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https://github.com/mozilla/gecko-dev.git
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0819f35e51
Backed out changeset 516c4fb1e4b8 (bug 525063) Backed out changeset 6ff8aaef2866 (bug 525063) Backed out changeset bf13e4103150 (bug 525063) Backed out changeset d7d2f08e051c (bug 525063)
525 lines
17 KiB
C++
525 lines
17 KiB
C++
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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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 "GLTextureImage.h"
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#include "GLContext.h"
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#include "gfxContext.h"
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#include "gfxPlatform.h"
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#include "gfxUtils.h"
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#include "gfx2DGlue.h"
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#include "mozilla/gfx/2D.h"
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#include "ScopedGLHelpers.h"
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#include "GLUploadHelpers.h"
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#include "GfxTexturesReporter.h"
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#include "TextureImageEGL.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace gl {
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already_AddRefed<TextureImage>
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CreateTextureImage(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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switch (gl->GetContextType()) {
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case GLContextType::EGL:
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return CreateTextureImageEGL(gl, aSize, aContentType, aWrapMode, aFlags, aImageFormat);
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default: {
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GLint maxTextureSize;
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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if (aSize.width > maxTextureSize || aSize.height > maxTextureSize) {
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NS_ASSERTION(aWrapMode == LOCAL_GL_CLAMP_TO_EDGE, "Can't support wrapping with tiles!");
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return CreateTiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
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} else {
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return CreateBasicTextureImage(gl, aSize, aContentType, aWrapMode, aFlags);
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}
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}
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}
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}
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static already_AddRefed<TextureImage>
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TileGenFunc(GLContext* gl,
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const IntSize& 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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switch (gl->GetContextType()) {
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case GLContextType::EGL:
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return TileGenFuncEGL(gl, aSize, aContentType, aFlags, aImageFormat);
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default:
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return CreateBasicTextureImage(gl, aSize, aContentType,
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LOCAL_GL_CLAMP_TO_EDGE, aFlags);
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}
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}
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already_AddRefed<TextureImage>
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TextureImage::Create(GLContext* gl,
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const gfx::IntSize& size,
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TextureImage::ContentType contentType,
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GLenum wrapMode,
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TextureImage::Flags flags)
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{
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return CreateTextureImage(gl, size, contentType, wrapMode, flags);
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}
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bool
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TextureImage::UpdateFromDataSource(gfx::DataSourceSurface* aSurface,
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const nsIntRegion* aDestRegion,
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const gfx::IntPoint* aSrcPoint)
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{
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nsIntRegion destRegion = aDestRegion ? *aDestRegion
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: IntRect(0, 0,
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aSurface->GetSize().width,
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aSurface->GetSize().height);
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gfx::IntPoint srcPoint = aSrcPoint ? *aSrcPoint
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: gfx::IntPoint(0, 0);
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return DirectUpdate(aSurface, destRegion, srcPoint);
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}
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gfx::IntRect TextureImage::GetTileRect() {
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return gfx::IntRect(gfx::IntPoint(0,0), mSize);
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}
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gfx::IntRect TextureImage::GetSrcTileRect() {
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return GetTileRect();
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}
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void
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TextureImage::UpdateUploadSize(size_t amount)
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{
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if (mUploadSize > 0) {
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GfxTexturesReporter::UpdateAmount(GfxTexturesReporter::MemoryFreed, mUploadSize);
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}
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mUploadSize = amount;
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GfxTexturesReporter::UpdateAmount(GfxTexturesReporter::MemoryAllocated, mUploadSize);
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}
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BasicTextureImage::~BasicTextureImage()
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{
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GLContext* ctx = mGLContext;
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if (ctx->IsDestroyed() || !ctx->IsOwningThreadCurrent()) {
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ctx = ctx->GetSharedContext();
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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 (ctx && ctx->MakeCurrent()) {
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ctx->fDeleteTextures(1, &mTexture);
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}
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}
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void
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BasicTextureImage::BindTexture(GLenum aTextureUnit)
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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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bool
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BasicTextureImage::DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom /* = gfx::IntPoint(0, 0) */)
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{
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nsIntRegion region;
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if (mTextureState == Valid) {
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region = aRegion;
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} else {
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region = nsIntRegion(IntRect(0, 0, mSize.width, mSize.height));
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}
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bool needInit = mTextureState == Created;
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size_t uploadSize;
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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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mSize,
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&uploadSize,
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needInit,
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aFrom);
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if (mTextureFormat == SurfaceFormat::UNKNOWN) {
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return false;
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}
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if (uploadSize > 0) {
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UpdateUploadSize(uploadSize);
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}
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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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BasicTextureImage::Resize(const gfx::IntSize& aSize)
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{
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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// This matches the logic in UploadImageDataToTexture so that
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// we avoid mixing formats.
