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

321 lines
9.1 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_LAYERMANAGEROGLPROGRAM_H
#define GFX_LAYERMANAGEROGLPROGRAM_H
#include <string.h>
#include "prenv.h"
#include "nsAutoPtr.h"
#include "nsString.h"
#include "GLContextTypes.h"
#include "gfx3DMatrix.h"
#include "gfxColor.h"
namespace mozilla {
namespace gl {
class GLContext;
}
namespace layers {
class Layer;
// The kinds of mask layer a shader can support
// We rely on the items in this enum being sequential
enum MaskType {
MaskNone = 0, // no mask layer
Mask2d, // mask layer for layers with 2D transforms
Mask3d, // mask layer for layers with 3D transforms
NumMaskTypes
};
/**
* This struct represents the shaders that make up a program and the uniform
* and attribute parmeters that those shaders take.
* It is used by ShaderProgramOGL.
* Use the factory method GetProfileFor to create instances.
*/
struct ProgramProfileOGL
{
/**
* Factory method; creates an instance of this class for the given
* ShaderProgramType
*/
static ProgramProfileOGL GetProfileFor(gl::ShaderProgramType aType,
MaskType aMask);
/**
* returns true if such a shader program exists
*/
static bool ProgramExists(gl::ShaderProgramType aType, MaskType aMask)
{
if (aType < 0 ||
aType >= gl::NumProgramTypes)
return false;
if (aMask < MaskNone ||
aMask >= NumMaskTypes)
return false;
if (aMask == Mask2d &&
(aType == gl::Copy2DProgramType ||
aType == gl::Copy2DRectProgramType))
return false;
return aMask != Mask3d ||
aType == gl::RGBARectLayerProgramType ||
aType == gl::RGBALayerProgramType;
}
/**
* These two methods lookup the location of a uniform and attribute,
* respectively. Returns -1 if the named uniform/attribute does not
* have a location for the shaders represented by this profile.
*/
GLint LookupUniformLocation(const char* aName)
{
for (uint32_t i = 0; i < mUniforms.Length(); ++i) {
if (strcmp(mUniforms[i].mName, aName) == 0) {
return mUniforms[i].mLocation;
}
}
return -1;
}
GLint LookupAttributeLocation(const char* aName)
{
for (uint32_t i = 0; i < mAttributes.Length(); ++i) {
if (strcmp(mAttributes[i].mName, aName) == 0) {
return mAttributes[i].mLocation;
}
}
return -1;
}
// represents the name and location of a uniform or attribute
struct Argument
{
Argument(const char* aName) :
mName(aName) {}
const char* mName;
GLint mLocation;
};
// the source code for the program's shaders
const char *mVertexShaderString;
const char *mFragmentShaderString;
nsTArray<Argument> mUniforms;
nsTArray<Argument> mAttributes;
uint32_t mTextureCount;
bool mHasMatrixProj;
bool mHasTextureTransform;
private:
ProgramProfileOGL() :
mTextureCount(0),
mHasMatrixProj(false),
mHasTextureTransform(false) {}
};
#if defined(DEBUG)
#define CHECK_CURRENT_PROGRAM 1
#define ASSERT_THIS_PROGRAM \
do { \
NS_ASSERTION(mGL->GetUserData(&sCurrentProgramKey) == this, \
"SetUniform with wrong program active!"); \
} while (0)
#else
#define ASSERT_THIS_PROGRAM
#endif
/**
* Represents an OGL shader program. The details of a program are represented
* by a ProgramProfileOGL
*/
class ShaderProgramOGL
{
public:
typedef mozilla::gl::GLContext GLContext;
ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile);
~ShaderProgramOGL();
bool HasInitialized() {
NS_ASSERTION(mProgramState != STATE_OK || mProgram > 0, "Inconsistent program state");
return mProgramState == STATE_OK;
}
void Activate();
bool Initialize();
GLint CreateShader(GLenum aShaderType, const char *aShaderSource);
/**
* Creates a program and stores its id.
*/
bool CreateProgram(const char *aVertexShaderString,
const char *aFragmentShaderString);
/**
* Lookup the location of an attribute
*/
GLint AttribLocation(const char* aName) {
return mProfile.LookupAttributeLocation(aName);
}
GLint GetTexCoordMultiplierUniformLocation() {
return mTexCoordMultiplierUniformLocation;
}
/**
* aLayer is the mask layer to use for rendering, or null, if there is no
* mask layer.
* If aLayer is non-null, then the result of rendering aLayer is stored as
* as a texture to be used by the shader. It is stored in the next available
* texture unit, as determined by the texture unit requirements for the
* shader.
* Any other features of the mask layer required by the shader are also
* loaded to graphics memory. In particular the transform used to move from
* the layer's coordinates to the mask's coordinates is loaded; this must be
* a 2D transform.
