gecko-dev/gfx/gl/GLBlitHelper.h
Jean-Yves Avenard 3ae43eb506 Bug 1493898 - P6. Move YUVColorSpace definition in the gfx namespace. r=mattwoodrow.
YUVColorSpace is inseparable from the bit depth as the matrix coefficients to be calculated need the bit depth information.

So let's put the two types together. gfx namespace also makes more sense as that's where we find IntRect, IntSize and other.

The extent of the changes highlight how much similar data structures are duplicated across the code, to the point it's scary.

Differential Revision: https://phabricator.services.mozilla.com/D25347

--HG--
extra : moz-landing-system : lando
2019-04-11 12:41:33 +00:00

227 lines
7.1 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 GLBLITHELPER_H_
#define GLBLITHELPER_H_
#include "GLContextTypes.h"
#include "GLConsts.h"
#include "nsSize.h"
#include "ipc/IPCMessageUtils.h"
#include "mozilla/Attributes.h"
#include "mozilla/gfx/Point.h"
#include "../layers/ImageTypes.h"
#ifdef XP_WIN
# include <windows.h>
#endif
namespace mozilla {
namespace layers {
class D3D11ShareHandleImage;
class D3D11YCbCrImage;
class Image;
class GPUVideoImage;
class PlanarYCbCrImage;
class SurfaceTextureImage;
class MacIOSurfaceImage;
class SurfaceDescriptorD3D10;
class SurfaceDescriptorDXGIYCbCr;
} // namespace layers
namespace gl {
class BindAnglePlanes;
class GLContext;
class GLBlitHelper;
bool GuessDivisors(const gfx::IntSize& ySize, const gfx::IntSize& uvSize,
gfx::IntSize* const out_divisors);
template <uint8_t N>
struct Mat {
float m[N * N]; // column-major, for GL
float& at(const uint8_t x, const uint8_t y) { return m[N * x + y]; }
static Mat<N> Zero();
static Mat<N> I();
Mat<N> operator*(const Mat<N>& r) const;
};
typedef Mat<3> Mat3;
Mat3 SubRectMat3(float x, float y, float w, float h);
Mat3 SubRectMat3(const gfx::IntRect& subrect, const gfx::IntSize& size);
Mat3 SubRectMat3(const gfx::IntRect& bigSubrect, const gfx::IntSize& smallSize,
const gfx::IntSize& divisors);
class DrawBlitProg final {
const GLBlitHelper& mParent;
const GLuint mProg;
const GLint mLoc_uDestMatrix;
const GLint mLoc_uTexMatrix0;
const GLint mLoc_uTexMatrix1;
const GLint mLoc_uColorMatrix;
GLenum mType_uColorMatrix = 0;
public:
struct Key final {
const char* const fragHeader;
const char* const fragBody;
bool operator<(const Key& x) const {
if (fragHeader != x.fragHeader) return fragHeader < x.fragHeader;
return fragBody < x.fragBody;
}
};
DrawBlitProg(const GLBlitHelper* parent, GLuint prog);
~DrawBlitProg();
struct BaseArgs final {
Mat3 texMatrix0;
bool yFlip;
gfx::IntSize
destSize; // Always needed for (at least) setting the viewport.
Maybe<gfx::IntRect> destRect;
};
struct YUVArgs final {
Mat3 texMatrix1;
gfx::YUVColorSpace colorSpace;
};
void Draw(const BaseArgs& args, const YUVArgs* argsYUV = nullptr) const;
};
class ScopedSaveMultiTex final {
GLContext& mGL;
const uint8_t mTexCount;
const GLenum mTexTarget;
const GLuint mOldTexUnit;
GLuint mOldTexSampler[3];
GLuint mOldTex[3];
public:
ScopedSaveMultiTex(GLContext* gl, uint8_t texCount, GLenum texTarget);
~ScopedSaveMultiTex();
};
/** Buffer blitting helper */
class GLBlitHelper final {
friend class BindAnglePlanes;
friend class DrawBlitProg;
friend class GLContext;
GLContext* const mGL;
