gecko-dev/gfx/layers/opengl/LayerManagerOGL.h

510 lines
15 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_LAYERMANAGEROGL_H
#define GFX_LAYERMANAGEROGL_H
#include "LayerManagerOGLProgram.h"
#include "mozilla/layers/ShadowLayers.h"
#include "mozilla/TimeStamp.h"
#ifdef XP_WIN
#include <windows.h>
#endif
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#include "gfxContext.h"
#include "gfx3DMatrix.h"
#include "nsIWidget.h"
#include "GLContextTypes.h"
namespace mozilla {
namespace gl {
class GLContext;
}
namespace layers {
class Composer2D;
class LayerOGL;
class ShadowThebesLayer;
class ShadowContainerLayer;
class ShadowImageLayer;
class ShadowCanvasLayer;
class ShadowColorLayer;
struct FPSState;
/**
* This is the LayerManager used for OpenGL 2.1 and OpenGL ES 2.0.
* This can be used either on the main thread or the compositor.
*/
class THEBES_API LayerManagerOGL :
public ShadowLayerManager
{
typedef mozilla::gl::GLContext GLContext;
typedef mozilla::gl::ShaderProgramType ProgramType;
public:
LayerManagerOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1,
bool aIsRenderingToEGLSurface = false);
virtual ~LayerManagerOGL();
void Destroy();
/**
* Initializes the layer manager with a given GLContext. If aContext is null
* then the layer manager will try to create one for the associated widget.
*
* \param aContext an existing GL context to use. Can be created with CreateContext()
*
* \return True is initialization was succesful, false when it was not.
*/
bool Initialize(bool force = false);
bool Initialize(nsRefPtr<GLContext> aContext, bool force = false);
/**
* Sets the clipping region for this layer manager. This is important on
* windows because using OGL we no longer have GDI's native clipping. Therefor
* widget must tell us what part of the screen is being invalidated,
* and we should clip to this.
*
* \param aClippingRegion Region to clip to. Setting an empty region
* will disable clipping.
*/
void SetClippingRegion(const nsIntRegion& aClippingRegion);
/**
* LayerManager implementation.
*/
virtual ShadowLayerManager* AsShadowManager()
{
return this;
}
void BeginTransaction();
void BeginTransactionWithTarget(gfxContext* aTarget);
void EndConstruction();
virtual bool EndEmptyTransaction(EndTransactionFlags aFlags = END_DEFAULT);
virtual void NotifyShadowTreeTransaction();
virtual void EndTransaction(DrawThebesLayerCallback aCallback,
void* aCallbackData,
EndTransactionFlags aFlags = END_DEFAULT);
virtual void SetRoot(Layer* aLayer) { mRoot = aLayer; }
virtual bool CanUseCanvasLayerForSize(const gfxIntSize &aSize) {
if (!mGLContext)
return false;
int32_t maxSize = GetMaxTextureSize();
return aSize <= gfxIntSize(maxSize, maxSize);
}
virtual int32_t GetMaxTextureSize() const;
virtual already_AddRefed<ThebesLayer> CreateThebesLayer();
virtual already_AddRefed<ContainerLayer> CreateContainerLayer();
virtual already_AddRefed<ImageLayer> CreateImageLayer();
virtual already_AddRefed<ColorLayer> CreateColorLayer();
virtual already_AddRefed<CanvasLayer> CreateCanvasLayer();
virtual already_AddRefed<ShadowThebesLayer> CreateShadowThebesLayer();
virtual already_AddRefed<ShadowContainerLayer> CreateShadowContainerLayer();
virtual already_AddRefed<ShadowImageLayer> CreateShadowImageLayer();
virtual already_AddRefed<ShadowColorLayer> CreateShadowColorLayer();
virtual already_AddRefed<ShadowCanvasLayer> CreateShadowCanvasLayer();
virtual already_AddRefed<ShadowRefLayer> CreateShadowRefLayer();
virtual LayersBackend GetBackendType() { return LAYERS_OPENGL; }
virtual void GetBackendName(nsAString& name) { name.AssignLiteral("OpenGL"); }
virtual already_AddRefed<gfxASurface>
CreateOptimalMaskSurface(const gfxIntSize &aSize);
virtual void ClearCachedResources(Layer* aSubtree = nullptr) MOZ_OVERRIDE;
/**
* Helper methods.
