gecko-dev/gfx/layers/opengl/LayerManagerOGL.cpp

1425 lines
44 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "mozilla/layers/PLayers.h"
/* This must occur *after* layers/PLayers.h to avoid typedefs conflicts. */
#include "mozilla/Util.h"
#include "LayerManagerOGL.h"
#include "ThebesLayerOGL.h"
#include "ContainerLayerOGL.h"
#include "ImageLayerOGL.h"
#include "ColorLayerOGL.h"
#include "CanvasLayerOGL.h"
#include "TiledThebesLayerOGL.h"
#include "mozilla/TimeStamp.h"
#include "mozilla/Preferences.h"
#include "TexturePoolOGL.h"
#include "gfxContext.h"
#include "gfxUtils.h"
#include "gfxPlatform.h"
#include "nsIWidget.h"
#include "GLContext.h"
#include "GLContextProvider.h"
#include "nsIServiceManager.h"
#include "nsIConsoleService.h"
#include "gfxCrashReporterUtils.h"
#include "sampler.h"
#ifdef MOZ_WIDGET_ANDROID
#include <android/log.h>
#endif
namespace mozilla {
namespace layers {
using namespace mozilla::gfx;
using namespace mozilla::gl;
#ifdef CHECK_CURRENT_PROGRAM
int ShaderProgramOGL::sCurrentProgramKey = 0;
#endif
static const double kFpsWindowMs = 250.0;
static const size_t kNumFrameTimeStamps = 16;
struct FPSCounter {
FPSCounter() : mCurrentFrameIndex(0) {}
// We keep a circular buffer of the time points at which the last K
// frames were drawn. To estimate FPS, we count the number of
// frames we've drawn within the last kFPSWindowMs milliseconds and
// divide by the amount time since the first of those frames.
TimeStamp mFrames[kNumFrameTimeStamps];
size_t mCurrentFrameIndex;
void AddFrame(TimeStamp aNewFrame) {
mFrames[mCurrentFrameIndex] = aNewFrame;
mCurrentFrameIndex = (mCurrentFrameIndex + 1) % kNumFrameTimeStamps;
}
double AddFrameAndGetFps(TimeStamp aCurrentFrame) {
AddFrame(aCurrentFrame);
return EstimateFps(aCurrentFrame);
}
double GetFpsAt(TimeStamp aNow) {
return EstimateFps(aNow);
}
private:
double EstimateFps(TimeStamp aNow) {
TimeStamp beginningOfWindow =
(aNow - TimeDuration::FromMilliseconds(kFpsWindowMs));
TimeStamp earliestFrameInWindow = aNow;
size_t numFramesDrawnInWindow = 0;
for (size_t i = 0; i < kNumFrameTimeStamps; ++i) {
const TimeStamp& frame = mFrames[i];
if (!frame.IsNull() && frame > beginningOfWindow) {
++numFramesDrawnInWindow;
earliestFrameInWindow = PR_MIN(earliestFrameInWindow, frame);
}
}
double realWindowSecs = (aNow - earliestFrameInWindow).ToSeconds();
if (realWindowSecs == 0.0) {
return 0.0;
}
return double(numFramesDrawnInWindow) / realWindowSecs;
}
};
struct FPSState {
GLuint mTexture;
FPSCounter mCompositionFps;
FPSCounter mTransactionFps;
FPSState() : mTexture(0) { }
void DrawFPS(TimeStamp, GLContext*, ShaderProgramOGL*);
static void DrawFrameCounter(GLContext* context);
void NotifyShadowTreeTransaction() {
mTransactionFps.AddFrame(TimeStamp::Now());
}
};
void
FPSState::DrawFPS(TimeStamp aNow,
GLContext* context, ShaderProgramOGL* copyprog)
{
int fps = int(mCompositionFps.AddFrameAndGetFps(aNow));
int txnFps = int(mTransactionFps.GetFpsAt(aNow));
GLint viewport[4];
context->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
if (!mTexture) {
// Bind the number of textures we need, in this case one.
