mirror of
https://github.com/mozilla/gecko-dev.git
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201 lines
7.2 KiB
C++
201 lines
7.2 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 tw=80: */
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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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#ifndef GLBLITHELPER_H_
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#define GLBLITHELPER_H_
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#include "GLContextTypes.h"
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#include "GLConsts.h"
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#include "nsSize.h"
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#include "mozilla/Attributes.h"
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#include "mozilla/gfx/Point.h"
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namespace mozilla {
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namespace layers {
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class Image;
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class PlanarYCbCrImage;
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class GrallocImage;
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class SurfaceTextureImage;
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class EGLImageImage;
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}
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namespace gl {
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class GLContext;
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/**
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* Helper function that creates a 2D texture aSize.width x aSize.height with
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* storage type specified by aFormats. Returns GL texture object id.
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*
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* See mozilla::gl::CreateTexture.
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*/
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GLuint CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
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const gfx::IntSize& aSize);
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/**
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* Helper function that creates a 2D texture aSize.width x aSize.height with
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* storage type aInternalFormat. Returns GL texture object id.
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*
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* Initialize textyre parameters to:
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* GL_TEXTURE_MIN_FILTER = GL_LINEAR
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* GL_TEXTURE_MAG_FILTER = GL_LINEAR
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* GL_TEXTURE_WRAP_S = GL_CLAMP_TO_EDGE
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* GL_TEXTURE_WRAP_T = GL_CLAMP_TO_EDGE
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*/
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GLuint CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
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GLenum aType, const gfx::IntSize& aSize, bool linear = true);
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/**
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* Helper function to create, potentially, multisample render buffers suitable
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* for offscreen rendering. Buffers of size aSize.width x aSize.height with
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* storage specified by aFormat. returns GL render buffer object id.
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*/
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GLuint CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
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const gfx::IntSize& aSize);
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/**
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* Helper function to create, potentially, multisample render buffers suitable
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* for offscreen rendering. Buffers of size aSize.width x aSize.height with
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* storage specified by aFormats. GL render buffer object ids are returned via
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* aColorMSRB, aDepthRB, and aStencilRB
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*/
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void CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
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const gfx::IntSize& aSize, bool aMultisample,
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GLuint* aColorMSRB, GLuint* aDepthRB,
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GLuint* aStencilRB);
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/** Buffer blitting helper */
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class GLBlitHelper final
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{
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enum Channel
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{
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Channel_Y = 0,
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Channel_Cb,
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Channel_Cr,
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Channel_Max,
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};
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/**
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* BlitTex2D is used to copy blit the content of a GL_TEXTURE_2D object,
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* BlitTexRect is used to copy blit the content of a GL_TEXTURE_RECT object,
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* The difference between BlitTex2D and BlitTexRect is the texture type, which affect
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* the fragment shader a bit.
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*
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* ConvertGralloc is used to color convert copy blit the GrallocImage into a
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* normal RGB texture by egl_image_external extension
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* ConvertPlnarYcbCr is used to color convert copy blit the PlanarYCbCrImage
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* into a normal RGB texture by create textures of each color channel, and
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* convert it in GPU.
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* Convert type is created for canvas.
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*/
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enum BlitType
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{
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BlitTex2D,
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BlitTexRect,
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ConvertGralloc,
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ConvertPlanarYCbCr,
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ConvertSurfaceTexture,
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ConvertEGLImage
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};
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// The GLContext is the sole owner of the GLBlitHelper.
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GLContext* mGL;
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GLuint mTexBlit_Buffer;
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GLuint mTexBlit_VertShader;
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GLuint mTex2DBlit_FragShader;
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GLuint mTex2DRectBlit_FragShader;
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GLuint mTex2DBlit_Program;
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GLuint mTex2DRectBlit_Program;
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GLint mYFlipLoc;
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GLint mTextureTransformLoc;
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// Data for image blit path
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GLuint mTexExternalBlit_FragShader;
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GLuint mTexYUVPlanarBlit_FragShader;
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GLuint mTexExternalBlit_Program;
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GLuint mTexYUVPlanarBlit_Program;
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GLuint mFBO;
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GLuint mSrcTexY;
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GLuint mSrcTexCb;
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GLuint mSrcTexCr;
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GLuint mSrcTexEGL;
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GLint mYTexScaleLoc;
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GLint mCbCrTexScaleLoc;
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int mTexWidth;
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int mTexHeight;
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// Cache some uniform values
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float mCurYScale;
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float mCurCbCrScale;
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void UseBlitProgram();
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void SetBlitFramebufferForDestTexture(GLuint aTexture);
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bool UseTexQuadProgram(BlitType target, const gfx::IntSize& srcSize);
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bool InitTexQuadProgram(BlitType target = BlitTex2D);
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void DeleteTexBlitProgram();
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void BindAndUploadYUVTexture(Channel which, uint32_t width, uint32_t height, void* data, bool allocation);
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void BindAndUploadEGLImage(EGLImage image, GLuint target);
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#ifdef MOZ_WIDGET_GONK
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bool BlitGrallocImage(layers::GrallocImage* grallocImage);
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#endif
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bool BlitPlanarYCbCrImage(layers::PlanarYCbCrImage* yuvImage);
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#ifdef MOZ_WIDGET_ANDROID
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// Blit onto the current FB.
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bool BlitSurfaceTextureImage(layers::SurfaceTextureImage* stImage);
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bool BlitEGLImageImage(layers::EGLImageImage* eglImage);
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#endif
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explicit GLBlitHelper(GLContext* gl);
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friend class GLContext;
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public:
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~GLBlitHelper();
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// If you don't have |srcFormats| for the 2nd definition,
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// then you'll need the framebuffer_blit extensions to use
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// the first BlitFramebufferToFramebuffer.
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void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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bool internalFBs = false);
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void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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const GLFormats& srcFormats,
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bool internalFBs = false);
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void BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
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bool internalFBs = false);
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void BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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GLenum destTarget = LOCAL_GL_TEXTURE_2D,
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bool internalFBs = false);
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void BlitTextureToTexture(GLuint srcTex, GLuint destTex,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
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GLenum destTarget = LOCAL_GL_TEXTURE_2D);
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bool BlitImageToFramebuffer(layers::Image* srcImage, const gfx::IntSize& destSize,
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GLuint destFB, OriginPos destOrigin);
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bool BlitImageToTexture(layers::Image* srcImage, const gfx::IntSize& destSize,
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GLuint destTex, GLenum destTarget, OriginPos destOrigin);
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};
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} // namespace gl
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} // namespace mozilla
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#endif // GLBLITHELPER_H_
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