mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-10-30 13:45:27 +00:00
1312 lines
42 KiB
C++
1312 lines
42 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.org>
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* Frederic Plourde <frederic.plourde@collabora.co.uk>
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* Vladimir Vukicevic <vladimir@pobox.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "mozilla/layers/PLayers.h"
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/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
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#include "mozilla/Util.h"
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#include "LayerManagerOGL.h"
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#include "ThebesLayerOGL.h"
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#include "ContainerLayerOGL.h"
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#include "ImageLayerOGL.h"
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#include "ColorLayerOGL.h"
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#include "CanvasLayerOGL.h"
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#include "mozilla/TimeStamp.h"
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#include "mozilla/Preferences.h"
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#include "LayerManagerOGLShaders.h"
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#include "gfxContext.h"
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#include "gfxUtils.h"
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#include "gfxPlatform.h"
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#include "nsIWidget.h"
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#include "GLContext.h"
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#include "GLContextProvider.h"
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#include "nsIServiceManager.h"
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#include "nsIConsoleService.h"
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#include "gfxCrashReporterUtils.h"
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#include "sampler.h"
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#ifdef MOZ_WIDGET_ANDROID
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#include <android/log.h>
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#endif
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namespace mozilla {
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namespace layers {
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using namespace mozilla::gfx;
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using namespace mozilla::gl;
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#ifdef CHECK_CURRENT_PROGRAM
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int LayerManagerOGLProgram::sCurrentProgramKey = 0;
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#endif
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/**
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* LayerManagerOGL
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*/
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LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget)
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: mWidget(aWidget)
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, mWidgetSize(-1, -1)
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, mBackBufferFBO(0)
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, mBackBufferTexture(0)
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, mBackBufferSize(-1, -1)
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, mHasBGRA(0)
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{
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}
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LayerManagerOGL::~LayerManagerOGL()
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{
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Destroy();
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}
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void
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LayerManagerOGL::Destroy()
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{
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if (!mDestroyed) {
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if (mRoot) {
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RootLayer()->Destroy();
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}
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mRoot = nsnull;
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CleanupResources();
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mDestroyed = true;
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}
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}
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void
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LayerManagerOGL::CleanupResources()
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{
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if (!mGLContext)
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return;
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if (mRoot) {
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RootLayer()->CleanupResources();
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}
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nsRefPtr<GLContext> ctx = mGLContext->GetSharedContext();
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if (!ctx) {
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ctx = mGLContext;
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}
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ctx->MakeCurrent();
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for (unsigned int i = 0; i < mPrograms.Length(); ++i)
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delete mPrograms[i];
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mPrograms.Clear();
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ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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if (mBackBufferFBO) {
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ctx->fDeleteFramebuffers(1, &mBackBufferFBO);
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mBackBufferFBO = 0;
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}
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if (mBackBufferTexture) {
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ctx->fDeleteTextures(1, &mBackBufferTexture);
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mBackBufferTexture = 0;
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}
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if (mQuadVBO) {
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ctx->fDeleteBuffers(1, &mQuadVBO);
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mQuadVBO = 0;
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}
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mGLContext = nsnull;
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}
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already_AddRefed<mozilla::gl::GLContext>
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LayerManagerOGL::CreateContext()
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{
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nsRefPtr<GLContext> context;
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#ifdef XP_WIN
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if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) {
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printf_stderr("Trying GL layers...\n");
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context = gl::GLContextProviderEGL::CreateForWindow(mWidget);
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}
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#endif
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if (!context)
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context = gl::GLContextProvider::CreateForWindow(mWidget);
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if (!context) {
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NS_WARNING("Failed to create LayerManagerOGL context");
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}
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return context.forget();
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}
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bool
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LayerManagerOGL::Initialize(nsRefPtr<GLContext> aContext, bool force)
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{
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ScopedGfxFeatureReporter reporter("GL Layers", force);
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// Do not allow double intiailization
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NS_ABORT_IF_FALSE(mGLContext == nsnull, "Don't reiniailize layer managers");
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if (!aContext)
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return false;
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mGLContext = aContext;
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mGLContext->SetFlipped(true);
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MakeCurrent();
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mHasBGRA =
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mGLContext->IsExtensionSupported(gl::GLContext::EXT_texture_format_BGRA8888) ||
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mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra);
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mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
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LOCAL_GL_ONE, LOCAL_GL_ONE);
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mGLContext->fEnable(LOCAL_GL_BLEND);
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// We unfortunately can't do generic initialization here, since the
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// concrete type actually matters. This macro generates the
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// initialization using a concrete type and index.
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#define SHADER_PROGRAM(penum, ptype, vsstr, fsstr) do { \
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NS_ASSERTION(programIndex++ == penum, "out of order shader initialization!"); \
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ptype *p = new ptype(mGLContext); \
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if (!p->Initialize(vsstr, fsstr)) { \
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delete p; \
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return false; \
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} \
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mPrograms.AppendElement(p); \
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} while (0)
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// NOTE: Order matters here, and should be in the same order as the
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// ProgramType enum!
