|
1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ |
|
2 /* vim: set ts=8 sts=4 et sw=4 tw=80: */ |
|
3 /* This Source Code Form is subject to the terms of the Mozilla Public |
|
4 * License, v. 2.0. If a copy of the MPL was not distributed with this |
|
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
|
6 |
|
7 #include "GLBlitTextureImageHelper.h" |
|
8 #include "GLUploadHelpers.h" |
|
9 #include "DecomposeIntoNoRepeatTriangles.h" |
|
10 #include "GLContext.h" |
|
11 #include "ScopedGLHelpers.h" |
|
12 #include "nsRect.h" |
|
13 #include "gfx2DGlue.h" |
|
14 #include "gfxUtils.h" |
|
15 |
|
16 namespace mozilla { |
|
17 namespace gl { |
|
18 |
|
19 GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl) |
|
20 : mGL(gl) |
|
21 , mBlitProgram(0) |
|
22 , mBlitFramebuffer(0) |
|
23 |
|
24 { |
|
25 } |
|
26 |
|
27 GLBlitTextureImageHelper::~GLBlitTextureImageHelper() |
|
28 { |
|
29 // Likely used by OGL Layers. |
|
30 mGL->fDeleteProgram(mBlitProgram); |
|
31 mGL->fDeleteFramebuffers(1, &mBlitFramebuffer); |
|
32 } |
|
33 |
|
34 void |
|
35 GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect, |
|
36 TextureImage *aDst, const nsIntRect& aDstRect) |
|
37 { |
|
38 NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!"); |
|
39 NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!"); |
|
40 |
|
41 if (aSrcRect.IsEmpty() || aDstRect.IsEmpty()) |
|
42 return; |
|
43 |
|
44 int savedFb = 0; |
|
45 mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb); |
|
46 |
|
47 ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false); |
|
48 ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false); |
|
49 |
|
50 // 2.0 means scale up by two |
|
51 float blitScaleX = float(aDstRect.width) / float(aSrcRect.width); |
|
52 float blitScaleY = float(aDstRect.height) / float(aSrcRect.height); |
|
53 |
|
54 // We start iterating over all destination tiles |
|
55 aDst->BeginTileIteration(); |
|
56 do { |
|
57 // calculate portion of the tile that is going to be painted to |
|
58 nsIntRect dstSubRect; |
|
59 nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect()); |
|
60 dstSubRect.IntersectRect(aDstRect, dstTextureRect); |
|
61 |
|
62 // this tile is not part of the destination rectangle aDstRect |
|
63 if (dstSubRect.IsEmpty()) |
|
64 continue; |
|
65 |
|
66 // (*) transform the rect of this tile into the rectangle defined by aSrcRect... |
|
67 nsIntRect dstInSrcRect(dstSubRect); |
|
68 dstInSrcRect.MoveBy(-aDstRect.TopLeft()); |
|
69 // ...which might be of different size, hence scale accordingly |
|
70 dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY); |
|
71 dstInSrcRect.MoveBy(aSrcRect.TopLeft()); |
|
72 |
|
73 SetBlitFramebufferForDestTexture(aDst->GetTextureID()); |
|
74 UseBlitProgram(); |
|
75 |
|
76 aSrc->BeginTileIteration(); |
|
77 // now iterate over all tiles in the source Image... |
|
78 do { |
|
79 // calculate portion of the source tile that is in the source rect |
|
80 nsIntRect srcSubRect; |
|
81 nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect()); |
|
82 srcSubRect.IntersectRect(aSrcRect, srcTextureRect); |
|
83 |
|
84 // this tile is not part of the source rect |
|
85 if (srcSubRect.IsEmpty()) { |
|
86 continue; |
|
87 } |
|
88 // calculate intersection of source rect with destination rect |
|
89 srcSubRect.IntersectRect(srcSubRect, dstInSrcRect); |
|
90 // this tile does not overlap the current destination tile |
|
91 if (srcSubRect.IsEmpty()) { |
|
92 continue; |
|
93 } |
|
94 // We now have the intersection of |
|
95 // the current source tile |
|
96 // and the desired source rectangle |
|
97 // and the destination tile |
|
98 // and the desired destination rectange |
|
99 // in destination space. |
|
100 // We need to transform this back into destination space, inverting the transform from (*) |
|
101 nsIntRect srcSubInDstRect(srcSubRect); |
|
102 srcSubInDstRect.MoveBy(-aSrcRect.TopLeft()); |
|
103 srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY); |
|
104 srcSubInDstRect.MoveBy(aDstRect.TopLeft()); |
|
105 |
|
106 // we transform these rectangles to be relative to the current src and dst tiles, respectively |
|
107 nsIntSize srcSize = srcTextureRect.Size(); |
|
108 nsIntSize dstSize = dstTextureRect.Size(); |
|
109 srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y); |
|
110 srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y); |
|
111 |
|
112 float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f; |
|
113 float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f; |
|
114 float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f; |
|
115 float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f; |
|
116 ScopedViewportRect autoViewportRect(mGL, 0, 0, dstSize.width, dstSize.height); |
|
117 |
|
118 RectTriangles rects; |
|
119 |
|
120 nsIntSize realTexSize = srcSize; |
|
121 if (!CanUploadNonPowerOfTwo(mGL)) { |
|
122 realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width), |
|
123 gfx::NextPowerOfTwo(srcSize.height)); |
|
124 } |
|
125 |
|
126 if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) { |