context->fGenTextures(1, &mTexture);
context->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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);
}
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 }
};
const Vertex2D vertices2[] = {
{ -1.0f + 80.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 80.f / viewport[2], 1.0f },
{ -1.0f + 102.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 102.f / viewport[2], 1.0f },
{ -1.0f + 102.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 102.f / viewport[2], 1.0f },
{ -1.0f + 124.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 124.f / viewport[2], 1.0f },
{ -1.0f + 124.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 124.f / viewport[2], 1.0f },
{ -1.0f + 146.f / viewport[2], 1.0f - 42.f / viewport[3] },
{ -1.0f + 146.f / viewport[2], 1.0f },
};
int v1 = fps % 10;
int v10 = (fps % 100) / 10;
int v100 = (fps % 1000) / 100;
int txn1 = txnFps % 10;
int txn10 = (txnFps % 100) / 10;
int txn100 = (txnFps % 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,
};
const GLfloat texCoords2[] = {
(txn100 * 4.f) / 64, 7.f / 8,
(txn100 * 4.f) / 64, 0.0f,
(txn100 * 4.f + 4) / 64, 7.f / 8,
(txn100 * 4.f + 4) / 64, 0.0f,
(txn10 * 4.f) / 64, 7.f / 8,
(txn10 * 4.f) / 64, 0.0f,
(txn10 * 4.f + 4) / 64, 7.f / 8,
(txn10 * 4.f + 4) / 64, 0.0f,
(txn1 * 4.f) / 64, 7.f / 8,
(txn1 * 4.f) / 64, 0.0f,
(txn1 * 4.f + 4) / 64, 7.f / 8,
(txn1 * 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, mTexture);
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(ShaderProgramOGL::VertexCoordAttrib);
GLint tcattr = copyprog->AttribLocation(ShaderProgramOGL::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);
context->fVertexAttribPointer(vcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, vertices2);
context->fVertexAttribPointer(tcattr,
2, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE,
0, texCoords2);
context->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 12);
}
/**
* LayerManagerOGL
*/
LayerManagerOGL::LayerManagerOGL(nsIWidget *aWidget, int aSurfaceWidth, int aSurfaceHeight,
bool aIsRenderingToEGLSurface)
: mWidget(aWidget)
, mWidgetSize(-1, -1)
, mSurfaceSize(aSurfaceWidth, aSurfaceHeight)
, mBackBufferFBO(0)
, mBackBufferTexture(0)
, mBackBufferSize(-1, -1)
, mHasBGRA(0)
, mIsRenderingToEGLSurface(aIsRenderingToEGLSurface)
{
}
LayerManagerOGL::~LayerManagerOGL()
{
Destroy();
}
void
LayerManagerOGL::Destroy()
{
if (!mDestroyed) {
if (mRoot) {
RootLayer()->Destroy();
}
mRoot = nullptr;
CleanupResources();
mDestroyed = true;
}
}
void
LayerManagerOGL::CleanupResources()
{
if (!mGLContext)
return;
if (mRoot) {
RootLayer()->CleanupResources();
}
nsRefPtr<GLContext> ctx = mGLContext->GetSharedContext();
if (!ctx) {
ctx = mGLContext;
}
ctx->MakeCurrent();
for (uint32_t i = 0; i < mPrograms.Length(); ++i) {
for (uint32_t type = MaskNone; type < NumMaskTypes; ++type) {
delete mPrograms[i].mVariations[type];
}
}
mPrograms.Clear();
ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mBackBufferFBO) {
ctx->fDeleteFramebuffers(1, &mBackBufferFBO);
mBackBufferFBO = 0;
}
if (mBackBufferTexture) {
ctx->fDeleteTextures(1, &mBackBufferTexture);
mBackBufferTexture = 0;
}
if (mQuadVBO) {
ctx->fDeleteBuffers(1, &mQuadVBO);
mQuadVBO = 0;
}
mGLContext = nullptr;
}
already_AddRefed<mozilla::gl::GLContext>
LayerManagerOGL::CreateContext()
{
nsRefPtr<GLContext> context;
#ifdef XP_WIN
if (PR_GetEnv("MOZ_LAYERS_PREFER_EGL")) {
printf_stderr("Trying GL layers...\n");
context = gl::GLContextProviderEGL::CreateForWindow(mWidget);
}
#endif
if (!context)
context = gl::GLContextProvider::CreateForWindow(mWidget);
