gecko-dev/gfx/gl/GLContextUtils.cpp

425 lines
14 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* 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/. */
#include "GLContext.h"
#include "mozilla/Preferences.h"
#include "mozilla/Assertions.h"
#include "mozilla/StandardInteger.h"
using namespace mozilla::gfx;
namespace mozilla {
namespace gl {
static const char kTexBlit_VertShaderSource[] = "\
attribute vec2 aPosition; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
vTexCoord = aPosition; \n\
vec2 vertPos = aPosition * 2.0 - 1.0; \n\
gl_Position = vec4(vertPos, 0.0, 1.0); \n\
} \n\
";
static const char kTexBlit_FragShaderSource[] = "\
uniform sampler2D uTexUnit; \n\
\n\
varying vec2 vTexCoord; \n\
\n\
void main(void) { \n\
gl_FragColor = texture2D(uTexUnit, vTexCoord); \n\
} \n\
";
// Allowed to be destructive of state we restore in functions below.
bool
GLContext::UseTexQuadProgram()
{
bool success = false;
// Use do-while(false) to let us break on failure
do {
if (mTexBlit_Program) {
// Already have it...
success = true;
break;
}
/* CCW tri-strip:
* 2---3
* | \ |
* 0---1
*/
GLfloat verts[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
MOZ_ASSERT(!mTexBlit_Buffer);
fGenBuffers(1, &mTexBlit_Buffer);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
const size_t vertsSize = sizeof(verts);
MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat)); // Make sure we have a sane size.
fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
fEnableVertexAttribArray(0);
fVertexAttribPointer(0,
2,
LOCAL_GL_FLOAT,
false,
0,
nullptr);
MOZ_ASSERT(!mTexBlit_VertShader);
MOZ_ASSERT(!mTexBlit_FragShader);
const char* vertShaderSource = kTexBlit_VertShaderSource;
const char* fragShaderSource = kTexBlit_FragShaderSource;
mTexBlit_VertShader = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
fCompileShader(mTexBlit_VertShader);
mTexBlit_FragShader = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(mTexBlit_FragShader, 1, &fragShaderSource, nullptr);
fCompileShader(mTexBlit_FragShader);
mTexBlit_Program = fCreateProgram();
fAttachShader(mTexBlit_Program, mTexBlit_VertShader);
fAttachShader(mTexBlit_Program, mTexBlit_FragShader);
fBindAttribLocation(mTexBlit_Program, 0, "aPosition");
fLinkProgram(mTexBlit_Program);
if (DebugMode()) {
GLint status = 0;
fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Vert shader compilation failed.");
GLint length = 0;
fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
}
status = 0;
fGetShaderiv(mTexBlit_FragShader, LOCAL_GL_COMPILE_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
NS_ERROR("Frag shader compilation failed.");
GLint length = 0;
fGetShaderiv(mTexBlit_FragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No shader info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetShaderInfoLog(mTexBlit_FragShader, length, nullptr, buffer);
printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
break;
}
}
GLint status = 0;
fGetProgramiv(mTexBlit_Program, LOCAL_GL_LINK_STATUS, &status);
if (status != LOCAL_GL_TRUE) {
if (DebugMode()) {
NS_ERROR("Linking blit program failed.");
GLint length = 0;
fGetProgramiv(mTexBlit_Program, LOCAL_GL_INFO_LOG_LENGTH, &length);
if (!length) {
printf_stderr("No program info log available.\n");
break;
}
nsAutoArrayPtr<char> buffer(new char[length]);
fGetProgramInfoLog(mTexBlit_Program, length, nullptr, buffer);
printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
}
break;
}
MOZ_ASSERT(fGetAttribLocation(mTexBlit_Program, "aPosition") == 0);
GLuint texUnitLoc = fGetUniformLocation(mTexBlit_Program, "uTexUnit");
// Set uniforms here:
fUseProgram(mTexBlit_Program);
fUniform1i(texUnitLoc, 0);
success = true;
} while (false);
if (!success) {
NS_ERROR("Creating program for texture blit failed!");
// Clean up:
DeleteTexBlitProgram();
return false;
}
fUseProgram(mTexBlit_Program);
fEnableVertexAttribArray(0);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
fVertexAttribPointer(0,
2,
LOCAL_GL_FLOAT,
false,
0,
nullptr);
return true;
}
void
GLContext::DeleteTexBlitProgram()
{
if (mTexBlit_Buffer) {
fDeleteBuffers(1, &mTexBlit_Buffer);
mTexBlit_Buffer = 0;
}
if (mTexBlit_VertShader) {
fDeleteShader(mTexBlit_VertShader);
mTexBlit_VertShader = 0;
}
if (mTexBlit_FragShader) {
fDeleteShader(mTexBlit_FragShader);
mTexBlit_FragShader = 0;
}
if (mTexBlit_Program) {
fDeleteProgram(mTexBlit_Program);
mTexBlit_Program = 0;
}
}
void
GLContext::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
{
MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
MOZ_ASSERT(IsExtensionSupported(EXT_framebuffer_blit) ||
IsExtensionSupported(ANGLE_framebuffer_blit));
ScopedFramebufferBinding boundFB(this);
ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
BindUserReadFBO(srcFB);
BindUserDrawFBO(destFB);
fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
0, 0, destSize.width, destSize.height,
LOCAL_GL_COLOR_BUFFER_BIT,
LOCAL_GL_NEAREST);
}
void
GLContext::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
{
MOZ_ASSERT(fIsTexture(srcTex));
MOZ_ASSERT(!destFB || fIsFramebuffer(destFB));
if (IsExtensionSupported(EXT_framebuffer_blit) ||
IsExtensionSupported(ANGLE_framebuffer_blit))
{
ScopedFramebufferTexture srcWrapper(this, srcTex);
MOZ_ASSERT(srcWrapper.IsComplete());
BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
srcSize, destSize);
return;
}
ScopedFramebufferBinding boundFB(this, destFB);
GLuint boundTexUnit = 0;
GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &boundTexUnit);
fActiveTexture(LOCAL_GL_TEXTURE0);
GLuint boundTex = 0;
GetUIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &boundTex);
fBindTexture(LOCAL_GL_TEXTURE_2D, srcTex);
GLuint boundProgram = 0;
GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
GLuint boundBuffer = 0;
GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
/*
* fGetVertexAttribiv takes:
* VERTEX_ATTRIB_ARRAY_ENABLED
* VERTEX_ATTRIB_ARRAY_SIZE,
* VERTEX_ATTRIB_ARRAY_STRIDE,
* VERTEX_ATTRIB_ARRAY_TYPE,
* VERTEX_ATTRIB_ARRAY_NORMALIZED,
* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
* CURRENT_VERTEX_ATTRIB
*
* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
* Others appear to be vertex array state,
* or alternatively in the internal vertex array state
* for a buffer object.
*/
GLint attrib0_enabled = 0;
GLint attrib0_size = 0;
GLint attrib0_stride = 0;
GLint attrib0_type = 0;
GLint attrib0_normalized = 0;
GLint attrib0_bufferBinding = 0;
void* attrib0_pointer = nullptr;
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
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 (this, LOCAL_GL_BLEND, false);
ScopedGLState cullFace (this, LOCAL_GL_CULL_FACE, false);
ScopedGLState depthTest (this, LOCAL_GL_DEPTH_TEST, false);
ScopedGLState dither (this, LOCAL_GL_DITHER, false);
ScopedGLState polyOffsFill(this, LOCAL_GL_POLYGON_OFFSET_FILL, false);
ScopedGLState sampleAToC (this, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
ScopedGLState sampleCover (this, LOCAL_GL_SAMPLE_COVERAGE, false);
ScopedGLState scissor (this, LOCAL_GL_SCISSOR_TEST, false);
ScopedGLState stencil (this, LOCAL_GL_STENCIL_TEST, false);
realGLboolean colorMask[4];
fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
fColorMask(LOCAL_GL_TRUE,
LOCAL_GL_TRUE,
LOCAL_GL_TRUE,
LOCAL_GL_TRUE);
GLint viewport[4];
fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
fViewport(0, 0, destSize.width, destSize.height);
// Does destructive things to (only!) what we just saved above.
bool good = UseTexQuadProgram();
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();
}
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
fViewport(viewport[0], viewport[1],
viewport[2], viewport[3]);
fColorMask(colorMask[0],
colorMask[1],
colorMask[2],
colorMask[3]);
if (attrib0_enabled)
fEnableVertexAttribArray(0);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
fVertexAttribPointer(0,
attrib0_size,
attrib0_type,
attrib0_normalized,
attrib0_stride,
attrib0_pointer);
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
fUseProgram(boundProgram);
fBindTexture(LOCAL_GL_TEXTURE_2D, boundTex);
fActiveTexture(boundTexUnit);
}
void
GLContext::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
{
MOZ_ASSERT(!srcFB || fIsFramebuffer(srcFB));
MOZ_ASSERT(fIsTexture(destTex));
if (IsExtensionSupported(EXT_framebuffer_blit) ||
IsExtensionSupported(ANGLE_framebuffer_blit))
{
ScopedFramebufferTexture destWrapper(this, destTex);
MOZ_ASSERT(destWrapper.IsComplete());
BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
srcSize, destSize);
return;
}
GLuint boundTex = 0;
GetUIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &boundTex);
fBindTexture(LOCAL_GL_TEXTURE_2D, destTex);
ScopedFramebufferBinding boundFB(this, srcFB);
ScopedGLState scissor(this, LOCAL_GL_SCISSOR_TEST, false);
fCopyTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0,
0, 0,
0, 0,
srcSize.width, srcSize.height);
fBindTexture(LOCAL_GL_TEXTURE_2D, boundTex);
}
void
GLContext::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize)
{
MOZ_ASSERT(fIsTexture(srcTex));
MOZ_ASSERT(fIsTexture(destTex));
if (mTexBlit_UseDrawNotCopy) {
// Draw is texture->framebuffer
ScopedFramebufferTexture destWrapper(this, destTex);
MOZ_ASSERT(destWrapper.IsComplete());
BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
srcSize, destSize);
return;
}
// Generally, just use the CopyTexSubImage path
ScopedFramebufferTexture srcWrapper(this, srcTex);
MOZ_ASSERT(srcWrapper.IsComplete());
BlitFramebufferToTexture(srcWrapper.FB(), destTex,
srcSize, destSize);
}
} /* namespace gl */
} /* namespace mozilla */