*/
void MakeCurrent(bool aForce = false);
ShaderProgramOGL* GetBasicLayerProgram(bool aOpaque, bool aIsRGB,
MaskType aMask = MaskNone)
{
gl::ShaderProgramType format = gl::BGRALayerProgramType;
if (aIsRGB) {
if (aOpaque) {
format = gl::RGBXLayerProgramType;
} else {
format = gl::RGBALayerProgramType;
}
} else {
if (aOpaque) {
format = gl::BGRXLayerProgramType;
}
}
return GetProgram(format, aMask);
}
ShaderProgramOGL* GetProgram(gl::ShaderProgramType aType,
Layer* aMaskLayer) {
if (aMaskLayer)
return GetProgram(aType, Mask2d);
return GetProgram(aType, MaskNone);
}
ShaderProgramOGL* GetProgram(gl::ShaderProgramType aType,
MaskType aMask = MaskNone) {
NS_ASSERTION(ProgramProfileOGL::ProgramExists(aType, aMask),
"Invalid program type.");
return mPrograms[aType].mVariations[aMask];
}
ShaderProgramOGL* GetFBOLayerProgram(MaskType aMask = MaskNone) {
return GetProgram(GetFBOLayerProgramType(), aMask);
}
gl::ShaderProgramType GetFBOLayerProgramType() {
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB)
return gl::RGBARectLayerProgramType;
return gl::RGBALayerProgramType;
}
GLContext* gl() const { return mGLContext; }
// |NSOpenGLContext*|:
void* GetNSOpenGLContext() const;
DrawThebesLayerCallback GetThebesLayerCallback() const
{ return mThebesLayerCallback; }
void* GetThebesLayerCallbackData() const
{ return mThebesLayerCallbackData; }
/*
* Helper functions for our layers
*/
void CallThebesLayerDrawCallback(ThebesLayer* aLayer,
gfxContext* aContext,
const nsIntRegion& aRegionToDraw)
{
NS_ASSERTION(mThebesLayerCallback,
"CallThebesLayerDrawCallback without callback!");
mThebesLayerCallback(aLayer, aContext,
aRegionToDraw, nsIntRegion(),
mThebesLayerCallbackData);
}
GLenum FBOTextureTarget() { return mFBOTextureTarget; }
/**
* Controls how to initialize the texture / FBO created by
* CreateFBOWithTexture.
* - InitModeNone: No initialization, contents are undefined.
* - InitModeClear: Clears the FBO.
* - InitModeCopy: Copies the contents of the current glReadBuffer into the
* texture.
*/
enum InitMode {
InitModeNone,
InitModeClear,
InitModeCopy
};
/* Create a FBO backed by a texture; will leave the FBO
* bound. Note that the texture target type will be
* of the type returned by FBOTextureTarget; different
* shaders are required to sample from the different
* texture types.