if (!context) {
NS_WARNING("Failed to create LayerManagerOGL context");
}
return context.forget();
}
void
LayerManagerOGL::AddPrograms(ShaderProgramType aType)
{
for (uint32_t maskType = MaskNone; maskType < NumMaskTypes; ++maskType) {
if (ProgramProfileOGL::ProgramExists(aType, static_cast<MaskType>(maskType))) {
mPrograms[aType].mVariations[maskType] = new ShaderProgramOGL(this->gl(),
ProgramProfileOGL::GetProfileFor(aType, static_cast<MaskType>(maskType)));
} else {
mPrograms[aType].mVariations[maskType] = nullptr;
}
}
}
bool
LayerManagerOGL::Initialize(nsRefPtr<GLContext> aContext, bool force)
{
ScopedGfxFeatureReporter reporter("GL Layers", force);
// Do not allow double initialization
NS_ABORT_IF_FALSE(mGLContext == nullptr, "Don't reinitialize layer managers");
#ifdef MOZ_WIDGET_ANDROID
if (!aContext)
NS_RUNTIMEABORT("We need a context on Android");
#endif
if (!aContext)
return false;
mGLContext = aContext;
mGLContext->SetFlipped(true);
MakeCurrent();
mHasBGRA =
mGLContext->IsExtensionSupported(gl::GLContext::EXT_texture_format_BGRA8888) ||
mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra);
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
mGLContext->fEnable(LOCAL_GL_BLEND);
mPrograms.AppendElements(NumProgramTypes);
for (int type = 0; type < NumProgramTypes; ++type) {
AddPrograms(static_cast<ShaderProgramType>(type));
}
// initialise a common shader to check that we can actually compile a shader
if (!mPrograms[gl::RGBALayerProgramType].mVariations[MaskNone]->Initialize()) {
return false;
}
mGLContext->fGenFramebuffers(1, &mBackBufferFBO);
if (mGLContext->WorkAroundDriverBugs()) {
/**
* We'll test the ability here to bind NPOT textures to a framebuffer, if
* this fails we'll try ARB_texture_rectangle.
*/
GLenum textureTargets[] = {
LOCAL_GL_TEXTURE_2D,
LOCAL_GL_NONE
};
if (mGLContext->IsGLES2()) {
textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB;
}
mFBOTextureTarget = LOCAL_GL_NONE;
for (uint32_t i = 0; i < ArrayLength(textureTargets); i++) {
GLenum target = textureTargets[i];
if (!target)
continue;
mGLContext->fGenTextures(1, &mBackBufferTexture);
mGLContext->fBindTexture(target, mBackBufferTexture);
mGLContext->fTexParameteri(target,
LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_NEAREST);
mGLContext->fTexParameteri(target,
LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_NEAREST);
mGLContext->fTexImage2D(target,
0,
LOCAL_GL_RGBA,
5, 3, /* sufficiently NPOT */
0,
LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE,
NULL);
// unbind this texture, in preparation for binding it to the FBO
mGLContext->fBindTexture(target, 0);
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBackBufferFBO);
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
target,
mBackBufferTexture,
0);
if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
LOCAL_GL_FRAMEBUFFER_COMPLETE)
{
mFBOTextureTarget = target;
break;
}
// We weren't succesful with this texture, so we don't need it
// any more.
mGLContext->fDeleteTextures(1, &mBackBufferTexture);
}
if (mFBOTextureTarget == LOCAL_GL_NONE) {
/* Unable to find a texture target that works with FBOs and NPOT textures */
return false;
}
} else {
// not trying to work around driver bugs, so TEXTURE_2D should just work
mFBOTextureTarget = LOCAL_GL_TEXTURE_2D;
}
// back to default framebuffer, to avoid confusion
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
/* If we're using TEXTURE_RECTANGLE, then we must have the ARB
* extension -- the EXT variant does not provide support for
* texture rectangle access inside GLSL (sampler2DRect,
* texture2DRect).
