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a824ab4d81
Have webrender use its own EGLDisplay, letting WebGL use a different one. Differential Revision: https://phabricator.services.mozilla.com/D85496
221 lines
6.9 KiB
C++
221 lines
6.9 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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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 "TextureImageEGL.h"
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#include "GLLibraryEGL.h"
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#include "GLContext.h"
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#include "GLContextEGL.h"
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#include "GLUploadHelpers.h"
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#include "gfxPlatform.h"
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#include "mozilla/gfx/Types.h"
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namespace mozilla {
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namespace gl {
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static GLenum GLFormatForImage(gfx::SurfaceFormat aFormat) {
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switch (aFormat) {
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case gfx::SurfaceFormat::B8G8R8A8:
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case gfx::SurfaceFormat::B8G8R8X8:
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return LOCAL_GL_RGBA;
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case gfx::SurfaceFormat::R5G6B5_UINT16:
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return LOCAL_GL_RGB;
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case gfx::SurfaceFormat::A8:
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return LOCAL_GL_LUMINANCE;
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default:
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NS_WARNING("Unknown GL format for Surface format");
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}
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return 0;
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}
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static GLenum GLTypeForImage(gfx::SurfaceFormat aFormat) {
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switch (aFormat) {
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case gfx::SurfaceFormat::B8G8R8A8:
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case gfx::SurfaceFormat::B8G8R8X8:
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case gfx::SurfaceFormat::A8:
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return LOCAL_GL_UNSIGNED_BYTE;
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case gfx::SurfaceFormat::R5G6B5_UINT16:
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return LOCAL_GL_UNSIGNED_SHORT_5_6_5;
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default:
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NS_WARNING("Unknown GL format for Surface format");
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}
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return 0;
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}
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TextureImageEGL::TextureImageEGL(GLuint aTexture, const gfx::IntSize& aSize,
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GLenum aWrapMode, ContentType aContentType,
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GLContext* aContext, Flags aFlags,
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TextureState aTextureState,
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TextureImage::ImageFormat aImageFormat)
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: TextureImage(aSize, aWrapMode, aContentType, aFlags),
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mGLContext(aContext),
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mUpdateFormat(gfx::ImageFormatToSurfaceFormat(aImageFormat)),
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mEGLImage(nullptr),
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mTexture(aTexture),
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mSurface(nullptr),
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mConfig(nullptr),
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mTextureState(aTextureState),
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mBound(false) {
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if (mUpdateFormat == gfx::SurfaceFormat::UNKNOWN) {
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mUpdateFormat =
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gfxPlatform::GetPlatform()->Optimal2DFormatForContent(GetContentType());
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}
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if (mUpdateFormat == gfx::SurfaceFormat::R5G6B5_UINT16) {
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mTextureFormat = gfx::SurfaceFormat::R8G8B8X8;
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} else if (mUpdateFormat == gfx::SurfaceFormat::B8G8R8X8) {
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mTextureFormat = gfx::SurfaceFormat::B8G8R8X8;
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} else {
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mTextureFormat = gfx::SurfaceFormat::B8G8R8A8;
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}
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}
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TextureImageEGL::~TextureImageEGL() {
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if (mGLContext->IsDestroyed() || !mGLContext->IsOwningThreadCurrent()) {
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return;
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}
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// If we have a context, then we need to delete the texture;
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// if we don't have a context (either real or shared),
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// then they went away when the contex was deleted, because it
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// was the only one that had access to it.
