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b155782d0a
This patch reduces the number of files that transitively #include gfx/2d.h from 1582 to 1362.
722 lines
24 KiB
C++
722 lines
24 KiB
C++
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GLTextureImage.h"
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#include "GLContext.h"
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#include "gfxContext.h"
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#include "gfxPlatform.h"
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#include "gfxUtils.h"
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#include "gfx2DGlue.h"
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namespace mozilla {
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namespace gl {
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already_AddRefed<TextureImage>
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TextureImage::Create(GLContext* gl,
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const nsIntSize& size,
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TextureImage::ContentType contentType,
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GLenum wrapMode,
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TextureImage::Flags flags)
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{
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return gl->CreateTextureImage(size, contentType, wrapMode, flags);
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}
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// Moz2D equivalent...
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already_AddRefed<TextureImage>
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TextureImage::Create(GLContext* gl,
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const gfx::IntSize& size,
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TextureImage::ContentType contentType,
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GLenum wrapMode,
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TextureImage::Flags flags)
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{
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return Create(gl, ThebesIntSize(size), contentType, wrapMode, flags);
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}
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bool
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TextureImage::UpdateFromDataSource(gfx::DataSourceSurface *aSurface,
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const nsIntRegion* aDestRegion,
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const gfx::IntPoint* aSrcPoint)
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{
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nsIntRegion destRegion = aDestRegion ? *aDestRegion
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: nsIntRect(0, 0,
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aSurface->GetSize().width,
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aSurface->GetSize().height);
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nsIntPoint thebesSrcPoint = aSrcPoint ? nsIntPoint(aSrcPoint->x, aSrcPoint->y)
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: nsIntPoint(0, 0);
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RefPtr<gfxASurface> thebesSurf
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= new gfxImageSurface(aSurface->GetData(),
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ThebesIntSize(aSurface->GetSize()),
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aSurface->Stride(),
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SurfaceFormatToImageFormat(aSurface->GetFormat()));
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return DirectUpdate(thebesSurf, destRegion, thebesSrcPoint);
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}
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gfx::IntRect TextureImage::GetTileRect() {
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return gfx::IntRect(gfx::IntPoint(0,0), ToIntSize(mSize));
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}
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gfx::IntRect TextureImage::GetSrcTileRect() {
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return GetTileRect();
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}
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BasicTextureImage::~BasicTextureImage()
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{
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GLContext *ctx = mGLContext;
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if (ctx->IsDestroyed() || !ctx->IsOwningThreadCurrent()) {
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ctx = ctx->GetSharedContext();
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}
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// If we have a context, then we need to delete the texture;
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// if we don't have a context (either real or shared),
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// then they went away when the contex was deleted, because it
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// was the only one that had access to it.
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if (ctx && !ctx->IsDestroyed()) {
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mGLContext->MakeCurrent();
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mGLContext->fDeleteTextures(1, &mTexture);
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}
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}
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gfxASurface*
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BasicTextureImage::BeginUpdate(nsIntRegion& aRegion)
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{
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NS_ASSERTION(!mUpdateSurface, "BeginUpdate() without EndUpdate()?");
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// determine the region the client will need to repaint
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if (mGLContext->CanUploadSubTextures()) {
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GetUpdateRegion(aRegion);
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} else {
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aRegion = nsIntRect(nsIntPoint(0, 0), mSize);
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}
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mUpdateRegion = aRegion;
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nsIntRect rgnSize = mUpdateRegion.GetBounds();
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if (!nsIntRect(nsIntPoint(0, 0), mSize).Contains(rgnSize)) {
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NS_ERROR("update outside of image");
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return nullptr;
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}
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ImageFormat format =
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(GetContentType() == GFX_CONTENT_COLOR) ?
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gfxImageFormatRGB24 : gfxImageFormatARGB32;
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mUpdateSurface =
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GetSurfaceForUpdate(gfxIntSize(rgnSize.width, rgnSize.height), format);
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if (!mUpdateSurface || mUpdateSurface->CairoStatus()) {
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mUpdateSurface = nullptr;
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return nullptr;
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}
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mUpdateSurface->SetDeviceOffset(gfxPoint(-rgnSize.x, -rgnSize.y));
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return mUpdateSurface;
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}
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void
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BasicTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
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{
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// if the texture hasn't been initialized yet, or something important
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// changed, we need to recreate our backing surface and force the
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// client to paint everything
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if (mTextureState != Valid)
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aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
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}
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void
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BasicTextureImage::EndUpdate()
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{
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NS_ASSERTION(!!mUpdateSurface, "EndUpdate() without BeginUpdate()?");
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// FIXME: this is the slow boat. Make me fast (with GLXPixmap?).