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#ifdef DEBUG
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GLint programIndex = 0;
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#endif
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/* Layer programs */
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SHADER_PROGRAM(RGBALayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sRGBATextureLayerFS);
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SHADER_PROGRAM(BGRALayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sBGRATextureLayerFS);
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SHADER_PROGRAM(RGBXLayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sRGBXTextureLayerFS);
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SHADER_PROGRAM(BGRXLayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sBGRXTextureLayerFS);
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SHADER_PROGRAM(RGBARectLayerProgramType, ColorTextureLayerProgram,
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sLayerVS, sRGBARectTextureLayerFS);
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SHADER_PROGRAM(ColorLayerProgramType, SolidColorLayerProgram,
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sLayerVS, sSolidColorLayerFS);
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SHADER_PROGRAM(YCbCrLayerProgramType, YCbCrTextureLayerProgram,
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sLayerVS, sYCbCrTextureLayerFS);
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SHADER_PROGRAM(ComponentAlphaPass1ProgramType, ComponentAlphaTextureLayerProgram,
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sLayerVS, sComponentPass1FS);
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SHADER_PROGRAM(ComponentAlphaPass2ProgramType, ComponentAlphaTextureLayerProgram,
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sLayerVS, sComponentPass2FS);
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/* Copy programs (used for final framebuffer blit) */
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SHADER_PROGRAM(Copy2DProgramType, CopyProgram,
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sCopyVS, sCopy2DFS);
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SHADER_PROGRAM(Copy2DRectProgramType, CopyProgram,
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sCopyVS, sCopy2DRectFS);
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#undef SHADER_PROGRAM
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NS_ASSERTION(programIndex == NumProgramTypes,
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"not all programs were initialized!");
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/**
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* We'll test the ability here to bind NPOT textures to a framebuffer, if
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* this fails we'll try ARB_texture_rectangle.
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*/
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mGLContext->fGenFramebuffers(1, &mBackBufferFBO);
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GLenum textureTargets[] = {
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LOCAL_GL_TEXTURE_2D,
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#ifndef USE_GLES2
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LOCAL_GL_TEXTURE_RECTANGLE_ARB
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#endif
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};
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mFBOTextureTarget = LOCAL_GL_NONE;
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for (PRUint32 i = 0; i < ArrayLength(textureTargets); i++) {
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GLenum target = textureTargets[i];
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mGLContext->fGenTextures(1, &mBackBufferTexture);
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mGLContext->fBindTexture(target, mBackBufferTexture);
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mGLContext->fTexParameteri(target,
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LOCAL_GL_TEXTURE_MIN_FILTER,
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LOCAL_GL_NEAREST);
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mGLContext->fTexParameteri(target,
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LOCAL_GL_TEXTURE_MAG_FILTER,
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LOCAL_GL_NEAREST);
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mGLContext->fTexImage2D(target,
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0,
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LOCAL_GL_RGBA,
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5, 3, /* sufficiently NPOT */
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0,
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LOCAL_GL_RGBA,
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LOCAL_GL_UNSIGNED_BYTE,
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NULL);
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// unbind this texture, in preparation for binding it to the FBO
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mGLContext->fBindTexture(target, 0);
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
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mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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target,
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mBackBufferTexture,
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0);
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if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
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LOCAL_GL_FRAMEBUFFER_COMPLETE)
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{
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mFBOTextureTarget = target;
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break;
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}
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// We weren't succesful with this texture, so we don't need it
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// any more.
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mGLContext->fDeleteTextures(1, &mBackBufferTexture);
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}
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if (mFBOTextureTarget == LOCAL_GL_NONE) {
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/* Unable to find a texture target that works with FBOs and NPOT textures */
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return false;
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}
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
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/* If we're using TEXTURE_RECTANGLE, then we must have the ARB
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* extension -- the EXT variant does not provide support for
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* texture rectangle access inside GLSL (sampler2DRect,
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* texture2DRect).
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*/
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if (!mGLContext->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle))
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return false;
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}
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// If we're double-buffered, we don't need this fbo anymore.
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if (mGLContext->IsDoubleBuffered()) {
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mGLContext->fDeleteFramebuffers(1, &mBackBufferFBO);
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mBackBufferFBO = 0;
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}
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// back to default framebuffer, to avoid confusion
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mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
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/* Create a simple quad VBO */
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mGLContext->fGenBuffers(1, &mQuadVBO);
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
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GLfloat vertices[] = {
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/* First quad vertices */
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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/* Then quad texcoords */
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0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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/* Then flipped quad texcoords */
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0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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};
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mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW);
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mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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nsCOMPtr<nsIConsoleService>
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console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
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if (console) {
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nsString msg;
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msg +=
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NS_LITERAL_STRING("OpenGL LayerManager Initialized Succesfully.\nVersion: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION)));
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msg += NS_LITERAL_STRING("\nVendor: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR)));
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msg += NS_LITERAL_STRING("\nRenderer: ");
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msg += NS_ConvertUTF8toUTF16(
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nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER)));
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msg += NS_LITERAL_STRING("\nFBO Texture Target: ");
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if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D)
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msg += NS_LITERAL_STRING("TEXTURE_2D");
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else
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msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE");
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console->LogStringMessage(msg.get());
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}
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Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps");
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reporter.SetSuccessful();
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return true;
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}
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void
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LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion)
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{
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mClippingRegion = aClippingRegion;
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}
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void
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LayerManagerOGL::BeginTransaction()
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{
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}
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void
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LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget)
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{
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#ifdef MOZ_LAYERS_HAVE_LOG
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MOZ_LAYERS_LOG(("[----- BeginTransaction"));
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Log();
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#endif
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return;
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}
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mTarget = aTarget;
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}
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bool
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LayerManagerOGL::EndEmptyTransaction()
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{
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if (!mRoot)
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return false;
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EndTransaction(nsnull, nsnull);
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return true;
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}
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void
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LayerManagerOGL::EndTransaction(DrawThebesLayerCallback aCallback,
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void* aCallbackData,
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EndTransactionFlags aFlags)
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{
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#ifdef MOZ_LAYERS_HAVE_LOG
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MOZ_LAYERS_LOG((" ----- (beginning paint)"));
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Log();
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#endif
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return;
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}
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if (mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) {
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// The results of our drawing always go directly into a pixel buffer,
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// so we don't need to pass any global transform here.
