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01583602a9
The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
382 lines
13 KiB
C++
382 lines
13 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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#ifndef GLTEXTUREIMAGE_H_
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#define GLTEXTUREIMAGE_H_
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#include "nsAutoPtr.h"
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#include "nsRegion.h"
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#include "nsTArray.h"
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#include "gfxTypes.h"
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#include "GLContextTypes.h"
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#include "mozilla/gfx/Rect.h"
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#include "mozilla/RefPtr.h"
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class gfxASurface;
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namespace mozilla {
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namespace gfx {
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class DataSourceSurface;
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class DrawTarget;
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} // namespace gfx
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} // namespace mozilla
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namespace mozilla {
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namespace gl {
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class GLContext;
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/**
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* A TextureImage encapsulates a surface that can be drawn to by a
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* Thebes gfxContext and (hopefully efficiently!) synchronized to a
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* texture in the server. TextureImages are associated with one and
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* only one GLContext.
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*
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* Implementation note: TextureImages attempt to unify two categories
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* of backends
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*
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* (1) proxy to server-side object that can be bound to a texture;
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* e.g. Pixmap on X11.
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*
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* (2) efficient manager of texture memory; e.g. by having clients draw
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* into a scratch buffer which is then uploaded with
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* glTexSubImage2D().
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*/
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class TextureImage
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{
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NS_INLINE_DECL_REFCOUNTING(TextureImage)
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public:
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enum TextureState
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{
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Created, // Texture created, but has not had glTexImage called to initialize it.
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Allocated, // Texture memory exists, but contents are invalid.
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Valid // Texture fully ready to use.
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};
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enum Flags {
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NoFlags = 0x0,
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UseNearestFilter = 0x1,
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OriginBottomLeft = 0x2,
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DisallowBigImage = 0x4
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};
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typedef gfxContentType ContentType;
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typedef gfxImageFormat ImageFormat;
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static already_AddRefed<TextureImage> Create(
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GLContext* gl,
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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 = TextureImage::NoFlags);
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/**
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* Returns a gfxASurface for updating |aRegion| of the client's
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* image if successul, nullptr if not. |aRegion|'s bounds must fit
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* within Size(); its coordinate space (if any) is ignored. If
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* the update begins successfully, the returned gfxASurface is
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* owned by this. Otherwise, nullptr is returned.
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*
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* |aRegion| is an inout param: the returned region is what the
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* client must repaint. Category (1) regions above can
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* efficiently handle repaints to "scattered" regions, while (2)
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* can only efficiently handle repaints to rects.
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*
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* Painting the returned surface outside of |aRegion| results
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* in undefined behavior.
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*
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* BeginUpdate() calls cannot be "nested", and each successful
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* BeginUpdate() must be followed by exactly one EndUpdate() (see
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* below). Failure to do so can leave this in a possibly
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* inconsistent state. Unsuccessful BeginUpdate()s must not be
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* followed by EndUpdate().
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*/
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virtual gfx::DrawTarget* BeginUpdate(nsIntRegion& aRegion) = 0;
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/**
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* Retrieves the region that will require updating, given a
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* region that needs to be updated. This can be used for
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* making decisions about updating before calling BeginUpdate().
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*
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* |aRegion| is an inout param.
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*/
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virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
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}
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/**
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* Finish the active update and synchronize with the server, if
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* necessary.
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*
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* BeginUpdate() must have been called exactly once before
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* EndUpdate().
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*/
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virtual void EndUpdate() = 0;
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/**
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* The Image may contain several textures for different regions (tiles).
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* These functions iterate over each sub texture image tile.
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*/
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virtual void BeginBigImageIteration() {
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}
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virtual bool NextTile() {
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return false;
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}
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// Function prototype for a tile iteration callback. Returning false will
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// cause iteration to be interrupted (i.e. the corresponding NextTile call
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// will return false).
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typedef bool (* BigImageIterationCallback)(TextureImage* aImage,
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int aTileNumber,
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void* aCallbackData);
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// Sets a callback to be called every time NextTile is called.
