mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-02 18:08:58 +00:00
2951 lines
102 KiB
C++
2951 lines
102 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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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 <algorithm>
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#include <stdio.h>
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#include <string.h>
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#include "GLContext.h"
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#include "gfxCrashReporterUtils.h"
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#include "gfxPlatform.h"
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#include "gfxUtils.h"
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#include "GLContextProvider.h"
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#include "GLTextureImage.h"
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#include "nsIMemoryReporter.h"
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#include "nsThreadUtils.h"
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#include "prenv.h"
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#include "prlink.h"
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#include "SurfaceStream.h"
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#include "mozilla/DebugOnly.h"
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#include "mozilla/Preferences.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace gl {
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#ifdef DEBUG
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unsigned GLContext::sCurrentGLContextTLS = -1;
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#endif
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uint32_t GLContext::sDebugMode = 0;
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#define MAX_SYMBOL_LENGTH 128
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#define MAX_SYMBOL_NAMES 5
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// should match the order of GLExtensions, and be null-terminated.
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static const char *sExtensionNames[] = {
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"GL_EXT_framebuffer_object",
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"GL_ARB_framebuffer_object",
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"GL_ARB_texture_rectangle",
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"GL_EXT_bgra",
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"GL_EXT_texture_format_BGRA8888",
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"GL_OES_depth24",
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"GL_OES_depth32",
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"GL_OES_stencil8",
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"GL_OES_texture_npot",
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"GL_OES_depth_texture",
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"GL_OES_packed_depth_stencil",
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"GL_IMG_read_format",
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"GL_EXT_read_format_bgra",
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"GL_APPLE_client_storage",
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"GL_ARB_texture_non_power_of_two",
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"GL_ARB_pixel_buffer_object",
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"GL_ARB_ES2_compatibility",
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"GL_OES_texture_float",
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"GL_ARB_texture_float",
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"GL_EXT_unpack_subimage",
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"GL_OES_standard_derivatives",
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"GL_EXT_texture_filter_anisotropic",
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"GL_EXT_texture_compression_s3tc",
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"GL_EXT_texture_compression_dxt1",
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"GL_ANGLE_texture_compression_dxt3",
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"GL_ANGLE_texture_compression_dxt5",
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"GL_AMD_compressed_ATC_texture",
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"GL_IMG_texture_compression_pvrtc",
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"GL_EXT_framebuffer_blit",
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"GL_ANGLE_framebuffer_blit",
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"GL_EXT_framebuffer_multisample",
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"GL_ANGLE_framebuffer_multisample",
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"GL_OES_rgb8_rgba8",
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"GL_ARB_robustness",
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"GL_EXT_robustness",
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"GL_ARB_sync",
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"GL_OES_EGL_image",
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"GL_OES_EGL_sync",
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"GL_OES_EGL_image_external",
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"GL_EXT_packed_depth_stencil",
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nullptr
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};
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static int64_t sTextureMemoryUsage = 0;
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static int64_t
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GetTextureMemoryUsage()
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{
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return sTextureMemoryUsage;
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}
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void
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GLContext::UpdateTextureMemoryUsage(MemoryUse action, GLenum format, GLenum type, uint16_t tileSize)
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{
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uint32_t bytesPerTexel = mozilla::gl::GetBitsPerTexel(format, type) / 8;
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int64_t bytes = (int64_t)(tileSize * tileSize * bytesPerTexel);
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if (action == MemoryFreed) {
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sTextureMemoryUsage -= bytes;
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} else {
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sTextureMemoryUsage += bytes;
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}
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}
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NS_MEMORY_REPORTER_IMPLEMENT(TextureMemoryUsage,
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"gfx-textures",
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KIND_OTHER,
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UNITS_BYTES,
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GetTextureMemoryUsage,
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"Memory used for storing GL textures.")
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/*
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* XXX - we should really know the ARB/EXT variants of these
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* instead of only handling the symbol if it's exposed directly.
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*/
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bool
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GLContext::InitWithPrefix(const char *prefix, bool trygl)
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{
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ScopedGfxFeatureReporter reporter("GL Context");
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if (mInitialized) {
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reporter.SetSuccessful();
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return true;
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}
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mWorkAroundDriverBugs = gfxPlatform::GetPlatform()->WorkAroundDriverBugs();
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SymLoadStruct symbols[] = {
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{ (PRFuncPtr*) &mSymbols.fActiveTexture, { "ActiveTexture", "ActiveTextureARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fAttachShader, { "AttachShader", "AttachShaderARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBindAttribLocation, { "BindAttribLocation", "BindAttribLocationARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBindBuffer, { "BindBuffer", "BindBufferARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBindTexture, { "BindTexture", "BindTextureARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBlendColor, { "BlendColor", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBlendEquation, { "BlendEquation", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBlendEquationSeparate, { "BlendEquationSeparate", "BlendEquationSeparateEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBlendFunc, { "BlendFunc", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBlendFuncSeparate, { "BlendFuncSeparate", "BlendFuncSeparateEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBufferData, { "BufferData", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBufferSubData, { "BufferSubData", NULL } },
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{ (PRFuncPtr*) &mSymbols.fClear, { "Clear", NULL } },
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{ (PRFuncPtr*) &mSymbols.fClearColor, { "ClearColor", NULL } },
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{ (PRFuncPtr*) &mSymbols.fClearStencil, { "ClearStencil", NULL } },
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{ (PRFuncPtr*) &mSymbols.fColorMask, { "ColorMask", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCompressedTexImage2D, {"CompressedTexImage2D", NULL} },
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{ (PRFuncPtr*) &mSymbols.fCompressedTexSubImage2D, {"CompressedTexSubImage2D", NULL} },
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{ (PRFuncPtr*) &mSymbols.fCullFace, { "CullFace", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDetachShader, { "DetachShader", "DetachShaderARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDepthFunc, { "DepthFunc", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDepthMask, { "DepthMask", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDisable, { "Disable", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDisableVertexAttribArray, { "DisableVertexAttribArray", "DisableVertexAttribArrayARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDrawArrays, { "DrawArrays", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDrawElements, { "DrawElements", NULL } },
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{ (PRFuncPtr*) &mSymbols.fEnable, { "Enable", NULL } },
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{ (PRFuncPtr*) &mSymbols.fEnableVertexAttribArray, { "EnableVertexAttribArray", "EnableVertexAttribArrayARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fFinish, { "Finish", NULL } },
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{ (PRFuncPtr*) &mSymbols.fFlush, { "Flush", NULL } },
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{ (PRFuncPtr*) &mSymbols.fFrontFace, { "FrontFace", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetActiveAttrib, { "GetActiveAttrib", "GetActiveAttribARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetActiveUniform, { "GetActiveUniform", "GetActiveUniformARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetAttachedShaders, { "GetAttachedShaders", "GetAttachedShadersARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetAttribLocation, { "GetAttribLocation", "GetAttribLocationARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetIntegerv, { "GetIntegerv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetFloatv, { "GetFloatv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetBooleanv, { "GetBooleanv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetBufferParameteriv, { "GetBufferParameteriv", "GetBufferParameterivARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetError, { "GetError", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetProgramiv, { "GetProgramiv", "GetProgramivARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetProgramInfoLog, { "GetProgramInfoLog", "GetProgramInfoLogARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fTexParameteri, { "TexParameteri", NULL } },
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{ (PRFuncPtr*) &mSymbols.fTexParameterf, { "TexParameterf", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetString, { "GetString", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetTexParameterfv, { "GetTexParameterfv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetTexParameteriv, { "GetTexParameteriv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetUniformfv, { "GetUniformfv", "GetUniformfvARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetUniformiv, { "GetUniformiv", "GetUniformivARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetUniformLocation, { "GetUniformLocation", "GetUniformLocationARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetVertexAttribfv, { "GetVertexAttribfv", "GetVertexAttribfvARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetVertexAttribiv, { "GetVertexAttribiv", "GetVertexAttribivARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetVertexAttribPointerv, { "GetVertexAttribPointerv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fHint, { "Hint", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsBuffer, { "IsBuffer", "IsBufferARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsEnabled, { "IsEnabled", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsProgram, { "IsProgram", "IsProgramARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsShader, { "IsShader", "IsShaderARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsTexture, { "IsTexture", "IsTextureARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fLineWidth, { "LineWidth", NULL } },
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{ (PRFuncPtr*) &mSymbols.fLinkProgram, { "LinkProgram", "LinkProgramARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fPixelStorei, { "PixelStorei", NULL } },
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{ (PRFuncPtr*) &mSymbols.fPolygonOffset, { "PolygonOffset", NULL } },
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{ (PRFuncPtr*) &mSymbols.fReadPixels, { "ReadPixels", NULL } },
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{ (PRFuncPtr*) &mSymbols.fSampleCoverage, { "SampleCoverage", NULL } },
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{ (PRFuncPtr*) &mSymbols.fScissor, { "Scissor", NULL } },
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{ (PRFuncPtr*) &mSymbols.fStencilFunc, { "StencilFunc", NULL } },
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{ (PRFuncPtr*) &mSymbols.fStencilFuncSeparate, { "StencilFuncSeparate", "StencilFuncSeparateEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fStencilMask, { "StencilMask", NULL } },
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{ (PRFuncPtr*) &mSymbols.fStencilMaskSeparate, { "StencilMaskSeparate", "StencilMaskSeparateEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fStencilOp, { "StencilOp", NULL } },
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{ (PRFuncPtr*) &mSymbols.fStencilOpSeparate, { "StencilOpSeparate", "StencilOpSeparateEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fTexImage2D, { "TexImage2D", NULL } },
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{ (PRFuncPtr*) &mSymbols.fTexSubImage2D, { "TexSubImage2D", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform1f, { "Uniform1f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform1fv, { "Uniform1fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform1i, { "Uniform1i", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform1iv, { "Uniform1iv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform2f, { "Uniform2f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform2fv, { "Uniform2fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform2i, { "Uniform2i", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform2iv, { "Uniform2iv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform3f, { "Uniform3f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform3fv, { "Uniform3fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform3i, { "Uniform3i", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform3iv, { "Uniform3iv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform4f, { "Uniform4f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform4fv, { "Uniform4fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform4i, { "Uniform4i", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniform4iv, { "Uniform4iv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniformMatrix2fv, { "UniformMatrix2fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniformMatrix3fv, { "UniformMatrix3fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUniformMatrix4fv, { "UniformMatrix4fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUseProgram, { "UseProgram", NULL } },
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{ (PRFuncPtr*) &mSymbols.fValidateProgram, { "ValidateProgram", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttribPointer, { "VertexAttribPointer", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib1f, { "VertexAttrib1f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib2f, { "VertexAttrib2f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib3f, { "VertexAttrib3f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib4f, { "VertexAttrib4f", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib1fv, { "VertexAttrib1fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib2fv, { "VertexAttrib2fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib3fv, { "VertexAttrib3fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttrib4fv, { "VertexAttrib4fv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fViewport, { "Viewport", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCompileShader, { "CompileShader", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCopyTexImage2D, { "CopyTexImage2D", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCopyTexSubImage2D, { "CopyTexSubImage2D", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetShaderiv, { "GetShaderiv", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetShaderInfoLog, { "GetShaderInfoLog", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetShaderSource, { "GetShaderSource", NULL } },
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{ (PRFuncPtr*) &mSymbols.fShaderSource, { "ShaderSource", NULL } },
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{ (PRFuncPtr*) &mSymbols.fVertexAttribPointer, { "VertexAttribPointer", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBindFramebuffer, { "BindFramebuffer", "BindFramebufferEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fBindRenderbuffer, { "BindRenderbuffer", "BindRenderbufferEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCheckFramebufferStatus, { "CheckFramebufferStatus", "CheckFramebufferStatusEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fFramebufferRenderbuffer, { "FramebufferRenderbuffer", "FramebufferRenderbufferEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fFramebufferTexture2D, { "FramebufferTexture2D", "FramebufferTexture2DEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGenerateMipmap, { "GenerateMipmap", "GenerateMipmapEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetFramebufferAttachmentParameteriv, { "GetFramebufferAttachmentParameteriv", "GetFramebufferAttachmentParameterivEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGetRenderbufferParameteriv, { "GetRenderbufferParameteriv", "GetRenderbufferParameterivEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsFramebuffer, { "IsFramebuffer", "IsFramebufferEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fIsRenderbuffer, { "IsRenderbuffer", "IsRenderbufferEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fRenderbufferStorage, { "RenderbufferStorage", "RenderbufferStorageEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGenBuffers, { "GenBuffers", "GenBuffersARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGenTextures, { "GenTextures", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCreateProgram, { "CreateProgram", "CreateProgramARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fCreateShader, { "CreateShader", "CreateShaderARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGenFramebuffers, { "GenFramebuffers", "GenFramebuffersEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fGenRenderbuffers, { "GenRenderbuffers", "GenRenderbuffersEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDeleteBuffers, { "DeleteBuffers", "DeleteBuffersARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDeleteTextures, { "DeleteTextures", "DeleteTexturesARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDeleteProgram, { "DeleteProgram", "DeleteProgramARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDeleteShader, { "DeleteShader", "DeleteShaderARB", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDeleteFramebuffers, { "DeleteFramebuffers", "DeleteFramebuffersEXT", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDeleteRenderbuffers, { "DeleteRenderbuffers", "DeleteRenderbuffersEXT", NULL } },
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{ NULL, { NULL } },
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};
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mInitialized = LoadSymbols(&symbols[0], trygl, prefix);
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// Load OpenGL ES 2.0 symbols, or desktop if we aren't using ES 2.