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mRoot->ComputeEffectiveTransforms(gfx3DMatrix());
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mThebesLayerCallback = aCallback;
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mThebesLayerCallbackData = aCallbackData;
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Render();
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mThebesLayerCallback = nsnull;
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mThebesLayerCallbackData = nsnull;
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}
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mTarget = NULL;
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#ifdef MOZ_LAYERS_HAVE_LOG
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Log();
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MOZ_LAYERS_LOG(("]----- EndTransaction"));
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#endif
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}
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already_AddRefed<ThebesLayer>
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LayerManagerOGL::CreateThebesLayer()
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{
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return nsnull;
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}
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nsRefPtr<ThebesLayer> layer = new ThebesLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ContainerLayer>
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LayerManagerOGL::CreateContainerLayer()
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{
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return nsnull;
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}
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nsRefPtr<ContainerLayer> layer = new ContainerLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ImageLayer>
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LayerManagerOGL::CreateImageLayer()
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{
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return nsnull;
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}
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nsRefPtr<ImageLayer> layer = new ImageLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<ColorLayer>
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LayerManagerOGL::CreateColorLayer()
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{
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return nsnull;
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}
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nsRefPtr<ColorLayer> layer = new ColorLayerOGL(this);
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return layer.forget();
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}
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already_AddRefed<CanvasLayer>
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LayerManagerOGL::CreateCanvasLayer()
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{
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return nsnull;
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}
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nsRefPtr<CanvasLayer> layer = new CanvasLayerOGL(this);
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return layer.forget();
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}
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LayerOGL*
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LayerManagerOGL::RootLayer() const
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{
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if (mDestroyed) {
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NS_WARNING("Call on destroyed layer manager");
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return nsnull;
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}
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return static_cast<LayerOGL*>(mRoot->ImplData());
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}
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bool LayerManagerOGL::sDrawFPS = false;
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|
|
/* This function tries to stick to portable C89 as much as possible
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|
* so that it can be easily copied into other applications */
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void
|
|
LayerManagerOGL::FPSState::DrawFPS(GLContext* context, CopyProgram* copyprog)
|
|
{
|
|
printf_stderr("draw fps\n");
|
|
fcount++;
|
|
|
|
int rate = 30;
|
|
if (fcount >= rate) {
|
|
TimeStamp now = TimeStamp::Now();
|
|
TimeDuration duration = now - last;
|
|
last = now;
|
|
fps = rate / duration.ToSeconds() + .5;
|
|
fcount = 0;
|
|
}
|
|
|
|
GLint viewport[4];
|
|
context->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
|
|
|
|
#ifdef MOZ_WIDGET_ANDROID
|
|
__android_log_print(ANDROID_LOG_ERROR, "Gecko", "### Viewport: %d %d %d %d",
|
|
viewport[0], viewport[1], viewport[2], viewport[3]);
|
|
#endif
|
|
|
|
static GLuint texture;
|
|
if (!initialized) {
|
|
// Bind the number of textures we need, in this case one.
|
|
context->fGenTextures(1, &texture);
|
|
context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
|
|
context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MIN_FILTER,LOCAL_GL_NEAREST);
|
|
context->fTexParameteri(LOCAL_GL_TEXTURE_2D,LOCAL_GL_TEXTURE_MAG_FILTER,LOCAL_GL_NEAREST);
|
|
|
|
unsigned char text[] = {
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
0, 255, 255, 255, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
|
|
0, 255, 0, 255, 0, 0, 255, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0,
|
|
0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0,
|
|
0, 255, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0, 255, 0, 255, 0, 0, 0, 255, 0,
|
|
0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0, 255, 255, 255, 0, 0, 0, 255, 0,
|
|
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
};
|
|
|
|
// convert from 8 bit to 32 bit so that don't have to write the text above out in 32 bit format
|
|
// we rely on int being 32 bits
|
|
unsigned int* buf = (unsigned int*)malloc(64 * 8 * 4);
|
|
for (int i = 0; i < 7; i++) {
|
|
for (int j = 0; j < 41; j++) {
|
|
unsigned int purple = 0xfff000ff;
|
|
unsigned int white = 0xffffffff;
|
|
buf[i * 64 + j] = (text[i * 41 + j] == 0) ? purple : white;
|
|
}
|
|
}
|
|
context->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 64, 8, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf);
|
|
free(buf);
|
|
initialized = true;
|
|
}
|
|
|
|
struct Vertex2D {
|
|
float x,y;
|
|
};
|
|
const Vertex2D vertices[] = {
|
|
{ -1.0f, 1.0f - 42.f / viewport[3] },
|
|
{ -1.0f, 1.0f},
|
|
{ -1.0f + 22.f / viewport[2], 1.0f - 42.f / viewport[3] },
|
|
{ -1.0f + 22.f / viewport[2], 1.0f },
|
|
|
|
{ -1.0f + 22.f / viewport[2], 1.0f - 42.f / viewport[3] },
|
|
{ -1.0f + 22.f / viewport[2], 1.0f },
|
|
{ -1.0f + 44.f / viewport[2], 1.0f - 42.f / viewport[3] },
|
|
{ -1.0f + 44.f / viewport[2], 1.0f },
|
|
|
|
{ -1.0f + 44.f / viewport[2], 1.0f - 42.f / viewport[3] },
|
|
{ -1.0f + 44.f / viewport[2], 1.0f },
|
|
{ -1.0f + 66.f / viewport[2], 1.0f - 42.f / viewport[3] },
|
|
{ -1.0f + 66.f / viewport[2], 1.0f }
|
|
};
|
|
|
|
int v1 = fps % 10;
|
|
int v10 = (fps % 100) / 10;
|
|
int v100 = (fps % 1000) / 100;
|
|
|
|
// Feel free to comment these texture coordinates out and use one
|
|
// of the ones below instead, or play around with your own values.