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virtual void SetIterationCallback(BigImageIterationCallback aCallback,
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void* aCallbackData) {
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}
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virtual gfx::IntRect GetTileRect();
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virtual GLuint GetTextureID() = 0;
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virtual uint32_t GetTileCount() {
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return 1;
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}
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/**
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* Set this TextureImage's size, and ensure a texture has been
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* allocated. Must not be called between BeginUpdate and EndUpdate.
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* After a resize, the contents are undefined.
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*
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* If this isn't implemented by a subclass, it will just perform
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* a dummy BeginUpdate/EndUpdate pair.
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*/
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virtual void Resize(const gfx::IntSize& aSize) {
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mSize = aSize;
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nsIntRegion r(gfx::IntRect(0, 0, aSize.width, aSize.height));
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BeginUpdate(r);
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EndUpdate();
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}
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/**
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* Mark this texture as having valid contents. Call this after modifying
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* the texture contents externally.
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*/
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virtual void MarkValid() {}
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/**
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* aSurf - the source surface to update from
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* aRegion - the region in this image to update
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* aFrom - offset in the source to update from
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*/
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virtual bool DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom = gfx::IntPoint(0,0)) = 0;
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bool UpdateFromDataSource(gfx::DataSourceSurface *aSurf,
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const nsIntRegion* aDstRegion = nullptr,
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const gfx::IntPoint* aSrcOffset = nullptr);
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virtual void BindTexture(GLenum aTextureUnit) = 0;
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/**
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* Returns the image format of the texture. Only valid after a matching
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* BeginUpdate/EndUpdate pair have been called.
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*/
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virtual gfx::SurfaceFormat GetTextureFormat() {
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return mTextureFormat;
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}
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/** Can be called safely at any time. */
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/**
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* If this TextureImage has a permanent gfxASurface backing,
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* return it. Otherwise return nullptr.
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*/
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virtual already_AddRefed<gfxASurface> GetBackingSurface()
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{ return nullptr; }
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gfx::IntSize GetSize() const;
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ContentType GetContentType() const { return mContentType; }
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virtual bool InUpdate() const = 0;
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GLenum GetWrapMode() const { return mWrapMode; }
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void SetFilter(gfx::Filter aFilter) { mFilter = aFilter; }
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protected:
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friend class GLContext;
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/**
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* After the ctor, the TextureImage is invalid. Implementations
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* must allocate resources successfully before returning the new
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* TextureImage from GLContext::CreateTextureImage(). That is,
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* clients must not be given partially-constructed TextureImages.
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*/
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TextureImage(const gfx::IntSize& aSize,
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GLenum aWrapMode, ContentType aContentType,
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Flags aFlags = NoFlags,
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ImageFormat aImageFormat = gfxImageFormat::Unknown);
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// Protected destructor, to discourage deletion outside of Release():
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virtual ~TextureImage() {}
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virtual gfx::IntRect GetSrcTileRect();
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gfx::IntSize mSize;
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GLenum mWrapMode;
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ContentType mContentType;
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gfx::SurfaceFormat mTextureFormat;
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gfx::Filter mFilter;
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Flags mFlags;
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};
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/**
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* BasicTextureImage is the baseline TextureImage implementation ---
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* it updates its texture by allocating a scratch buffer for the
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* client to draw into, then using glTexSubImage2D() to upload the new
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* pixels. Platforms must provide the code to create a new surface
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* into which the updated pixels will be drawn, and the code to
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* convert the update surface's pixels into an image on which we can
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* glTexSubImage2D().
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*/
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class BasicTextureImage
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: public TextureImage
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{
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public:
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virtual ~BasicTextureImage();
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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 = TextureImage::NoFlags,
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TextureImage::ImageFormat aImageFormat = gfxImageFormat::Unknown);
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virtual void BindTexture(GLenum aTextureUnit);
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virtual gfx::DrawTarget* BeginUpdate(nsIntRegion& aRegion);
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virtual void GetUpdateRegion(nsIntRegion& aForRegion);
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virtual void EndUpdate();
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virtual bool DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom = gfx::IntPoint(0,0));
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virtual GLuint GetTextureID() { return mTexture; }
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virtual already_AddRefed<gfx::DrawTarget>
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GetDrawTargetForUpdate(const gfx::IntSize& aSize, gfx::SurfaceFormat aFmt);
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virtual void MarkValid() { mTextureState = Valid; }
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// Call when drawing into the update surface is complete.
