mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-01 06:35:42 +00:00
609 lines
21 KiB
C++
609 lines
21 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GLBlitHelper.h"
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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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#include "mozilla/Preferences.h"
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namespace mozilla {
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namespace gl {
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static void
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RenderbufferStorageBySamples(GLContext* aGL, GLsizei aSamples,
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GLenum aInternalFormat, const gfx::IntSize& aSize)
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{
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if (aSamples) {
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aGL->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER,
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aSamples,
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aInternalFormat,
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aSize.width, aSize.height);
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} else {
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aGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
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aInternalFormat,
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aSize.width, aSize.height);
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}
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}
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GLuint
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CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
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GLenum aType, const gfx::IntSize& aSize)
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{
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GLuint tex = 0;
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aGL->fGenTextures(1, &tex);
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ScopedBindTexture autoTex(aGL, tex);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
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aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
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aGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
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0,
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aInternalFormat,
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aSize.width, aSize.height,
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0,
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aFormat,
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aType,
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nullptr);
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return tex;
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}
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GLuint
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CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
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const gfx::IntSize& aSize)
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{
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MOZ_ASSERT(aFormats.color_texInternalFormat);
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MOZ_ASSERT(aFormats.color_texFormat);
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MOZ_ASSERT(aFormats.color_texType);
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return CreateTexture(aGL,
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aFormats.color_texInternalFormat,
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aFormats.color_texFormat,
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aFormats.color_texType,
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aSize);
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}
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GLuint
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CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
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const gfx::IntSize& aSize)
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{
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GLuint rb = 0;
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aGL->fGenRenderbuffers(1, &rb);
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ScopedBindRenderbuffer autoRB(aGL, rb);
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RenderbufferStorageBySamples(aGL, aSamples, aFormat, aSize);
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return rb;
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}
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void
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CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
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const gfx::IntSize& aSize, bool aMultisample,
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GLuint* aColorMSRB, GLuint* aDepthRB,
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GLuint* aStencilRB)
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{
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GLsizei samples = aMultisample ? aFormats.samples : 0;
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if (aColorMSRB) {
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MOZ_ASSERT(aFormats.samples > 0);
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MOZ_ASSERT(aFormats.color_rbFormat);
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*aColorMSRB = CreateRenderbuffer(aGL, aFormats.color_rbFormat, samples, aSize);
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}
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if (aDepthRB &&
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aStencilRB &&
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aFormats.depthStencil)
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{
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*aDepthRB = CreateRenderbuffer(aGL, aFormats.depthStencil, samples, aSize);
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*aStencilRB = *aDepthRB;
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} else {
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if (aDepthRB) {
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MOZ_ASSERT(aFormats.depth);
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*aDepthRB = CreateRenderbuffer(aGL, aFormats.depth, samples, aSize);
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}
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if (aStencilRB) {
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MOZ_ASSERT(aFormats.stencil);
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*aStencilRB = CreateRenderbuffer(aGL, aFormats.stencil, samples, aSize);
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}
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}
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}
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GLBlitHelper::GLBlitHelper(GLContext* gl)
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: mGL(gl)
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, mTexBlit_Buffer(0)
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, mTexBlit_VertShader(0)
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, mTex2DBlit_FragShader(0)
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, mTex2DRectBlit_FragShader(0)
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, mTex2DBlit_Program(0)
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, mTex2DRectBlit_Program(0)
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{
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}
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GLBlitHelper::~GLBlitHelper()
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{
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DeleteTexBlitProgram();
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}
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// Allowed to be destructive of state we restore in functions below.