|
|
const GLfloat texCoords[] = {
|
|
(v100 * 4.f) / 64, 7.f / 8,
|
|
(v100 * 4.f) / 64, 0.0f,
|
|
(v100 * 4.f + 4) / 64, 7.f / 8,
|
|
(v100 * 4.f + 4) / 64, 0.0f,
|
|
|
|
(v10 * 4.f) / 64, 7.f / 8,
|
|
(v10 * 4.f) / 64, 0.0f,
|
|
(v10 * 4.f + 4) / 64, 7.f / 8,
|
|
(v10 * 4.f + 4) / 64, 0.0f,
|
|
|
|
(v1 * 4.f) / 64, 7.f / 8,
|
|
(v1 * 4.f) / 64, 0.0f,
|
|
(v1 * 4.f + 4) / 64, 7.f / 8,
|
|
(v1 * 4.f + 4) / 64, 0.0f,
|
|
};
|
|
|
|
// Turn necessary features on
|
|
context->fEnable(LOCAL_GL_BLEND);
|
|
context->fBlendFunc(LOCAL_GL_ONE, LOCAL_GL_SRC_COLOR);
|
|
|
|
context->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
context->fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
|
|
|
|
copyprog->Activate();
|
|
copyprog->SetTextureUnit(0);
|
|
|
|
// we're going to use client-side vertex arrays for this.
|
|
context->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
|
|
// "COPY"
|
|
context->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO,
|
|
LOCAL_GL_ONE, LOCAL_GL_ZERO);
|
|
|
|
// enable our vertex attribs; we'll call glVertexPointer below
|
|
// to fill with the correct data.
|
|
GLint vcattr = copyprog->AttribLocation(CopyProgram::VertexCoordAttrib);
|
|
GLint tcattr = copyprog->AttribLocation(CopyProgram::TexCoordAttrib);
|
|
|
|
context->fEnableVertexAttribArray(vcattr);
|
|
context->fEnableVertexAttribArray(tcattr);
|
|
|
|
context->fVertexAttribPointer(vcattr,
|
|
2, LOCAL_GL_FLOAT,
|
|
LOCAL_GL_FALSE,
|
|
0, vertices);
|
|
|
|
context->fVertexAttribPointer(tcattr,
|
|
2, LOCAL_GL_FLOAT,
|
|
LOCAL_GL_FALSE,
|
|
0, texCoords);
|
|
|
|
context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12);
|
|
}
|
|
|
|
// |aTexCoordRect| is the rectangle from the texture that we want to
|
|
// draw using the given program. The program already has a necessary
|
|
// offset and scale, so the geometry that needs to be drawn is a unit
|
|
// square from 0,0 to 1,1.
|
|
//
|
|
// |aTexSize| is the actual size of the texture, as it can be larger
|
|
// than the rectangle given by |aTexCoordRect|.
|
|
void
|
|
LayerManagerOGL::BindAndDrawQuadWithTextureRect(LayerProgram *aProg,
|
|
const nsIntRect& aTexCoordRect,
|
|
const nsIntSize& aTexSize,
|
|
GLenum aWrapMode /* = LOCAL_GL_REPEAT */,
|
|
bool aFlipped /* = false */)
|
|
{
|
|
GLuint vertAttribIndex =
|
|
aProg->AttribLocation(LayerProgram::VertexAttrib);
|
|
GLuint texCoordAttribIndex =
|
|
aProg->AttribLocation(LayerProgram::TexCoordAttrib);
|
|
NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");
|
|
|
|
// clear any bound VBO so that glVertexAttribPointer() goes back to
|
|
// "pointer mode"
|
|
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
|
|
// Given what we know about these textures and coordinates, we can
|
|
// compute fmod(t, 1.0f) to get the same texture coordinate out. If
|
|
// the texCoordRect dimension is < 0 or > width/height, then we have
|
|
// wraparound that we need to deal with by drawing multiple quads,
|
|
// because we can't rely on full non-power-of-two texture support
|
|
// (which is required for the REPEAT wrap mode).
