mirror of
https://github.com/mozilla/gecko-dev.git
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348 lines
11 KiB
C++
348 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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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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#include "TextureImageEGL.h"
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#include "GLLibraryEGL.h"
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#include "GLContext.h"
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#include "GLUploadHelpers.h"
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#include "gfxPlatform.h"
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#include "gfx2DGlue.h"
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#include "mozilla/gfx/Types.h"
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namespace mozilla {
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namespace gl {
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static GLenum
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GLFormatForImage(gfx::SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case gfx::SurfaceFormat::B8G8R8A8:
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case gfx::SurfaceFormat::B8G8R8X8:
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return LOCAL_GL_RGBA;
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case gfx::SurfaceFormat::R5G6B5:
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return LOCAL_GL_RGB;
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case gfx::SurfaceFormat::A8:
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return LOCAL_GL_LUMINANCE;
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default:
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NS_WARNING("Unknown GL format for Surface format");
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}
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return 0;
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}
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static GLenum
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GLTypeForImage(gfx::SurfaceFormat aFormat)
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{
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switch (aFormat) {
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case gfx::SurfaceFormat::B8G8R8A8:
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case gfx::SurfaceFormat::B8G8R8X8:
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case gfx::SurfaceFormat::A8:
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return LOCAL_GL_UNSIGNED_BYTE;
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case gfx::SurfaceFormat::R5G6B5:
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return LOCAL_GL_UNSIGNED_SHORT_5_6_5;
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default:
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NS_WARNING("Unknown GL format for Surface format");
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}
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return 0;
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}
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TextureImageEGL::TextureImageEGL(GLuint aTexture,
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const nsIntSize& aSize,
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GLenum aWrapMode,
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ContentType aContentType,
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GLContext* aContext,
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Flags aFlags,
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TextureState aTextureState,
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TextureImage::ImageFormat aImageFormat)
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: TextureImage(aSize, aWrapMode, aContentType, aFlags)
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, mGLContext(aContext)
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, mUpdateFormat(gfx::ImageFormatToSurfaceFormat(aImageFormat))
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, mEGLImage(nullptr)
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, mTexture(aTexture)
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, mSurface(nullptr)
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, mConfig(nullptr)
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, mTextureState(aTextureState)
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, mBound(false)
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{
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if (mUpdateFormat == gfx::SurfaceFormat::UNKNOWN) {
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mUpdateFormat = gfx::ImageFormatToSurfaceFormat(
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gfxPlatform::GetPlatform()->OptimalFormatForContent(GetContentType()));
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}
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if (mUpdateFormat == gfx::SurfaceFormat::R5G6B5) {
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mTextureFormat = gfx::SurfaceFormat::R8G8B8X8;
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} else if (mUpdateFormat == gfx::SurfaceFormat::B8G8R8X8) {
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mTextureFormat = gfx::SurfaceFormat::B8G8R8X8;
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} else {
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mTextureFormat = gfx::SurfaceFormat::B8G8R8A8;
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}
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}
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TextureImageEGL::~TextureImageEGL()
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{
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if (mGLContext->IsDestroyed() || !mGLContext->IsOwningThreadCurrent()) {
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return;
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}
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// If we have a context, then we need to delete the texture;
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// if we don't have a context (either real or shared),
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// then they went away when the contex was deleted, because it
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// was the only one that had access to it.
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if (mGLContext->MakeCurrent()) {
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mGLContext->fDeleteTextures(1, &mTexture);
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}
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ReleaseTexImage();
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DestroyEGLSurface();
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}
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void
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TextureImageEGL::GetUpdateRegion(nsIntRegion& aForRegion)
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{
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if (mTextureState != Valid) {
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// if the texture hasn't been initialized yet, force the
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// client to paint everything
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aForRegion = gfx::IntRect(gfx::IntPoint(0, 0), mSize);
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}
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// We can only draw a rectangle, not subregions due to
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// the way that our texture upload functions work. If
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// needed, we /could/ do multiple texture uploads if we have
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// non-overlapping rects, but that's a tradeoff.
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aForRegion = nsIntRegion(aForRegion.GetBounds());
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}
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gfx::DrawTarget*
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TextureImageEGL::BeginUpdate(nsIntRegion& aRegion)
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{
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NS_ASSERTION(!mUpdateDrawTarget, "BeginUpdate() without EndUpdate()?");
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// determine the region the client will need to repaint
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GetUpdateRegion(aRegion);
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mUpdateRect = aRegion.GetBounds();
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//printf_stderr("BeginUpdate with updateRect [%d %d %d %d]\n", mUpdateRect.x, mUpdateRect.y, mUpdateRect.width, mUpdateRect.height);
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if (!gfx::IntRect(gfx::IntPoint(0, 0), mSize).Contains(mUpdateRect)) {
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NS_ERROR("update outside of image");
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return nullptr;
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}
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//printf_stderr("creating image surface %dx%d format %d\n", mUpdateRect.width, mUpdateRect.height, mUpdateFormat);
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mUpdateDrawTarget = gfx::Factory::CreateDrawTarget(gfx::BackendType::CAIRO,
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gfx::IntSize(mUpdateRect.width, mUpdateRect.height),
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mUpdateFormat);
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return mUpdateDrawTarget;
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}
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void
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TextureImageEGL::EndUpdate()
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{
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NS_ASSERTION(!!mUpdateDrawTarget, "EndUpdate() without BeginUpdate()?");
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//printf_stderr("EndUpdate: slow path");
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// This is the slower path -- we didn't have any way to set up
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// a fast mapping between our cairo target surface and the GL
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// texture, so we have to upload data.