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// Undo the device offset that BeginUpdate set; doesn't much matter for us here,
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// but important if we ever do anything directly with the surface.
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mUpdateSurface->SetDeviceOffset(gfxPoint(0, 0));
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bool relative = FinishedSurfaceUpdate();
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mTextureFormat =
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mGLContext->UploadSurfaceToTexture(mUpdateSurface,
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mUpdateRegion,
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mTexture,
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mTextureState == Created,
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mUpdateOffset,
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relative);
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FinishedSurfaceUpload();
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mUpdateSurface = nullptr;
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mTextureState = Valid;
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}
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void
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BasicTextureImage::BindTexture(GLenum aTextureUnit)
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{
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mGLContext->fActiveTexture(aTextureUnit);
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
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}
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void
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BasicTextureImage::ApplyFilter()
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{
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mGLContext->ApplyFilterToBoundTexture(mFilter);
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}
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already_AddRefed<gfxASurface>
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BasicTextureImage::GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt)
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{
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return gfxPlatform::GetPlatform()->
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CreateOffscreenSurface(aSize, gfxASurface::ContentFromFormat(aFmt));
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}
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bool
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BasicTextureImage::FinishedSurfaceUpdate()
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{
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return false;
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}
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void
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BasicTextureImage::FinishedSurfaceUpload()
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{
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}
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bool
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BasicTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
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{
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nsIntRect bounds = aRegion.GetBounds();
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nsIntRegion region;
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if (mTextureState != Valid) {
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bounds = nsIntRect(0, 0, mSize.width, mSize.height);
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region = nsIntRegion(bounds);
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} else {
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region = aRegion;
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}
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mTextureFormat =
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mGLContext->UploadSurfaceToTexture(aSurf,
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region,
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mTexture,
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mTextureState == Created,
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bounds.TopLeft() + aFrom,
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false);
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mTextureState = Valid;
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return true;
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}
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void
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BasicTextureImage::Resize(const nsIntSize& aSize)
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{
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NS_ASSERTION(!mUpdateSurface, "Resize() while in update?");
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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LOCAL_GL_RGBA,
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aSize.width,
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aSize.height,
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0,
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LOCAL_GL_RGBA,
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LOCAL_GL_UNSIGNED_BYTE,
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nullptr);
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mTextureState = Allocated;
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mSize = aSize;
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}
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// Moz2D equivalents...
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void TextureImage::Resize(const gfx::IntSize& aSize) {
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Resize(ThebesIntSize(aSize));
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}
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gfx::IntSize TextureImage::GetSize() const {
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return ToIntSize(mSize);
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}
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TextureImage::TextureImage(const gfx::IntSize& aSize,
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GLenum aWrapMode, ContentType aContentType,
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Flags aFlags)
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: mSize(ThebesIntSize(aSize))
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, mWrapMode(aWrapMode)
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, mContentType(aContentType)
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, mFilter(GraphicsFilter::FILTER_GOOD)
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, mFlags(aFlags)
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{}
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BasicTextureImage::BasicTextureImage(GLuint aTexture,
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const nsIntSize& aSize,
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GLenum aWrapMode,
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ContentType aContentType,
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GLContext* aContext,
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TextureImage::Flags aFlags /* = TextureImage::NoFlags */,
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TextureImage::ImageFormat aImageFormat /* = gfxImageFormatUnknown */)
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: TextureImage(aSize, aWrapMode, aContentType, aFlags, aImageFormat)
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, mTexture(aTexture)