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// Returns true if textures should be upload with a relative
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// offset - See UploadSurfaceToTexture.
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virtual bool FinishedSurfaceUpdate();
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// Call after surface data has been uploaded to a texture.
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virtual void FinishedSurfaceUpload();
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virtual bool InUpdate() const { return !!mUpdateDrawTarget; }
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virtual void Resize(const gfx::IntSize& aSize);
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protected:
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GLuint mTexture;
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TextureState mTextureState;
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RefPtr<GLContext> mGLContext;
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RefPtr<gfx::DrawTarget> mUpdateDrawTarget;
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nsIntRegion mUpdateRegion;
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// The offset into the update surface at which the update rect is located.
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nsIntPoint mUpdateOffset;
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};
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/**
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* A container class that complements many sub TextureImages into a big TextureImage.
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* Aims to behave just like the real thing.
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*/
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class TiledTextureImage final
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: public TextureImage
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{
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public:
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TiledTextureImage(GLContext* aGL,
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gfx::IntSize aSize,
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TextureImage::ContentType,
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TextureImage::Flags aFlags = TextureImage::NoFlags,
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TextureImage::ImageFormat aImageFormat = gfxImageFormat::Unknown);
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~TiledTextureImage();
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void DumpDiv();
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virtual gfx::DrawTarget* BeginUpdate(nsIntRegion& aRegion);
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virtual void GetUpdateRegion(nsIntRegion& aForRegion);
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virtual void EndUpdate();
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virtual void Resize(const gfx::IntSize& aSize);
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virtual uint32_t GetTileCount();
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virtual void BeginBigImageIteration();
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virtual bool NextTile();
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virtual void SetIterationCallback(BigImageIterationCallback aCallback,
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void* aCallbackData);
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virtual gfx::IntRect GetTileRect();
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virtual GLuint GetTextureID() {
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return mImages[mCurrentImage]->GetTextureID();
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}
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virtual bool DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom = gfx::IntPoint(0,0));
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virtual bool InUpdate() const { return mInUpdate; }
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virtual void BindTexture(GLenum);
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protected:
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virtual gfx::IntRect GetSrcTileRect();
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unsigned int mCurrentImage;
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BigImageIterationCallback mIterationCallback;
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void* mIterationCallbackData;
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nsTArray< RefPtr<TextureImage> > mImages;
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bool mInUpdate;
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unsigned int mTileSize;
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unsigned int mRows, mColumns;
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GLContext* mGL;
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// A temporary draw target to faciliate cross-tile updates.
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RefPtr<gfx::DrawTarget> mUpdateDrawTarget;
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// The region of update requested
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nsIntRegion mUpdateRegion;
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TextureState mTextureState;
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TextureImage::ImageFormat mImageFormat;
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};
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/**
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* Creates a TextureImage of the basic implementation, can be useful in cases
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* where we know we don't want to use platform-specific TextureImage.
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* In doubt, use GLContext::CreateTextureImage instead.
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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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TextureImage::ImageFormat aImageFormat = gfxImageFormat::Unknown);
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/**
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* Return a valid, allocated TextureImage of |aSize| with
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* |aContentType|. If |aContentType| is COLOR, |aImageFormat| can be used
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* to hint at the preferred RGB format, however it is not necessarily
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* respected. The TextureImage's texture is configured to use
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* |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
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* default, GL_LINEAR filtering. Specify
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* |aFlags=UseNearestFilter| for GL_NEAREST filtering. Specify
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* |aFlags=OriginBottomLeft| if the image is origin-bottom-left, instead of the
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* default origin-top-left. Return
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* nullptr if creating the TextureImage fails.
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*
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* The returned TextureImage may only be used with this GLContext.
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* Attempting to use the returned TextureImage after this
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* GLContext is destroyed will result in undefined (and likely
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* crashy) behavior.
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*/
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already_AddRefed<TextureImage>
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CreateTextureImage(GLContext* gl,
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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 = TextureImage::NoFlags,
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TextureImage::ImageFormat aImageFormat = gfxImageFormat::Unknown);
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} // namespace gl
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} // namespace mozilla
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#endif /* GLTEXTUREIMAGE_H_ */
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