|
|
|
|
GLContext::RectTriangles rects;
|
|
|
|
nsIntSize realTexSize = aTexSize;
|
|
if (!mGLContext->CanUploadNonPowerOfTwo()) {
|
|
realTexSize = nsIntSize(NextPowerOfTwo(aTexSize.width),
|
|
NextPowerOfTwo(aTexSize.height));
|
|
}
|
|
|
|
if (aWrapMode == LOCAL_GL_REPEAT) {
|
|
rects.addRect(/* dest rectangle */
|
|
0.0f, 0.0f, 1.0f, 1.0f,
|
|
/* tex coords */
|
|
aTexCoordRect.x / GLfloat(realTexSize.width),
|
|
aTexCoordRect.y / GLfloat(realTexSize.height),
|
|
aTexCoordRect.XMost() / GLfloat(realTexSize.width),
|
|
aTexCoordRect.YMost() / GLfloat(realTexSize.height),
|
|
aFlipped);
|
|
} else {
|
|
GLContext::DecomposeIntoNoRepeatTriangles(aTexCoordRect, realTexSize,
|
|
rects, aFlipped);
|
|
}
|
|
|
|
mGLContext->fVertexAttribPointer(vertAttribIndex, 2,
|
|
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
|
|
rects.vertexPointer());
|
|
|
|
mGLContext->fVertexAttribPointer(texCoordAttribIndex, 2,
|
|
LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
|
|
rects.texCoordPointer());
|
|
|
|
{
|
|
mGLContext->fEnableVertexAttribArray(texCoordAttribIndex);
|
|
{
|
|
mGLContext->fEnableVertexAttribArray(vertAttribIndex);
|
|
|
|
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
|
|
|
|
mGLContext->fDisableVertexAttribArray(vertAttribIndex);
|
|
}
|
|
mGLContext->fDisableVertexAttribArray(texCoordAttribIndex);
|
|
}
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::Render()
|
|
{
|
|
SAMPLE_LABEL("LayerManagerOGL", "Render");
|
|
if (mDestroyed) {
|
|
NS_WARNING("Call on destroyed layer manager");
|
|
return;
|
|
}
|
|
|
|
nsIntRect rect;
|
|
mWidget->GetClientBounds(rect);
|
|
WorldTransformRect(rect);
|
|
|
|
GLint width = rect.width;
|
|
GLint height = rect.height;
|
|
|
|
// We can't draw anything to something with no area
|
|
// so just return
|
|
if (width == 0 || height == 0)
|
|
return;
|
|
|
|
printf_stderr("render %i, %i\n", width, height);
|
|
|
|
// If the widget size changed, we have to force a MakeCurrent
|
|
// to make sure that GL sees the updated widget size.
|
|
if (mWidgetSize.width != width ||
|
|
mWidgetSize.height != height)
|
|
{
|
|
MakeCurrent(true);
|
|
|
|
mWidgetSize.width = width;
|
|
mWidgetSize.height = height;
|
|
} else {
|
|
MakeCurrent();
|
|
}
|
|
|
|
SetupBackBuffer(width, height);
|
|
SetupPipeline(width, height, ApplyWorldTransform);
|
|
|
|
// Default blend function implements "OVER"
|
|
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
|
|
LOCAL_GL_ONE, LOCAL_GL_ONE);
|
|
mGLContext->fEnable(LOCAL_GL_BLEND);
|
|
|
|
const nsIntRect *clipRect = mRoot->GetClipRect();
|
|
|
|
if (clipRect) {
|
|
nsIntRect r = *clipRect;
|
|
WorldTransformRect(r);
|
|
mGLContext->fScissor(r.x, r.y, r.width, r.height);
|
|
} else {
|
|
mGLContext->fScissor(0, 0, width, height);
|
|
}
|
|
|
|
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
|
|
|
|
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
|
|
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
|
|
|
|
// Allow widget to render a custom background.
|
|
mWidget->DrawWindowUnderlay(this, rect);
|
|
|
|
// Render our layers.
|
|
RootLayer()->RenderLayer(mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO,
|
|
nsIntPoint(0, 0));
|
|
|
|
// Allow widget to render a custom foreground too.
|
|
mWidget->DrawWindowOverlay(this, rect);
|
|
|
|
#ifdef MOZ_DUMP_PAINTING
|
|
if (gfxUtils::sDumpPainting) {
|
|
nsIntRect rect;
|
|
mWidget->GetBounds(rect);
|
|
nsRefPtr<gfxASurface> surf = gfxPlatform::GetPlatform()->CreateOffscreenSurface(rect.Size(), gfxASurface::CONTENT_COLOR_ALPHA);
|
|
nsRefPtr<gfxContext> ctx = new gfxContext(surf);
|
|
CopyToTarget(ctx);
|
|
|
|
WriteSnapshotToDumpFile(this, surf);
|
|
}
|
|
#endif
|
|
|
|
if (mTarget) {
|
|
CopyToTarget(mTarget);
|
|
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
return;
|
|
}
|
|
|
|
if (sDrawFPS) {
|
|
mFPS.DrawFPS(mGLContext, GetCopy2DProgram());
|
|
}
|
|
|
|
if (mGLContext->IsDoubleBuffered()) {
|
|
mGLContext->SwapBuffers();
|
|
LayerManager::PostPresent();
|
|
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
return;
|
|
}
|
|
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
|
|
|
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
|
|
CopyProgram *copyprog = GetCopy2DProgram();
|
|
|
|
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
|
|
copyprog = GetCopy2DRectProgram();
|
|
}
|
|
|
|
mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture);
|
|
|
|
copyprog->Activate();
|
|
copyprog->SetTextureUnit(0);
|
|
|
|
if (copyprog->GetTexCoordMultiplierUniformLocation() != -1) {
|
|
float f[] = { float(width), float(height) };
|
|
copyprog->SetUniform(copyprog->GetTexCoordMultiplierUniformLocation(),
|
|
2, f);
|
|
}
|
|
|
|
// we're going to use client-side vertex arrays for this.
|
|
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
|
|
// "COPY"
|
|
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO,
|
|
LOCAL_GL_ONE, LOCAL_GL_ZERO);
|
|
|
|
// enable our vertex attribs; we'll call glVertexPointer below
|
|
// to fill with the correct data.