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, mTextureState(Created)
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, mGLContext(aContext)
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, mUpdateOffset(0, 0)
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{
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}
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BasicTextureImage::BasicTextureImage(GLuint aTexture,
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const gfx::IntSize& aSize,
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GLenum aWrapMode,
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ContentType aContentType,
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GLContext* aContext,
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TextureImage::Flags aFlags,
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TextureImage::ImageFormat aImageFormat)
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: TextureImage(ThebesIntSize(aSize), aWrapMode, aContentType, aFlags, aImageFormat)
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, mTexture(aTexture)
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, mTextureState(Created)
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, mGLContext(aContext)
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, mUpdateOffset(0, 0)
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{}
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already_AddRefed<TextureImage>
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CreateBasicTextureImage(GLContext* aGL,
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const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType,
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GLenum aWrapMode,
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TextureImage::Flags aFlags)
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{
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return CreateBasicTextureImage(aGL, ThebesIntSize(aSize), aContentType, aWrapMode, aFlags);
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}
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TiledTextureImage::TiledTextureImage(GLContext* aGL,
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nsIntSize aSize,
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TextureImage::ContentType aContentType,
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TextureImage::Flags aFlags,
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TextureImage::ImageFormat aImageFormat)
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: TextureImage(aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType, aFlags)
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, mCurrentImage(0)
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, mIterationCallback(nullptr)
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, mInUpdate(false)
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, mRows(0)
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, mColumns(0)
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, mGL(aGL)
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, mTextureState(Created)
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, mImageFormat(aImageFormat)
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{
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if (!(aFlags & TextureImage::DisallowBigImage) && mGL->WantsSmallTiles()) {
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mTileSize = 256;
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} else {
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mGL->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*) &mTileSize);
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}
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if (aSize.width != 0 && aSize.height != 0) {
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Resize(aSize);
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}
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}
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TiledTextureImage::~TiledTextureImage()
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{
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}
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bool
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TiledTextureImage::DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom /* = nsIntPoint(0, 0) */)
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{
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if (mSize.width == 0 || mSize.height == 0) {
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return true;
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}
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nsIntRegion region;
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if (mTextureState != Valid) {
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nsIntRect bounds = nsIntRect(0, 0, mSize.width, mSize.height);
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region = nsIntRegion(bounds);
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} else {
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region = aRegion;
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}
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bool result = true;
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int oldCurrentImage = mCurrentImage;
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BeginTileIteration();
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do {
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nsIntRect tileRect = ThebesIntRect(GetSrcTileRect());
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int xPos = tileRect.x;
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int yPos = tileRect.y;
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nsIntRegion tileRegion;
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tileRegion.And(region, tileRect); // intersect with tile
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if (tileRegion.IsEmpty())
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continue;
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if (mGL->CanUploadSubTextures()) {
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tileRegion.MoveBy(-xPos, -yPos); // translate into tile local space
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} else {
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// If sub-textures are unsupported, expand to tile boundaries
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tileRect.x = tileRect.y = 0;
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tileRegion = nsIntRegion(tileRect);
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}
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result &= mImages[mCurrentImage]->
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DirectUpdate(aSurf, tileRegion, aFrom + nsIntPoint(xPos, yPos));
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if (mCurrentImage == mImages.Length() - 1) {
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// We know we're done, but we still need to ensure that the callback
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// gets called (e.g. to update the uploaded region).
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NextTile();
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break;
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}
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// Override a callback cancelling iteration if the texture wasn't valid.
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// We need to force the update in that situation, or we may end up
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// showing invalid/out-of-date texture data.