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if (mInitialized) {
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if (mIsGLES2) {
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SymLoadStruct symbols_ES2[] = {
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{ (PRFuncPtr*) &mSymbols.fGetShaderPrecisionFormat, { "GetShaderPrecisionFormat", NULL } },
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{ (PRFuncPtr*) &mSymbols.fClearDepthf, { "ClearDepthf", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDepthRangef, { "DepthRangef", NULL } },
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{ NULL, { NULL } },
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};
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if (!LoadSymbols(&symbols_ES2[0], trygl, prefix)) {
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NS_ERROR("OpenGL ES 2.0 supported, but symbols could not be loaded.");
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mInitialized = false;
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}
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} else {
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SymLoadStruct symbols_desktop[] = {
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{ (PRFuncPtr*) &mSymbols.fClearDepth, { "ClearDepth", NULL } },
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{ (PRFuncPtr*) &mSymbols.fDepthRange, { "DepthRange", NULL } },
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{ (PRFuncPtr*) &mSymbols.fReadBuffer, { "ReadBuffer", NULL } },
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{ (PRFuncPtr*) &mSymbols.fMapBuffer, { "MapBuffer", NULL } },
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{ (PRFuncPtr*) &mSymbols.fUnmapBuffer, { "UnmapBuffer", NULL } },
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{ (PRFuncPtr*) &mSymbols.fPointParameterf, { "PointParameterf", NULL } },
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{ NULL, { NULL } },
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};
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if (!LoadSymbols(&symbols_desktop[0], trygl, prefix)) {
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NS_ERROR("Desktop symbols failed to load.");
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mInitialized = false;
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}
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}
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}
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const char *glVendorString = nullptr;
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const char *glRendererString = nullptr;
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if (mInitialized) {
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// The order of these strings must match up with the order of the enum
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// defined in GLContext.h for vendor IDs
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glVendorString = (const char *)fGetString(LOCAL_GL_VENDOR);
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if (!glVendorString)
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mInitialized = false;
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const char *vendorMatchStrings[VendorOther] = {
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"Intel",
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"NVIDIA",
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"ATI",
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"Qualcomm",
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"Imagination",
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"nouveau"
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};
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mVendor = VendorOther;
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for (int i = 0; i < VendorOther; ++i) {
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if (DoesStringMatch(glVendorString, vendorMatchStrings[i])) {
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mVendor = i;
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break;
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}
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}
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|
|
// The order of these strings must match up with the order of the enum
|
|
// defined in GLContext.h for renderer IDs
|
|
glRendererString = (const char *)fGetString(LOCAL_GL_RENDERER);
|
|
if (!glRendererString)
|
|
mInitialized = false;
|
|
|
|
const char *rendererMatchStrings[RendererOther] = {
|
|
"Adreno 200",
|
|
"Adreno 205",
|
|
"Adreno (TM) 320",
|
|
"PowerVR SGX 530",
|
|
"PowerVR SGX 540"
|
|
};
|
|
|
|
mRenderer = RendererOther;
|
|
for (int i = 0; i < RendererOther; ++i) {
|
|
if (DoesStringMatch(glRendererString, rendererMatchStrings[i])) {
|
|
mRenderer = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef DEBUG
|
|
if (PR_GetEnv("MOZ_GL_DEBUG"))
|
|
sDebugMode |= DebugEnabled;
|
|
|
|
// enables extra verbose output, informing of the start and finish of every GL call.
|
|
// useful e.g. to record information to investigate graphics system crashes/lockups
|
|
if (PR_GetEnv("MOZ_GL_DEBUG_VERBOSE"))
|
|
sDebugMode |= DebugTrace;
|
|
|
|
// aborts on GL error. Can be useful to debug quicker code that is known not to generate any GL error in principle.
|
|
if (PR_GetEnv("MOZ_GL_DEBUG_ABORT_ON_ERROR"))
|
|
sDebugMode |= DebugAbortOnError;
|
|
#endif
|
|
|
|
if (mInitialized) {
|
|
#ifdef DEBUG
|
|
static bool firstRun = true;
|
|
if (firstRun && DebugMode()) {
|
|
const char *vendors[VendorOther] = {
|
|
"Intel",
|
|
"NVIDIA",
|
|
"ATI",
|
|
"Qualcomm"
|
|
};
|
|
|
|
MOZ_ASSERT(glVendorString);
|
|
if (mVendor < VendorOther) {
|
|
printf_stderr("OpenGL vendor ('%s') recognized as: %s\n",
|
|
glVendorString, vendors[mVendor]);
|
|
} else {
|
|
printf_stderr("OpenGL vendor ('%s') unrecognized\n", glVendorString);
|
|
}
|
|
}
|
|
firstRun = false;
|
|
#endif
|
|
|
|
InitExtensions();
|
|
|
|
NS_ASSERTION(!IsExtensionSupported(GLContext::ARB_pixel_buffer_object) ||
|
|
(mSymbols.fMapBuffer && mSymbols.fUnmapBuffer),
|
|
"ARB_pixel_buffer_object supported without glMapBuffer/UnmapBuffer being available!");
|
|
|
|
if (SupportsRobustness()) {
|
|
if (IsExtensionSupported(ARB_robustness)) {
|
|
SymLoadStruct robustnessSymbols[] = {
|
|
{ (PRFuncPtr*) &mSymbols.fGetGraphicsResetStatus, { "GetGraphicsResetStatusARB", nullptr } },
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
|
|
if (!LoadSymbols(&robustnessSymbols[0], trygl, prefix)) {
|
|
NS_ERROR("GL supports ARB_robustness without supplying GetGraphicsResetStatusARB.");
|
|
|
|
MarkExtensionUnsupported(ARB_robustness);
|
|
mSymbols.fGetGraphicsResetStatus = nullptr;
|
|
} else {
|
|
mHasRobustness = true;
|
|
}
|
|
}
|
|
if (!IsExtensionSupported(ARB_robustness) &&
|
|
IsExtensionSupported(EXT_robustness)) {
|
|
SymLoadStruct robustnessSymbols[] = {
|
|
{ (PRFuncPtr*) &mSymbols.fGetGraphicsResetStatus, { "GetGraphicsResetStatusEXT", nullptr } },
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
|
|
if (!LoadSymbols(&robustnessSymbols[0], trygl, prefix)) {
|
|
NS_ERROR("GL supports EXT_robustness without supplying GetGraphicsResetStatusEXT.");
|
|
|
|
MarkExtensionUnsupported(EXT_robustness);
|
|
mSymbols.fGetGraphicsResetStatus = nullptr;
|
|
} else {
|
|
mHasRobustness = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for aux symbols based on extensions
|
|
if (IsExtensionSupported(GLContext::ANGLE_framebuffer_blit) ||
|
|
IsExtensionSupported(GLContext::EXT_framebuffer_blit))
|
|
{
|
|
SymLoadStruct auxSymbols[] = {
|
|
{
|
|
(PRFuncPtr*) &mSymbols.fBlitFramebuffer,
|
|
{
|
|
"BlitFramebuffer",
|
|
"BlitFramebufferEXT",
|
|
"BlitFramebufferANGLE",
|
|
nullptr
|
|
}
|
|
},
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
if (!LoadSymbols(&auxSymbols[0], trygl, prefix)) {
|
|
NS_ERROR("GL supports framebuffer_blit without supplying glBlitFramebuffer");
|
|
|
|
MarkExtensionUnsupported(ANGLE_framebuffer_blit);
|
|
MarkExtensionUnsupported(EXT_framebuffer_blit);
|
|
mSymbols.fBlitFramebuffer = nullptr;
|
|
}
|
|
}
|
|
|
|
if (SupportsFramebufferMultisample())
|
|
{
|
|
MOZ_ASSERT(SupportsSplitFramebuffer());
|
|
SymLoadStruct auxSymbols[] = {
|
|
{
|
|
(PRFuncPtr*) &mSymbols.fRenderbufferStorageMultisample,
|
|
{
|
|
"RenderbufferStorageMultisample",
|
|
"RenderbufferStorageMultisampleEXT",
|
|
"RenderbufferStorageMultisampleANGLE",
|
|
nullptr
|
|
}
|
|
},
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
if (!LoadSymbols(&auxSymbols[0], trygl, prefix)) {
|
|
NS_ERROR("GL supports framebuffer_multisample without supplying glRenderbufferStorageMultisample");
|
|
|
|
MarkExtensionUnsupported(ANGLE_framebuffer_multisample);
|
|
MarkExtensionUnsupported(EXT_framebuffer_multisample);
|
|
mSymbols.fRenderbufferStorageMultisample = nullptr;
|
|
}
|
|
}
|
|
|
|
if (IsExtensionSupported(ARB_sync)) {
|
|
SymLoadStruct syncSymbols[] = {
|
|
{ (PRFuncPtr*) &mSymbols.fFenceSync, { "FenceSync", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fIsSync, { "IsSync", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fDeleteSync, { "DeleteSync", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fClientWaitSync, { "ClientWaitSync", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fWaitSync, { "WaitSync", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fGetInteger64v, { "GetInteger64v", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fGetSynciv, { "GetSynciv", nullptr } },
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
|
|
if (!LoadSymbols(&syncSymbols[0], trygl, prefix)) {
|
|
NS_ERROR("GL supports ARB_sync without supplying its functions.");
|
|
|
|
MarkExtensionUnsupported(ARB_sync);
|
|
mSymbols.fFenceSync = nullptr;
|
|
mSymbols.fIsSync = nullptr;
|
|
mSymbols.fDeleteSync = nullptr;
|
|
mSymbols.fClientWaitSync = nullptr;
|
|
mSymbols.fWaitSync = nullptr;
|
|
mSymbols.fGetInteger64v = nullptr;
|
|
mSymbols.fGetSynciv = nullptr;
|
|
}
|
|
}
|
|
|
|
if (IsExtensionSupported(OES_EGL_image)) {
|
|
SymLoadStruct imageSymbols[] = {
|
|
{ (PRFuncPtr*) &mSymbols.fEGLImageTargetTexture2D, { "EGLImageTargetTexture2DOES", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fEGLImageTargetRenderbufferStorage, { "EGLImageTargetRenderbufferStorageOES", nullptr } },
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
|
|
if (!LoadSymbols(&imageSymbols[0], trygl, prefix)) {
|
|
NS_ERROR("GL supports OES_EGL_image without supplying its functions.");
|
|
|
|
MarkExtensionUnsupported(OES_EGL_image);
|
|
mSymbols.fEGLImageTargetTexture2D = nullptr;
|
|
mSymbols.fEGLImageTargetRenderbufferStorage = nullptr;
|
|
}
|
|
}
|
|
|
|
// Load developer symbols, don't fail if we can't find them.
|
|
SymLoadStruct auxSymbols[] = {
|
|
{ (PRFuncPtr*) &mSymbols.fGetTexImage, { "GetTexImage", nullptr } },
|
|
{ (PRFuncPtr*) &mSymbols.fGetTexLevelParameteriv, { "GetTexLevelParameteriv", nullptr } },
|
|
{ nullptr, { nullptr } },
|
|
};
|
|
bool warnOnFailures = DebugMode();
|
|
LoadSymbols(&auxSymbols[0], trygl, prefix, warnOnFailures);
|
|
}
|
|
|
|
if (mInitialized) {
|
|
GLint v[4];
|
|
|
|
fGetIntegerv(LOCAL_GL_SCISSOR_BOX, v);
|
|
mScissorStack.AppendElement(nsIntRect(v[0], v[1], v[2], v[3]));
|
|
|
|
fGetIntegerv(LOCAL_GL_VIEWPORT, v);
|
|
mViewportStack.AppendElement(nsIntRect(v[0], v[1], v[2], v[3]));
|
|
|
|
raw_fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
|
|
raw_fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mMaxCubeMapTextureSize);
|
|
raw_fGetIntegerv(LOCAL_GL_MAX_RENDERBUFFER_SIZE, &mMaxRenderbufferSize);
|
|
|
|
#ifdef XP_MACOSX
|
|
if (mWorkAroundDriverBugs &&
|
|
mVendor == VendorIntel) {
|
|
// see bug 737182 for 2D textures, bug 684882 for cube map textures.
|
|
mMaxTextureSize = std::min(mMaxTextureSize, 4096);
|
|
mMaxCubeMapTextureSize = std::min(mMaxCubeMapTextureSize, 512);
|
|
// for good measure, we align renderbuffers on what we do for 2D textures
|
|
mMaxRenderbufferSize = std::min(mMaxRenderbufferSize, 4096);
|
|
mNeedsTextureSizeChecks = true;
|
|
}
|
|
#endif
|
|
#ifdef MOZ_X11
|
|
if (mWorkAroundDriverBugs &&
|
|
mVendor == VendorNouveau) {
|
|
// see bug 814716. Clamp MaxCubeMapTextureSize at 2K for Nouveau.
|
|
mMaxCubeMapTextureSize = std::min(mMaxCubeMapTextureSize, 2048);
|
|
mNeedsTextureSizeChecks = true;
|
|
}
|
|
#endif
|
|
|
|
mMaxTextureImageSize = mMaxTextureSize;
|
|
|
|
mMaxSamples = 0;
|
|
if (SupportsFramebufferMultisample()) {
|
|
fGetIntegerv(LOCAL_GL_MAX_SAMPLES, (GLint*)&mMaxSamples);
|
|
}
|
|
|
|
// We're ready for final setup.
|
|
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
|
|
|
if (mCaps.any)
|
|
DetermineCaps();
|
|
|
|
UpdatePixelFormat();
|
|
UpdateGLFormats(mCaps);
|
|
|
|
mTexGarbageBin = new TextureGarbageBin(this);
|
|
|
|
MOZ_ASSERT(IsCurrent());
|
|
}
|
|
|
|
if (mInitialized)
|
|
reporter.SetSuccessful();
|
|
else {
|
|
// if initialization fails, ensure all symbols are zero, to avoid hard-to-understand bugs
|
|
mSymbols.Zero();
|
|
NS_WARNING("InitWithPrefix failed!");
|
|
}
|
|
|
|
return mInitialized;
|
|
}
|
|
|
|
void
|
|
GLContext::InitExtensions()
|
|
{
|
|
MakeCurrent();
|
|
const char* extensions = (const char*)fGetString(LOCAL_GL_EXTENSIONS);
|
|
if (!extensions)
|
|
return;
|
|
|
|
#ifdef DEBUG
|
|
static bool firstRun = true;
|
|
#else
|
|
// Non-DEBUG, so never spew.