*/
if (!mGLContext->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle))
return false;
}
// If we're double-buffered, we don't need this fbo anymore.
if (mGLContext->IsDoubleBuffered()) {
mGLContext->fDeleteFramebuffers(1, &mBackBufferFBO);
mBackBufferFBO = 0;
}
/* Create a simple quad VBO */
mGLContext->fGenBuffers(1, &mQuadVBO);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
GLfloat vertices[] = {
/* First quad vertices */
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
/* Then quad texcoords */
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
/* Then flipped quad texcoords */
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
};
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, sizeof(vertices), vertices, LOCAL_GL_STATIC_DRAW);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
nsCOMPtr<nsIConsoleService>
console(do_GetService(NS_CONSOLESERVICE_CONTRACTID));
if (console) {
nsString msg;
msg +=
NS_LITERAL_STRING("OpenGL LayerManager Initialized Succesfully.\nVersion: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VERSION)));
msg += NS_LITERAL_STRING("\nVendor: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_VENDOR)));
msg += NS_LITERAL_STRING("\nRenderer: ");
msg += NS_ConvertUTF8toUTF16(
nsDependentCString((const char*)mGLContext->fGetString(LOCAL_GL_RENDERER)));
msg += NS_LITERAL_STRING("\nFBO Texture Target: ");
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D)
msg += NS_LITERAL_STRING("TEXTURE_2D");
else
msg += NS_LITERAL_STRING("TEXTURE_RECTANGLE");
console->LogStringMessage(msg.get());
}
if (NS_IsMainThread()) {
Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps");
Preferences::AddBoolVarCache(&sFrameCounter, "layers.acceleration.frame-counter");
} else {
// We have to dispatch an event to the main thread to read the pref.
class ReadDrawFPSPref : public nsRunnable {
public:
NS_IMETHOD Run()
{
Preferences::AddBoolVarCache(&sDrawFPS, "layers.acceleration.draw-fps");
Preferences::AddBoolVarCache(&sFrameCounter, "layers.acceleration.frame-counter");
return NS_OK;
}
};
NS_DispatchToMainThread(new ReadDrawFPSPref());
}
reporter.SetSuccessful();
return true;
}
void
LayerManagerOGL::SetClippingRegion(const nsIntRegion& aClippingRegion)
{
mClippingRegion = aClippingRegion;
}
void
LayerManagerOGL::BeginTransaction()
{
mInTransaction = true;
}
void
LayerManagerOGL::BeginTransactionWithTarget(gfxContext *aTarget)
{
mInTransaction = true;
#ifdef MOZ_LAYERS_HAVE_LOG
MOZ_LAYERS_LOG(("[----- BeginTransaction"));
Log();
#endif
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
mTarget = aTarget;
}
bool
LayerManagerOGL::EndEmptyTransaction(EndTransactionFlags aFlags)
{
mInTransaction = false;
if (!mRoot)
return false;
EndTransaction(nullptr, nullptr, aFlags);
return true;
}
void
LayerManagerOGL::EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags)
{
mInTransaction = false;
#ifdef MOZ_LAYERS_HAVE_LOG
MOZ_LAYERS_LOG((" ----- (beginning paint)"));
Log();
#endif
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
if (mRoot && !(aFlags & END_NO_IMMEDIATE_REDRAW)) {
// The results of our drawing always go directly into a pixel buffer,
// so we don't need to pass any global transform here.