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if (mGLContext->MakeCurrent()) {
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mGLContext->fDeleteTextures(1, &mTexture);
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}
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ReleaseTexImage();
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DestroyEGLSurface();
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}
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bool TextureImageEGL::DirectUpdate(
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gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion,
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const gfx::IntPoint& aFrom /* = gfx::IntPoint(0,0) */) {
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gfx::IntRect bounds = aRegion.GetBounds();
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nsIntRegion region;
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if (mTextureState != Valid) {
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bounds = gfx::IntRect(0, 0, mSize.width, mSize.height);
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region = nsIntRegion(bounds);
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} else {
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region = aRegion;
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}
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bool needInit = mTextureState == Created;
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size_t uploadSize = 0;
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mTextureFormat = UploadSurfaceToTexture(mGLContext, aSurf, region, mTexture,
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mSize, &uploadSize, needInit, aFrom);
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if (mTextureFormat == gfx::SurfaceFormat::UNKNOWN) {
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return false;
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}
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if (uploadSize > 0) {
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UpdateUploadSize(uploadSize);
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}
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mTextureState = Valid;
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return true;
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}
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void TextureImageEGL::BindTexture(GLenum aTextureUnit) {
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// Ensure the texture is allocated before it is used.
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if (mTextureState == Created) {
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Resize(mSize);
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}
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mGLContext->fActiveTexture(aTextureUnit);
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
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}
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void TextureImageEGL::Resize(const gfx::IntSize& aSize) {
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if (mSize == aSize && mTextureState != Created) return;
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mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
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mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0,
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GLFormatForImage(mUpdateFormat), aSize.width,
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aSize.height, 0, GLFormatForImage(mUpdateFormat),
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GLTypeForImage(mUpdateFormat), nullptr);
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mTextureState = Allocated;
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mSize = aSize;
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}
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bool TextureImageEGL::BindTexImage() {
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if (mBound && !ReleaseTexImage()) return false;
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const auto& gle = GLContextEGL::Cast(mGLContext);
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const auto& egl = gle->mEgl;
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EGLBoolean success =
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egl->fBindTexImage((EGLSurface)mSurface, LOCAL_EGL_BACK_BUFFER);
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if (success == LOCAL_EGL_FALSE) return false;
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mBound = true;
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return true;
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}
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bool TextureImageEGL::ReleaseTexImage() {
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if (!mBound) return true;
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const auto& gle = GLContextEGL::Cast(mGLContext);
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const auto& egl = gle->mEgl;
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EGLBoolean success =
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egl->fReleaseTexImage((EGLSurface)mSurface, LOCAL_EGL_BACK_BUFFER);
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if (success == LOCAL_EGL_FALSE) return false;
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mBound = false;
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return true;
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}
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void TextureImageEGL::DestroyEGLSurface(void) {
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if (!mSurface) return;
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const auto& gle = GLContextEGL::Cast(mGLContext);
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const auto& egl = gle->mEgl;
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egl->fDestroySurface(mSurface);
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mSurface = nullptr;
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}
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already_AddRefed<TextureImage> CreateTextureImageEGL(
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GLContext* gl, const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType, GLenum aWrapMode,
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TextureImage::Flags aFlags, TextureImage::ImageFormat aImageFormat) {
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RefPtr<TextureImage> t =
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new gl::TiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
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return t.forget();
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}
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already_AddRefed<TextureImage> TileGenFuncEGL(
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GLContext* gl, const gfx::IntSize& aSize,
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TextureImage::ContentType aContentType, TextureImage::Flags aFlags,
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TextureImage::ImageFormat aImageFormat) {
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gl->MakeCurrent();
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GLuint texture;
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gl->fGenTextures(1, &texture);
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RefPtr<TextureImageEGL> teximage =
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new TextureImageEGL(texture, aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType,
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gl, aFlags, TextureImage::Created, aImageFormat);
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teximage->BindTexture(LOCAL_GL_TEXTURE0);
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GLint texfilter = aFlags & TextureImage::UseNearestFilter ? LOCAL_GL_NEAREST
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: LOCAL_GL_LINEAR;
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER,
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texfilter);
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER,
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texfilter);
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S,
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LOCAL_GL_CLAMP_TO_EDGE);
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gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T,
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LOCAL_GL_CLAMP_TO_EDGE);
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return teximage.forget();
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}
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} // namespace gl
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} // namespace mozilla
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