|
|
const bool firstRun = false;
|
|
#endif
|
|
|
|
mAvailableExtensions.Load(extensions, sExtensionNames, firstRun && DebugMode());
|
|
|
|
if (WorkAroundDriverBugs() &&
|
|
Vendor() == VendorQualcomm) {
|
|
|
|
// Some Adreno drivers do not report GL_OES_EGL_sync, but they really do support it.
|
|
MarkExtensionSupported(OES_EGL_sync);
|
|
}
|
|
|
|
#ifdef XP_MACOSX
|
|
// The Mac Nvidia driver, for versions up to and including 10.8, don't seem
|
|
// to properly support this. See 814839
|
|
if (WorkAroundDriverBugs() &&
|
|
Vendor() == gl::GLContext::VendorNVIDIA)
|
|
{
|
|
MarkExtensionUnsupported(gl::GLContext::EXT_packed_depth_stencil);
|
|
}
|
|
#endif
|
|
|
|
#ifdef DEBUG
|
|
firstRun = false;
|
|
#endif
|
|
}
|
|
|
|
|
|
// Take texture data in a given buffer and copy it into a larger buffer,
|
|
// padding out the edge pixels for filtering if necessary
|
|
static void
|
|
CopyAndPadTextureData(const GLvoid* srcBuffer,
|
|
GLvoid* dstBuffer,
|
|
GLsizei srcWidth, GLsizei srcHeight,
|
|
GLsizei dstWidth, GLsizei dstHeight,
|
|
GLsizei stride, GLint pixelsize)
|
|
{
|
|
unsigned char *rowDest = static_cast<unsigned char*>(dstBuffer);
|
|
const unsigned char *source = static_cast<const unsigned char*>(srcBuffer);
|
|
|
|
for (GLsizei h = 0; h < srcHeight; ++h) {
|
|
memcpy(rowDest, source, srcWidth * pixelsize);
|
|
rowDest += dstWidth * pixelsize;
|
|
source += stride;
|
|
}
|
|
|
|
GLsizei padHeight = srcHeight;
|
|
|
|
// Pad out an extra row of pixels so that edge filtering doesn't use garbage data
|
|
if (dstHeight > srcHeight) {
|
|
memcpy(rowDest, source - stride, srcWidth * pixelsize);
|
|
padHeight++;
|
|
}
|
|
|
|
// Pad out an extra column of pixels
|
|
if (dstWidth > srcWidth) {
|
|
rowDest = static_cast<unsigned char*>(dstBuffer) + srcWidth * pixelsize;
|
|
for (GLsizei h = 0; h < padHeight; ++h) {
|
|
memcpy(rowDest, rowDest - pixelsize, pixelsize);
|
|
rowDest += dstWidth * pixelsize;
|
|
}
|
|
}
|
|
}
|
|
|
|
// In both of these cases (for the Adreno at least) it is impossible
|
|
// to determine good or bad driver versions for POT texture uploads,
|
|
// so blacklist them all. Newer drivers use a different rendering
|
|
// string in the form "Adreno (TM) 200" and the drivers we've seen so
|
|
// far work fine with NPOT textures, so don't blacklist those until we
|
|
// have evidence of any problems with them.
|
|
bool
|
|
GLContext::CanUploadSubTextures()
|
|
{
|
|
if (!mWorkAroundDriverBugs)
|
|
return true;
|
|
|
|
// Lock surface feature allows to mmap texture memory and modify it directly
|
|
// this feature allow us modify texture partially without full upload
|
|
if (HasLockSurface())
|
|
return true;
|
|
|
|
// There are certain GPUs that we don't want to use glTexSubImage2D on
|
|
// because that function can be very slow and/or buggy
|
|
if (Renderer() == RendererAdreno200 || Renderer() == RendererAdreno205)
|
|
return false;
|
|
|
|
// On PowerVR glTexSubImage does a readback, so it will be slower
|
|
// than just doing a glTexImage2D() directly. i.e. 26ms vs 10ms
|
|
if (Renderer() == RendererSGX540 || Renderer() == RendererSGX530)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLContext::sPowerOfTwoForced = false;
|
|
bool GLContext::sPowerOfTwoPrefCached = false;
|
|
|
|
void
|
|
GLContext::PlatformStartup()
|
|
{
|
|
CacheCanUploadNPOT();
|
|
NS_RegisterMemoryReporter(new NS_MEMORY_REPORTER_NAME(TextureMemoryUsage));
|
|
}
|
|
|
|
void
|
|
GLContext::CacheCanUploadNPOT()
|
|
{
|
|
MOZ_ASSERT(NS_IsMainThread(), "Can't cache prefs off the main thread.");
|
|
MOZ_ASSERT(!sPowerOfTwoPrefCached, "Must only call this function once!");
|
|
|
|
sPowerOfTwoPrefCached = true;
|
|
mozilla::Preferences::AddBoolVarCache(&sPowerOfTwoForced,
|
|
"gfx.textures.poweroftwo.force-enabled");
|
|
}
|
|
|
|
bool
|
|
GLContext::CanUploadNonPowerOfTwo()
|
|
{
|
|
MOZ_ASSERT(sPowerOfTwoPrefCached);
|
|
|
|
if (!mWorkAroundDriverBugs)
|
|
return true;
|
|
|
|
// Some GPUs driver crash when uploading non power of two 565 textures.
|
|
return sPowerOfTwoForced ? false : (Renderer() != RendererAdreno200 &&
|
|
Renderer() != RendererAdreno205);
|
|
}
|
|
|
|
bool
|
|
GLContext::WantsSmallTiles()
|
|
{
|
|
// We must use small tiles for good performance if we can't use
|
|
// glTexSubImage2D() for some reason.
|
|
if (!CanUploadSubTextures())
|
|
return true;
|
|
|
|
// We can't use small tiles on the SGX 540, because of races in texture upload.
|
|
if (mWorkAroundDriverBugs &&
|
|
Renderer() == RendererSGX540)
|
|
return false;
|
|
|
|
// Don't use small tiles otherwise. (If we implement incremental texture upload,
|
|
// then we will want to revisit this.)
|
|
return false;
|
|
}
|
|
|
|
// Common code for checking for both GL extensions and GLX extensions.
|
|
bool
|
|
GLContext::ListHasExtension(const GLubyte *extensions, const char *extension)
|
|
{
|
|
// fix bug 612572 - we were crashing as we were calling this function with extensions==null
|
|
if (extensions == nullptr || extension == nullptr)
|
|
return false;
|
|
|
|
const GLubyte *start;
|
|
GLubyte *where, *terminator;
|
|
|
|
/* Extension names should not have spaces. */
|
|
where = (GLubyte *) strchr(extension, ' ');
|
|
if (where || *extension == '\0')
|
|
return false;
|
|
|
|
/*
|
|
* It takes a bit of care to be fool-proof about parsing the
|
|
* OpenGL extensions string. Don't be fooled by sub-strings,
|
|
* etc.
|
|
*/
|
|
start = extensions;
|
|
for (;;) {
|
|
where = (GLubyte *) strstr((const char *) start, extension);
|
|
if (!where) {
|
|
break;
|
|
}
|
|
terminator = where + strlen(extension);
|
|
if (where == start || *(where - 1) == ' ') {
|
|
if (*terminator == ' ' || *terminator == '\0') {
|
|
return true;
|
|
}
|
|
}
|
|
start = terminator;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
already_AddRefed<TextureImage>
|
|
GLContext::CreateTextureImage(const nsIntSize& aSize,
|
|
TextureImage::ContentType aContentType,
|
|
GLenum aWrapMode,
|
|
TextureImage::Flags aFlags)
|
|
{
|
|
bool useNearestFilter = aFlags & TextureImage::UseNearestFilter;
|
|
MakeCurrent();
|
|
|
|
GLuint texture;
|
|
fGenTextures(1, &texture);
|
|
|
|
fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
fBindTexture(LOCAL_GL_TEXTURE_2D, texture);
|
|
|
|
GLint texfilter = useNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, aWrapMode);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, aWrapMode);
|
|
|
|
return CreateBasicTextureImage(texture, aSize, aWrapMode, aContentType, this, aFlags);
|
|
}
|
|
|
|
already_AddRefed<TextureImage>
|
|
GLContext::CreateBasicTextureImage(GLuint aTexture,
|
|
const nsIntSize& aSize,
|
|
GLenum aWrapMode,
|
|
TextureImage::ContentType aContentType,
|
|
GLContext* aContext,
|
|
TextureImage::Flags aFlags)
|
|
{
|
|
nsRefPtr<BasicTextureImage> teximage(
|
|
new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext, aFlags));
|
|
return teximage.forget();
|
|
}
|
|
|
|
void GLContext::ApplyFilterToBoundTexture(gfxPattern::GraphicsFilter aFilter)
|
|
{
|
|
ApplyFilterToBoundTexture(LOCAL_GL_TEXTURE_2D, aFilter);
|
|
}
|
|
|
|
void GLContext::ApplyFilterToBoundTexture(GLuint aTarget,
|
|
gfxPattern::GraphicsFilter aFilter)
|
|
{
|
|
if (aFilter == gfxPattern::FILTER_NEAREST) {
|
|
fTexParameteri(aTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
|
|
fTexParameteri(aTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
|
|
} else {
|
|
fTexParameteri(aTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
|
|
fTexParameteri(aTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
GLContext::DetermineCaps()
|
|
{
|
|
PixelBufferFormat format = QueryPixelFormat();
|
|
|
|
SurfaceCaps caps;
|
|
caps.color = !!format.red && !!format.green && !!format.blue;
|
|
caps.bpp16 = caps.color && format.ColorBits() == 16;
|
|
caps.alpha = !!format.alpha;
|
|
caps.depth = !!format.depth;
|
|
caps.stencil = !!format.stencil;
|
|
caps.antialias = format.samples > 1;
|
|
caps.preserve = true;
|
|
|
|
mCaps = caps;
|
|
}
|
|
|
|
PixelBufferFormat
|
|
GLContext::QueryPixelFormat()
|
|
{
|
|
PixelBufferFormat format;
|
|
|
|
ScopedBindFramebuffer autoFB(this, 0);
|
|
|
|
fGetIntegerv(LOCAL_GL_RED_BITS , &format.red );
|
|
fGetIntegerv(LOCAL_GL_GREEN_BITS, &format.green);
|
|
fGetIntegerv(LOCAL_GL_BLUE_BITS , &format.blue );
|
|
fGetIntegerv(LOCAL_GL_ALPHA_BITS, &format.alpha);
|
|
|
|
fGetIntegerv(LOCAL_GL_DEPTH_BITS, &format.depth);
|
|
fGetIntegerv(LOCAL_GL_STENCIL_BITS, &format.stencil);
|
|
|
|
fGetIntegerv(LOCAL_GL_SAMPLES, &format.samples);
|
|
|
|
return format;
|
|
}
|
|
|
|
void
|
|
GLContext::UpdatePixelFormat()
|
|
{
|
|
PixelBufferFormat format = QueryPixelFormat();
|
|
#ifdef DEBUG
|
|
const SurfaceCaps& caps = Caps();
|
|
MOZ_ASSERT(caps.color == !!format.red);
|
|
MOZ_ASSERT(caps.color == !!format.green);
|
|
MOZ_ASSERT(caps.color == !!format.blue);
|
|
MOZ_ASSERT(caps.alpha == !!format.alpha);
|
|
MOZ_ASSERT(caps.depth == !!format.depth);
|
|
MOZ_ASSERT(caps.stencil == !!format.stencil);
|
|
MOZ_ASSERT(caps.antialias == (format.samples > 1));
|
|
#endif
|
|
mPixelFormat = new PixelBufferFormat(format);
|
|
}
|
|
|
|
GLFormats
|
|
GLContext::ChooseGLFormats(const SurfaceCaps& caps) const
|
|
{
|
|
GLFormats formats;
|
|
|
|
// If we're on ES2 hardware and we have an explicit request for 16 bits of color or less
|
|
// OR we don't support full 8-bit color, return a 4444 or 565 format.
|
|
bool bpp16 = caps.bpp16;
|
|
if (mIsGLES2) {
|
|
if (!IsExtensionSupported(OES_rgb8_rgba8))
|
|
bpp16 = true;
|
|
} else {
|
|
// RGB565 is uncommon on desktop, requiring ARB_ES2_compatibility.
|
|
// Since it's also vanishingly useless there, let's not support it.
|
|
bpp16 = false;
|
|
}
|
|
|
|
if (bpp16) {
|
|
MOZ_ASSERT(mIsGLES2);
|
|
if (caps.alpha) {
|
|
formats.color_texInternalFormat = LOCAL_GL_RGBA;
|
|
formats.color_texFormat = LOCAL_GL_RGBA;
|
|
formats.color_texType = LOCAL_GL_UNSIGNED_SHORT_4_4_4_4;
|
|
formats.color_rbFormat = LOCAL_GL_RGBA4;
|
|
} else {
|
|
formats.color_texInternalFormat = LOCAL_GL_RGB;
|
|
formats.color_texFormat = LOCAL_GL_RGB;
|
|
formats.color_texType = LOCAL_GL_UNSIGNED_SHORT_5_6_5;
|
|
formats.color_rbFormat = LOCAL_GL_RGB565;
|
|
}
|
|
} else {
|
|
formats.color_texType = LOCAL_GL_UNSIGNED_BYTE;
|
|
|
|
if (caps.alpha) {
|
|
formats.color_texInternalFormat = mIsGLES2 ? LOCAL_GL_RGBA : LOCAL_GL_RGBA8;
|
|
formats.color_texFormat = LOCAL_GL_RGBA;
|
|
formats.color_rbFormat = LOCAL_GL_RGBA8;
|
|
} else {
|
|
formats.color_texInternalFormat = mIsGLES2 ? LOCAL_GL_RGB : LOCAL_GL_RGB8;
|
|
formats.color_texFormat = LOCAL_GL_RGB;
|
|
formats.color_rbFormat = LOCAL_GL_RGB8;
|
|
}
|
|
}
|
|
|
|
uint32_t msaaLevel = Preferences::GetUint("gl.msaa-level", 2);
|
|
GLsizei samples = msaaLevel * msaaLevel;
|
|
samples = std::min(samples, mMaxSamples);
|
|
|
|
// Bug 778765.