mutable std::map<DrawBlitProg::Key, const DrawBlitProg*> mDrawBlitProgs;
GLuint mQuadVAO = 0;
GLuint mQuadVBO = 0;
nsCString mDrawBlitProg_VersionLine;
const GLuint mDrawBlitProg_VertShader;
GLuint mYuvUploads[3] = {};
gfx::IntSize mYuvUploads_YSize = {0, 0};
gfx::IntSize mYuvUploads_UVSize = {0, 0};
#ifdef XP_WIN
mutable RefPtr<ID3D11Device> mD3D11;
ID3D11Device* GetD3D11() const;
#endif
const DrawBlitProg* GetDrawBlitProg(const DrawBlitProg::Key& key) const;
private:
const DrawBlitProg* CreateDrawBlitProg(const DrawBlitProg::Key& key) const;
public:
bool BlitImage(layers::PlanarYCbCrImage* yuvImage,
const gfx::IntSize& destSize, OriginPos destOrigin);
#ifdef MOZ_WIDGET_ANDROID
// Blit onto the current FB.
bool BlitImage(layers::SurfaceTextureImage* stImage,
const gfx::IntSize& destSize, OriginPos destOrigin) const;
#endif
#ifdef XP_MACOSX
bool BlitImage(layers::MacIOSurfaceImage* srcImage,
const gfx::IntSize& destSize, OriginPos destOrigin) const;
#endif
explicit GLBlitHelper(GLContext* gl);
public:
~GLBlitHelper();
void BlitFramebuffer(const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLuint filter = LOCAL_GL_NEAREST) const;
void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLuint filter = LOCAL_GL_NEAREST) const;
void BlitFramebufferToTexture(GLuint destTex, const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum destTarget = LOCAL_GL_TEXTURE_2D) const;
void BlitTextureToFramebuffer(GLuint srcTex, const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D) const;
void BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfx::IntSize& srcSize,
const gfx::IntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
GLenum destTarget = LOCAL_GL_TEXTURE_2D) const;
void DrawBlitTextureToFramebuffer(
GLuint srcTex, const gfx::IntSize& srcSize, const gfx::IntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D) const;
bool BlitImageToFramebuffer(layers::Image* srcImage,
const gfx::IntSize& destSize,
OriginPos destOrigin);
private:
#ifdef XP_WIN
// GLBlitHelperD3D.cpp:
bool BlitImage(layers::GPUVideoImage* srcImage, const gfx::IntSize& destSize,
OriginPos destOrigin) const;
bool BlitImage(layers::D3D11ShareHandleImage* srcImage,
const gfx::IntSize& destSize, OriginPos destOrigin) const;
bool BlitImage(layers::D3D11YCbCrImage* srcImage,
const gfx::IntSize& destSize, OriginPos destOrigin) const;
bool BlitDescriptor(const layers::SurfaceDescriptorD3D10& desc,
const gfx::IntSize& destSize, OriginPos destOrigin) const;
bool BlitAngleYCbCr(const WindowsHandle (&handleList)[3],
const gfx::IntRect& clipRect, const gfx::IntSize& ySize,
const gfx::IntSize& uvSize,
const gfx::YUVColorSpace colorSpace,
const gfx::IntSize& destSize, OriginPos destOrigin) const;
bool BlitAnglePlanes(uint8_t numPlanes,
const RefPtr<ID3D11Texture2D>* texD3DList,
const DrawBlitProg* prog,
const DrawBlitProg::BaseArgs& baseArgs,
const DrawBlitProg::YUVArgs* const yuvArgs) const;
#endif
};
extern const char* const kFragHeader_Tex2D;
extern const char* const kFragHeader_Tex2DRect;
extern const char* const kFragHeader_TexExt;
extern const char* const kFragBody_RGBA;
extern const char* const kFragBody_CrYCb;
extern const char* const kFragBody_NV12;
extern const char* const kFragBody_PlanarYUV;
} // namespace gl
} // namespace mozilla
#endif // GLBLITHELPER_H_