mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-10-31 14:15:30 +00:00
270 lines
10 KiB
C++
270 lines
10 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
|
|
/* vim: set ts=8 sts=4 et sw=4 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/. */
|
|
|
|
#include "GLBlitTextureImageHelper.h"
|
|
#include "GLUploadHelpers.h"
|
|
#include "DecomposeIntoNoRepeatTriangles.h"
|
|
#include "GLContext.h"
|
|
#include "ScopedGLHelpers.h"
|
|
#include "nsRect.h"
|
|
#include "gfx2DGlue.h"
|
|
#include "gfxUtils.h"
|
|
|
|
namespace mozilla {
|
|
namespace gl {
|
|
|
|
GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl)
|
|
: mGL(gl)
|
|
, mBlitProgram(0)
|
|
, mBlitFramebuffer(0)
|
|
|
|
{
|
|
}
|
|
|
|
GLBlitTextureImageHelper::~GLBlitTextureImageHelper()
|
|
{
|
|
// Likely used by OGL Layers.
|
|
mGL->fDeleteProgram(mBlitProgram);
|
|
mGL->fDeleteFramebuffers(1, &mBlitFramebuffer);
|
|
}
|
|
|
|
void
|
|
GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
|
|
TextureImage *aDst, const nsIntRect& aDstRect)
|
|
{
|
|
NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
|
|
NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
|
|
|
|
if (!aSrc || !aDst || aSrcRect.IsEmpty() || aDstRect.IsEmpty())
|
|
return;
|
|
|
|
int savedFb = 0;
|
|
mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
|
|
|
|
ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false);
|
|
ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false);
|
|
|
|
// 2.0 means scale up by two
|
|
float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
|
|
float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
|
|
|
|
// We start iterating over all destination tiles
|
|
aDst->BeginBigImageIteration();
|
|
do {
|
|
// calculate portion of the tile that is going to be painted to
|
|
nsIntRect dstSubRect;
|
|
nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect());
|
|
dstSubRect.IntersectRect(aDstRect, dstTextureRect);
|
|
|
|
// this tile is not part of the destination rectangle aDstRect
|
|
if (dstSubRect.IsEmpty())
|
|
continue;
|
|
|
|
// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
|
|
nsIntRect dstInSrcRect(dstSubRect);
|
|
dstInSrcRect.MoveBy(-aDstRect.TopLeft());
|
|
// ...which might be of different size, hence scale accordingly
|
|
dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
|
|
dstInSrcRect.MoveBy(aSrcRect.TopLeft());
|
|
|
|
SetBlitFramebufferForDestTexture(aDst->GetTextureID());
|
|
UseBlitProgram();
|
|
|
|
aSrc->BeginBigImageIteration();
|
|
// now iterate over all tiles in the source Image...
|
|
do {
|
|
// calculate portion of the source tile that is in the source rect
|
|
nsIntRect srcSubRect;
|
|
nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
|
|
srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
|
|
|
|
// this tile is not part of the source rect
|
|
if (srcSubRect.IsEmpty()) {
|
|
continue;
|
|
}
|
|
// calculate intersection of source rect with destination rect
|
|
srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
|
|
// this tile does not overlap the current destination tile
|
|
if (srcSubRect.IsEmpty()) {
|
|
continue;
|
|
}
|
|
// We now have the intersection of
|
|
// the current source tile
|
|
// and the desired source rectangle
|
|
// and the destination tile
|
|
// and the desired destination rectange
|
|
// in destination space.