|
|
if (WorkAroundDriverBugs() && samples == 1) {
|
|
samples = 0;
|
|
}
|
|
formats.samples = samples;
|
|
|
|
|
|
// Be clear that these are 0 if unavailable.
|
|
formats.depthStencil = 0;
|
|
if (!mIsGLES2 || IsExtensionSupported(OES_packed_depth_stencil)) {
|
|
formats.depthStencil = LOCAL_GL_DEPTH24_STENCIL8;
|
|
}
|
|
|
|
formats.depth = 0;
|
|
if (mIsGLES2) {
|
|
if (IsExtensionSupported(OES_depth24)) {
|
|
formats.depth = LOCAL_GL_DEPTH_COMPONENT24;
|
|
} else {
|
|
formats.depth = LOCAL_GL_DEPTH_COMPONENT16;
|
|
}
|
|
} else {
|
|
formats.depth = LOCAL_GL_DEPTH_COMPONENT24;
|
|
}
|
|
|
|
formats.stencil = LOCAL_GL_STENCIL_INDEX8;
|
|
|
|
return formats;
|
|
}
|
|
|
|
GLuint
|
|
GLContext::CreateTextureForOffscreen(const GLFormats& formats, const gfxIntSize& size)
|
|
{
|
|
MOZ_ASSERT(formats.color_texInternalFormat);
|
|
MOZ_ASSERT(formats.color_texFormat);
|
|
MOZ_ASSERT(formats.color_texType);
|
|
|
|
return CreateTexture(formats.color_texInternalFormat,
|
|
formats.color_texFormat,
|
|
formats.color_texType,
|
|
size);
|
|
}
|
|
|
|
GLuint
|
|
GLContext::CreateTexture(GLenum internalFormat, GLenum format, GLenum type, const gfxIntSize& size)
|
|
{
|
|
GLuint tex = 0;
|
|
fGenTextures(1, &tex);
|
|
ScopedBindTexture autoTex(this, tex);
|
|
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
|
|
|
|
fTexImage2D(LOCAL_GL_TEXTURE_2D,
|
|
0,
|
|
internalFormat,
|
|
size.width, size.height,
|
|
0,
|
|
format,
|
|
type,
|
|
nullptr);
|
|
|
|
return tex;
|
|
}
|
|
|
|
static inline void
|
|
RenderbufferStorageBySamples(GLContext* gl, GLsizei samples, GLenum internalFormat, const gfxIntSize& size)
|
|
{
|
|
if (samples) {
|
|
gl->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER,
|
|
samples,
|
|
internalFormat,
|
|
size.width, size.height);
|
|
} else {
|
|
gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
|
|
internalFormat,
|
|
size.width, size.height);
|
|
}
|
|
}
|
|
|
|
GLuint
|
|
GLContext::CreateRenderbuffer(GLenum format, GLsizei samples, const gfxIntSize& size)
|
|
{
|
|
GLuint rb = 0;
|
|
fGenRenderbuffers(1, &rb);
|
|
ScopedBindRenderbuffer autoRB(this, rb);
|
|
|
|
RenderbufferStorageBySamples(this, samples, format, size);
|
|
|
|
return rb;
|
|
}
|
|
|
|
void
|
|
GLContext::CreateRenderbuffersForOffscreen(const GLFormats& formats, const gfxIntSize& size,
|
|
bool multisample,
|
|
GLuint* colorMSRB, GLuint* depthRB, GLuint* stencilRB)
|
|
{
|
|
GLsizei samples = multisample ? formats.samples : 0;
|
|
if (colorMSRB) {
|
|
MOZ_ASSERT(formats.samples > 0);
|
|
MOZ_ASSERT(formats.color_rbFormat);
|
|
|
|
*colorMSRB = CreateRenderbuffer(formats.color_rbFormat, samples, size);
|
|
}
|
|
|
|
if (depthRB &&
|
|
stencilRB &&
|
|
formats.depthStencil)
|
|
{
|
|
*depthRB = CreateRenderbuffer(formats.depthStencil, samples, size);
|
|
*stencilRB = *depthRB;
|
|
} else {
|
|
if (depthRB) {
|
|
MOZ_ASSERT(formats.depth);
|
|
|
|
*depthRB = CreateRenderbuffer(formats.depth, samples, size);
|
|
}
|
|
|
|
if (stencilRB) {
|
|
MOZ_ASSERT(formats.stencil);
|
|
|
|
*stencilRB = CreateRenderbuffer(formats.stencil, samples, size);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool
|
|
GLContext::IsFramebufferComplete(GLuint fb, GLenum* pStatus)
|
|
{
|
|
MOZ_ASSERT(fb);
|
|
|
|
ScopedBindFramebuffer autoFB(this, fb);
|
|
MOZ_ASSERT(fIsFramebuffer(fb));
|
|
|
|
GLenum status = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (pStatus)
|
|
*pStatus = status;
|
|
|
|
return status == LOCAL_GL_FRAMEBUFFER_COMPLETE;
|
|
}
|
|
|
|
void
|
|
GLContext::AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
|
|
GLuint depthRB, GLuint stencilRB,
|
|
GLuint fb)
|
|
{
|
|
MOZ_ASSERT(fb);
|
|
MOZ_ASSERT( !(colorTex && colorRB) );
|
|
|
|
ScopedBindFramebuffer autoFB(this, fb);
|
|
MOZ_ASSERT(fIsFramebuffer(fb)); // It only counts after being bound.
|
|
|
|
if (colorTex) {
|
|
MOZ_ASSERT(fIsTexture(colorTex));
|
|
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_TEXTURE_2D,
|
|
colorTex,
|
|
0);
|
|
} else if (colorRB) {
|
|
MOZ_ASSERT(fIsRenderbuffer(colorRB));
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_RENDERBUFFER,
|
|
colorRB);
|
|
}
|
|
|
|
if (depthRB) {
|
|
MOZ_ASSERT(fIsRenderbuffer(depthRB));
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_DEPTH_ATTACHMENT,
|
|
LOCAL_GL_RENDERBUFFER,
|
|
depthRB);
|
|
}
|
|
|
|
if (stencilRB) {
|
|
MOZ_ASSERT(fIsRenderbuffer(stencilRB));
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_STENCIL_ATTACHMENT,
|
|
LOCAL_GL_RENDERBUFFER,
|
|
stencilRB);
|
|
}
|
|
}
|
|
|
|
bool
|
|
GLContext::AssembleOffscreenFBs(const GLuint colorMSRB,
|
|
const GLuint depthRB,
|
|
const GLuint stencilRB,
|
|
const GLuint texture,
|
|
GLuint* drawFB_out,
|
|
GLuint* readFB_out)
|
|
{
|
|
if (!colorMSRB && !texture) {
|
|
MOZ_ASSERT(!depthRB && !stencilRB);
|
|
|
|
if (drawFB_out)
|
|
*drawFB_out = 0;
|
|
if (readFB_out)
|
|
*readFB_out = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
ScopedBindFramebuffer autoFB(this);
|
|
|
|
GLuint drawFB = 0;
|
|
GLuint readFB = 0;
|
|
|
|
if (texture) {
|
|
readFB = 0;
|
|
fGenFramebuffers(1, &readFB);
|
|
BindFB(readFB);
|
|
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_TEXTURE_2D,
|
|
texture,
|
|
0);
|
|
}
|
|
|
|
if (colorMSRB) {
|
|
drawFB = 0;
|
|
fGenFramebuffers(1, &drawFB);
|
|
BindFB(drawFB);
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_RENDERBUFFER,
|
|
colorMSRB);
|
|
} else {
|
|
drawFB = readFB;
|
|
}
|
|
MOZ_ASSERT(GetFB() == drawFB);
|
|
|
|
if (depthRB) {
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_DEPTH_ATTACHMENT,
|
|
LOCAL_GL_RENDERBUFFER,
|
|
depthRB);
|
|
}
|
|
|
|
if (stencilRB) {
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_STENCIL_ATTACHMENT,
|
|
LOCAL_GL_RENDERBUFFER,
|
|
stencilRB);
|
|
}
|
|
|
|
// We should be all resized. Check for framebuffer completeness.
|
|
GLenum status;
|
|
bool isComplete = true;
|
|
|
|
if (!IsFramebufferComplete(drawFB, &status)) {
|
|
NS_WARNING("DrawFBO: Incomplete");
|
|
#ifdef DEBUG
|
|
if (DebugMode()) {
|
|
printf_stderr("Framebuffer status: %X\n", status);
|
|
}
|
|
#endif
|
|
isComplete = false;
|
|
}
|
|
|
|
if (!IsFramebufferComplete(readFB, &status)) {
|
|
NS_WARNING("ReadFBO: Incomplete");
|
|
#ifdef DEBUG
|
|
if (DebugMode()) {
|
|
printf_stderr("Framebuffer status: %X\n", status);
|
|
}
|
|
#endif
|
|
isComplete = false;
|
|
}
|
|
|
|
if (drawFB_out) {
|
|
*drawFB_out = drawFB;
|
|
} else if (drawFB) {
|
|
NS_RUNTIMEABORT("drawFB created when not requested!");
|
|
}
|
|
|
|
if (readFB_out) {
|
|
*readFB_out = readFB;
|
|
} else if (readFB) {
|
|
NS_RUNTIMEABORT("readFB created when not requested!");
|
|
}
|
|
|
|
return isComplete;
|
|
}
|
|
|
|
|
|
|
|
bool
|
|
GLContext::PublishFrame()
|
|
{
|
|
MOZ_ASSERT(mScreen);
|
|
|
|
if (!mScreen->PublishFrame(OffscreenSize()))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
SharedSurface*
|
|
GLContext::RequestFrame()
|
|
{
|
|
MOZ_ASSERT(mScreen);
|
|
|
|
return mScreen->Stream()->SwapConsumer();
|
|
}
|
|
|
|
|
|
|
|
void
|
|
GLContext::ClearSafely()
|
|
{
|
|
// bug 659349 --- we must be very careful here: clearing a GL framebuffer is nontrivial, relies on a lot of state,
|
|
// and in the case of the backbuffer of a WebGL context, state is exposed to scripts.
|
|
//
|
|
// The code here is taken from WebGLContext::ForceClearFramebufferWithDefaultValues, but I didn't find a good way of
|
|
// sharing code with it. WebGL's code is somewhat performance-critical as it is typically called on every frame, so
|
|
// WebGL keeps track of GL state to avoid having to query it everytime, and also tries to only do work for actually
|
|
// present buffers (e.g. stencil buffer). Doing that here seems like premature optimization,
|
|
// as ClearSafely() is called only when e.g. a canvas is resized, not on every animation frame.
|
|
|
|
realGLboolean scissorTestEnabled;
|
|
realGLboolean ditherEnabled;
|
|
realGLboolean colorWriteMask[4];
|
|
realGLboolean depthWriteMask;
|
|
GLint stencilWriteMaskFront, stencilWriteMaskBack;
|
|
GLfloat colorClearValue[4];
|
|
GLfloat depthClearValue;
|
|
GLint stencilClearValue;
|
|
|
|
// save current GL state
|
|
fGetBooleanv(LOCAL_GL_SCISSOR_TEST, &scissorTestEnabled);
|
|
fGetBooleanv(LOCAL_GL_DITHER, &ditherEnabled);
|
|
fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask);
|
|
fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
|
|
fGetIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &stencilWriteMaskFront);
|
|
fGetIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &stencilWriteMaskBack);
|
|
fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue);
|
|
fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
|
|
fGetIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
|
|
|
|
// prepare GL state for clearing
|
|
fDisable(LOCAL_GL_SCISSOR_TEST);
|
|
fDisable(LOCAL_GL_DITHER);
|
|
PushViewportRect(nsIntRect(0, 0, OffscreenSize().width, OffscreenSize().height));
|
|
|
|
fColorMask(1, 1, 1, 1);
|
|
fClearColor(0.f, 0.f, 0.f, 0.f);
|
|
|
|
fDepthMask(1);
|
|
fClearDepth(1.0f);
|
|
|
|
fStencilMask(0xffffffff);
|
|
fClearStencil(0);
|
|
|
|
// do clear
|
|
fClear(LOCAL_GL_COLOR_BUFFER_BIT |
|
|
LOCAL_GL_DEPTH_BUFFER_BIT |
|
|
LOCAL_GL_STENCIL_BUFFER_BIT);
|
|
|
|
// restore GL state after clearing
|
|
fColorMask(colorWriteMask[0],
|
|
colorWriteMask[1],
|
|
colorWriteMask[2],
|
|
colorWriteMask[3]);
|
|
fClearColor(colorClearValue[0],
|
|
colorClearValue[1],
|
|
colorClearValue[2],
|
|
colorClearValue[3]);
|
|
|
|
fDepthMask(depthWriteMask);
|
|
fClearDepth(depthClearValue);
|
|
|
|
fStencilMaskSeparate(LOCAL_GL_FRONT, stencilWriteMaskFront);
|
|
fStencilMaskSeparate(LOCAL_GL_BACK, stencilWriteMaskBack);
|
|
fClearStencil(stencilClearValue);
|
|
|
|
PopViewportRect();
|
|
|
|
if (ditherEnabled)
|
|
fEnable(LOCAL_GL_DITHER);
|
|
else
|
|
fDisable(LOCAL_GL_DITHER);
|
|
|
|
if (scissorTestEnabled)
|
|
fEnable(LOCAL_GL_SCISSOR_TEST);
|
|
else
|
|
fDisable(LOCAL_GL_SCISSOR_TEST);
|
|
|
|
}
|
|
|
|
void
|
|
GLContext::MarkDestroyed()
|
|
{
|
|
if (IsDestroyed())
|
|
return;
|
|
|
|
if (MakeCurrent()) {
|
|
DestroyScreenBuffer();
|
|
|
|
// This is for Blit{Tex,FB}To{TexFB}.