|
|
GLint vcattr = copyprog->AttribLocation(CopyProgram::VertexCoordAttrib);
|
|
GLint tcattr = copyprog->AttribLocation(CopyProgram::TexCoordAttrib);
|
|
|
|
mGLContext->fEnableVertexAttribArray(vcattr);
|
|
mGLContext->fEnableVertexAttribArray(tcattr);
|
|
|
|
const nsIntRect *r;
|
|
nsIntRegionRectIterator iter(mClippingRegion);
|
|
|
|
while ((r = iter.Next()) != nsnull) {
|
|
nsIntRect cRect = *r; r = &cRect;
|
|
WorldTransformRect(cRect);
|
|
float left = (GLfloat)r->x / width;
|
|
float right = (GLfloat)r->XMost() / width;
|
|
float top = (GLfloat)r->y / height;
|
|
float bottom = (GLfloat)r->YMost() / height;
|
|
|
|
float vertices[] = { left * 2.0f - 1.0f,
|
|
-(top * 2.0f - 1.0f),
|
|
right * 2.0f - 1.0f,
|
|
-(top * 2.0f - 1.0f),
|
|
left * 2.0f - 1.0f,
|
|
-(bottom * 2.0f - 1.0f),
|
|
right * 2.0f - 1.0f,
|
|
-(bottom * 2.0f - 1.0f) };
|
|
|
|
// Use flipped texture coordinates since our
|
|
// projection matrix also has a flip and we
|
|
// need to cancel that out.
|
|
float coords[] = { left, bottom,
|
|
right, bottom,
|
|
left, top,
|
|
right, top };
|
|
|
|
mGLContext->fVertexAttribPointer(vcattr,
|
|
2, LOCAL_GL_FLOAT,
|
|
LOCAL_GL_FALSE,
|
|
0, vertices);
|
|
|
|
mGLContext->fVertexAttribPointer(tcattr,
|
|
2, LOCAL_GL_FLOAT,
|
|
LOCAL_GL_FALSE,
|
|
0, coords);
|
|
|
|
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
mGLContext->fDisableVertexAttribArray(vcattr);
|
|
mGLContext->fDisableVertexAttribArray(tcattr);
|
|
|
|
mGLContext->fFlush();
|
|
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::SetWorldTransform(const gfxMatrix& aMatrix)
|
|
{
|
|
NS_ASSERTION(aMatrix.PreservesAxisAlignedRectangles(),
|
|
"SetWorldTransform only accepts matrices that satisfy PreservesAxisAlignedRectangles");
|
|
NS_ASSERTION(!aMatrix.HasNonIntegerScale(),
|
|
"SetWorldTransform only accepts matrices with integer scale");
|
|
|
|
mWorldMatrix = aMatrix;
|
|
}
|
|
|
|
gfxMatrix&
|
|
LayerManagerOGL::GetWorldTransform(void)
|
|
{
|
|
return mWorldMatrix;
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::WorldTransformRect(nsIntRect& aRect)
|
|
{
|
|
gfxRect grect(aRect.x, aRect.y, aRect.width, aRect.height);
|
|
grect = mWorldMatrix.TransformBounds(grect);
|
|
aRect.SetRect(grect.X(), grect.Y(), grect.Width(), grect.Height());
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::SetupPipeline(int aWidth, int aHeight, WorldTransforPolicy aTransformPolicy)
|
|
{
|
|
// Set the viewport correctly.
|
|
mGLContext->fViewport(0, 0, aWidth, aHeight);
|
|
|
|
// We flip the view matrix around so that everything is right-side up; we're
|
|
// drawing directly into the window's back buffer, so this keeps things
|
|
// looking correct.
|
|
//
|
|
// XXX: We keep track of whether the window size changed, so we could skip
|
|
// this update if it hadn't changed since the last call. We will need to
|
|
// track changes to aTransformPolicy and mWorldMatrix for this to work
|
|
// though.
|
|
|
|
// Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0,
|
|
// 2, 2) and flip the contents.
|
|
gfxMatrix viewMatrix;
|
|
viewMatrix.Translate(-gfxPoint(1.0, -1.0));
|
|
viewMatrix.Scale(2.0f / float(aWidth), 2.0f / float(aHeight));
|
|
viewMatrix.Scale(1.0f, -1.0f);
|
|
|
|
if (aTransformPolicy == ApplyWorldTransform) {
|
|
viewMatrix = mWorldMatrix * viewMatrix;
|
|
}
|
|
|
|
gfx3DMatrix matrix3d = gfx3DMatrix::From2D(viewMatrix);
|
|
matrix3d._33 = 0.0f;
|
|
|
|
SetLayerProgramProjectionMatrix(matrix3d);
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::SetupBackBuffer(int aWidth, int aHeight)
|
|
{
|
|
if (mGLContext->IsDoubleBuffered()) {
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
|
return;
|
|
}
|
|
|
|
// Do we have a FBO of the right size already?
|
|
if (mBackBufferSize.width == aWidth &&
|
|
mBackBufferSize.height == aHeight)
|
|
{
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
|
|
return;
|
|
}
|
|
|
|
// we already have a FBO, but we need to resize its texture.
