gecko-dev/gfx/gl/TextureImageEGL.cpp
Jeff Gilbert a824ab4d81 Bug 1656034 - Support multiple EglDisplays per GLLibraryEGL. r=lsalzman,sotaro,stransky
Have webrender use its own EGLDisplay, letting WebGL use a different
one.

Differential Revision: https://phabricator.services.mozilla.com/D85496
2020-08-07 07:14:46 +00:00

221 lines
6.9 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "TextureImageEGL.h"
#include "GLLibraryEGL.h"
#include "GLContext.h"
#include "GLContextEGL.h"
#include "GLUploadHelpers.h"
#include "gfxPlatform.h"
#include "mozilla/gfx/Types.h"
namespace mozilla {
namespace gl {
static GLenum GLFormatForImage(gfx::SurfaceFormat aFormat) {
switch (aFormat) {
case gfx::SurfaceFormat::B8G8R8A8:
case gfx::SurfaceFormat::B8G8R8X8:
return LOCAL_GL_RGBA;
case gfx::SurfaceFormat::R5G6B5_UINT16:
return LOCAL_GL_RGB;
case gfx::SurfaceFormat::A8:
return LOCAL_GL_LUMINANCE;
default:
NS_WARNING("Unknown GL format for Surface format");
}
return 0;
}
static GLenum GLTypeForImage(gfx::SurfaceFormat aFormat) {
switch (aFormat) {
case gfx::SurfaceFormat::B8G8R8A8:
case gfx::SurfaceFormat::B8G8R8X8:
case gfx::SurfaceFormat::A8:
return LOCAL_GL_UNSIGNED_BYTE;
case gfx::SurfaceFormat::R5G6B5_UINT16:
return LOCAL_GL_UNSIGNED_SHORT_5_6_5;
default:
NS_WARNING("Unknown GL format for Surface format");
}
return 0;
}
TextureImageEGL::TextureImageEGL(GLuint aTexture, const gfx::IntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
GLContext* aContext, Flags aFlags,
TextureState aTextureState,
TextureImage::ImageFormat aImageFormat)
: TextureImage(aSize, aWrapMode, aContentType, aFlags),
mGLContext(aContext),
mUpdateFormat(gfx::ImageFormatToSurfaceFormat(aImageFormat)),
mEGLImage(nullptr),
mTexture(aTexture),
mSurface(nullptr),
mConfig(nullptr),
mTextureState(aTextureState),
mBound(false) {
if (mUpdateFormat == gfx::SurfaceFormat::UNKNOWN) {
mUpdateFormat =
gfxPlatform::GetPlatform()->Optimal2DFormatForContent(GetContentType());
}
if (mUpdateFormat == gfx::SurfaceFormat::R5G6B5_UINT16) {
mTextureFormat = gfx::SurfaceFormat::R8G8B8X8;
} else if (mUpdateFormat == gfx::SurfaceFormat::B8G8R8X8) {
mTextureFormat = gfx::SurfaceFormat::B8G8R8X8;
} else {
mTextureFormat = gfx::SurfaceFormat::B8G8R8A8;
}
}
TextureImageEGL::~TextureImageEGL() {
if (mGLContext->IsDestroyed() || !mGLContext->IsOwningThreadCurrent()) {
return;
}
// If we have a context, then we need to delete the texture;
// if we don't have a context (either real or shared),
// then they went away when the contex was deleted, because it
// was the only one that had access to it.
if (mGLContext->MakeCurrent()) {
mGLContext->fDeleteTextures(1, &mTexture);
}
ReleaseTexImage();
DestroyEGLSurface();
}
bool TextureImageEGL::DirectUpdate(
gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion,
const gfx::IntPoint& aFrom /* = gfx::IntPoint(0,0) */) {
gfx::IntRect bounds = aRegion.GetBounds();
nsIntRegion region;
if (mTextureState != Valid) {
bounds = gfx::IntRect(0, 0, mSize.width, mSize.height);
region = nsIntRegion(bounds);
} else {
region = aRegion;
}
bool needInit = mTextureState == Created;
size_t uploadSize = 0;
mTextureFormat = UploadSurfaceToTexture(mGLContext, aSurf, region, mTexture,
mSize, &uploadSize, needInit, aFrom);
if (mTextureFormat == gfx::SurfaceFormat::UNKNOWN) {
return false;
}
if (uploadSize > 0) {
UpdateUploadSize(uploadSize);
}
mTextureState = Valid;
return true;
}
void TextureImageEGL::BindTexture(GLenum aTextureUnit) {
// Ensure the texture is allocated before it is used.
if (mTextureState == Created) {
Resize(mSize);
}
mGLContext->fActiveTexture(aTextureUnit);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
}
void TextureImageEGL::Resize(const gfx::IntSize& aSize) {
if (mSize == aSize && mTextureState != Created) return;
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0,
GLFormatForImage(mUpdateFormat), aSize.width,
aSize.height, 0, GLFormatForImage(mUpdateFormat),
GLTypeForImage(mUpdateFormat), nullptr);
mTextureState = Allocated;
mSize = aSize;
}
bool TextureImageEGL::BindTexImage() {
if (mBound && !ReleaseTexImage()) return false;
const auto& gle = GLContextEGL::Cast(mGLContext);
const auto& egl = gle->mEgl;
EGLBoolean success =
egl->fBindTexImage((EGLSurface)mSurface, LOCAL_EGL_BACK_BUFFER);
if (success == LOCAL_EGL_FALSE) return false;
mBound = true;
return true;
}
bool TextureImageEGL::ReleaseTexImage() {
if (!mBound) return true;
const auto& gle = GLContextEGL::Cast(mGLContext);
const auto& egl = gle->mEgl;
EGLBoolean success =
egl->fReleaseTexImage((EGLSurface)mSurface, LOCAL_EGL_BACK_BUFFER);
if (success == LOCAL_EGL_FALSE) return false;
mBound = false;
return true;
}
void TextureImageEGL::DestroyEGLSurface(void) {
if (!mSurface) return;
const auto& gle = GLContextEGL::Cast(mGLContext);
const auto& egl = gle->mEgl;
egl->fDestroySurface(mSurface);
mSurface = nullptr;
}
already_AddRefed<TextureImage> CreateTextureImageEGL(
GLContext* gl, const gfx::IntSize& aSize,
TextureImage::ContentType aContentType, GLenum aWrapMode,
TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) {
RefPtr<TextureImage> t =
new gl::TiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
return t.forget();
}
already_AddRefed<TextureImage> TileGenFuncEGL(
GLContext* gl, const gfx::IntSize& aSize,
TextureImage::ContentType aContentType, TextureImage::Flags aFlags,
TextureImage::ImageFormat aImageFormat) {
gl->MakeCurrent();
GLuint texture;
gl->fGenTextures(1, &texture);
RefPtr<TextureImageEGL> teximage =
new TextureImageEGL(texture, aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType,
gl, aFlags, TextureImage::Created, aImageFormat);
teximage->BindTexture(LOCAL_GL_TEXTURE0);
GLint texfilter = aFlags & TextureImage::UseNearestFilter ? LOCAL_GL_NEAREST
: LOCAL_GL_LINEAR;
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER,
texfilter);
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER,
texfilter);
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S,
LOCAL_GL_CLAMP_TO_EDGE);
gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T,
LOCAL_GL_CLAMP_TO_EDGE);
return teximage.forget();
}
} // namespace gl
} // namespace mozilla