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GLenum format;
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GLenum type;
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if (mGLContext->GetPreferredARGB32Format() == LOCAL_GL_BGRA) {
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MOZ_ASSERT(!mGLContext->IsGLES());
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format = LOCAL_GL_BGRA;
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type = LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV;
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} else {
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format = LOCAL_GL_RGBA;
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type = LOCAL_GL_UNSIGNED_BYTE;
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}
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mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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LOCAL_GL_RGBA,
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aSize.width,
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aSize.height,
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0,
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format,
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type,
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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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gfx::IntSize TextureImage::GetSize() const {
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return mSize;
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}
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TextureImage::TextureImage(const gfx::IntSize& aSize,
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GLenum aWrapMode, ContentType aContentType,
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Flags aFlags)
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: mSize(aSize)
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, mWrapMode(aWrapMode)
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, mContentType(aContentType)
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, mTextureFormat(gfx::SurfaceFormat::UNKNOWN)
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, mSamplingFilter(SamplingFilter::GOOD)
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, mFlags(aFlags)
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, mUploadSize(0)
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{}
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BasicTextureImage::BasicTextureImage(GLuint aTexture,
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const gfx::IntSize& aSize,
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GLenum aWrapMode,
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ContentType aContentType,
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GLContext* aContext,
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TextureImage::Flags aFlags)
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: TextureImage(aSize, aWrapMode, aContentType, aFlags)
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, mTexture(aTexture)
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, mTextureState(Created)
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, mGLContext(aContext)
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{}
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static bool
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WantsSmallTiles(GLContext* gl)
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{
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// We can't use small tiles on the SGX 540, because of races in texture upload.
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if (gl->WorkAroundDriverBugs() &&
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gl->Renderer() == GLRenderer::SGX540)
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return false;
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// We should use small tiles for good performance if we can't use
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// glTexSubImage2D() for some reason.
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if (!CanUploadSubTextures(gl))
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return true;
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// Don't use small tiles otherwise. (If we implement incremental texture upload,
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// then we will want to revisit this.)
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return false;
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}
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TiledTextureImage::TiledTextureImage(GLContext* aGL,
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gfx::IntSize 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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: TextureImage(aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType, aFlags)
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, mCurrentImage(0)
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, mIterationCallback(nullptr)
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, mIterationCallbackData(nullptr)
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, mRows(0)
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, mColumns(0)
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, mGL(aGL)
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, mTextureState(Created)
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, mImageFormat(aImageFormat)
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{
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if (!(aFlags & TextureImage::DisallowBigImage) && WantsSmallTiles(mGL)) {
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mTileSize = 256;
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} else {
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mGL->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*) &mTileSize);
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}
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if (aSize.width != 0 && aSize.height != 0) {
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Resize(aSize);
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}
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}
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TiledTextureImage::~TiledTextureImage()
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{
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}
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bool
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TiledTextureImage::DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom /* = gfx::IntPoint(0, 0) */)
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{
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if (mSize.width == 0 || mSize.height == 0) {
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return true;
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}
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nsIntRegion region;
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if (mTextureState != Valid) {
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IntRect bounds = 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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bool result = true;
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int oldCurrentImage = mCurrentImage;
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BeginBigImageIteration();
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do {
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IntRect tileRect = GetSrcTileRect();
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int xPos = tileRect.X();
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int yPos = tileRect.Y();
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nsIntRegion tileRegion;
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tileRegion.And(region, tileRect); // intersect with tile
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if (tileRegion.IsEmpty())
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continue;
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tileRegion.MoveBy(-xPos, -yPos); // translate into tile local space
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result &= mImages[mCurrentImage]->
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DirectUpdate(aSurf, tileRegion, aFrom + gfx::IntPoint(xPos, yPos));
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if (mCurrentImage == mImages.Length() - 1) {
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// We know we're done, but we still need to ensure that the callback
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// gets called (e.g. to update the uploaded region).
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NextTile();
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break;
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}
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// Override a callback cancelling iteration if the texture wasn't valid.
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// We need to force the update in that situation, or we may end up
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// showing invalid/out-of-date texture data.
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} while (NextTile() || (mTextureState != Valid));
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mCurrentImage = oldCurrentImage;
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mTextureFormat = mImages[0]->GetTextureFormat();
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mTextureState = Valid;
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return result;
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}
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void TiledTextureImage::BeginBigImageIteration()
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{
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mCurrentImage = 0;
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}
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bool TiledTextureImage::NextTile()
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{
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bool continueIteration = true;
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if (mIterationCallback)
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continueIteration = mIterationCallback(this, mCurrentImage,
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mIterationCallbackData);
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if (mCurrentImage + 1 < mImages.Length()) {
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mCurrentImage++;
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return continueIteration;
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}
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return false;
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}
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void TiledTextureImage::SetIterationCallback(BigImageIterationCallback aCallback,
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void* aCallbackData)
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{
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mIterationCallback = aCallback;
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mIterationCallbackData = aCallbackData;
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}
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gfx::IntRect TiledTextureImage::GetTileRect()
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{
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if (!GetTileCount()) {
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return gfx::IntRect();
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}
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gfx::IntRect rect = mImages[mCurrentImage]->GetTileRect();
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unsigned int xPos = (mCurrentImage % mColumns) * mTileSize;
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unsigned int yPos = (mCurrentImage / mColumns) * mTileSize;
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rect.MoveBy(xPos, yPos);
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return rect;
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}
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gfx::IntRect TiledTextureImage::GetSrcTileRect()
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{
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gfx::IntRect rect = GetTileRect();
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const bool needsYFlip = mFlags & OriginBottomLeft;
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unsigned int srcY = needsYFlip ? mSize.height - rect.Height() - rect.Y()
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: rect.Y();
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return gfx::IntRect(rect.X(), srcY, rect.Width(), rect.Height());
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}
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void
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TiledTextureImage::BindTexture(GLenum aTextureUnit)
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{
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if (!GetTileCount()) {
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return;
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}
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mImages[mCurrentImage]->BindTexture(aTextureUnit);
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}
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/*
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* Resize, trying to reuse tiles. The reuse strategy is to decide on reuse per
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* column. A tile on a column is reused if it hasn't changed size, otherwise it
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* is discarded/replaced. Extra tiles on a column are pruned after iterating
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* each column, and extra rows are pruned after iteration over the entire image
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* finishes.
