gecko-dev/gfx/gl/GLTextureImage.h
Ehsan Akhgari b155782d0a Bug 921753 - Part 2: Move GraphicsFilters outside of gfxPattern.h so that we won't need to #include that header everywhere GraphicsFilter is needed; r=roc
This patch reduces the number of files that transitively #include
gfx/2d.h from 1582 to 1362.
2013-10-01 17:01:19 -04:00

439 lines
14 KiB
C++

/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* 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 GLTEXTUREIMAGE_H_
#define GLTEXTUREIMAGE_H_
#include "nsAutoPtr.h"
#include "nsRegion.h"
#include "nsTArray.h"
#include "gfxTypes.h"
#include "GLContextTypes.h"
#include "GraphicsFilter.h"
#include "mozilla/gfx/Rect.h"
class gfxASurface;
namespace mozilla {
namespace gfx {
class DataSourceSurface;
}
}
namespace mozilla {
namespace gl {
class GLContext;
/**
* A TextureImage encapsulates a surface that can be drawn to by a
* Thebes gfxContext and (hopefully efficiently!) synchronized to a
* texture in the server. TextureImages are associated with one and
* only one GLContext.
*
* Implementation note: TextureImages attempt to unify two categories
* of backends
*
* (1) proxy to server-side object that can be bound to a texture;
* e.g. Pixmap on X11.
*
* (2) efficient manager of texture memory; e.g. by having clients draw
* into a scratch buffer which is then uploaded with
* glTexSubImage2D().
*/
class TextureImage
{
NS_INLINE_DECL_REFCOUNTING(TextureImage)
public:
enum TextureState
{
Created, // Texture created, but has not had glTexImage called to initialize it.
Allocated, // Texture memory exists, but contents are invalid.
Valid // Texture fully ready to use.
};
enum Flags {
NoFlags = 0x0,
UseNearestFilter = 0x1,
NeedsYFlip = 0x2,
DisallowBigImage = 0x4
};
typedef gfxContentType ContentType;
typedef gfxImageFormat ImageFormat;
static already_AddRefed<TextureImage> Create(
GLContext* gl,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags = TextureImage::NoFlags);
// Moz2D equivalent...
static already_AddRefed<TextureImage> Create(
GLContext* gl,
const gfx::IntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags = TextureImage::NoFlags);
virtual ~TextureImage() {}
/**
* Returns a gfxASurface for updating |aRegion| of the client's
* image if successul, nullptr if not. |aRegion|'s bounds must fit
* within Size(); its coordinate space (if any) is ignored. If
* the update begins successfully, the returned gfxASurface is
* owned by this. Otherwise, nullptr is returned.
*
* |aRegion| is an inout param: the returned region is what the
* client must repaint. Category (1) regions above can
* efficiently handle repaints to "scattered" regions, while (2)
* can only efficiently handle repaints to rects.
*
* Painting the returned surface outside of |aRegion| results
* in undefined behavior.
*
* BeginUpdate() calls cannot be "nested", and each successful
* BeginUpdate() must be followed by exactly one EndUpdate() (see
* below). Failure to do so can leave this in a possibly
* inconsistent state. Unsuccessful BeginUpdate()s must not be
* followed by EndUpdate().
*/
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
/**
* Retrieves the region that will require updating, given a
* region that needs to be updated. This can be used for
* making decisions about updating before calling BeginUpdate().
*
* |aRegion| is an inout param.
*/
virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
}
/**
* Finish the active update and synchronize with the server, if
* necessary.
*
* BeginUpdate() must have been called exactly once before
* EndUpdate().
*/
virtual void EndUpdate() = 0;
/**
* The Image may contain several textures for different regions (tiles).
* These functions iterate over each sub texture image tile.