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RefPtr<gfx::SourceSurface> updateSurface = nullptr;
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RefPtr<gfx::DataSourceSurface> uploadImage = nullptr;
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gfx::IntSize updateSize(mUpdateRect.width, mUpdateRect.height);
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NS_ASSERTION(mUpdateDrawTarget->GetSize() == updateSize,
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"Upload image is the wrong size!");
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updateSurface = mUpdateDrawTarget->Snapshot();
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uploadImage = updateSurface->GetDataSurface();
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if (!uploadImage) {
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return;
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}
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mGLContext->MakeCurrent();
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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if (mTextureState != Valid) {
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NS_ASSERTION(mUpdateRect.x == 0 && mUpdateRect.y == 0 &&
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mUpdateRect.Size() == mSize,
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"Bad initial update on non-created texture!");
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mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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GLFormatForImage(mUpdateFormat),
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mUpdateRect.width,
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mUpdateRect.height,
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0,
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GLFormatForImage(uploadImage->GetFormat()),
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GLTypeForImage(uploadImage->GetFormat()),
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uploadImage->GetData());
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} else {
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mGLContext->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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mUpdateRect.x,
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mUpdateRect.y,
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mUpdateRect.width,
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mUpdateRect.height,
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GLFormatForImage(uploadImage->GetFormat()),
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GLTypeForImage(uploadImage->GetFormat()),
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uploadImage->GetData());
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}
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mUpdateDrawTarget = nullptr;
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mTextureState = Valid;
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return; // mTexture is bound
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}
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bool
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TextureImageEGL::DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom /* = gfx::IntPoint(0,0) */)
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{
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gfx::IntRect bounds = aRegion.GetBounds();
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nsIntRegion region;
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if (mTextureState != Valid) {
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bounds = gfx::IntRect(0, 0, mSize.width, mSize.height);
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region = nsIntRegion(bounds);
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} else {
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region = aRegion;
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}
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mTextureFormat =
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UploadSurfaceToTexture(mGLContext,
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aSurf,
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region,
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mTexture,
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mTextureState == Created,
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bounds.TopLeft() + gfx::IntPoint(aFrom.x, aFrom.y),
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false);
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mTextureState = Valid;
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return true;
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}
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void
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TextureImageEGL::BindTexture(GLenum aTextureUnit)
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{
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// Ensure the texture is allocated before it is used.
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if (mTextureState == Created) {
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Resize(mSize);
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}
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mGLContext->fActiveTexture(aTextureUnit);
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
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}
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void
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TextureImageEGL::Resize(const gfx::IntSize& aSize)
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{
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NS_ASSERTION(!mUpdateDrawTarget, "Resize() while in update?");
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if (mSize == aSize && mTextureState != Created)
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return;
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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GLFormatForImage(mUpdateFormat),
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aSize.width,
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aSize.height,
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0,
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GLFormatForImage(mUpdateFormat),
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GLTypeForImage(mUpdateFormat),
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nullptr);
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mTextureState = Allocated;
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mSize = aSize;
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}
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bool
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TextureImageEGL::BindTexImage()
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{
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if (mBound && !ReleaseTexImage())
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return false;
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EGLBoolean success =
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sEGLLibrary.fBindTexImage(EGL_DISPLAY(),
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(EGLSurface)mSurface,
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LOCAL_EGL_BACK_BUFFER);
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if (success == LOCAL_EGL_FALSE)
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return false;
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mBound = true;
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return true;
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}
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bool
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TextureImageEGL::ReleaseTexImage()
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{
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if (!mBound)
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return true;
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EGLBoolean success =
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sEGLLibrary.fReleaseTexImage(EGL_DISPLAY(),
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(EGLSurface)mSurface,
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LOCAL_EGL_BACK_BUFFER);
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if (success == LOCAL_EGL_FALSE)
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return false;
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mBound = false;
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return true;
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}
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void
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TextureImageEGL::DestroyEGLSurface(void)
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{
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if (!mSurface)
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return;
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sEGLLibrary.fDestroySurface(EGL_DISPLAY(), mSurface);
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mSurface = nullptr;
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}
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already_AddRefed<TextureImage>
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CreateTextureImageEGL(GLContext *gl,
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const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType,
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GLenum aWrapMode,
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TextureImage::Flags aFlags,
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TextureImage::ImageFormat aImageFormat)
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{
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nsRefPtr<TextureImage> t = new gl::TiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
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return t.forget();
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}
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already_AddRefed<TextureImage>
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TileGenFuncEGL(GLContext *gl,
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const nsIntSize& aSize,
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TextureImage::ContentType aContentType,
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TextureImage::Flags aFlags,
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TextureImage::ImageFormat aImageFormat)
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{
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gl->MakeCurrent();
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GLuint texture;
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gl->fGenTextures(1, &texture);
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nsRefPtr<TextureImageEGL> teximage =
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new TextureImageEGL(texture, aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType,
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gl, aFlags, TextureImage::Created, aImageFormat);
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teximage->BindTexture(LOCAL_GL_TEXTURE0);
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GLint texfilter = aFlags & TextureImage::UseNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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return teximage.forget();
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}
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}
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}
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