|
|
DeleteTexBlitProgram();
|
|
|
|
// Likely used by OGL Layers.
|
|
fDeleteProgram(mBlitProgram);
|
|
mBlitProgram = 0;
|
|
fDeleteFramebuffers(1, &mBlitFramebuffer);
|
|
mBlitFramebuffer = 0;
|
|
|
|
mTexGarbageBin->GLContextTeardown();
|
|
} else {
|
|
NS_WARNING("MakeCurrent() failed during MarkDestroyed! Skipping GL object teardown.");
|
|
}
|
|
|
|
mSymbols.Zero();
|
|
}
|
|
|
|
static void SwapRAndBComponents(gfxImageSurface* surf)
|
|
{
|
|
for (int j = 0; j < surf->Height(); ++j) {
|
|
uint32_t* row = (uint32_t*)(surf->Data() + surf->Stride() * j);
|
|
for (int i = 0; i < surf->Width(); ++i) {
|
|
*row = (*row & 0xff00ff00) | ((*row & 0xff) << 16) | ((*row & 0xff0000) >> 16);
|
|
row++;
|
|
}
|
|
}
|
|
}
|
|
|
|
static already_AddRefed<gfxImageSurface> YInvertImageSurface(gfxImageSurface* aSurf)
|
|
{
|
|
gfxIntSize size = aSurf->GetSize();
|
|
nsRefPtr<gfxImageSurface> temp = new gfxImageSurface(size, aSurf->Format());
|
|
nsRefPtr<gfxContext> ctx = new gfxContext(temp);
|
|
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
|
|
ctx->Scale(1.0, -1.0);
|
|
ctx->Translate(-gfxPoint(0.0, size.height));
|
|
ctx->SetSource(aSurf);
|
|
ctx->Paint();
|
|
return temp.forget();
|
|
}
|
|
|
|
already_AddRefed<gfxImageSurface>
|
|
GLContext::GetTexImage(GLuint aTexture, bool aYInvert, ShaderProgramType aShader)
|
|
{
|
|
MakeCurrent();
|
|
GuaranteeResolve();
|
|
fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
|
|
|
|
gfxIntSize size;
|
|
fGetTexLevelParameteriv(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_TEXTURE_WIDTH, &size.width);
|
|
fGetTexLevelParameteriv(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_TEXTURE_HEIGHT, &size.height);
|
|
|
|
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(size, gfxASurface::ImageFormatARGB32);
|
|
if (!surf || surf->CairoStatus()) {
|
|
return NULL;
|
|
}
|
|
|
|
uint32_t currentPackAlignment = 0;
|
|
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, (GLint*)¤tPackAlignment);
|
|
if (currentPackAlignment != 4) {
|
|
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
|
|
}
|
|
fGetTexImage(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, surf->Data());
|
|
if (currentPackAlignment != 4) {
|
|
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
|
|
}
|
|
|
|
if (aShader == RGBALayerProgramType || aShader == RGBXLayerProgramType) {
|
|
SwapRAndBComponents(surf);
|
|
}
|
|
|
|
if (aYInvert) {
|
|
surf = YInvertImageSurface(surf);
|
|
}
|
|
return surf.forget();
|
|
}
|
|
|
|
already_AddRefed<gfxImageSurface>
|
|
GLContext::ReadTextureImage(GLuint aTexture,
|
|
const gfxIntSize& aSize,
|
|
GLenum aTextureFormat,
|
|
bool aYInvert)
|
|
{
|
|
MakeCurrent();
|
|
|
|
nsRefPtr<gfxImageSurface> isurf;
|
|
|
|
GLint oldrb, oldfb, oldprog, oldPackAlignment;
|
|
GLint success;
|
|
|
|
GLuint rb = 0, fb = 0;
|
|
GLuint vs = 0, fs = 0, prog = 0;
|
|
|
|
const char *vShader =
|
|
"attribute vec4 aVertex;\n"
|
|
"attribute vec2 aTexCoord;\n"
|
|
"varying vec2 vTexCoord;\n"
|
|
"void main() { gl_Position = aVertex; vTexCoord = aTexCoord; }";
|
|
const char *fShader =
|
|
"#ifdef GL_ES\n"
|
|
"precision mediump float;\n"
|
|
"#endif\n"
|
|
"varying vec2 vTexCoord;\n"
|
|
"uniform sampler2D uTexture;\n"
|
|
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }";
|
|
|
|
float verts[4*4] = {
|
|
-1.0f, -1.0f, 0.0f, 1.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f,
|
|
-1.0f, 1.0f, 0.0f, 1.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
float texcoords[2*4] = {
|
|
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
|
|
};
|
|
|
|
fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb);
|
|
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb);
|
|
fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog);
|
|
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &oldPackAlignment);
|
|
|
|
PushViewportRect(nsIntRect(0, 0, aSize.width, aSize.height));
|
|
|
|
fGenRenderbuffers(1, &rb);
|
|
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
|
|
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_RGBA,
|
|
aSize.width, aSize.height);
|
|
|
|
fGenFramebuffers(1, &fb);
|
|
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
|
|
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_RENDERBUFFER, rb);
|
|
|
|
if (fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) !=
|
|
LOCAL_GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
goto cleanup;
|
|
}
|
|
|
|
vs = fCreateShader(LOCAL_GL_VERTEX_SHADER);
|
|
fs = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
|
|
fShaderSource(vs, 1, (const GLchar**) &vShader, NULL);
|
|
fShaderSource(fs, 1, (const GLchar**) &fShader, NULL);
|
|
fCompileShader(vs);
|
|
fCompileShader(fs);
|
|
prog = fCreateProgram();
|
|
fAttachShader(prog, vs);
|
|
fAttachShader(prog, fs);
|
|
fBindAttribLocation(prog, 0, "aVertex");
|
|
fBindAttribLocation(prog, 1, "aTexCoord");
|
|
fLinkProgram(prog);
|
|
|
|
fGetProgramiv(prog, LOCAL_GL_LINK_STATUS, &success);
|
|
if (!success) {
|
|
goto cleanup;
|
|
}
|
|
|
|
fUseProgram(prog);
|
|
|
|
fEnableVertexAttribArray(0);
|
|
fEnableVertexAttribArray(1);
|
|
|
|
fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, verts);
|
|
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texcoords);
|
|
|
|
fActiveTexture(LOCAL_GL_TEXTURE0);
|
|
fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
|
|
|
|
fUniform1i(fGetUniformLocation(prog, "uTexture"), 0);
|
|
|
|
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
fDisableVertexAttribArray(1);
|
|
fDisableVertexAttribArray(0);
|
|
|
|
isurf = new gfxImageSurface(aSize, gfxASurface::ImageFormatARGB32);
|
|
if (!isurf || isurf->CairoStatus()) {
|
|
isurf = nullptr;
|
|
goto cleanup;
|
|
}
|
|
|
|
if (oldPackAlignment != 4)
|
|
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
|
|
|
|
fReadPixels(0, 0, aSize.width, aSize.height,
|
|
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
|
|
isurf->Data());
|
|
|
|
SwapRAndBComponents(isurf);
|
|
|
|
if (oldPackAlignment != 4)
|
|
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, oldPackAlignment);
|
|
|
|
if (aYInvert) {
|
|
isurf = YInvertImageSurface(isurf);
|
|
}
|
|
|
|
cleanup:
|
|
// note that deleting 0 has no effect in any of these calls
|
|
fDeleteRenderbuffers(1, &rb);
|
|
fDeleteFramebuffers(1, &fb);
|
|
fDeleteShader(vs);
|
|
fDeleteShader(fs);
|
|
fDeleteProgram(prog);
|
|
|
|
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb);
|
|
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb);
|
|
fUseProgram(oldprog);
|
|
|
|
PopViewportRect();
|
|
|
|
return isurf.forget();
|
|
}
|
|
|
|
static bool
|
|
GetActualReadFormats(GLContext* gl, GLenum destFormat, GLenum destType,
|
|
GLenum& readFormat, GLenum& readType)
|
|
{
|
|
if (destFormat == LOCAL_GL_RGBA &&
|
|
destType == LOCAL_GL_UNSIGNED_BYTE)
|
|
{
|
|
readFormat = destFormat;
|
|
readType = destType;
|
|
return true;
|
|
}
|
|
|
|
bool fallback = true;
|
|
if (gl->IsGLES2()) {
|
|
GLenum auxFormat = 0;
|
|
GLenum auxType = 0;
|
|
|
|
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&auxFormat);
|
|
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&auxType);
|
|
|
|
if (destFormat == auxFormat &&
|
|
destType == auxType)
|
|
{
|
|
fallback = false;
|
|
}
|
|
} else {
|
|
switch (destFormat) {
|
|
case LOCAL_GL_RGB: {
|
|
if (destType == LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV)
|
|
fallback = false;
|
|
break;
|
|
}
|
|
case LOCAL_GL_BGRA: {
|
|
if (destType == LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV)
|
|
fallback = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fallback) {
|
|
readFormat = LOCAL_GL_RGBA;
|
|
readType = LOCAL_GL_UNSIGNED_BYTE;
|
|
return false;
|
|
} else {
|
|
readFormat = destFormat;
|
|
readType = destType;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::ReadScreenIntoImageSurface(gfxImageSurface* dest)
|
|
{
|
|
ScopedBindFramebuffer autoFB(this, 0);
|
|
|
|
ReadPixelsIntoImageSurface(dest);
|
|
}
|
|
|
|
void
|
|
GLContext::ReadPixelsIntoImageSurface(gfxImageSurface* dest)
|
|
{
|
|
MakeCurrent();
|
|
MOZ_ASSERT(dest->GetSize() != gfxIntSize(0, 0));
|
|
|
|
/* ImageFormatARGB32:
|
|
* RGBA+UByte: be[RGBA], le[ABGR]
|
|
* RGBA+UInt: le[RGBA]
|
|
* BGRA+UInt: le[BGRA]
|
|
* BGRA+UIntRev: le[ARGB]
|
|
*
|
|
* ImageFormatRGB16_565:
|
|
* RGB+UShort: le[rrrrrggg,gggbbbbb]
|
|
*/
|
|
bool hasAlpha = dest->Format() == gfxASurface::ImageFormatARGB32;
|
|
|
|
int destPixelSize;
|
|
GLenum destFormat;
|
|
GLenum destType;
|
|
|
|
switch (dest->Format()) {
|
|
case gfxASurface::ImageFormatRGB24: // XRGB
|
|
case gfxASurface::ImageFormatARGB32:
|
|
destPixelSize = 4;
|
|
// Needs host (little) endian ARGB.
|
|
destFormat = LOCAL_GL_BGRA;
|
|
destType = LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV;
|
|
break;
|
|
|
|
case gfxASurface::ImageFormatRGB16_565:
|
|
destPixelSize = 2;
|
|
destFormat = LOCAL_GL_RGB;
|
|
destType = LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV;
|
|
break;
|
|
|
|
default:
|
|
MOZ_NOT_REACHED("Bad format.");
|
|
return;
|
|
}
|
|
MOZ_ASSERT(dest->Stride() == dest->Width() * destPixelSize);
|
|
|
|
GLenum readFormat = destFormat;
|
|
GLenum readType = destType;
|
|
bool needsTempSurf = !GetActualReadFormats(this,
|
|
destFormat, destType,
|
|
readFormat, readType);
|
|
|
|
nsAutoPtr<gfxImageSurface> tempSurf;
|
|
gfxImageSurface* readSurf = nullptr;
|
|
int readPixelSize = 0;
|
|
if (needsTempSurf) {
|
|
if (DebugMode()) {
|
|
NS_WARNING("Needing intermediary surface for ReadPixels. This will be slow!");
|
|
}
|
|
gfxASurface::gfxImageFormat readFormatGFX;
|
|
|
|
switch (readFormat) {
|
|
case LOCAL_GL_RGBA:
|
|
case LOCAL_GL_BGRA: {
|
|
readFormatGFX = hasAlpha ? gfxASurface::ImageFormatARGB32
|
|
: gfxASurface::ImageFormatRGB24;
|
|
break;
|
|
}
|
|
case LOCAL_GL_RGB: {
|
|
MOZ_ASSERT(readPixelSize == 2);
|
|
MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV);
|
|
readFormatGFX = gfxASurface::ImageFormatRGB16_565;
|
|
break;
|
|
}
|
|
default: {
|
|
MOZ_NOT_REACHED("Bad read format.");
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (readType) {
|
|
case LOCAL_GL_UNSIGNED_BYTE: {
|
|
MOZ_ASSERT(readFormat == LOCAL_GL_RGBA);
|
|
readPixelSize = 4;
|
|
break;
|
|
}
|
|
case LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV: {
|
|
MOZ_ASSERT(readFormat == LOCAL_GL_BGRA);
|
|
readPixelSize = 4;
|
|
break;
|
|
}
|
|
case LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV: {
|
|
MOZ_ASSERT(readFormat == LOCAL_GL_RGB);
|
|
readPixelSize = 2;
|
|
break;
|
|
}
|
|
default: {
|
|
MOZ_NOT_REACHED("Bad read type.");
|
|
return;
|
|
}
|
|
}
|
|
|
|
tempSurf = new gfxImageSurface(dest->GetSize(), readFormatGFX, false);
|
|
readSurf = tempSurf;
|
|
} else {
|
|
readPixelSize = destPixelSize;
|
|
readSurf = dest;
|
|
}
|
|
MOZ_ASSERT(readPixelSize);
|
|
|
|
GLint currentPackAlignment = 0;
|
|
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, ¤tPackAlignment);
|
|
|
|
if (currentPackAlignment != readPixelSize)
|
|
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, readPixelSize);
|
|
|
|
GLsizei width = dest->Width();
|
|
GLsizei height = dest->Height();
|
|
|
|
readSurf->Flush();
|
|
fReadPixels(0, 0,
|
|
width, height,
|
|
readFormat, readType,
|
|
readSurf->Data());
|
|
readSurf->MarkDirty();
|
|
|
|
if (currentPackAlignment != readPixelSize)
|
|
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
|
|
|
|
if (readSurf != dest) {
|
|
MOZ_ASSERT(readFormat == LOCAL_GL_RGBA);
|
|
MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_BYTE);
|
|
// So we just copied in RGBA in big endian, or le: 0xAABBGGRR.