|
|
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture);
|
|
mGLContext->fTexImage2D(mFBOTextureTarget,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
aWidth, aHeight,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
NULL);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, 0);
|
|
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
|
|
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
mFBOTextureTarget,
|
|
mBackBufferTexture,
|
|
0);
|
|
|
|
GLenum result = mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
|
|
nsCAutoString msg;
|
|
msg.Append("Framebuffer not complete -- error 0x");
|
|
msg.AppendInt(result, 16);
|
|
NS_RUNTIMEABORT(msg.get());
|
|
}
|
|
|
|
mBackBufferSize.width = aWidth;
|
|
mBackBufferSize.height = aHeight;
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::CopyToTarget(gfxContext *aTarget)
|
|
{
|
|
nsIntRect rect;
|
|
mWidget->GetBounds(rect);
|
|
GLint width = rect.width;
|
|
GLint height = rect.height;
|
|
|
|
if ((PRInt64(width) * PRInt64(height) * PRInt64(4)) > PR_INT32_MAX) {
|
|
NS_ERROR("Widget size too big - integer overflow!");
|
|
return;
|
|
}
|
|
|
|
nsRefPtr<gfxImageSurface> imageSurface =
|
|
new gfxImageSurface(gfxIntSize(width, height),
|
|
gfxASurface::ImageFormatARGB32);
|
|
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER,
|
|
mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO);
|
|
|
|
#ifndef USE_GLES2
|
|
// GLES2 promises that binding to any custom FBO will attach
|
|
// to GL_COLOR_ATTACHMENT0 attachment point.
|
|
if (mGLContext->IsDoubleBuffered()) {
|
|
mGLContext->fReadBuffer(LOCAL_GL_BACK);
|
|
}
|
|
else {
|
|
mGLContext->fReadBuffer(LOCAL_GL_COLOR_ATTACHMENT0);
|
|
}
|
|
#endif
|
|
|
|
GLenum format = LOCAL_GL_RGBA;
|
|
if (mHasBGRA)
|
|
format = LOCAL_GL_BGRA;
|
|
|
|
NS_ASSERTION(imageSurface->Stride() == width * 4,
|
|
"Image Surfaces being created with weird stride!");
|
|
|
|
PRUint32 currentPackAlignment = 0;
|
|
mGLContext->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, (GLint*)¤tPackAlignment);
|
|
if (currentPackAlignment != 4) {
|
|
mGLContext->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
|
|
}
|
|
|
|
mGLContext->fReadPixels(0, 0,
|
|
width, height,
|
|
format,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
imageSurface->Data());
|
|
|
|
if (currentPackAlignment != 4) {
|
|
mGLContext->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
|
|
}
|
|
|
|
if (!mHasBGRA) {
|
|
// need to swap B and R bytes
|
|
for (int j = 0; j < height; ++j) {
|
|
PRUint32 *row = (PRUint32*) (imageSurface->Data() + imageSurface->Stride() * j);
|
|
for (int i = 0; i < width; ++i) {
|
|
*row = (*row & 0xff00ff00) | ((*row & 0xff) << 16) | ((*row & 0xff0000) >> 16);
|
|
row++;
|
|
}
|
|
}
|
|
}
|
|
|
|
aTarget->SetOperator(gfxContext::OPERATOR_SOURCE);
|
|
aTarget->Scale(1.0, -1.0);
|
|
aTarget->Translate(-gfxPoint(0.0, height));
|
|
aTarget->SetSource(imageSurface);
|
|
aTarget->Paint();
|
|
}
|
|
|
|
LayerManagerOGL::ProgramType LayerManagerOGL::sLayerProgramTypes[] = {
|
|
gl::RGBALayerProgramType,
|
|
gl::BGRALayerProgramType,
|
|
gl::RGBXLayerProgramType,
|
|
gl::BGRXLayerProgramType,
|
|
gl::RGBARectLayerProgramType,
|
|
gl::ColorLayerProgramType,
|
|
gl::YCbCrLayerProgramType,
|
|
gl::ComponentAlphaPass1ProgramType,
|
|
gl::ComponentAlphaPass2ProgramType
|
|
};
|
|
|
|
#define FOR_EACH_LAYER_PROGRAM(vname) \
|
|
for (size_t lpindex = 0; \
|
|
lpindex < ArrayLength(sLayerProgramTypes); \
|
|
++lpindex) \
|
|
{ \
|
|
LayerProgram *vname = static_cast<LayerProgram*> \
|
|
(mPrograms[sLayerProgramTypes[lpindex]]); \
|
|
do
|
|
|
|
#define FOR_EACH_LAYER_PROGRAM_END \
|
|
while (0); \
|
|
} \
|
|
|
|
void
|
|
LayerManagerOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix)
|
|
{
|
|
FOR_EACH_LAYER_PROGRAM(lp) {
|
|
lp->Activate();
|
|
lp->SetProjectionMatrix(aMatrix);
|
|
} FOR_EACH_LAYER_PROGRAM_END
|
|
}
|
|
|
|
static GLenum
|
|
GetFrameBufferInternalFormat(GLContext* gl,
|
|
GLuint aCurrentFrameBuffer,
|
|
nsIWidget* aWidget)
|
|
{
|
|
if (aCurrentFrameBuffer == 0) { // default framebuffer
|
|
return aWidget->GetGLFrameBufferFormat();
|
|
}
|
|
return LOCAL_GL_RGBA;
|
|
}
|
|
|
|
static bool
|
|
AreFormatsCompatibleForCopyTexImage2D(GLenum aF1, GLenum aF2)
|
|
{
|
|
// GL requires that the implementation has to handle copies between
|
|
// different formats, so all are "compatible". GLES does not
|
|
// require that.
|
|
#ifdef USE_GLES2
|
|
return (aF1 == aF2);
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
LayerManagerOGL::CreateFBOWithTexture(const nsIntRect& aRect, InitMode aInit,
|
|
GLuint aCurrentFrameBuffer,
|
|
GLuint *aFBO, GLuint *aTexture)
|
|
{
|
|
GLuint tex, fbo;
|
|
|
|
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
mGLContext->fGenTextures(1, &tex);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, tex);
|
|
if (aInit == InitModeCopy) {
|
|
// We're going to create an RGBA temporary fbo. But to
|
|
// CopyTexImage() from the current framebuffer, the framebuffer's
|
|
// format has to be compatible with the new texture's. So we
|
|
// check the format of the framebuffer here and take a slow path
|
|
// if it's incompatible.