|
|
// We need to transform this back into destination space, inverting the transform from (*)
|
|
nsIntRect srcSubInDstRect(srcSubRect);
|
|
srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
|
|
srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
|
|
srcSubInDstRect.MoveBy(aDstRect.TopLeft());
|
|
|
|
// we transform these rectangles to be relative to the current src and dst tiles, respectively
|
|
nsIntSize srcSize = srcTextureRect.Size();
|
|
nsIntSize dstSize = dstTextureRect.Size();
|
|
srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
|
|
srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
|
|
|
|
float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
|
|
float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
|
|
float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
|
|
float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
|
|
ScopedViewportRect autoViewportRect(mGL, 0, 0, dstSize.width, dstSize.height);
|
|
|
|
RectTriangles rects;
|
|
|
|
nsIntSize realTexSize = srcSize;
|
|
if (!CanUploadNonPowerOfTwo(mGL)) {
|
|
realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
|
|
gfx::NextPowerOfTwo(srcSize.height));
|
|
}
|
|
|
|
if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
|
|
rects.addRect(/* dest rectangle */
|
|
dx0, dy0, dx1, dy1,
|
|
/* tex coords */
|
|
srcSubRect.x / float(realTexSize.width),
|
|
srcSubRect.y / float(realTexSize.height),
|
|
srcSubRect.XMost() / float(realTexSize.width),
|
|
srcSubRect.YMost() / float(realTexSize.height));
|
|
} else {
|
|
DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
|
|
|
|
// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
|
|
// from the 0..1 that it comes out of decompose
|
|
InfallibleTArray<RectTriangles::coord>& coords = rects.vertCoords();
|
|
|
|
for (unsigned int i = 0; i < coords.Length(); ++i) {
|
|
coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0;
|
|
coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0;
|
|
}
|
|
}
|
|
|
|
ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0);
|
|
ScopedBindTexture autoTex(mGL, aSrc->GetTextureID());
|
|
ScopedVertexAttribPointer autoAttrib0(mGL, 0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.vertCoords().Elements());
|
|
ScopedVertexAttribPointer autoAttrib1(mGL, 1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.texCoords().Elements());
|
|
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
|
|
|
|
} while (aSrc->NextTile());
|
|
} while (aDst->NextTile());
|
|
|
|
// unbind the previous texture from the framebuffer
|
|
SetBlitFramebufferForDestTexture(0);
|
|
|
|
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
|
|
}
|
|
|
|
void
|
|
GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture)
|
|
{
|
|
if (!mBlitFramebuffer) {
|
|
mGL->fGenFramebuffers(1, &mBlitFramebuffer);
|
|
}
|
|
|
|
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
|
|
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_TEXTURE_2D,
|
|
aTexture,
|
|
0);
|
|
|
|
GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
|
|
nsAutoCString msg;
|
|
msg.AppendLiteral("Framebuffer not complete -- error 0x");
|
|
msg.AppendInt(result, 16);
|
|
// Note: if you are hitting this, it is likely that
|
|
// your texture is not texture complete -- that is, you
|
|
// allocated a texture name, but didn't actually define its
|
|
// size via a call to TexImage2D.
|
|
NS_RUNTIMEABORT(msg.get());
|
|
}
|
|
}
|
|
|
|
void
|
|
GLBlitTextureImageHelper::UseBlitProgram()
|
|
{
|
|
if (mBlitProgram) {
|
|
mGL->fUseProgram(mBlitProgram);
|
|
return;
|
|
}
|
|
|
|
mBlitProgram = mGL->fCreateProgram();
|
|
|
|
GLuint shaders[2];
|
|
shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
|
|
shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
|
|
|
|
const char *blitVSSrc =
|
|
"attribute vec2 aVertex;"
|
|
"attribute vec2 aTexCoord;"
|
|
"varying vec2 vTexCoord;"
|
|
"void main() {"
|
|
" vTexCoord = aTexCoord;"
|
|
" gl_Position = vec4(aVertex, 0.0, 1.0);"
|
|
"}";
|
|
const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
|
|
"uniform sampler2D uSrcTexture;"
|
|
"varying vec2 vTexCoord;"
|
|
"void main() {"
|
|
" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
|
|
"}";
|
|
|
|
mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr);
|
|
mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr);
|
|
|
|
for (int i = 0; i < 2; ++i) {
|
|
GLint success, len = 0;
|
|
|
|
mGL->fCompileShader(shaders[i]);
|
|
mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
|
|
NS_ASSERTION(success, "Shader compilation failed!");
|
|
|
|
if (!success) {
|
|
nsAutoCString log;
|
|
mGL->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
log.SetCapacity(len);
|
|
mGL->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get());
|
|
return;
|
|
}
|
|
|
|
mGL->fAttachShader(mBlitProgram, shaders[i]);
|
|
mGL->fDeleteShader(shaders[i]);
|
|
}
|
|
|
|
mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex");
|
|
mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
|
|
|
|
mGL->fLinkProgram(mBlitProgram);
|
|
|
|
GLint success, len = 0;
|
|
mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
|
|
NS_ASSERTION(success, "Shader linking failed!");
|
|
|
|
if (!success) {
|
|
nsAutoCString log;
|
|
mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
log.SetCapacity(len);
|
|
mGL->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
printf_stderr("Program linking failed:\n%s\n", log.get());
|
|
return;
|
|
}
|
|
|
|
mGL->fUseProgram(mBlitProgram);
|
|
mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
|
|
}
|
|
|
|
}
|
|
}
|