|
|
// We want 0xAARRGGBB, so swap R and B:
|
|
dest->Flush();
|
|
SwapRAndBComponents(readSurf);
|
|
dest->MarkDirty();
|
|
|
|
gfxContext ctx(dest);
|
|
ctx.SetOperator(gfxContext::OPERATOR_SOURCE);
|
|
ctx.SetSource(readSurf);
|
|
ctx.Paint();
|
|
}
|
|
|
|
// Check if GL is giving back 1.0 alpha for
|
|
// RGBA reads to RGBA images from no-alpha buffers.
|
|
#ifdef XP_MACOSX
|
|
if (WorkAroundDriverBugs() &&
|
|
mVendor == VendorNVIDIA &&
|
|
dest->Format() == gfxASurface::ImageFormatARGB32 &&
|
|
width && height)
|
|
{
|
|
GLint alphaBits = 0;
|
|
fGetIntegerv(LOCAL_GL_ALPHA_BITS, &alphaBits);
|
|
if (!alphaBits) {
|
|
const uint32_t alphaMask = gfxPackedPixelNoPreMultiply(0xff,0,0,0);
|
|
|
|
dest->Flush();
|
|
uint32_t* itr = (uint32_t*)dest->Data();
|
|
uint32_t testPixel = *itr;
|
|
if ((testPixel & alphaMask) != alphaMask) {
|
|
// We need to set the alpha channel to 1.0 manually.
|
|
uint32_t* itrEnd = itr + width*height; // Stride is guaranteed to be width*4.
|
|
|
|
for (; itr != itrEnd; itr++) {
|
|
*itr |= alphaMask;
|
|
}
|
|
}
|
|
dest->MarkDirty();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void
|
|
GLContext::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
|
|
TextureImage *aDst, const nsIntRect& aDstRect)
|
|
{
|
|
NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
|
|
NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
|
|
|
|
if (aSrcRect.IsEmpty() || aDstRect.IsEmpty())
|
|
return;
|
|
|
|
// only save/restore this stuff on Qualcomm Adreno, to work
|
|
// around an apparent bug
|
|
int savedFb = 0;
|
|
if (mWorkAroundDriverBugs &&
|
|
mVendor == VendorQualcomm)
|
|
{
|
|
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
|
|
}
|
|
|
|
fDisable(LOCAL_GL_SCISSOR_TEST);
|
|
fDisable(LOCAL_GL_BLEND);
|
|
|
|
// 2.0 means scale up by two
|
|
float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
|
|
float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
|
|
|
|
// We start iterating over all destination tiles
|
|
aDst->BeginTileIteration();
|
|
do {
|
|
// calculate portion of the tile that is going to be painted to
|
|
nsIntRect dstSubRect;
|
|
nsIntRect dstTextureRect = aDst->GetTileRect();
|
|
dstSubRect.IntersectRect(aDstRect, dstTextureRect);
|
|
|
|
// this tile is not part of the destination rectangle aDstRect
|
|
if (dstSubRect.IsEmpty())
|
|
continue;
|
|
|
|
// (*) transform the rect of this tile into the rectangle defined by aSrcRect...
|
|
nsIntRect dstInSrcRect(dstSubRect);
|
|
dstInSrcRect.MoveBy(-aDstRect.TopLeft());
|
|
// ...which might be of different size, hence scale accordingly
|
|
dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
|
|
dstInSrcRect.MoveBy(aSrcRect.TopLeft());
|
|
|
|
SetBlitFramebufferForDestTexture(aDst->GetTextureID());
|
|
UseBlitProgram();
|
|
|
|
aSrc->BeginTileIteration();
|
|
// now iterate over all tiles in the source Image...
|
|
do {
|
|
// calculate portion of the source tile that is in the source rect
|
|
nsIntRect srcSubRect;
|
|
nsIntRect srcTextureRect = aSrc->GetTileRect();
|
|
srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
|
|
|
|
// this tile is not part of the source rect
|
|
if (srcSubRect.IsEmpty()) {
|
|
continue;
|
|
}
|
|
// calculate intersection of source rect with destination rect
|
|
srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
|
|
// this tile does not overlap the current destination tile
|
|
if (srcSubRect.IsEmpty()) {
|
|
continue;
|
|
}
|
|
// We now have the intersection of
|
|
// the current source tile
|
|
// and the desired source rectangle
|
|
// and the destination tile
|
|
// and the desired destination rectange
|
|
// in destination space.
|
|
// We need to transform this back into destination space, inverting the transform from (*)
|
|
nsIntRect srcSubInDstRect(srcSubRect);
|
|
srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
|
|
srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
|
|
srcSubInDstRect.MoveBy(aDstRect.TopLeft());
|
|
|
|
// we transform these rectangles to be relative to the current src and dst tiles, respectively
|
|
nsIntSize srcSize = srcTextureRect.Size();
|
|
nsIntSize dstSize = dstTextureRect.Size();
|
|
srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
|
|
srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
|
|
|
|
float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
|
|
float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
|
|
float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
|
|
float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
|
|
PushViewportRect(nsIntRect(0, 0, dstSize.width, dstSize.height));
|
|
|
|
RectTriangles rects;
|
|
|
|
nsIntSize realTexSize = srcSize;
|
|
if (!CanUploadNonPowerOfTwo()) {
|
|
realTexSize = nsIntSize(NextPowerOfTwo(srcSize.width),
|
|
NextPowerOfTwo(srcSize.height));
|
|
}
|
|
|
|
if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
|
|
rects.addRect(/* dest rectangle */
|
|
dx0, dy0, dx1, dy1,
|
|
/* tex coords */
|
|
srcSubRect.x / float(realTexSize.width),
|
|
srcSubRect.y / float(realTexSize.height),
|
|
srcSubRect.XMost() / float(realTexSize.width),
|
|
srcSubRect.YMost() / float(realTexSize.height));
|
|
} else {
|
|
DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
|
|
|
|
// now put the coords into the d[xy]0 .. d[xy]1 coordinate space
|
|
// from the 0..1 that it comes out of decompose
|
|
RectTriangles::vert_coord* v = (RectTriangles::vert_coord*)rects.vertexPointer();
|
|
|
|
for (unsigned int i = 0; i < rects.elements(); ++i) {
|
|
v[i].x = (v[i].x * (dx1 - dx0)) + dx0;
|
|
v[i].y = (v[i].y * (dy1 - dy0)) + dy0;
|
|
}
|
|
}
|
|
|
|
TextureImage::ScopedBindTexture texBind(aSrc, LOCAL_GL_TEXTURE0);
|
|
|
|
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
|
|
fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertexPointer());
|
|
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoordPointer());
|
|
|
|
fEnableVertexAttribArray(0);
|
|
fEnableVertexAttribArray(1);
|
|
|
|
fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
|
|
|
|
fDisableVertexAttribArray(0);
|
|
fDisableVertexAttribArray(1);
|
|
|
|
PopViewportRect();
|
|
} while (aSrc->NextTile());
|
|
} while (aDst->NextTile());
|
|
|
|
fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, NULL);
|
|
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, NULL);
|
|
|
|
// unbind the previous texture from the framebuffer
|
|
SetBlitFramebufferForDestTexture(0);
|
|
|
|
// then put back the previous framebuffer, and don't
|
|
// enable stencil if it wasn't enabled on entry to work
|
|
// around Adreno 200 bug that causes us to crash if
|
|
// we enable scissor test while the current FBO is invalid
|
|
// (which it will be, once we assign texture 0 to the color
|
|
// attachment)
|
|
if (mWorkAroundDriverBugs &&
|
|
mVendor == VendorQualcomm) {
|
|
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
|
|
}
|
|
|
|
fEnable(LOCAL_GL_SCISSOR_TEST);
|
|
fEnable(LOCAL_GL_BLEND);
|
|
}
|
|
|
|
static unsigned int
|
|
DataOffset(gfxImageSurface *aSurf, const nsIntPoint &aPoint)
|
|
{
|
|
unsigned int data = aPoint.y * aSurf->Stride();
|
|
data += aPoint.x * gfxASurface::BytePerPixelFromFormat(aSurf->Format());
|
|
return data;
|
|
}
|
|
|
|
ShaderProgramType
|
|
GLContext::UploadSurfaceToTexture(gfxASurface *aSurface,
|
|
const nsIntRegion& aDstRegion,
|
|
GLuint& aTexture,
|
|
bool aOverwrite,
|
|
const nsIntPoint& aSrcPoint,
|
|
bool aPixelBuffer,
|
|
GLenum aTextureUnit)
|
|
{
|
|
bool textureInited = aOverwrite ? false : true;
|
|
MakeCurrent();
|
|
fActiveTexture(aTextureUnit);
|
|
|
|
if (!aTexture) {
|
|
fGenTextures(1, &aTexture);
|
|
fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D,
|
|
LOCAL_GL_TEXTURE_MIN_FILTER,
|
|
LOCAL_GL_LINEAR);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D,
|
|
LOCAL_GL_TEXTURE_MAG_FILTER,
|
|
LOCAL_GL_LINEAR);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D,
|
|
LOCAL_GL_TEXTURE_WRAP_S,
|
|
LOCAL_GL_CLAMP_TO_EDGE);
|
|
fTexParameteri(LOCAL_GL_TEXTURE_2D,
|
|
LOCAL_GL_TEXTURE_WRAP_T,
|
|
LOCAL_GL_CLAMP_TO_EDGE);
|
|
textureInited = false;
|
|
} else {
|
|
fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
|
|
}
|
|
|
|
nsIntRegion paintRegion;
|
|
if (!textureInited) {
|
|
paintRegion = nsIntRegion(aDstRegion.GetBounds());
|
|
} else {
|
|
paintRegion = aDstRegion;
|
|
}
|
|
|
|
nsRefPtr<gfxImageSurface> imageSurface = aSurface->GetAsImageSurface();
|
|
unsigned char* data = NULL;
|
|
|
|
if (!imageSurface ||
|
|
(imageSurface->Format() != gfxASurface::ImageFormatARGB32 &&
|
|
imageSurface->Format() != gfxASurface::ImageFormatRGB24 &&
|
|
imageSurface->Format() != gfxASurface::ImageFormatRGB16_565 &&
|
|
imageSurface->Format() != gfxASurface::ImageFormatA8)) {
|
|
// We can't get suitable pixel data for the surface, make a copy
|
|
nsIntRect bounds = aDstRegion.GetBounds();
|
|
imageSurface =
|
|
new gfxImageSurface(gfxIntSize(bounds.width, bounds.height),
|
|
gfxASurface::ImageFormatARGB32);
|
|
|
|
nsRefPtr<gfxContext> context = new gfxContext(imageSurface);
|
|
|
|
context->Translate(-gfxPoint(aSrcPoint.x, aSrcPoint.y));
|
|
context->SetSource(aSurface);
|
|
context->Paint();
|
|
data = imageSurface->Data();
|
|
NS_ASSERTION(!aPixelBuffer,
|
|
"Must be using an image compatible surface with pixel buffers!");
|
|
} else {
|
|
// If a pixel buffer is bound the data pointer parameter is relative
|
|
// to the start of the data block.
|
|
if (!aPixelBuffer) {
|
|
data = imageSurface->Data();
|
|
}
|
|
data += DataOffset(imageSurface, aSrcPoint);
|
|
}
|
|
|
|
MOZ_ASSERT(imageSurface);
|
|
imageSurface->Flush();
|
|
|
|
GLenum format;
|
|
GLenum type;
|
|
int32_t pixelSize = gfxASurface::BytePerPixelFromFormat(imageSurface->Format());
|
|
ShaderProgramType shader;
|
|
|
|
switch (imageSurface->Format()) {
|
|
case gfxASurface::ImageFormatARGB32:
|
|
format = LOCAL_GL_RGBA;
|
|
type = LOCAL_GL_UNSIGNED_BYTE;
|
|
shader = BGRALayerProgramType;
|
|
break;
|
|
case gfxASurface::ImageFormatRGB24:
|
|
// Treat RGB24 surfaces as RGBA32 except for the shader
|
|
// program used.
|
|
format = LOCAL_GL_RGBA;
|
|
type = LOCAL_GL_UNSIGNED_BYTE;
|
|
shader = BGRXLayerProgramType;
|
|
break;
|
|
case gfxASurface::ImageFormatRGB16_565:
|
|
format = LOCAL_GL_RGB;
|
|
type = LOCAL_GL_UNSIGNED_SHORT_5_6_5;
|
|
shader = RGBALayerProgramType;
|
|
break;
|
|
case gfxASurface::ImageFormatA8:
|
|
format = LOCAL_GL_LUMINANCE;
|
|
type = LOCAL_GL_UNSIGNED_BYTE;
|
|
// We don't have a specific luminance shader
|
|
shader = ShaderProgramType(0);
|
|
break;
|
|
default:
|
|
NS_ASSERTION(false, "Unhandled image surface format!");
|
|
format = 0;
|
|
type = 0;
|
|
shader = ShaderProgramType(0);
|
|
}
|
|
|
|
int32_t stride = imageSurface->Stride();
|
|
|
|
nsIntRegionRectIterator iter(paintRegion);
|
|
const nsIntRect *iterRect;
|
|
|
|
// Top left point of the region's bounding rectangle.