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} while (NextTile() || (mTextureState != Valid));
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mCurrentImage = oldCurrentImage;
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mTextureFormat = mImages[0]->GetTextureFormat();
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mTextureState = Valid;
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return result;
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}
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void
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TiledTextureImage::GetUpdateRegion(nsIntRegion& aForRegion)
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{
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if (mTextureState != Valid) {
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// if the texture hasn't been initialized yet, or something important
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// changed, we need to recreate our backing surface and force the
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// client to paint everything
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aForRegion = nsIntRect(nsIntPoint(0, 0), mSize);
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return;
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}
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nsIntRegion newRegion;
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// We need to query each texture with the region it will be drawing and
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// set aForRegion to be the combination of all of these regions
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for (unsigned i = 0; i < mImages.Length(); i++) {
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int xPos = (i % mColumns) * mTileSize;
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int yPos = (i / mColumns) * mTileSize;
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nsIntRect imageRect = nsIntRect(nsIntPoint(xPos,yPos),
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ThebesIntSize(mImages[i]->GetSize()));
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if (aForRegion.Intersects(imageRect)) {
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// Make a copy of the region
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nsIntRegion subRegion;
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subRegion.And(aForRegion, imageRect);
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// Translate it into tile-space
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subRegion.MoveBy(-xPos, -yPos);
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// Query region
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mImages[i]->GetUpdateRegion(subRegion);
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// Translate back
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subRegion.MoveBy(xPos, yPos);
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// Add to the accumulated region
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newRegion.Or(newRegion, subRegion);
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}
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}
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aForRegion = newRegion;
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}
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gfxASurface*
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TiledTextureImage::BeginUpdate(nsIntRegion& aRegion)
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{
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NS_ASSERTION(!mInUpdate, "nested update");
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mInUpdate = true;
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// Note, we don't call GetUpdateRegion here as if the updated region is
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// fully contained in a single tile, we get to avoid iterating through
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// the tiles again (and a little copying).
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if (mTextureState != Valid)
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{
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// if the texture hasn't been initialized yet, or something important
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// changed, we need to recreate our backing surface and force the
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// client to paint everything
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aRegion = nsIntRect(nsIntPoint(0, 0), mSize);
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}
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nsIntRect bounds = aRegion.GetBounds();
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for (unsigned i = 0; i < mImages.Length(); i++) {
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int xPos = (i % mColumns) * mTileSize;
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int yPos = (i / mColumns) * mTileSize;
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nsIntRegion imageRegion =
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nsIntRegion(nsIntRect(nsIntPoint(xPos,yPos),
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ThebesIntSize(mImages[i]->GetSize())));
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// a single Image can handle this update request
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if (imageRegion.Contains(aRegion)) {
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// adjust for tile offset
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aRegion.MoveBy(-xPos, -yPos);
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// forward the actual call
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nsRefPtr<gfxASurface> surface = mImages[i]->BeginUpdate(aRegion);
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// caller expects container space
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aRegion.MoveBy(xPos, yPos);
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// Correct the device offset
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gfxPoint offset = surface->GetDeviceOffset();
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surface->SetDeviceOffset(gfxPoint(offset.x - xPos,
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offset.y - yPos));
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// we don't have a temp surface
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mUpdateSurface = nullptr;
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// remember which image to EndUpdate
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mCurrentImage = i;
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return surface.get();
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}
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}
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// Get the real updated region, taking into account the capabilities of
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// each TextureImage tile
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GetUpdateRegion(aRegion);
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mUpdateRegion = aRegion;