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bool
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GLBlitHelper::InitTexQuadProgram(GLenum target)
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{
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const char kTexBlit_VertShaderSource[] = "\
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attribute vec2 aPosition; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) { \n\
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vTexCoord = aPosition; \n\
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vec2 vertPos = aPosition * 2.0 - 1.0; \n\
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gl_Position = vec4(vertPos, 0.0, 1.0); \n\
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} \n\
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";
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const char kTex2DBlit_FragShaderSource[] = "\
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#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
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precision highp float; \n\
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#else \n\
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precision mediump float; \n\
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#endif \n\
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\n\
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uniform sampler2D uTexUnit; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) { \n\
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gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
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} \n\
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";
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const char kTex2DRectBlit_FragShaderSource[] = "\
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#ifdef GL_FRAGMENT_PRECISION_HIGH \n\
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precision highp float; \n\
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#else \n\
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precision mediump float; \n\
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#endif \n\
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\n\
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uniform sampler2D uTexUnit; \n\
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uniform vec2 uTexCoordMult; \n\
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\n\
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varying vec2 vTexCoord; \n\
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\n\
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void main(void) { \n\
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gl_FragColor = texture2DRect(uTexUnit, \n\
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vTexCoord * uTexCoordMult); \n\
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} \n\
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";
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MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
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target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
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bool success = false;
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GLuint *programPtr;
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GLuint *fragShaderPtr;
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const char* fragShaderSource;
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if (target == LOCAL_GL_TEXTURE_2D) {
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programPtr = &mTex2DBlit_Program;
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fragShaderPtr = &mTex2DBlit_FragShader;
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fragShaderSource = kTex2DBlit_FragShaderSource;
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} else {
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programPtr = &mTex2DRectBlit_Program;
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fragShaderPtr = &mTex2DRectBlit_FragShader;
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fragShaderSource = kTex2DRectBlit_FragShaderSource;
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}
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GLuint& program = *programPtr;
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GLuint& fragShader = *fragShaderPtr;
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// Use do-while(false) to let us break on failure
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do {
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if (program) {
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// Already have it...
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success = true;
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break;
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}
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if (!mTexBlit_Buffer) {
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/* CCW tri-strip:
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* 2---3
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* | \ |
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* 0---1
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*/
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GLfloat verts[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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MOZ_ASSERT(!mTexBlit_Buffer);
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mGL->fGenBuffers(1, &mTexBlit_Buffer);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
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const size_t vertsSize = sizeof(verts);
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// Make sure we have a sane size.
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MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat));
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mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
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}
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if (!mTexBlit_VertShader) {
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const char* vertShaderSource = kTexBlit_VertShaderSource;
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mTexBlit_VertShader = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
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mGL->fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
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mGL->fCompileShader(mTexBlit_VertShader);
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}
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MOZ_ASSERT(!fragShader);
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fragShader = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
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mGL->fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
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mGL->fCompileShader(fragShader);
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program = mGL->fCreateProgram();
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mGL->fAttachShader(program, mTexBlit_VertShader);
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mGL->fAttachShader(program, fragShader);
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mGL->fBindAttribLocation(program, 0, "aPosition");
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mGL->fLinkProgram(program);
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if (mGL->DebugMode()) {
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GLint status = 0;
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mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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NS_ERROR("Vert shader compilation failed.");
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GLint length = 0;
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mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No shader info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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mGL->fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
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printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
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break;
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}
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status = 0;
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mGL->fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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NS_ERROR("Frag shader compilation failed.");
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GLint length = 0;
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mGL->fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No shader info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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mGL->fGetShaderInfoLog(fragShader, length, nullptr, buffer);
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printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
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break;
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}
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}
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GLint status = 0;
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mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
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if (status != LOCAL_GL_TRUE) {
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if (mGL->DebugMode()) {
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NS_ERROR("Linking blit program failed.");
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GLint length = 0;
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mGL->fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
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if (!length) {
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printf_stderr("No program info log available.\n");
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break;
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}
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nsAutoArrayPtr<char> buffer(new char[length]);
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mGL->fGetProgramInfoLog(program, length, nullptr, buffer);
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printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
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}
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break;
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}
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MOZ_ASSERT(mGL->fGetAttribLocation(program, "aPosition") == 0);