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*/
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void TiledTextureImage::Resize(const gfx::IntSize& aSize)
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{
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if (mSize == aSize && mTextureState != Created) {
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return;
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}
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// calculate rows and columns, rounding up
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unsigned int columns = (aSize.width + mTileSize - 1) / mTileSize;
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unsigned int rows = (aSize.height + mTileSize - 1) / mTileSize;
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// Iterate over old tile-store and insert/remove tiles as necessary
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int row;
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unsigned int i = 0;
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for (row = 0; row < (int)rows; row++) {
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// If we've gone beyond how many rows there were before, set mColumns to
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// zero so that we only create new tiles.
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if (row >= (int)mRows)
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mColumns = 0;
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// Similarly, if we're on the last row of old tiles and the height has
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// changed, discard all tiles in that row.
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// This will cause the pruning of columns not to work, but we don't need
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// to worry about that, as no more tiles will be reused past this point
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// anyway.
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if ((row == (int)mRows - 1) && (aSize.height != mSize.height))
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mColumns = 0;
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int col;
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for (col = 0; col < (int)columns; col++) {
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IntSize size( // use tilesize first, then the remainder
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(col+1) * mTileSize > (unsigned int)aSize.width ? aSize.width % mTileSize : mTileSize,
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(row+1) * mTileSize > (unsigned int)aSize.height ? aSize.height % mTileSize : mTileSize);
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bool replace = false;
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// Check if we can re-use old tiles.
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if (col < (int)mColumns) {
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// Reuse an existing tile. If the tile is an end-tile and the
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// width differs, replace it instead.
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if (mSize.width != aSize.width) {
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if (col == (int)mColumns - 1) {
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// Tile at the end of the old column, replace it with
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// a new one.
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replace = true;
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} else if (col == (int)columns - 1) {
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// Tile at the end of the new column, create a new one.
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} else {
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// Before the last column on both the old and new sizes,
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// reuse existing tile.
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i++;
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continue;
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}
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} else {
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// Width hasn't changed, reuse existing tile.
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i++;
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continue;
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}
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}
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// Create a new tile.
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RefPtr<TextureImage> teximg =
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TileGenFunc(mGL, size, mContentType, mFlags, mImageFormat);
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if (replace)
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mImages.ReplaceElementAt(i, teximg);
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else
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mImages.InsertElementAt(i, teximg);
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i++;
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}
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// Prune any unused tiles on the end of the column.
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if (row < (int)mRows) {
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for (col = (int)mColumns - col; col > 0; col--) {
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mImages.RemoveElementAt(i);
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}
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}
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}
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// Prune any unused tiles at the end of the store.
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unsigned int length = mImages.Length();
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for (; i < length; i++)
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mImages.RemoveLastElement();
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// Reset tile-store properties.
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mRows = rows;
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mColumns = columns;
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mSize = aSize;
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mTextureState = Allocated;
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mCurrentImage = 0;
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}
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uint32_t TiledTextureImage::GetTileCount()
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{
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return mImages.Length();
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}
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already_AddRefed<TextureImage>
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CreateTiledTextureImage(GLContext* aGL,
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const gfx::IntSize& 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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RefPtr<TextureImage> texImage = static_cast<TextureImage*>(
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new gl::TiledTextureImage(aGL, aSize, aContentType, aFlags, aImageFormat));
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return texImage.forget();
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}
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already_AddRefed<TextureImage>
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CreateBasicTextureImage(GLContext* aGL,
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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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{
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bool useNearestFilter = aFlags & TextureImage::UseNearestFilter;
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if (!aGL->MakeCurrent()) {
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return nullptr;
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}
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GLuint texture = 0;
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aGL->fGenTextures(1, &texture);
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ScopedBindTexture bind(aGL, texture);
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GLint texfilter = useNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, aWrapMode);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, aWrapMode);
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|
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RefPtr<BasicTextureImage> texImage =
|
|
new BasicTextureImage(texture, aSize, aWrapMode, aContentType,
|
|
aGL, aFlags);
|
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return texImage.forget();
|
|
}
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|
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} // namespace gl
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} // namespace mozilla
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