*/
virtual void BeginTileIteration() {
}
virtual bool NextTile() {
return false;
}
// Function prototype for a tile iteration callback. Returning false will
// cause iteration to be interrupted (i.e. the corresponding NextTile call
// will return false).
typedef bool (* TileIterationCallback)(TextureImage* aImage,
int aTileNumber,
void* aCallbackData);
// Sets a callback to be called every time NextTile is called.
virtual void SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData) {
}
virtual gfx::IntRect GetTileRect();
virtual GLuint GetTextureID() = 0;
virtual uint32_t GetTileCount() {
return 1;
}
/**
* Set this TextureImage's size, and ensure a texture has been
* allocated. Must not be called between BeginUpdate and EndUpdate.
* After a resize, the contents are undefined.
*
* If this isn't implemented by a subclass, it will just perform
* a dummy BeginUpdate/EndUpdate pair.
*/
virtual void Resize(const nsIntSize& aSize) {
mSize = aSize;
nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
BeginUpdate(r);
EndUpdate();
}
// Moz2D equivalent...
void Resize(const gfx::IntSize& aSize);
/**
* Mark this texture as having valid contents. Call this after modifying
* the texture contents externally.
*/
virtual void MarkValid() {}
/**
* aSurf - the source surface to update from
* aRegion - the region in this image to update
* aFrom - offset in the source to update from
*/
virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0;
// Moz2D equivalent
bool UpdateFromDataSource(gfx::DataSourceSurface *aSurf,
const nsIntRegion* aDstRegion = nullptr,
const gfx::IntPoint* aSrcOffset = nullptr);
virtual void BindTexture(GLenum aTextureUnit) = 0;
virtual void ReleaseTexture() {}
void BindTextureAndApplyFilter(GLenum aTextureUnit) {
BindTexture(aTextureUnit);
ApplyFilter();
}
class ScopedBindTexture
{
public:
ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit);
~ScopedBindTexture()
{
if (mTexture) {
mTexture->ReleaseTexture();
}
}
protected:
TextureImage *mTexture;
};
class ScopedBindTextureAndApplyFilter
: public ScopedBindTexture
{
public:
ScopedBindTextureAndApplyFilter(TextureImage *aTexture, GLenum aTextureUnit) :
ScopedBindTexture(aTexture, aTextureUnit)
{
if (mTexture) {
mTexture->ApplyFilter();
}
}
};
/**
* Returns the image format of the texture. Only valid after a matching
* BeginUpdate/EndUpdate pair have been called.
*/
virtual gfx::SurfaceFormat GetTextureFormat() {
return mTextureFormat;
}
/** Can be called safely at any time. */
/**
* If this TextureImage has a permanent gfxASurface backing,
* return it. Otherwise return nullptr.
*/
virtual already_AddRefed<gfxASurface> GetBackingSurface()
{ return nullptr; }
gfx::IntSize GetSize() const;
ContentType GetContentType() const { return mContentType; }
ImageFormat GetImageFormat() const { return mImageFormat; }
virtual bool InUpdate() const = 0;
GLenum GetWrapMode() const { return mWrapMode; }
void SetFilter(GraphicsFilter aFilter) { mFilter = aFilter; }
/**
* Applies this TextureImage's filter, assuming that its texture is
* the currently bound texture.
*/
virtual void ApplyFilter() = 0;
protected:
friend class GLContext;
/**
* After the ctor, the TextureImage is invalid. Implementations
* must allocate resources successfully before returning the new
* TextureImage from GLContext::CreateTextureImage(). That is,
* clients must not be given partially-constructed TextureImages.
*/
TextureImage(const nsIntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
Flags aFlags = NoFlags,
ImageFormat aImageFormat = gfxImageFormatUnknown)
: mSize(aSize)
, mWrapMode(aWrapMode)
, mContentType(aContentType)
, mImageFormat(aImageFormat)
, mFilter(GraphicsFilter::FILTER_GOOD)
, mFlags(aFlags)
{}
// Moz2D equivalent...
TextureImage(const gfx::IntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
Flags aFlags = NoFlags);
virtual gfx::IntRect GetSrcTileRect();
nsIntSize mSize;
GLenum mWrapMode;
ContentType mContentType;
ImageFormat mImageFormat;
gfx::SurfaceFormat mTextureFormat;
GraphicsFilter mFilter;
Flags mFlags;
};
/**
* BasicTextureImage is the baseline TextureImage implementation ---
* it updates its texture by allocating a scratch buffer for the
* client to draw into, then using glTexSubImage2D() to upload the new
* pixels. Platforms must provide the code to create a new surface
* into which the updated pixels will be drawn, and the code to
* convert the update surface's pixels into an image on which we can
* glTexSubImage2D().