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GLint texUnitLoc = mGL->fGetUniformLocation(program, "uTexUnit");
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MOZ_ASSERT(texUnitLoc != -1, "uniform not found");
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// Set uniforms here:
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mGL->fUseProgram(program);
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mGL->fUniform1i(texUnitLoc, 0);
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success = true;
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} while (false);
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if (!success) {
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NS_ERROR("Creating program for texture blit failed!");
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// Clean up:
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DeleteTexBlitProgram();
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return false;
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}
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mGL->fUseProgram(program);
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mGL->fEnableVertexAttribArray(0);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
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mGL->fVertexAttribPointer(0,
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2,
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LOCAL_GL_FLOAT,
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false,
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0,
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nullptr);
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return true;
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}
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bool
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GLBlitHelper::UseTexQuadProgram(GLenum target, const gfx::IntSize& srcSize)
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{
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if (!InitTexQuadProgram(target)) {
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return false;
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}
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if (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
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GLint texCoordMultLoc = mGL->fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
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MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
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mGL->fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
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}
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return true;
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}
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void
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GLBlitHelper::DeleteTexBlitProgram()
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{
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if (mTexBlit_Buffer) {
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mGL->fDeleteBuffers(1, &mTexBlit_Buffer);
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mTexBlit_Buffer = 0;
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}
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if (mTexBlit_VertShader) {
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mGL->fDeleteShader(mTexBlit_VertShader);
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mTexBlit_VertShader = 0;
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}
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if (mTex2DBlit_FragShader) {
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mGL->fDeleteShader(mTex2DBlit_FragShader);
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mTex2DBlit_FragShader = 0;
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}
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if (mTex2DRectBlit_FragShader) {
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mGL->fDeleteShader(mTex2DRectBlit_FragShader);
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mTex2DRectBlit_FragShader = 0;
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}
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if (mTex2DBlit_Program) {
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mGL->fDeleteProgram(mTex2DBlit_Program);
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mTex2DBlit_Program = 0;
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}
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if (mTex2DRectBlit_Program) {
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mGL->fDeleteProgram(mTex2DRectBlit_Program);
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mTex2DRectBlit_Program = 0;
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}
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}
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void
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GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize)
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{
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MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
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MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
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MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
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ScopedBindFramebuffer boundFB(mGL);
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ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
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mGL->BindReadFB(srcFB);
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mGL->BindDrawFB(destFB);
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mGL->fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
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0, 0, destSize.width, destSize.height,
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LOCAL_GL_COLOR_BUFFER_BIT,
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LOCAL_GL_NEAREST);
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}
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void
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GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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const GLFormats& srcFormats)
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{
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MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
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MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
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if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
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BlitFramebufferToFramebuffer(srcFB, destFB,
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srcSize, destSize);
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return;
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}
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GLuint tex = CreateTextureForOffscreen(mGL, srcFormats, srcSize);
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MOZ_ASSERT(tex);
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BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize);
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BlitTextureToFramebuffer(tex, destFB, srcSize, destSize);
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mGL->fDeleteTextures(1, &tex);
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}
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void
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GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
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const gfx::IntSize& srcSize,
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const gfx::IntSize& destSize,
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GLenum srcTarget)
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{
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MOZ_ASSERT(mGL->fIsTexture(srcTex));
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MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
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if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
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ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
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MOZ_ASSERT(srcWrapper.IsComplete());
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BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
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srcSize, destSize);
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return;
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}
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ScopedBindFramebuffer boundFB(mGL, destFB);
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// UseTexQuadProgram initializes a shader that reads
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// from texture unit 0.
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ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
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ScopedBindTexture boundTex(mGL, srcTex, srcTarget);
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GLuint boundProgram = 0;
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mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
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GLuint boundBuffer = 0;
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mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
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/*
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* mGL->fGetVertexAttribiv takes:
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* VERTEX_ATTRIB_ARRAY_ENABLED
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* VERTEX_ATTRIB_ARRAY_SIZE,
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* VERTEX_ATTRIB_ARRAY_STRIDE,
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* VERTEX_ATTRIB_ARRAY_TYPE,
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* VERTEX_ATTRIB_ARRAY_NORMALIZED,
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* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
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* CURRENT_VERTEX_ATTRIB
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*
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* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
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* Others appear to be vertex array state,
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* or alternatively in the internal vertex array state
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* for a buffer object.
