ProgramProfileOGL GetProfileFor(gl::ShaderProgramType aType,
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MaskType aMask);
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/**
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* returns true if such a shader program exists
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*/
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static bool ProgramExists(gl::ShaderProgramType aType, MaskType aMask)
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{
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if (aType < 0 ||
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aType >= gl::NumProgramTypes)
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return false;
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if (aMask < MaskNone ||
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aMask >= NumMaskTypes)
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return false;
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if (aMask == Mask2d &&
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(aType == gl::Copy2DProgramType ||
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aType == gl::Copy2DRectProgramType))
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return false;
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return aMask != Mask3d ||
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aType == gl::RGBARectLayerProgramType ||
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aType == gl::RGBALayerProgramType;
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}
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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 LookupUniformLocation(const char* aName)
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{
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for (uint32_t i = 0; i < mUniforms.Length(); ++i) {
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if (strcmp(mUniforms[i].mName, aName) == 0) {
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return mUniforms[i].mLocation;
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}
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}
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return -1;
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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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const char *mVertexShaderString;
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const char *mFragmentShaderString;
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nsTArray<Argument> mUniforms;
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nsTArray<Argument> mAttributes;
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uint32_t mTextureCount;
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bool mHasMatrixProj;
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bool mHasTextureTransform;
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private:
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ProgramProfileOGL() :
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mTextureCount(0),
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mHasMatrixProj(false),
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mHasTextureTransform(false) {}
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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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NS_ASSERTION(mGL->GetUserData(&sCurrentProgramKey) == this, \
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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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#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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mIsProjectionMatrixStale(false), mGL(aGL), mProgram(0),
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mProfile(aProfile), mProgramState(STATE_NEW) { }
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~ShaderProgramOGL() {
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if (mProgram <= 0) {
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return;
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}
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nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
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if (!ctx) {
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ctx = mGL;
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}
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ctx->MakeCurrent();
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ctx->fDeleteProgram(mProgram);
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}
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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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if (mProgramState == STATE_NEW) {
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if (!Initialize()) {
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NS_WARNING("Shader could not be initialised");
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return;
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}
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}
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NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!");
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mGL->fUseProgram(mProgram);
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#if CHECK_CURRENT_PROGRAM
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mGL->SetUserData(&sCurrentProgramKey, this);
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#endif
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// check and set the projection matrix
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if (mIsProjectionMatrixStale) {
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SetProjectionMatrix(mProjectionMatrix);
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}
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}
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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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GLint GetTexCoordMultiplierUniformLocation() {
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return mTexCoordMultiplierUniformLocation;
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}
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/**
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* aLayer is the mask layer to use for rendering, or null, if there is no
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* mask layer.
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* If aLayer is non-null, then the result of rendering aLayer is stored as
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* as a texture to be used by the shader. It is stored in the next available
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* texture unit, as determined by the texture unit requirements for the
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* shader.
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* Any other features of the mask layer required by the shader are also
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* loaded to graphics memory. In particular the transform used to move from
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* the layer's coordinates to the mask's coordinates is loaded; this must be
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* a 2D transform.
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*/
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bool LoadMask(Layer* aLayer);
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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 gfx3DMatrix& aMatrix) {
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SetMatrixUniform(mProfile.LookupUniformLocation("uLayerTransform"), 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(mProfile.LookupUniformLocation("uLayerQuadTransform"), m);
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}
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// activates this program and sets its projection matrix, if the program uses one
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void CheckAndSetProjectionMatrix(const gfx3DMatrix& aMatrix)
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{
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if (mProfile.mHasMatrixProj) {
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mIsProjectionMatrixStale = true;
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mProjectionMatrix = aMatrix;
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}
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}
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void SetProjectionMatrix(const gfx3DMatrix& aMatrix) {
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SetMatrixUniform(mProfile.LookupUniformLocation("uMatrixProj"), aMatrix);
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mIsProjectionMatrixStale = false;
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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 gfx3DMatrix& aMatrix) {
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if (mProfile.mHasTextureTransform)
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SetMatrixUniform(mProfile.LookupUniformLocation("uTextureTransform"), 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(mProfile.LookupUniformLocation("uRenderTargetOffset"), 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(mProfile.LookupUniformLocation("uRenderTargetOffset"), 4, vals);
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}
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void SetLayerOpacity(float aOpacity) {
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SetUniform(mProfile.LookupUniformLocation("uLayerOpacity"), aOpacity);
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}
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void SetTextureUnit(GLint aUnit) {
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SetUniform(mProfile.LookupUniformLocation("uTexture"), aUnit);
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}
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void SetYTextureUnit(GLint aUnit) {
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SetUniform(mProfile.LookupUniformLocation("uYTexture"), aUnit);
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}
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void SetCbTextureUnit(GLint aUnit) {
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SetUniform(mProfile.LookupUniformLocation("uCbTexture"), aUnit);
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}
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void SetCrTextureUnit(GLint aUnit) {
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SetUniform(mProfile.LookupUniformLocation("uCrTexture"), aUnit);
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}
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void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
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SetUniform(mProfile.LookupUniformLocation("uYTexture"), aYUnit);
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SetUniform(mProfile.LookupUniformLocation("uCbTexture"), aCbUnit);
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SetUniform(mProfile.LookupUniformLocation("uCrTexture"), aCrUnit);
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}
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void SetBlackTextureUnit(GLint aUnit) {
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SetUniform(mProfile.LookupUniformLocation("uBlackTexture"), aUnit);
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}
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void SetWhiteTextureUnit(GLint aUnit) {
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SetUniform(mProfile.LookupUniformLocation("uWhiteTexture"), aUnit);
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}
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void SetRenderColor(const gfxRGBA& aColor) {
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SetUniform(mProfile.LookupUniformLocation("uRenderColor"), 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(mTexCoordMultiplierUniformLocation, 2, f);
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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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gfx3DMatrix mProjectionMatrix;
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// true if the projection matrix needs setting
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bool mIsProjectionMatrixStale;
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nsRefPtr<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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GLint mTexCoordMultiplierUniformLocation;
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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(GLint aLocation, float aFloatValue) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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mGL->fUniform1f(aLocation, aFloatValue);
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}
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void SetUniform(GLint aLocation, const gfxRGBA& aColor) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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mGL->fUniform4f(aLocation, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
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}
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void SetUniform(GLint aLocation, int aLength, float *aFloatValues) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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if (aLength == 1) {
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mGL->fUniform1fv(aLocation, 1, aFloatValues);
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} else if (aLength == 2) {
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mGL->fUniform2fv(aLocation, 1, aFloatValues);
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} else if (aLength == 3) {
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mGL->fUniform3fv(aLocation, 1, aFloatValues);
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} else if (aLength == 4) {
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mGL->fUniform4fv(aLocation, 1, aFloatValues);
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} else {
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NS_NOTREACHED("Bogus aLength param");
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}
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}
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void SetUniform(GLint aLocation, GLint aIntValue) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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mGL->fUniform1i(aLocation, aIntValue);
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}
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void SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix) {
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SetMatrixUniform(aLocation, &aMatrix._11);
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}
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void SetMatrixUniform(GLint aLocation, const float *aFloatValues) {
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ASSERT_THIS_PROGRAM;
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NS_ASSERTION(aLocation >= 0, "Invalid location");
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mGL->fUniformMatrix4fv(aLocation, 1, false, aFloatValues);
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}
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};
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} /* layers */
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} /* mozilla */
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#endif /* GFX_LAYERMANAGEROGLPROGRAM_H */
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