|
|
nsIntPoint topLeft = paintRegion.GetBounds().TopLeft();
|
|
|
|
while ((iterRect = iter.Next())) {
|
|
// The inital data pointer is at the top left point of the region's
|
|
// bounding rectangle. We need to find the offset of this rect
|
|
// within the region and adjust the data pointer accordingly.
|
|
unsigned char *rectData =
|
|
data + DataOffset(imageSurface, iterRect->TopLeft() - topLeft);
|
|
|
|
NS_ASSERTION(textureInited || (iterRect->x == 0 && iterRect->y == 0),
|
|
"Must be uploading to the origin when we don't have an existing texture");
|
|
|
|
if (textureInited && CanUploadSubTextures()) {
|
|
TexSubImage2D(LOCAL_GL_TEXTURE_2D,
|
|
0,
|
|
iterRect->x,
|
|
iterRect->y,
|
|
iterRect->width,
|
|
iterRect->height,
|
|
stride,
|
|
pixelSize,
|
|
format,
|
|
type,
|
|
rectData);
|
|
} else {
|
|
TexImage2D(LOCAL_GL_TEXTURE_2D,
|
|
0,
|
|
format,
|
|
iterRect->width,
|
|
iterRect->height,
|
|
stride,
|
|
pixelSize,
|
|
0,
|
|
format,
|
|
type,
|
|
rectData);
|
|
}
|
|
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
static GLint GetAddressAlignment(ptrdiff_t aAddress)
|
|
{
|
|
if (!(aAddress & 0x7)) {
|
|
return 8;
|
|
} else if (!(aAddress & 0x3)) {
|
|
return 4;
|
|
} else if (!(aAddress & 0x1)) {
|
|
return 2;
|
|
} else {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::TexImage2D(GLenum target, GLint level, GLint internalformat,
|
|
GLsizei width, GLsizei height, GLsizei stride,
|
|
GLint pixelsize, GLint border, GLenum format,
|
|
GLenum type, const GLvoid *pixels)
|
|
{
|
|
if (mIsGLES2) {
|
|
|
|
NS_ASSERTION(format == (GLenum)internalformat,
|
|
"format and internalformat not the same for glTexImage2D on GLES2");
|
|
|
|
if (!CanUploadNonPowerOfTwo()
|
|
&& (stride != width * pixelsize
|
|
|| !IsPowerOfTwo(width)
|
|
|| !IsPowerOfTwo(height))) {
|
|
|
|
// Pad out texture width and height to the next power of two
|
|
// as we don't support/want non power of two texture uploads
|
|
GLsizei paddedWidth = NextPowerOfTwo(width);
|
|
GLsizei paddedHeight = NextPowerOfTwo(height);
|
|
|
|
GLvoid* paddedPixels = new unsigned char[paddedWidth * paddedHeight * pixelsize];
|
|
|
|
// Pad out texture data to be in a POT sized buffer for uploading to
|
|
// a POT sized texture
|
|
CopyAndPadTextureData(pixels, paddedPixels, width, height,
|
|
paddedWidth, paddedHeight, stride, pixelsize);
|
|
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)paddedPixels),
|
|
GetAddressAlignment((ptrdiff_t)paddedWidth * pixelsize)));
|
|
fTexImage2D(target,
|
|
border,
|
|
internalformat,
|
|
paddedWidth,
|
|
paddedHeight,
|
|
border,
|
|
format,
|
|
type,
|
|
paddedPixels);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
|
|
delete[] static_cast<unsigned char*>(paddedPixels);
|
|
return;
|
|
}
|
|
|
|
if (stride == width * pixelsize) {
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)pixels),
|
|
GetAddressAlignment((ptrdiff_t)stride)));
|
|
fTexImage2D(target,
|
|
border,
|
|
internalformat,
|
|
width,
|
|
height,
|
|
border,
|
|
format,
|
|
type,
|
|
pixels);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
} else {
|
|
// Use GLES-specific workarounds for GL_UNPACK_ROW_LENGTH; these are
|
|
// implemented in TexSubImage2D.
|
|
fTexImage2D(target,
|
|
border,
|
|
internalformat,
|
|
width,
|
|
height,
|
|
border,
|
|
format,
|
|
type,
|
|
NULL);
|
|
TexSubImage2D(target,
|
|
level,
|
|
0,
|
|
0,
|
|
width,
|
|
height,
|
|
stride,
|
|
pixelsize,
|
|
format,
|
|
type,
|
|
pixels);
|
|
}
|
|
} else {
|
|
// desktop GL (non-ES) path
|
|
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)pixels),
|
|
GetAddressAlignment((ptrdiff_t)stride)));
|
|
int rowLength = stride/pixelsize;
|
|
fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, rowLength);
|
|
fTexImage2D(target,
|
|
level,
|
|
internalformat,
|
|
width,
|
|
height,
|
|
border,
|
|
format,
|
|
type,
|
|
pixels);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, 0);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::TexSubImage2D(GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset,
|
|
GLsizei width, GLsizei height, GLsizei stride,
|
|
GLint pixelsize, GLenum format,
|
|
GLenum type, const GLvoid* pixels)
|
|
{
|
|
if (mIsGLES2) {
|
|
if (stride == width * pixelsize) {
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)pixels),
|
|
GetAddressAlignment((ptrdiff_t)stride)));
|
|
fTexSubImage2D(target,
|
|
level,
|
|
xoffset,
|
|
yoffset,
|
|
width,
|
|
height,
|
|
format,
|
|
type,
|
|
pixels);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
} else if (IsExtensionSupported(EXT_unpack_subimage)) {
|
|
TexSubImage2DWithUnpackSubimageGLES(target, level, xoffset, yoffset,
|
|
width, height, stride,
|
|
pixelsize, format, type, pixels);
|
|
|
|
} else {
|
|
TexSubImage2DWithoutUnpackSubimage(target, level, xoffset, yoffset,
|
|
width, height, stride,
|
|
pixelsize, format, type, pixels);
|
|
}
|
|
} else {
|
|
// desktop GL (non-ES) path
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)pixels),
|
|
GetAddressAlignment((ptrdiff_t)stride)));
|
|
int rowLength = stride/pixelsize;
|
|
fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, rowLength);
|
|
fTexSubImage2D(target,
|
|
level,
|
|
xoffset,
|
|
yoffset,
|
|
width,
|
|
height,
|
|
format,
|
|
type,
|
|
pixels);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, 0);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::TexSubImage2DWithUnpackSubimageGLES(GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset,
|
|
GLsizei width, GLsizei height,
|
|
GLsizei stride, GLint pixelsize,
|
|
GLenum format, GLenum type,
|
|
const GLvoid* pixels)
|
|
{
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)pixels),
|
|
GetAddressAlignment((ptrdiff_t)stride)));
|
|
// When using GL_UNPACK_ROW_LENGTH, we need to work around a Tegra
|
|
// driver crash where the driver apparently tries to read
|
|
// (stride - width * pixelsize) bytes past the end of the last input
|
|
// row. We only upload the first height-1 rows using GL_UNPACK_ROW_LENGTH,
|
|
// and then we upload the final row separately. See bug 697990.
|
|
int rowLength = stride/pixelsize;
|
|
fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, rowLength);
|
|
fTexSubImage2D(target,
|
|
level,
|
|
xoffset,
|
|
yoffset,
|
|
width,
|
|
height-1,
|
|
format,
|
|
type,
|
|
pixels);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH, 0);
|
|
fTexSubImage2D(target,
|
|
level,
|
|
xoffset,
|
|
yoffset+height-1,
|
|
width,
|
|
1,
|
|
format,
|
|
type,
|
|
(const unsigned char *)pixels+(height-1)*stride);
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
}
|
|
|
|
void
|
|
GLContext::TexSubImage2DWithoutUnpackSubimage(GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset,
|
|
GLsizei width, GLsizei height,
|
|
GLsizei stride, GLint pixelsize,
|
|
GLenum format, GLenum type,
|
|
const GLvoid* pixels)
|
|
{
|
|
// Not using the whole row of texture data and GL_UNPACK_ROW_LENGTH
|
|
// isn't supported. We make a copy of the texture data we're using,
|
|
// such that we're using the whole row of data in the copy. This turns
|
|
// out to be more efficient than uploading row-by-row; see bug 698197.
|
|
unsigned char *newPixels = new unsigned char[width*height*pixelsize];
|
|
unsigned char *rowDest = newPixels;
|
|
const unsigned char *rowSource = (const unsigned char *)pixels;
|
|
for (int h = 0; h < height; h++) {
|
|
memcpy(rowDest, rowSource, width*pixelsize);
|
|
rowDest += width*pixelsize;
|
|
rowSource += stride;
|
|
}
|
|
|
|
stride = width*pixelsize;
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
|
|
std::min(GetAddressAlignment((ptrdiff_t)newPixels),
|
|
GetAddressAlignment((ptrdiff_t)stride)));
|
|
fTexSubImage2D(target,
|
|
level,
|
|
xoffset,
|
|
yoffset,
|
|
width,
|
|
height,
|
|
format,
|
|
type,
|
|
newPixels);
|
|
delete [] newPixels;
|
|
fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
}
|
|
|
|
void
|
|
GLContext::RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
|
|
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
|
|
bool flip_y /* = false */)
|
|
{
|
|
vert_coord v;
|
|
v.x = x0; v.y = y0;
|
|
vertexCoords.AppendElement(v);
|
|
v.x = x1; v.y = y0;
|
|
vertexCoords.AppendElement(v);
|
|
v.x = x0; v.y = y1;
|
|
vertexCoords.AppendElement(v);
|
|
|
|
v.x = x0; v.y = y1;
|
|
vertexCoords.AppendElement(v);
|
|
v.x = x1; v.y = y0;
|
|
vertexCoords.AppendElement(v);
|
|
v.x = x1; v.y = y1;
|
|
vertexCoords.AppendElement(v);
|
|
|
|
if (flip_y) {
|
|
tex_coord t;
|
|
t.u = tx0; t.v = ty1;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx1; t.v = ty1;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx0; t.v = ty0;
|
|
texCoords.AppendElement(t);
|
|
|
|
t.u = tx0; t.v = ty0;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx1; t.v = ty1;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx1; t.v = ty0;
|
|
texCoords.AppendElement(t);
|
|
} else {
|
|
tex_coord t;
|
|
t.u = tx0; t.v = ty0;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx1; t.v = ty0;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx0; t.v = ty1;
|
|
texCoords.AppendElement(t);
|
|
|
|
t.u = tx0; t.v = ty1;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx1; t.v = ty0;
|
|
texCoords.AppendElement(t);
|
|
t.u = tx1; t.v = ty1;
|
|
texCoords.AppendElement(t);
|
|
}
|
|
}
|
|
|
|
static GLfloat
|
|
WrapTexCoord(GLfloat v)
|
|
{
|
|
// fmodf gives negative results for negative numbers;
|
|
// that is, fmodf(0.75, 1.0) == 0.75, but
|
|
// fmodf(-0.75, 1.0) == -0.75. For the negative case,
|
|
// the result we need is 0.25, so we add 1.0f.
|
|
if (v < 0.0f) {
|
|
return 1.0f + fmodf(v, 1.0f);
|
|
}
|
|
|
|
return fmodf(v, 1.0f);
|
|
}
|
|
|
|
void
|
|
GLContext::DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
|
|
const nsIntSize& aTexSize,
|
|
RectTriangles& aRects,
|
|
bool aFlipY /* = false */)
|
|
{
|
|
// normalize this
|
|
nsIntRect tcr(aTexCoordRect);
|
|
while (tcr.x >= aTexSize.width)
|
|
tcr.x -= aTexSize.width;
|
|
while (tcr.y >= aTexSize.height)
|
|
tcr.y -= aTexSize.height;
|
|
|
|
// Compute top left and bottom right tex coordinates
|
|
GLfloat tl[2] =
|
|
{ GLfloat(tcr.x) / GLfloat(aTexSize.width),
|
|
GLfloat(tcr.y) / GLfloat(aTexSize.height) };
|
|
GLfloat br[2] =
|
|
{ GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
|
|
GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };
|
|
|
|
// then check if we wrap in either the x or y axis; if we do,
|
|
// then also use fmod to figure out the "true" non-wrapping
|
|
// texture coordinates.
|
|
|
|
bool xwrap = false, ywrap = false;
|
|
if (tcr.x < 0 || tcr.x > aTexSize.width ||
|
|
tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
|
|
{
|
|
xwrap = true;
|
|
tl[0] = WrapTexCoord(tl[0]);
|
|
br[0] = WrapTexCoord(br[0]);
|
|
}
|
|
|
|
if (tcr.y < 0 || tcr.y > aTexSize.height ||
|
|
tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
|
|
{
|
|
ywrap = true;
|
|
tl[1] = WrapTexCoord(tl[1]);
|
|
br[1] = WrapTexCoord(br[1]);
|
|
}
|
|
|
|
NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
|
|
tl[1] >= 0.0f && tl[1] <= 1.0f &&
|
|
br[0] >= 0.0f && br[0] <= 1.0f &&
|
|
br[1] >= 0.0f && br[1] <= 1.0f,
|
|
"Somehow generated invalid texture coordinates");
|
|
|
|
// If xwrap is false, the texture will be sampled from tl[0]
|
|
// .. br[0]. If xwrap is true, then it will be split into tl[0]
|
|
// .. 1.0, and 0.0 .. br[0]. Same for the Y axis. The
|
|
// destination rectangle is also split appropriately, according
|
|
// to the calculated xmid/ymid values.
|
|
|
|
// There isn't a 1:1 mapping between tex coords and destination coords;
|
|
// when computing midpoints, we have to take that into account. We
|
|
// need to map the texture coords, which are (in the wrap case):
|
|
// |tl->1| and |0->br| to the |0->1| range of the vertex coords. So
|
|
// we have the length (1-tl)+(br) that needs to map into 0->1.
|
|
// These are only valid if there is wrap involved, they won't be used
|
|
// otherwise.