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*/
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GLint attrib0_enabled = 0;
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GLint attrib0_size = 0;
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GLint attrib0_stride = 0;
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GLint attrib0_type = 0;
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GLint attrib0_normalized = 0;
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GLint attrib0_bufferBinding = 0;
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void* attrib0_pointer = nullptr;
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
|
|
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
|
|
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
|
|
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
|
|
mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
|
|
mGL->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
|
|
// Note that uniform values are program state, so we don't need to rebind those.
|
|
|
|
ScopedGLState blend (mGL, LOCAL_GL_BLEND, false);
|
|
ScopedGLState cullFace (mGL, LOCAL_GL_CULL_FACE, false);
|
|
ScopedGLState depthTest (mGL, LOCAL_GL_DEPTH_TEST, false);
|
|
ScopedGLState dither (mGL, LOCAL_GL_DITHER, false);
|
|
ScopedGLState polyOffsFill(mGL, LOCAL_GL_POLYGON_OFFSET_FILL, false);
|
|
ScopedGLState sampleAToC (mGL, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
|
|
ScopedGLState sampleCover (mGL, LOCAL_GL_SAMPLE_COVERAGE, false);
|
|
ScopedGLState scissor (mGL, LOCAL_GL_SCISSOR_TEST, false);
|
|
ScopedGLState stencil (mGL, LOCAL_GL_STENCIL_TEST, false);
|
|
|
|
realGLboolean colorMask[4];
|
|
mGL->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
|
|
mGL->fColorMask(LOCAL_GL_TRUE,
|
|
LOCAL_GL_TRUE,
|
|
LOCAL_GL_TRUE,
|
|
LOCAL_GL_TRUE);
|
|
|
|
GLint viewport[4];
|
|
mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
|
|
mGL->fViewport(0, 0, destSize.width, destSize.height);
|
|
|
|
// Does destructive things to (only!) what we just saved above.
|
|
bool good = UseTexQuadProgram(srcTarget, srcSize);
|
|
if (!good) {
|
|
// We're up against the wall, so bail.
|
|
// This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
|
|
printf_stderr("[%s:%d] Fatal Error: Failed to prepare to blit texture->framebuffer.\n",
|
|
__FILE__, __LINE__);
|
|
MOZ_CRASH();
|
|
}
|
|
mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
mGL->fViewport(viewport[0], viewport[1],
|
|
viewport[2], viewport[3]);
|
|
|
|
mGL->fColorMask(colorMask[0],
|
|
colorMask[1],
|
|
colorMask[2],
|
|
colorMask[3]);
|
|
|
|
if (attrib0_enabled)
|
|
mGL->fEnableVertexAttribArray(0);
|
|
|
|
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
|
|
mGL->fVertexAttribPointer(0,
|
|
attrib0_size,
|
|
attrib0_type,
|
|
attrib0_normalized,
|
|
attrib0_stride,
|
|
attrib0_pointer);
|
|
|
|
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
|
|
|
|
mGL->fUseProgram(boundProgram);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
GLenum destTarget)
|
|
{
|
|
MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
|
|
MOZ_ASSERT(mGL->fIsTexture(destTex));
|
|
|
|
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
|
|
ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);
|
|
|
|
BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
|
|
srcSize, destSize);
|
|
return;
|
|
}
|
|
|
|
ScopedBindTexture autoTex(mGL, destTex, destTarget);
|
|
ScopedBindFramebuffer boundFB(mGL, srcFB);
|
|
ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
|
|
|
|
mGL->fCopyTexSubImage2D(destTarget, 0,
|
|
0, 0,
|
|
0, 0,
|
|
srcSize.width, srcSize.height);
|
|
}
|
|
|
|
void
|
|
GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
|
|
const gfx::IntSize& srcSize,
|
|
const gfx::IntSize& destSize,
|
|
GLenum srcTarget, GLenum destTarget)
|
|
{
|
|
MOZ_ASSERT(mGL->fIsTexture(srcTex));
|
|
MOZ_ASSERT(mGL->fIsTexture(destTex));
|
|
|
|
// Generally, just use the CopyTexSubImage path
|
|
ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
|
|
|
|
BlitFramebufferToTexture(srcWrapper.FB(), destTex,
|
|
srcSize, destSize, destTarget);
|
|
}
|
|
|
|
}
|
|
}
|