*/
void CreateFBOWithTexture(const nsIntRect& aRect, InitMode aInit,
GLuint aCurrentFrameBuffer,
GLuint *aFBO, GLuint *aTexture);
GLuint QuadVBO() { return mQuadVBO; }
GLintptr QuadVBOVertexOffset() { return 0; }
GLintptr QuadVBOTexCoordOffset() { return sizeof(float)*4*2; }
GLintptr QuadVBOFlippedTexCoordOffset() { return sizeof(float)*8*2; }
void BindQuadVBO();
void QuadVBOVerticesAttrib(GLuint aAttribIndex);
void QuadVBOTexCoordsAttrib(GLuint aAttribIndex);
void QuadVBOFlippedTexCoordsAttrib(GLuint aAttribIndex);
// Super common
void BindAndDrawQuad(GLuint aVertAttribIndex,
GLuint aTexCoordAttribIndex,
bool aFlipped = false);
void BindAndDrawQuad(ShaderProgramOGL *aProg,
bool aFlipped = false)
{
NS_ASSERTION(aProg->HasInitialized(), "Shader program not correctly initialized");
BindAndDrawQuad(aProg->AttribLocation(ShaderProgramOGL::VertexCoordAttrib),
aProg->AttribLocation(ShaderProgramOGL::TexCoordAttrib),
aFlipped);
}
void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
GLenum aWrapMode = LOCAL_GL_REPEAT,
bool aFlipped = false);
#ifdef MOZ_LAYERS_HAVE_LOG
virtual const char* Name() const { return "OGL"; }
#endif // MOZ_LAYERS_HAVE_LOG
const nsIntSize& GetWidgetSize() {
return mWidgetSize;
}
enum WorldTransforPolicy {
ApplyWorldTransform,
DontApplyWorldTransform
};
/**
* Setup the viewport and projection matrix for rendering
* to a window of the given dimensions.
*/
void SetupPipeline(int aWidth, int aHeight, WorldTransforPolicy aTransformPolicy);
/**
* Setup World transform matrix.
* Transform will be ignored if it is not PreservesAxisAlignedRectangles
* or has non integer scale
*/
void SetWorldTransform(const gfxMatrix& aMatrix);
gfxMatrix& GetWorldTransform(void);
void WorldTransformRect(nsIntRect& aRect);
/**
* Set the size of the surface we're rendering to.
*/
void SetSurfaceSize(int width, int height);
bool CompositingDisabled() { return mCompositingDisabled; }
void SetCompositingDisabled(bool aCompositingDisabled) { mCompositingDisabled = aCompositingDisabled; }
/**
* Creates a DrawTarget which is optimized for inter-operating with this
* layermanager.
*/
virtual TemporaryRef<mozilla::gfx::DrawTarget>
CreateDrawTarget(const mozilla::gfx::IntSize &aSize,
mozilla::gfx::SurfaceFormat aFormat);
/**
* Calculates the 'completeness' of the rendering that intersected with the
* screen on the last render. This is only useful when progressive tile
* drawing is enabled, otherwise this will always return 1.0.
* This function's expense scales with the size of the layer tree and the
* complexity of individual layers' valid regions.
*/
float ComputeRenderIntegrity();
private:
/** Widget associated with this layer manager */
nsIWidget *mWidget;
nsIntSize mWidgetSize;
/** The size of the surface we are rendering to */
nsIntSize mSurfaceSize;
/**
* Context target, NULL when drawing directly to our swap chain.
*/
nsRefPtr<gfxContext> mTarget;
nsRefPtr<GLContext> mGLContext;
/** Our more efficient but less powerful alter ego, if one is available. */
nsRefPtr<Composer2D> mComposer2D;
already_AddRefed<mozilla::gl::GLContext> CreateContext();
/** Backbuffer */
GLuint mBackBufferFBO;
GLuint mBackBufferTexture;
nsIntSize mBackBufferSize;
/** Shader Programs */
struct ShaderProgramVariations {
ShaderProgramOGL* mVariations[NumMaskTypes];
};
nsTArray<ShaderProgramVariations> mPrograms;
/** Texture target to use for FBOs */
GLenum mFBOTextureTarget;
/** VBO that has some basics in it for a textured quad,
* including vertex coords and texcoords for both
* flipped and unflipped textures */
GLuint mQuadVBO;
/** Region we're clipping our current drawing to. */
nsIntRegion mClippingRegion;
/** Misc */
bool mHasBGRA;
bool mCompositingDisabled;
/**
* When rendering to an EGL surface (e.g. on Android), we rely on being told
* about size changes (via SetSurfaceSize) rather than pulling this information
* from the widget, since the widget's information can lag behind.
*/
bool mIsRenderingToEGLSurface;
/** Current root layer. */
LayerOGL *RootLayer() const;
/**
* Render the current layer tree to the active target.