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bounds = aRegion.GetBounds();
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// update covers multiple Images - create a temp surface to paint in
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gfxImageFormat format =
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(GetContentType() == GFX_CONTENT_COLOR) ?
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gfxImageFormatRGB24 : gfxImageFormatARGB32;
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mUpdateSurface = gfxPlatform::GetPlatform()->
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CreateOffscreenSurface(gfxIntSize(bounds.width, bounds.height), gfxASurface::ContentFromFormat(format));
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mUpdateSurface->SetDeviceOffset(gfxPoint(-bounds.x, -bounds.y));
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return mUpdateSurface;
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}
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void
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TiledTextureImage::EndUpdate()
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{
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NS_ASSERTION(mInUpdate, "EndUpdate not in update");
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if (!mUpdateSurface) { // update was to a single TextureImage
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mImages[mCurrentImage]->EndUpdate();
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mInUpdate = false;
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mTextureState = Valid;
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mTextureFormat = mImages[mCurrentImage]->GetTextureFormat();
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return;
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}
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// upload tiles from temp surface
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for (unsigned i = 0; i < mImages.Length(); i++) {
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int xPos = (i % mColumns) * mTileSize;
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int yPos = (i / mColumns) * mTileSize;
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nsIntRect imageRect = nsIntRect(nsIntPoint(xPos,yPos),
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ThebesIntSize(mImages[i]->GetSize()));
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nsIntRegion subregion;
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subregion.And(mUpdateRegion, imageRect);
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if (subregion.IsEmpty())
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continue;
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subregion.MoveBy(-xPos, -yPos); // Tile-local space
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// copy tile from temp surface
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gfxASurface* surf = mImages[i]->BeginUpdate(subregion);
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nsRefPtr<gfxContext> ctx = new gfxContext(surf);
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gfxUtils::ClipToRegion(ctx, subregion);
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ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
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ctx->SetSource(mUpdateSurface, gfxPoint(-xPos, -yPos));
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ctx->Paint();
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mImages[i]->EndUpdate();
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}
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mUpdateSurface = nullptr;
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mInUpdate = false;
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mTextureFormat = mImages[0]->GetTextureFormat();
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mTextureState = Valid;
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}
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void TiledTextureImage::BeginTileIteration()
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{
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mCurrentImage = 0;
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}
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bool TiledTextureImage::NextTile()
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{
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bool continueIteration = true;
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|
if (mIterationCallback)
|
|
continueIteration = mIterationCallback(this, mCurrentImage,
|
|
mIterationCallbackData);
|
|
|
|
if (mCurrentImage + 1 < mImages.Length()) {
|
|
mCurrentImage++;
|
|
return continueIteration;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void TiledTextureImage::SetIterationCallback(TileIterationCallback aCallback,
|
|
void* aCallbackData)
|
|
{
|
|
mIterationCallback = aCallback;
|
|
mIterationCallbackData = aCallbackData;
|
|
}
|
|
|
|
gfx::IntRect TiledTextureImage::GetTileRect()
|
|
{
|
|
if (!GetTileCount()) {
|
|
return gfx::IntRect();
|
|
}
|
|
gfx::IntRect rect = mImages[mCurrentImage]->GetTileRect();
|
|
unsigned int xPos = (mCurrentImage % mColumns) * mTileSize;
|
|
unsigned int yPos = (mCurrentImage / mColumns) * mTileSize;
|
|
rect.MoveBy(xPos, yPos);
|
|
return rect;
|
|
}
|
|
|
|
gfx::IntRect TiledTextureImage::GetSrcTileRect()
|
|
{
|
|
gfx::IntRect rect = GetTileRect();
|
|
unsigned int srcY = mFlags & NeedsYFlip
|
|
? mSize.height - rect.height - rect.y
|
|
: rect.y;
|
|
return gfx::IntRect(rect.x, srcY, rect.width, rect.height);
|
|
}
|
|
|
|
void
|
|
TiledTextureImage::BindTexture(GLenum aTextureUnit)
|
|
{
|
|
if (!GetTileCount()) {
|
|
return;
|
|
}
|
|
mImages[mCurrentImage]->BindTexture(aTextureUnit);
|
|
}
|
|
|
|
void
|
|
TiledTextureImage::ApplyFilter()
|
|
{
|
|
mGL->ApplyFilterToBoundTexture(mFilter);
|
|
}
|
|
|
|
/*
|
|
* Resize, trying to reuse tiles. The reuse strategy is to decide on reuse per
|
|
* column. A tile on a column is reused if it hasn't changed size, otherwise it
|
|
* is discarded/replaced. Extra tiles on a column are pruned after iterating
|
|
* each column, and extra rows are pruned after iteration over the entire image
|
|
* finishes.
|
|
*/
|
|
void TiledTextureImage::Resize(const nsIntSize& aSize)
|
|
{
|
|
if (mSize == aSize && mTextureState != Created) {
|
|
return;
|
|
}
|
|
|
|
// calculate rows and columns, rounding up
|
|
unsigned int columns = (aSize.width + mTileSize - 1) / mTileSize;
|
|
unsigned int rows = (aSize.height + mTileSize - 1) / mTileSize;
|
|
|
|
// Iterate over old tile-store and insert/remove tiles as necessary
|
|
int row;
|
|
unsigned int i = 0;
|
|
for (row = 0; row < (int)rows; row++) {
|
|
// If we've gone beyond how many rows there were before, set mColumns to
|
|
// zero so that we only create new tiles.
|
|
if (row >= (int)mRows)
|
|
mColumns = 0;
|
|
|
|
// Similarly, if we're on the last row of old tiles and the height has
|
|
// changed, discard all tiles in that row.
|
|
// This will cause the pruning of columns not to work, but we don't need
|
|
// to worry about that, as no more tiles will be reused past this point
|
|
// anyway.