*/
class BasicTextureImage
: public TextureImage
{
public:
virtual ~BasicTextureImage();
BasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext,
TextureImage::Flags aFlags = TextureImage::NoFlags,
TextureImage::ImageFormat aImageFormat = gfxImageFormatUnknown);
BasicTextureImage(GLuint aTexture,
const gfx::IntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext,
TextureImage::Flags aFlags = TextureImage::NoFlags,
TextureImage::ImageFormat aImageFormat = gfxImageFormatUnknown);
virtual void BindTexture(GLenum aTextureUnit);
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual GLuint GetTextureID() { return mTexture; }
// Returns a surface to draw into
virtual already_AddRefed<gfxASurface>
GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);
virtual void MarkValid() { mTextureState = Valid; }
// Call when drawing into the update surface is complete.
// Returns true if textures should be upload with a relative
// offset - See UploadSurfaceToTexture.
virtual bool FinishedSurfaceUpdate();
// Call after surface data has been uploaded to a texture.
virtual void FinishedSurfaceUpload();
virtual bool InUpdate() const { return !!mUpdateSurface; }
virtual void Resize(const nsIntSize& aSize);
virtual void ApplyFilter();
protected:
GLuint mTexture;
TextureState mTextureState;
nsRefPtr<GLContext> mGLContext;
nsRefPtr<gfxASurface> mUpdateSurface;
nsIntRegion mUpdateRegion;
// The offset into the update surface at which the update rect is located.
nsIntPoint mUpdateOffset;
};
/**
* A container class that complements many sub TextureImages into a big TextureImage.
* Aims to behave just like the real thing.
*/
class TiledTextureImage
: public TextureImage
{
public:
TiledTextureImage(GLContext* aGL,
nsIntSize aSize,
TextureImage::ContentType,
TextureImage::Flags aFlags = TextureImage::NoFlags,
TextureImage::ImageFormat aImageFormat = gfxImageFormatUnknown);
~TiledTextureImage();
void DumpDiv();
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual void Resize(const nsIntSize& aSize);
virtual uint32_t GetTileCount();
virtual void BeginTileIteration();
virtual bool NextTile();
virtual void SetIterationCallback(TileIterationCallback aCallback,
void* aCallbackData);
virtual gfx::IntRect GetTileRect();
virtual GLuint GetTextureID() {
return mImages[mCurrentImage]->GetTextureID();
}
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual bool InUpdate() const { return mInUpdate; }
virtual void BindTexture(GLenum);
virtual void ApplyFilter();
protected:
virtual gfx::IntRect GetSrcTileRect();
unsigned int mCurrentImage;
TileIterationCallback mIterationCallback;
void* mIterationCallbackData;
nsTArray< nsRefPtr<TextureImage> > mImages;
bool mInUpdate;
nsIntSize mSize;
unsigned int mTileSize;
unsigned int mRows, mColumns;
GLContext* mGL;
// A temporary surface to faciliate cross-tile updates.
nsRefPtr<gfxASurface> mUpdateSurface;
// The region of update requested
nsIntRegion mUpdateRegion;
TextureState mTextureState;
TextureImage::ImageFormat mImageFormat;
};
/**
* Creates a TextureImage of the basic implementation, can be useful in cases
* where we know we don't want to use platform-specific TextureImage.
* In doubt, use GLContext::CreateTextureImage instead.
*/
already_AddRefed<TextureImage>
CreateBasicTextureImage(GLContext* aGL,
const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags,
TextureImage::ImageFormat aImageFormat = gfxImageFormatUnknown);
already_AddRefed<TextureImage>
CreateBasicTextureImage(GLContext* aGL,
const gfx::IntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags);
} // namespace gl
} // namespace mozilla
#endif /* GLTEXTUREIMAGE_H_ */