gecko-dev/gfx/layers/opengl/OGLShaderProgram.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

399 lines
13 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 GFX_OGLSHADERPROGRAM_H
#define GFX_OGLSHADERPROGRAM_H
#include "GLContext.h" // for fast inlines of glUniform*
#include "OGLShaderConfig.h"
#include <string>
namespace mozilla {
namespace layers {
#if defined(DEBUG)
# define CHECK_CURRENT_PROGRAM 1
# define ASSERT_THIS_PROGRAM \
do { \
GLuint currentProgram; \
mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &currentProgram); \
MOZ_ASSERT(currentProgram == mProgram, \
"SetUniform with wrong program active!"); \
} while (0)
#else
# define ASSERT_THIS_PROGRAM \
do { \
} while (0)
#endif
/**
* This struct represents the shaders that make up a program and the uniform
* and attribute parmeters that those shaders take.
* It is used by ShaderProgramOGL.
* Use the factory method GetProfileFor to create instances.
*/
struct ProgramProfileOGL {
/**
* Factory method; creates an instance of this class for the given
* ShaderConfigOGL
*/
static ProgramProfileOGL GetProfileFor(ShaderConfigOGL aConfig);
// the source code for the program's shaders
std::string mVertexShaderString;
std::string mFragmentShaderString;
// the vertex attributes
nsTArray<Pair<nsCString, GLuint>> mAttributes;
KnownUniform mUniforms[KnownUniform::KnownUniformCount];
nsTArray<const char*> mDefines;
size_t mTextureCount;
ProgramProfileOGL() : mTextureCount(0) {}
private:
static void BuildMixBlender(const ShaderConfigOGL& aConfig,
std::ostringstream& fs);
};
/**
* Represents an OGL shader program. The details of a program are represented
* by a ProgramProfileOGL
*/
class ShaderProgramOGL {
public:
typedef mozilla::gl::GLContext GLContext;
ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
~ShaderProgramOGL();
bool HasInitialized() {
NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0,
"Inconsistent program state");
return mProgramState == STATE_OK;
}
GLuint GetProgram();
bool Initialize();
GLint CreateShader(GLenum aShaderType, const char* aShaderSource);
/**
* Creates a program and stores its id.
*/
bool CreateProgram(const char* aVertexShaderString,
const char* aFragmentShaderString);
/**
* The following set of methods set a uniform argument to the shader program.
* Not all uniforms may be set for all programs, and such uses will throw
* an assertion.
*/
void SetLayerTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::LayerTransform, aMatrix);
}
void SetLayerTransformInverse(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::LayerTransformInverse, aMatrix);
}
void SetMaskLayerTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::MaskTransform, aMatrix);
}
void SetBackdropTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::BackdropTransform, aMatrix);
}
void SetDEAAEdges(const gfx::Point3D* aEdges) {
SetArrayUniform(KnownUniform::SSEdges, 4, aEdges);
}
void SetViewportSize(const gfx::IntSize& aSize) {
float vals[2] = {(float)aSize.width, (float)aSize.height};
SetUniform(KnownUniform::ViewportSize, 2, vals);
}
void SetVisibleCenter(const gfx::Point& aVisibleCenter) {
float vals[2] = {aVisibleCenter.x, aVisibleCenter.y};
SetUniform(KnownUniform::VisibleCenter, 2, vals);
}
void SetLayerRects(const gfx::Rect* aRects) {
float vals[16] = {
aRects[0].X(), aRects[0].Y(), aRects[0].Width(), aRects[0].Height(),
aRects[1].X(), aRects[1].Y(), aRects[1].Width(), aRects[1].Height(),
aRects[2].X(), aRects[2].Y(), aRects[2].Width(), aRects[2].Height(),
aRects[3].X(), aRects[3].Y(), aRects[3].Width(), aRects[3].Height()};
SetUniform(KnownUniform::LayerRects, 16, vals);
}
void SetProjectionMatrix(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::MatrixProj, aMatrix);
}
// sets this program's texture transform, if it uses one
void SetTextureTransform(const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(KnownUniform::TextureTransform, aMatrix);
}
void SetTextureRects(const gfx::Rect* aRects) {
float vals[16] = {
aRects[0].X(), aRects[0].Y(), aRects[0].Width(), aRects[0].Height(),
aRects[1].X(), aRects[1].Y(), aRects[1].Width(), aRects[1].Height(),
aRects[2].X(), aRects[2].Y(), aRects[2].Width(), aRects[2].Height(),
aRects[3].X(), aRects[3].Y(), aRects[3].Width(), aRects[3].Height()};
SetUniform(KnownUniform::TextureRects, 16, vals);
}
void SetRenderOffset(const nsIntPoint& aOffset) {
float vals[4] = {float(aOffset.x), float(aOffset.y)};
SetUniform(KnownUniform::RenderTargetOffset, 2, vals);
}
void SetRenderOffset(float aX, float aY) {
float vals[2] = {aX, aY};
SetUniform(KnownUniform::RenderTargetOffset, 2, vals);
}
void SetLayerOpacity(float aOpacity) {
SetUniform(KnownUniform::LayerOpacity, aOpacity);
}
void SetTextureUnit(GLint aUnit) { SetUniform(KnownUniform::Texture, aUnit); }
void SetYTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::YTexture, aUnit);
}
void SetCbTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::CbTexture, aUnit);
}
void SetCrTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::CrTexture, aUnit);
}
void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
SetUniform(KnownUniform::YTexture, aYUnit);
SetUniform(KnownUniform::CbTexture, aCbUnit);
SetUniform(KnownUniform::CrTexture, aCrUnit);
}
void SetNV12TextureUnits(GLint aYUnit, GLint aCbCrUnit) {
SetUniform(KnownUniform::YTexture, aYUnit);
SetUniform(KnownUniform::CbTexture, aCbCrUnit);
}
void SetBlackTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::BlackTexture, aUnit);
}
void SetWhiteTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::WhiteTexture, aUnit);
}
void SetMaskTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::MaskTexture, aUnit);
}
void SetBackdropTextureUnit(GLint aUnit) {
SetUniform(KnownUniform::BackdropTexture, aUnit);
}
void SetRenderColor(const gfx::Color& aColor) {
SetUniform(KnownUniform::RenderColor, aColor);
}
void SetColorMatrix(const gfx::Matrix5x4& aColorMatrix) {
SetMatrixUniform(KnownUniform::ColorMatrix, &aColorMatrix._11);
SetUniform(KnownUniform::ColorMatrixVector, 4, &aColorMatrix._51);
}
void SetTexCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(KnownUniform::TexCoordMultiplier, 2, f);
}
void SetCbCrTexCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(KnownUniform::CbCrTexCoordMultiplier, 2, f);
}
void SetMaskCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(KnownUniform::MaskCoordMultiplier, 2, f);
}
void SetYUVColorSpace(gfx::YUVColorSpace aYUVColorSpace);
// Set whether we want the component alpha shader to return the color
// vector (pass 1, false) or the alpha vector (pass2, true). With support
// for multiple render targets we wouldn't need two passes here.
void SetTexturePass2(bool aFlag) {
SetUniform(KnownUniform::TexturePass2, aFlag ? 1 : 0);
}
void SetBlurRadius(float aRX, float aRY);
void SetBlurAlpha(float aAlpha) {
SetUniform(KnownUniform::BlurAlpha, aAlpha);
}
void SetBlurOffset(float aOffsetX, float aOffsetY) {
float f[] = {aOffsetX, aOffsetY};
SetUniform(KnownUniform::BlurOffset, 2, f);
}
size_t GetTextureCount() const { return mProfile.mTextureCount; }
protected:
RefPtr<GLContext> mGL;
// the OpenGL id of the program
GLuint mProgram;
ProgramProfileOGL mProfile;
enum { STATE_NEW, STATE_OK, STATE_ERROR } mProgramState;
#ifdef CHECK_CURRENT_PROGRAM
static int sCurrentProgramKey;
#endif
void SetUniform(KnownUniform::KnownUniformName aKnownUniform,
float aFloatValue) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aFloatValue)) {
mGL->fUniform1f(ku.mLocation, aFloatValue);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform,
const gfx::Color& aColor) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aColor.r, aColor.g, aColor.b, aColor.a)) {
mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform, int aLength,
const float* aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aLength, aFloatValues)) {
switch (aLength) {
case 1:
mGL->fUniform1fv(ku.mLocation, 1, ku.mValue.f16v);
break;
case 2:
mGL->fUniform2fv(ku.mLocation, 1, ku.mValue.f16v);
break;
case 3:
mGL->fUniform3fv(ku.mLocation, 1, ku.mValue.f16v);
break;
case 4:
mGL->fUniform4fv(ku.mLocation, 1, ku.mValue.f16v);
break;
case 16:
mGL->fUniform4fv(ku.mLocation, 4, ku.mValue.f16v);
break;
default:
MOZ_ASSERT_UNREACHABLE("Bogus aLength param");
}
}
}
void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform,
int aLength, float* aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateArrayUniform(aLength, aFloatValues)) {
mGL->fUniform1fv(ku.mLocation, aLength, ku.mValue.f16v);
}
}
void SetArrayUniform(KnownUniform::KnownUniformName aKnownUniform,
int aLength, const gfx::Point3D* aPointValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateArrayUniform(aLength, aPointValues)) {
mGL->fUniform3fv(ku.mLocation, aLength, ku.mValue.f16v);
}
}
void SetUniform(KnownUniform::KnownUniformName aKnownUniform,
GLint aIntValue) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(aIntValue)) {
mGL->fUniform1i(ku.mLocation, aIntValue);
}
}
void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform,
const float* aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(16, aFloatValues)) {
mGL->fUniformMatrix4fv(ku.mLocation, 1, false, ku.mValue.f16v);
}
}
void SetMatrix3fvUniform(KnownUniform::KnownUniformName aKnownUniform,
const float* aFloatValues) {
ASSERT_THIS_PROGRAM;
NS_ASSERTION(
aKnownUniform >= 0 && aKnownUniform < KnownUniform::KnownUniformCount,
"Invalid known uniform");
KnownUniform& ku(mProfile.mUniforms[aKnownUniform]);
if (ku.UpdateUniform(9, aFloatValues)) {
mGL->fUniformMatrix3fv(ku.mLocation, 1, false, ku.mValue.f16v);
}
}
void SetMatrixUniform(KnownUniform::KnownUniformName aKnownUniform,
const gfx::Matrix4x4& aMatrix) {
SetMatrixUniform(aKnownUniform, &aMatrix._11);
}
};
} // namespace layers
} // namespace mozilla
#endif // GFX_OGLSHADERPROGRAM_H