|
|
GLenum format =
|
|
GetFrameBufferInternalFormat(gl(), aCurrentFrameBuffer, mWidget);
|
|
if (AreFormatsCompatibleForCopyTexImage2D(format, LOCAL_GL_RGBA)) {
|
|
mGLContext->fCopyTexImage2D(mFBOTextureTarget,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
aRect.x, aRect.y,
|
|
aRect.width, aRect.height,
|
|
0);
|
|
} else {
|
|
// Curses, incompatible formats. Take a slow path.
|
|
//
|
|
// XXX Technically CopyTexSubImage2D also has the requirement of
|
|
// matching formats, but it doesn't seem to affect us in the
|
|
// real world.
|
|
mGLContext->fTexImage2D(mFBOTextureTarget,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
aRect.width, aRect.height,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
NULL);
|
|
mGLContext->fCopyTexSubImage2D(mFBOTextureTarget,
|
|
0, // level
|
|
0, 0, // offset
|
|
aRect.x, aRect.y,
|
|
aRect.width, aRect.height);
|
|
}
|
|
} else {
|
|
mGLContext->fTexImage2D(mFBOTextureTarget,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
aRect.width, aRect.height,
|
|
0,
|
|
LOCAL_GL_RGBA,
|
|
LOCAL_GL_UNSIGNED_BYTE,
|
|
NULL);
|
|
}
|
|
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER,
|
|
LOCAL_GL_LINEAR);
|
|
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER,
|
|
LOCAL_GL_LINEAR);
|
|
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S,
|
|
LOCAL_GL_CLAMP_TO_EDGE);
|
|
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T,
|
|
LOCAL_GL_CLAMP_TO_EDGE);
|
|
mGLContext->fBindTexture(mFBOTextureTarget, 0);
|
|
|
|
mGLContext->fGenFramebuffers(1, &fbo);
|
|
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo);
|
|
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
mFBOTextureTarget,
|
|
tex,
|
|
0);
|
|
|
|
// Making this call to fCheckFramebufferStatus prevents a crash on
|
|
// PowerVR. See bug 695246.
|
|
GLenum result = mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
|
|
nsCAutoString msg;
|
|
msg.Append("Framebuffer not complete -- error 0x");
|
|
msg.AppendInt(result, 16);
|
|
msg.Append(", mFBOTextureTarget 0x");
|
|
msg.AppendInt(mFBOTextureTarget, 16);
|
|
msg.Append(", aRect.width ");
|
|
msg.AppendInt(aRect.width);
|
|
msg.Append(", aRect.height ");
|
|
msg.AppendInt(aRect.height);
|
|
NS_RUNTIMEABORT(msg.get());
|
|
}
|
|
|
|
SetupPipeline(aRect.width, aRect.height, DontApplyWorldTransform);
|
|
mGLContext->fScissor(0, 0, aRect.width, aRect.height);
|
|
|
|
if (aInit == InitModeClear) {
|
|
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
|
|
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
*aFBO = fbo;
|
|
*aTexture = tex;
|
|
}
|
|
|
|
already_AddRefed<ShadowThebesLayer>
|
|
LayerManagerOGL::CreateShadowThebesLayer()
|
|
{
|
|
if (LayerManagerOGL::mDestroyed) {
|
|
NS_WARNING("Call on destroyed layer manager");
|
|
return nsnull;
|
|
}
|
|
return nsRefPtr<ShadowThebesLayerOGL>(new ShadowThebesLayerOGL(this)).forget();
|
|
}
|
|
|
|
already_AddRefed<ShadowContainerLayer>
|
|
LayerManagerOGL::CreateShadowContainerLayer()
|
|
{
|
|
if (LayerManagerOGL::mDestroyed) {
|
|
NS_WARNING("Call on destroyed layer manager");
|
|
return nsnull;
|
|
}
|
|
return nsRefPtr<ShadowContainerLayerOGL>(new ShadowContainerLayerOGL(this)).forget();
|
|
}
|
|
|
|
already_AddRefed<ShadowImageLayer>
|
|
LayerManagerOGL::CreateShadowImageLayer()
|
|
{
|
|
if (LayerManagerOGL::mDestroyed) {
|
|
NS_WARNING("Call on destroyed layer manager");
|
|
return nsnull;
|
|
}
|
|
return nsRefPtr<ShadowImageLayerOGL>(new ShadowImageLayerOGL(this)).forget();
|
|
}
|
|
|
|
already_AddRefed<ShadowColorLayer>
|
|
LayerManagerOGL::CreateShadowColorLayer()
|
|
{
|
|
if (LayerManagerOGL::mDestroyed) {
|
|
NS_WARNING("Call on destroyed layer manager");
|
|
return nsnull;
|
|
}
|
|
return nsRefPtr<ShadowColorLayerOGL>(new ShadowColorLayerOGL(this)).forget();
|
|
}
|
|
|
|
already_AddRefed<ShadowCanvasLayer>
|
|
LayerManagerOGL::CreateShadowCanvasLayer()
|
|
{
|
|
if (LayerManagerOGL::mDestroyed) {
|
|
NS_WARNING("Call on destroyed layer manager");
|
|
return nsnull;
|
|
}
|
|
return nsRefPtr<ShadowCanvasLayerOGL>(new ShadowCanvasLayerOGL(this)).forget();
|
|
}
|
|
|
|
|
|
} /* layers */
|
|
} /* mozilla */
|