*/
void Render();
/**
* Setup a backbuffer of the given dimensions.
*/
void SetupBackBuffer(int aWidth, int aHeight);
/**
* Copies the content of our backbuffer to the set transaction target.
*/
void CopyToTarget(gfxContext *aTarget);
/**
* Updates all layer programs with a new projection matrix.
*/
void SetLayerProgramProjectionMatrix(const gfx3DMatrix& aMatrix);
/**
* Helper method for Initialize, creates all valid variations of a program
* and adds them to mPrograms
*/
void AddPrograms(gl::ShaderProgramType aType);
/**
* Recursive helper method for use by ComputeRenderIntegrity. Subtracts
* any incomplete rendering on aLayer from aScreenRegion. aTransform is the
* accumulated transform of intermediate surfaces beneath aLayer.
*/
static void ComputeRenderIntegrityInternal(Layer* aLayer,
nsIntRegion& aScreenRegion,
const gfx3DMatrix& aTransform);
/* Thebes layer callbacks; valid at the end of a transaciton,
* while rendering */
DrawThebesLayerCallback mThebesLayerCallback;
void *mThebesLayerCallbackData;
gfxMatrix mWorldMatrix;
nsAutoPtr<FPSState> mFPS;
#ifdef DEBUG
// NB: only interesting when this is a purely compositing layer
// manager. True after possibly onscreen layers have had their
// cached resources cleared outside of a transaction, and before the
// next forwarded transaction that re-validates their buffers.
bool mMaybeInvalidTree;
#endif
static bool sDrawFPS;
static bool sFrameCounter;
};
enum LayerRenderStateFlags {
LAYER_RENDER_STATE_Y_FLIPPED = 1 << 0,
LAYER_RENDER_STATE_BUFFER_ROTATION = 1 << 1
};
struct LayerRenderState {
LayerRenderState() : mSurface(nullptr), mFlags(0)
{}
LayerRenderState(SurfaceDescriptor* aSurface, uint32_t aFlags = 0)
: mSurface(aSurface)
, mFlags(aFlags)
{}
bool YFlipped() const
{ return mFlags & LAYER_RENDER_STATE_Y_FLIPPED; }
bool BufferRotated() const
{ return mFlags & LAYER_RENDER_STATE_BUFFER_ROTATION; }
SurfaceDescriptor* mSurface;
uint32_t mFlags;
};
/**
* General information and tree management for OGL layers.
*/
class LayerOGL
{
public:
LayerOGL(LayerManagerOGL *aManager)
: mOGLManager(aManager), mDestroyed(false)
{ }
virtual ~LayerOGL() { }
virtual LayerOGL *GetFirstChildOGL() {
return nullptr;
}
/* Do NOT call this from the generic LayerOGL destructor. Only from the
* concrete class destructor
*/
virtual void Destroy() = 0;
virtual Layer* GetLayer() = 0;
virtual LayerRenderState GetRenderState() { return LayerRenderState(); }
virtual void RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset) = 0;
typedef mozilla::gl::GLContext GLContext;
LayerManagerOGL* OGLManager() const { return mOGLManager; }
GLContext *gl() const { return mOGLManager->gl(); }
virtual void CleanupResources() = 0;
/*
* Loads the result of rendering the layer as an OpenGL texture in aTextureUnit.
* Will try to use an existing texture if possible, or a temporary
* one if not. It is the callee's responsibility to release the texture.
* Will return true if a texture could be constructed and loaded, false otherwise.
* The texture will not be transformed, i.e., it will be in the same coord
* space as this.
* Any layer that can be used as a mask layer should override this method.
* aSize will contain the size of the image.
*/
virtual bool LoadAsTexture(GLuint aTextureUnit, gfxIntSize* aSize)
{
NS_WARNING("LoadAsTexture called without being overriden");
return false;
}
protected:
LayerManagerOGL *mOGLManager;
bool mDestroyed;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LAYERMANAGEROGL_H */