|
|
if ((row == (int)mRows - 1) && (aSize.height != mSize.height))
|
|
mColumns = 0;
|
|
|
|
int col;
|
|
for (col = 0; col < (int)columns; col++) {
|
|
nsIntSize size( // use tilesize first, then the remainder
|
|
(col+1) * mTileSize > (unsigned int)aSize.width ? aSize.width % mTileSize : mTileSize,
|
|
(row+1) * mTileSize > (unsigned int)aSize.height ? aSize.height % mTileSize : mTileSize);
|
|
|
|
bool replace = false;
|
|
|
|
// Check if we can re-use old tiles.
|
|
if (col < (int)mColumns) {
|
|
// Reuse an existing tile. If the tile is an end-tile and the
|
|
// width differs, replace it instead.
|
|
if (mSize.width != aSize.width) {
|
|
if (col == (int)mColumns - 1) {
|
|
// Tile at the end of the old column, replace it with
|
|
// a new one.
|
|
replace = true;
|
|
} else if (col == (int)columns - 1) {
|
|
// Tile at the end of the new column, create a new one.
|
|
} else {
|
|
// Before the last column on both the old and new sizes,
|
|
// reuse existing tile.
|
|
i++;
|
|
continue;
|
|
}
|
|
} else {
|
|
// Width hasn't changed, reuse existing tile.
|
|
i++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Create a new tile.
|
|
nsRefPtr<TextureImage> teximg =
|
|
mGL->TileGenFunc(size, mContentType, mFlags, mImageFormat);
|
|
if (replace)
|
|
mImages.ReplaceElementAt(i, teximg.forget());
|
|
else
|
|
mImages.InsertElementAt(i, teximg.forget());
|
|
i++;
|
|
}
|
|
|
|
// Prune any unused tiles on the end of the column.
|
|
if (row < (int)mRows) {
|
|
for (col = (int)mColumns - col; col > 0; col--) {
|
|
mImages.RemoveElementAt(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Prune any unused tiles at the end of the store.
|
|
unsigned int length = mImages.Length();
|
|
for (; i < length; i++)
|
|
mImages.RemoveElementAt(mImages.Length()-1);
|
|
|
|
// Reset tile-store properties.
|
|
mRows = rows;
|
|
mColumns = columns;
|
|
mSize = aSize;
|
|
mTextureState = Allocated;
|
|
mCurrentImage = 0;
|
|
}
|
|
|
|
uint32_t TiledTextureImage::GetTileCount()
|
|
{
|
|
return mImages.Length();
|
|
}
|
|
|
|
TextureImage::ScopedBindTexture::ScopedBindTexture(TextureImage* aTexture,
|
|
GLenum aTextureUnit)
|
|
: mTexture(aTexture)
|
|
{
|
|
if (mTexture) {
|
|
MOZ_ASSERT(aTextureUnit >= LOCAL_GL_TEXTURE0);
|
|
mTexture->BindTexture(aTextureUnit);
|
|
}
|
|
}
|
|
|
|
already_AddRefed<TextureImage>
|
|
CreateBasicTextureImage(GLContext* aGL,
|
|
const nsIntSize& aSize,
|
|
TextureImage::ContentType aContentType,
|
|
GLenum aWrapMode,
|
|
TextureImage::Flags aFlags,
|
|
TextureImage::ImageFormat aImageFormat)
|
|
{
|
|
bool useNearestFilter = aFlags & TextureImage::UseNearestFilter;
|
|
aGL->MakeCurrent();
|
|
|
|
GLuint texture = 0;
|
|
aGL->fGenTextures(1, &texture);
|
|
|
|
ScopedBindTexture bind(aGL, texture);
|
|
|
|
GLint texfilter = useNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
|
|
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
|
|
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
|
|
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, aWrapMode);
|
|
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, aWrapMode);
|
|
|
|
nsRefPtr<BasicTextureImage> texImage =
|
|
new BasicTextureImage(texture, aSize, aWrapMode, aContentType,
|
|
aGL, aFlags, aImageFormat);
|
|
return texImage.forget();
|
|
}
|
|
|
|
} // namespace
|
|
} // namespace
|