*/
bool LoadMask(Layer* aLayer);
/**
* The following set of methods set a uniform argument to the shader program.
* Not all uniforms may be set for all programs, and such uses will throw
* an assertion.
*/
void SetLayerTransform(const gfx3DMatrix& aMatrix) {
SetMatrixUniform(mProfile.LookupUniformLocation("uLayerTransform"), aMatrix);
}
void SetLayerQuadRect(const nsIntRect& aRect) {
gfx3DMatrix m;
m._11 = float(aRect.width);
m._22 = float(aRect.height);
m._41 = float(aRect.x);
m._42 = float(aRect.y);
SetMatrixUniform(mProfile.LookupUniformLocation("uLayerQuadTransform"), m);
}
// activates this program and sets its projection matrix, if the program uses one
void CheckAndSetProjectionMatrix(const gfx3DMatrix& aMatrix)
{
if (mProfile.mHasMatrixProj) {
mIsProjectionMatrixStale = true;
mProjectionMatrix = aMatrix;
}
}
void SetProjectionMatrix(const gfx3DMatrix& aMatrix) {
SetMatrixUniform(mProfile.LookupUniformLocation("uMatrixProj"), aMatrix);
mIsProjectionMatrixStale = false;
}
// sets this program's texture transform, if it uses one
void SetTextureTransform(const gfx3DMatrix& aMatrix) {
if (mProfile.mHasTextureTransform)
SetMatrixUniform(mProfile.LookupUniformLocation("uTextureTransform"), aMatrix);
}
void SetRenderOffset(const nsIntPoint& aOffset) {
float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
SetUniform(mProfile.LookupUniformLocation("uRenderTargetOffset"), 4, vals);
}
void SetRenderOffset(float aX, float aY) {
float vals[4] = { aX, aY, 0.0f, 0.0f };
SetUniform(mProfile.LookupUniformLocation("uRenderTargetOffset"), 4, vals);
}
void SetLayerOpacity(float aOpacity) {
SetUniform(mProfile.LookupUniformLocation("uLayerOpacity"), aOpacity);
}
void SetTextureUnit(GLint aUnit) {
SetUniform(mProfile.LookupUniformLocation("uTexture"), aUnit);
}
void SetYTextureUnit(GLint aUnit) {
SetUniform(mProfile.LookupUniformLocation("uYTexture"), aUnit);
}
void SetCbTextureUnit(GLint aUnit) {
SetUniform(mProfile.LookupUniformLocation("uCbTexture"), aUnit);
}
void SetCrTextureUnit(GLint aUnit) {
SetUniform(mProfile.LookupUniformLocation("uCrTexture"), aUnit);
}
void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
SetUniform(mProfile.LookupUniformLocation("uYTexture"), aYUnit);
SetUniform(mProfile.LookupUniformLocation("uCbTexture"), aCbUnit);
SetUniform(mProfile.LookupUniformLocation("uCrTexture"), aCrUnit);
}
void SetBlackTextureUnit(GLint aUnit) {
SetUniform(mProfile.LookupUniformLocation("uBlackTexture"), aUnit);
}
void SetWhiteTextureUnit(GLint aUnit) {
SetUniform(mProfile.LookupUniformLocation("uWhiteTexture"), aUnit);
}
void SetRenderColor(const gfxRGBA& aColor) {
SetUniform(mProfile.LookupUniformLocation("uRenderColor"), aColor);
}
void SetTexCoordMultiplier(float aWidth, float aHeight) {
float f[] = {aWidth, aHeight};
SetUniform(mTexCoordMultiplierUniformLocation, 2, f);
}
// the names of attributes
static const char* const VertexCoordAttrib;
static const char* const TexCoordAttrib;
protected:
gfx3DMatrix mProjectionMatrix;
// true if the projection matrix needs setting
bool mIsProjectionMatrixStale;
nsRefPtr<GLContext> mGL;
// the OpenGL id of the program
GLuint mProgram;
ProgramProfileOGL mProfile;
enum {
STATE_NEW,
STATE_OK,
STATE_ERROR
} mProgramState;
GLint mTexCoordMultiplierUniformLocation;
#ifdef CHECK_CURRENT_PROGRAM
static int sCurrentProgramKey;
#endif
void SetUniform(GLint aLocation, float aFloatValue);
void SetUniform(GLint aLocation, const gfxRGBA& aColor);
void SetUniform(GLint aLocation, int aLength, float *aFloatValues);
void SetUniform(GLint aLocation, GLint aIntValue);
void SetMatrixUniform(GLint aLocation, const gfx3DMatrix& aMatrix);
void SetMatrixUniform(GLint aLocation, const float *aFloatValues);
};
} /* layers */
} /* mozilla */
#endif /* GFX_LAYERMANAGEROGLPROGRAM_H */