mRoot->ComputeEffectiveTransforms(gfx3DMatrix());
mThebesLayerCallback = aCallback;
mThebesLayerCallbackData = aCallbackData;
SetCompositingDisabled(aFlags & END_NO_COMPOSITE);
Render();
mThebesLayerCallback = nullptr;
mThebesLayerCallbackData = nullptr;
}
mTarget = NULL;
#ifdef MOZ_LAYERS_HAVE_LOG
Log();
MOZ_LAYERS_LOG(("]----- EndTransaction"));
#endif
}
already_AddRefed<gfxASurface>
LayerManagerOGL::CreateOptimalMaskSurface(const gfxIntSize &aSize)
{
return gfxPlatform::GetPlatform()->
CreateOffscreenImageSurface(aSize, gfxASurface::CONTENT_ALPHA);
}
already_AddRefed<ThebesLayer>
LayerManagerOGL::CreateThebesLayer()
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
nsRefPtr<ThebesLayer> layer = new ThebesLayerOGL(this);
return layer.forget();
}
already_AddRefed<ContainerLayer>
LayerManagerOGL::CreateContainerLayer()
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
nsRefPtr<ContainerLayer> layer = new ContainerLayerOGL(this);
return layer.forget();
}
already_AddRefed<ImageLayer>
LayerManagerOGL::CreateImageLayer()
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
nsRefPtr<ImageLayer> layer = new ImageLayerOGL(this);
return layer.forget();
}
already_AddRefed<ColorLayer>
LayerManagerOGL::CreateColorLayer()
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
nsRefPtr<ColorLayer> layer = new ColorLayerOGL(this);
return layer.forget();
}
already_AddRefed<CanvasLayer>
LayerManagerOGL::CreateCanvasLayer()
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
nsRefPtr<CanvasLayer> layer = new CanvasLayerOGL(this);
return layer.forget();
}
LayerOGL*
LayerManagerOGL::RootLayer() const
{
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
return static_cast<LayerOGL*>(mRoot->ImplData());
}
bool LayerManagerOGL::sDrawFPS = false;
bool LayerManagerOGL::sFrameCounter = false;
static uint16_t sFrameCount = 0;
void
FPSState::DrawFrameCounter(GLContext* context)
{
SAMPLER_FRAME_NUMBER(sFrameCount);
uint16_t frameNumber = sFrameCount;
for (size_t i = 0; i < 16; i++) {
context->fScissor(3*i, 0, 3, 3);
// We should do this using a single draw call
// instead of 16 glClear()
if ((frameNumber >> i) & 0x1) {
context->fClearColor(0.0, 0.0, 0.0, 0.0);
} else {
context->fClearColor(1.0, 1.0, 1.0, 0.0);
}
context->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
}
// We intentionally overflow at 2^16.
sFrameCount++;
}
// |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(ShaderProgramOGL *aProg,
const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
GLenum aWrapMode /* = LOCAL_GL_REPEAT */,
bool aFlipped /* = false */)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
GLuint vertAttribIndex =
aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib);
GLuint texCoordAttribIndex =
aProg->AttribLocation(ShaderProgramOGL::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::NotifyShadowTreeTransaction()
{
if (mFPS) {
mFPS->NotifyShadowTreeTransaction();
}
}
void
LayerManagerOGL::Render()
{
SAMPLE_LABEL("LayerManagerOGL", "Render");
if (mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return;
}
nsIntRect rect;
if (mIsRenderingToEGLSurface) {
rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
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;
// 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();
}
#if MOZ_WIDGET_ANDROID
TexturePoolOGL::Fill(gl());
#endif
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);
}
if (CompositingDisabled()) {
RootLayer()->RenderLayer(mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO,
nsIntPoint(0, 0));
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
return;
}
mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST);
// If the Java compositor is being used, this clear will be done in
// DrawWindowUnderlay. Make sure the bits used here match up with those used
// in mobile/android/base/gfx/LayerRenderer.java
#ifndef MOZ_JAVA_COMPOSITOR
mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0);
mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT);
#endif
// 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;
if (mIsRenderingToEGLSurface) {
rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
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) {
mFPS = new FPSState();
} else if (!sDrawFPS && mFPS) {
mFPS = nullptr;
}
if (mFPS) {
mFPS->DrawFPS(TimeStamp::Now(), mGLContext, GetProgram(Copy2DProgramType));
} else if (sFrameCounter) {
FPSState::DrawFrameCounter(mGLContext);
}
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);
ShaderProgramOGL *copyprog = GetProgram(Copy2DProgramType);
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
copyprog = GetProgram(Copy2DRectProgramType);
}
mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture);
copyprog->Activate();
copyprog->SetTextureUnit(0);
if (copyprog->GetTexCoordMultiplierUniformLocation() != -1) {
copyprog->SetTexCoordMultiplier(width, height);
}
// 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(ShaderProgramOGL::VertexCoordAttrib);
GLint tcattr = copyprog->AttribLocation(ShaderProgramOGL::TexCoordAttrib);
mGLContext->fEnableVertexAttribArray(vcattr);
mGLContext->fEnableVertexAttribArray(tcattr);
const nsIntRect *r;
nsIntRegionRectIterator iter(mClippingRegion);
while ((r = iter.Next()) != nullptr) {
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 inverted texture coordinates since our projection matrix also has a
// flip and we need to cancel that out.