|
|
GLfloat xlen = (1.0f - tl[0]) + br[0];
|
|
GLfloat ylen = (1.0f - tl[1]) + br[1];
|
|
|
|
NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
|
|
NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
|
|
NS_ASSERTION(aTexCoordRect.width <= aTexSize.width &&
|
|
aTexCoordRect.height <= aTexSize.height, "tex coord rect would cause tiling!");
|
|
|
|
if (!xwrap && !ywrap) {
|
|
aRects.addRect(0.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
tl[0], tl[1],
|
|
br[0], br[1],
|
|
aFlipY);
|
|
} else if (!xwrap && ywrap) {
|
|
GLfloat ymid = (1.0f - tl[1]) / ylen;
|
|
aRects.addRect(0.0f, 0.0f,
|
|
1.0f, ymid,
|
|
tl[0], tl[1],
|
|
br[0], 1.0f,
|
|
aFlipY);
|
|
aRects.addRect(0.0f, ymid,
|
|
1.0f, 1.0f,
|
|
tl[0], 0.0f,
|
|
br[0], br[1],
|
|
aFlipY);
|
|
} else if (xwrap && !ywrap) {
|
|
GLfloat xmid = (1.0f - tl[0]) / xlen;
|
|
aRects.addRect(0.0f, 0.0f,
|
|
xmid, 1.0f,
|
|
tl[0], tl[1],
|
|
1.0f, br[1],
|
|
aFlipY);
|
|
aRects.addRect(xmid, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, tl[1],
|
|
br[0], br[1],
|
|
aFlipY);
|
|
} else {
|
|
GLfloat xmid = (1.0f - tl[0]) / xlen;
|
|
GLfloat ymid = (1.0f - tl[1]) / ylen;
|
|
aRects.addRect(0.0f, 0.0f,
|
|
xmid, ymid,
|
|
tl[0], tl[1],
|
|
1.0f, 1.0f,
|
|
aFlipY);
|
|
aRects.addRect(xmid, 0.0f,
|
|
1.0f, ymid,
|
|
0.0f, tl[1],
|
|
br[0], 1.0f,
|
|
aFlipY);
|
|
aRects.addRect(0.0f, ymid,
|
|
xmid, 1.0f,
|
|
tl[0], 0.0f,
|
|
1.0f, br[1],
|
|
aFlipY);
|
|
aRects.addRect(xmid, ymid,
|
|
1.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
br[0], br[1],
|
|
aFlipY);
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::UseBlitProgram()
|
|
{
|
|
if (mBlitProgram) {
|
|
fUseProgram(mBlitProgram);
|
|
return;
|
|
}
|
|
|
|
mBlitProgram = fCreateProgram();
|
|
|
|
GLuint shaders[2];
|
|
shaders[0] = fCreateShader(LOCAL_GL_VERTEX_SHADER);
|
|
shaders[1] = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
|
|
|
|
const char *blitVSSrc =
|
|
"attribute vec2 aVertex;"
|
|
"attribute vec2 aTexCoord;"
|
|
"varying vec2 vTexCoord;"
|
|
"void main() {"
|
|
" vTexCoord = aTexCoord;"
|
|
" gl_Position = vec4(aVertex, 0.0, 1.0);"
|
|
"}";
|
|
const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
|
|
"uniform sampler2D uSrcTexture;"
|
|
"varying vec2 vTexCoord;"
|
|
"void main() {"
|
|
" gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
|
|
"}";
|
|
|
|
fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, NULL);
|
|
fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, NULL);
|
|
|
|
for (int i = 0; i < 2; ++i) {
|
|
GLint success, len = 0;
|
|
|
|
fCompileShader(shaders[i]);
|
|
fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
|
|
NS_ASSERTION(success, "Shader compilation failed!");
|
|
|
|
if (!success) {
|
|
nsAutoCString log;
|
|
fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
log.SetCapacity(len);
|
|
fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
printf_stderr("Shader %d compilation failed:\n%s\n", log.get());
|
|
return;
|
|
}
|
|
|
|
fAttachShader(mBlitProgram, shaders[i]);
|
|
fDeleteShader(shaders[i]);
|
|
}
|
|
|
|
fBindAttribLocation(mBlitProgram, 0, "aVertex");
|
|
fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
|
|
|
|
fLinkProgram(mBlitProgram);
|
|
|
|
GLint success, len = 0;
|
|
fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
|
|
NS_ASSERTION(success, "Shader linking failed!");
|
|
|
|
if (!success) {
|
|
nsAutoCString log;
|
|
fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
|
|
log.SetCapacity(len);
|
|
fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
|
|
log.SetLength(len);
|
|
|
|
printf_stderr("Program linking failed:\n%s\n", log.get());
|
|
return;
|
|
}
|
|
|
|
fUseProgram(mBlitProgram);
|
|
fUniform1i(fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
|
|
}
|
|
|
|
void
|
|
GLContext::SetBlitFramebufferForDestTexture(GLuint aTexture)
|
|
{
|
|
if (!mBlitFramebuffer) {
|
|
fGenFramebuffers(1, &mBlitFramebuffer);
|
|
}
|
|
|
|
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
|
|
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
|
|
LOCAL_GL_COLOR_ATTACHMENT0,
|
|
LOCAL_GL_TEXTURE_2D,
|
|
aTexture,
|
|
0);
|
|
|
|
GLenum result = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
|
|
nsAutoCString msg;
|
|
msg.Append("Framebuffer not complete -- error 0x");
|
|
msg.AppendInt(result, 16);
|
|
// Note: if you are hitting this, it is likely that
|
|
// your texture is not texture complete -- that is, you
|
|
// allocated a texture name, but didn't actually define its
|
|
// size via a call to TexImage2D.
|
|
NS_RUNTIMEABORT(msg.get());
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
|
|
void
|
|
GLContext::CreatedProgram(GLContext *aOrigin, GLuint aName)
|
|
{
|
|
mTrackedPrograms.AppendElement(NamedResource(aOrigin, aName));
|
|
}
|
|
|
|
void
|
|
GLContext::CreatedShader(GLContext *aOrigin, GLuint aName)
|
|
{
|
|
mTrackedShaders.AppendElement(NamedResource(aOrigin, aName));
|
|
}
|
|
|
|
void
|
|
GLContext::CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
for (GLsizei i = 0; i < aCount; ++i) {
|
|
mTrackedBuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
for (GLsizei i = 0; i < aCount; ++i) {
|
|
mTrackedTextures.AppendElement(NamedResource(aOrigin, aNames[i]));
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
for (GLsizei i = 0; i < aCount; ++i) {
|
|
mTrackedFramebuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
for (GLsizei i = 0; i < aCount; ++i) {
|
|
mTrackedRenderbuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
|
|
}
|
|
}
|
|
|
|
static void
|
|
RemoveNamesFromArray(GLContext *aOrigin, GLsizei aCount, GLuint *aNames, nsTArray<GLContext::NamedResource>& aArray)
|
|
{
|
|
for (GLsizei j = 0; j < aCount; ++j) {
|
|
GLuint name = aNames[j];
|
|
// name 0 can be ignored
|
|
if (name == 0)
|
|
continue;
|
|
|
|
for (uint32_t i = 0; i < aArray.Length(); ++i) {
|
|
if (aArray[i].name == name) {
|
|
aArray.RemoveElementAt(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::DeletedProgram(GLContext *aOrigin, GLuint aName)
|
|
{
|
|
RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedPrograms);
|
|
}
|
|
|
|
void
|
|
GLContext::DeletedShader(GLContext *aOrigin, GLuint aName)
|
|
{
|
|
RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedShaders);
|
|
}
|
|
|
|
void
|
|
GLContext::DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedBuffers);
|
|
}
|
|
|
|
void
|
|
GLContext::DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedTextures);
|
|
}
|
|
|
|
void
|
|
GLContext::DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedFramebuffers);
|
|
}
|
|
|
|
void
|
|
GLContext::DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
|
|
{
|
|
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedRenderbuffers);
|
|
}
|
|
|
|
static void
|
|
MarkContextDestroyedInArray(GLContext *aContext, nsTArray<GLContext::NamedResource>& aArray)
|
|
{
|
|
for (uint32_t i = 0; i < aArray.Length(); ++i) {
|
|
if (aArray[i].origin == aContext)
|
|
aArray[i].originDeleted = true;
|
|
}
|
|
}
|
|
|
|
void
|
|
GLContext::SharedContextDestroyed(GLContext *aChild)
|
|
{
|
|
MarkContextDestroyedInArray(aChild, mTrackedPrograms);
|
|
MarkContextDestroyedInArray(aChild, mTrackedShaders);
|
|
MarkContextDestroyedInArray(aChild, mTrackedTextures);
|
|
MarkContextDestroyedInArray(aChild, mTrackedFramebuffers);
|
|
MarkContextDestroyedInArray(aChild, mTrackedRenderbuffers);
|
|
MarkContextDestroyedInArray(aChild, mTrackedBuffers);
|
|
}
|
|
|
|
static void
|
|
ReportArrayContents(const char *title, const nsTArray<GLContext::NamedResource>& aArray)
|
|
{
|
|
if (aArray.Length() == 0)
|
|
return;
|
|
|
|
printf_stderr("%s:\n", title);
|
|
|
|
nsTArray<GLContext::NamedResource> copy(aArray);
|
|
copy.Sort();
|
|
|
|
GLContext *lastContext = NULL;
|
|
for (uint32_t i = 0; i < copy.Length(); ++i) {
|
|
if (lastContext != copy[i].origin) {
|
|
if (lastContext)
|
|
printf_stderr("\n");
|
|
printf_stderr(" [%p - %s] ", copy[i].origin, copy[i].originDeleted ? "deleted" : "live");
|
|
lastContext = copy[i].origin;
|
|
}
|
|
printf_stderr("%d ", copy[i].name);
|
|
}
|
|
printf_stderr("\n");
|
|
}
|
|
|
|
void
|
|
GLContext::ReportOutstandingNames()
|
|
{
|
|
if (!DebugMode())
|
|
return;
|
|
|
|
printf_stderr("== GLContext %p Outstanding ==\n", this);
|
|
|
|
ReportArrayContents("Outstanding Textures", mTrackedTextures);
|
|
ReportArrayContents("Outstanding Buffers", mTrackedBuffers);
|
|
ReportArrayContents("Outstanding Programs", mTrackedPrograms);
|
|
ReportArrayContents("Outstanding Shaders", mTrackedShaders);
|
|
ReportArrayContents("Outstanding Framebuffers", mTrackedFramebuffers);
|
|
ReportArrayContents("Outstanding Renderbuffers", mTrackedRenderbuffers);
|
|
}
|
|
|
|
#endif /* DEBUG */
|
|
|
|
|
|
void
|
|
GLContext::GuaranteeResolve()
|
|
{
|
|
mScreen->AssureBlitted();
|
|
fFinish();
|
|
}
|
|
|
|
const gfxIntSize&
|
|
GLContext::OffscreenSize() const
|
|
{
|
|
MOZ_ASSERT(IsOffscreen());
|
|
return mScreen->Size();
|
|
}
|
|
|
|
bool
|
|
GLContext::CreateScreenBufferImpl(const gfxIntSize& size, const SurfaceCaps& caps)
|
|
{
|
|
GLScreenBuffer* newScreen = GLScreenBuffer::Create(this, size, caps);
|
|
if (!newScreen)
|
|
return false;
|
|
|
|
if (!newScreen->PublishFrame(size)) {
|
|
delete newScreen;
|
|
return false;
|
|
}
|
|
|
|
DestroyScreenBuffer();
|
|
|
|
// This will rebind to 0 (Screen) if needed when
|
|
// it falls out of scope.
|
|
ScopedBindFramebuffer autoFB(this);
|
|
|
|
mScreen = newScreen;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
GLContext::ResizeScreenBuffer(const gfxIntSize& size)
|
|
{
|
|
if (!IsOffscreenSizeAllowed(size))
|
|
return false;
|
|
|
|
return mScreen->PublishFrame(size);
|
|
}
|
|
|
|
|
|
void
|
|
GLContext::DestroyScreenBuffer()
|
|
{
|
|
delete mScreen;
|
|
mScreen = nullptr;
|
|
}
|
|
|
|
void
|
|
GLContext::ForceDirtyScreen()
|
|
{
|
|
ScopedBindFramebuffer autoFB(0);
|
|
|
|
BeforeGLDrawCall();
|
|
// no-op; just pretend we did something
|
|
AfterGLDrawCall();
|
|
}
|
|
|
|
void
|
|
GLContext::CleanDirtyScreen()
|
|
{
|
|
ScopedBindFramebuffer autoFB(0);
|
|
|
|
BeforeGLReadCall();
|
|
// no-op; we just want to make sure the Read FBO is updated if it needs to be
|
|
AfterGLReadCall();
|
|
}
|
|
|
|
void
|
|
GLContext::EmptyTexGarbageBin()
|
|
{
|
|
TexGarbageBin()->EmptyGarbage();
|
|
}
|
|
|
|
|
|
void
|
|
TextureGarbageBin::GLContextTeardown()
|
|
{
|
|
EmptyGarbage();
|
|
|
|
MutexAutoLock lock(mMutex);
|
|
mGL = nullptr;
|
|
}
|
|
|
|
void
|
|
TextureGarbageBin::Trash(GLuint tex)
|
|
{
|
|
MutexAutoLock lock(mMutex);
|
|
if (!mGL)
|
|
return;
|
|
|
|
mGarbageTextures.push(tex);
|
|
}
|
|
|
|
void
|
|
TextureGarbageBin::EmptyGarbage()
|
|
{
|
|
MutexAutoLock lock(mMutex);
|
|
if (!mGL)
|
|
return;
|
|
|
|
while (!mGarbageTextures.empty()) {
|
|
GLuint tex = mGarbageTextures.top();
|
|
mGarbageTextures.pop();
|
|
mGL->fDeleteTextures(1, &tex);
|
|
}
|
|
}
|
|
|
|
} /* namespace gl */
|
|
} /* namespace mozilla */
|