float coords[] = { left, 1 - top,
right, 1 - top,
left, 1 - bottom,
right, 1 - bottom };
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::SetSurfaceSize(int width, int height)
{
mSurfaceSize.width = width;
mSurfaceSize.height = 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) {
nsAutoCString 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;
if (mIsRenderingToEGLSurface) {
rect = nsIntRect(0, 0, mSurfaceSize.width, mSurfaceSize.height);
} else {
mWidget->GetBounds(rect);
}
GLint width = rect.width;
GLint height = rect.height;
if ((int64_t(width) * int64_t(height) * int64_t(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);
if (!mGLContext->IsGLES2()) {
// 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);
}
}
NS_ASSERTION(imageSurface->Stride() == width * 4,
"Image Surfaces being created with weird stride!");
mGLContext->ReadPixelsIntoImageSurface(imageSurface);
aTarget->SetOperator(gfxContext::OPERATOR_SOURCE);
aTarget->Scale(1.0, -1.0);
aTarget->Translate(-gfxPoint(0.0, height));
aTarget->SetSource(imageSurface);
aTarget->Paint();
}
void
LayerManagerOGL::SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix)
{
for (unsigned int i = 0; i < mPrograms.Length(); ++i) {
for (uint32_t mask = MaskNone; mask < NumMaskTypes; ++mask) {
if (mPrograms[i].mVariations[mask]) {
mPrograms[i].mVariations[mask]->CheckAndSetProjectionMatrix(aMatrix);
}
}
}
}
static GLenum
GetFrameBufferInternalFormat(GLContext* gl,
GLuint aCurrentFrameBuffer,
nsIWidget* aWidget)
{
if (aCurrentFrameBuffer == 0) { // default framebuffer
return aWidget->GetGLFrameBufferFormat();
}
return LOCAL_GL_RGBA;
}
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);
bool isFormatCompatibleWithRGBA
= gl()->IsGLES2() ? (format == LOCAL_GL_RGBA)
: true;
if (isFormatCompatibleWithRGBA) {
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) {
nsAutoCString 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 nullptr;
}
#ifdef FORCE_BASICTILEDTHEBESLAYER
return nsRefPtr<ShadowThebesLayer>(new TiledThebesLayerOGL(this)).forget();
#else
return nsRefPtr<ShadowThebesLayerOGL>(new ShadowThebesLayerOGL(this)).forget();
#endif
}
already_AddRefed<ShadowContainerLayer>
LayerManagerOGL::CreateShadowContainerLayer()
{
if (LayerManagerOGL::mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
return nsRefPtr<ShadowContainerLayerOGL>(new ShadowContainerLayerOGL(this)).forget();
}
already_AddRefed<ShadowImageLayer>
LayerManagerOGL::CreateShadowImageLayer()
{
if (LayerManagerOGL::mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
return nsRefPtr<ShadowImageLayerOGL>(new ShadowImageLayerOGL(this)).forget();
}
already_AddRefed<ShadowColorLayer>
LayerManagerOGL::CreateShadowColorLayer()
{
if (LayerManagerOGL::mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
return nsRefPtr<ShadowColorLayerOGL>(new ShadowColorLayerOGL(this)).forget();
}
already_AddRefed<ShadowCanvasLayer>
LayerManagerOGL::CreateShadowCanvasLayer()
{
if (LayerManagerOGL::mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
return nsRefPtr<ShadowCanvasLayerOGL>(new ShadowCanvasLayerOGL(this)).forget();
}
already_AddRefed<ShadowRefLayer>
LayerManagerOGL::CreateShadowRefLayer()
{
if (LayerManagerOGL::mDestroyed) {
NS_WARNING("Call on destroyed layer manager");
return nullptr;
}
return nsRefPtr<ShadowRefLayerOGL>(new ShadowRefLayerOGL(this)).forget();
}
} /* layers */
} /* mozilla */