|
127 rects.addRect(/* dest rectangle */ |
|
128 dx0, dy0, dx1, dy1, |
|
129 /* tex coords */ |
|
130 srcSubRect.x / float(realTexSize.width), |
|
131 srcSubRect.y / float(realTexSize.height), |
|
132 srcSubRect.XMost() / float(realTexSize.width), |
|
133 srcSubRect.YMost() / float(realTexSize.height)); |
|
134 } else { |
|
135 DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects); |
|
136 |
|
137 // now put the coords into the d[xy]0 .. d[xy]1 coordinate space |
|
138 // from the 0..1 that it comes out of decompose |
|
139 InfallibleTArray<RectTriangles::coord>& coords = rects.vertCoords(); |
|
140 |
|
141 for (unsigned int i = 0; i < coords.Length(); ++i) { |
|
142 coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0; |
|
143 coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0; |
|
144 } |
|
145 } |
|
146 |
|
147 ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0); |
|
148 ScopedBindTexture autoTex(mGL, aSrc->GetTextureID()); |
|
149 |
|
150 mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); |
|
151 |
|
152 mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertCoords().Elements()); |
|
153 mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoords().Elements()); |
|
154 |
|
155 mGL->fEnableVertexAttribArray(0); |
|
156 mGL->fEnableVertexAttribArray(1); |
|
157 |
|
158 mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements()); |
|
159 |
|
160 mGL->fDisableVertexAttribArray(0); |
|
161 mGL->fDisableVertexAttribArray(1); |
|
162 |
|
163 } while (aSrc->NextTile()); |
|
164 } while (aDst->NextTile()); |
|
165 |
|
166 mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr); |
|
167 mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr); |
|
168 |
|
169 // unbind the previous texture from the framebuffer |
|
170 SetBlitFramebufferForDestTexture(0); |
|
171 |
|
172 mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb); |
|
173 } |
|
174 |
|
175 void |
|
176 GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture) |
|
177 { |
|
178 if (!mBlitFramebuffer) { |
|
179 mGL->fGenFramebuffers(1, &mBlitFramebuffer); |
|
180 } |
|
181 |
|
182 mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer); |
|
183 mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, |
|
184 LOCAL_GL_COLOR_ATTACHMENT0, |
|
185 LOCAL_GL_TEXTURE_2D, |
|
186 aTexture, |
|
187 0); |
|
188 |
|
189 GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); |
|
190 if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) { |
|
191 nsAutoCString msg; |
|
192 msg.Append("Framebuffer not complete -- error 0x"); |
|
193 msg.AppendInt(result, 16); |
|
194 // Note: if you are hitting this, it is likely that |
|
195 // your texture is not texture complete -- that is, you |
|
196 // allocated a texture name, but didn't actually define its |
|
197 // size via a call to TexImage2D. |
|
198 NS_RUNTIMEABORT(msg.get()); |
|
199 } |
|
200 } |
|
201 |
|
202 void |
|
203 GLBlitTextureImageHelper::UseBlitProgram() |
|
204 { |
|
205 if (mBlitProgram) { |
|
206 mGL->fUseProgram(mBlitProgram); |
|
207 return; |
|
208 } |
|
209 |
|
210 mBlitProgram = mGL->fCreateProgram(); |
|
211 |
|
212 GLuint shaders[2]; |
|
213 shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER); |
|
214 shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER); |
|
215 |
|
216 const char *blitVSSrc = |
|
217 "attribute vec2 aVertex;" |
|
218 "attribute vec2 aTexCoord;" |
|
219 "varying vec2 vTexCoord;" |
|
220 "void main() {" |
|
221 " vTexCoord = aTexCoord;" |
|
222 " gl_Position = vec4(aVertex, 0.0, 1.0);" |
|
223 "}"; |
|
224 const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n" |
|
225 "uniform sampler2D uSrcTexture;" |
|
226 "varying vec2 vTexCoord;" |
|
227 "void main() {" |
|
228 " gl_FragColor = texture2D(uSrcTexture, vTexCoord);" |
|
229 "}"; |
|
230 |
|
231 mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr); |
|
232 mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr); |
|
233 |
|
234 for (int i = 0; i < 2; ++i) { |
|
235 GLint success, len = 0; |
|
236 |
|
237 mGL->fCompileShader(shaders[i]); |
|
238 mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success); |
|
239 NS_ASSERTION(success, "Shader compilation failed!"); |
|
240 |
|
241 if (!success) { |
|
242 nsAutoCString log; |
|
243 mGL->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len); |
|
244 log.SetCapacity(len); |
|
245 mGL->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting()); |
|
246 log.SetLength(len); |
|
247 |
|
248 printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get()); |
|
249 return; |
|
250 } |
|
251 |
|
252 mGL->fAttachShader(mBlitProgram, shaders[i]); |
|
253 mGL->fDeleteShader(shaders[i]); |
|
254 } |
|
255 |
|
256 mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex"); |
|
257 mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord"); |
|
258 |
|
259 mGL->fLinkProgram(mBlitProgram); |
|
260 |
|
261 GLint success, len = 0; |
|
262 mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success); |
|
263 NS_ASSERTION(success, "Shader linking failed!"); |
|
264 |
|
265 if (!success) { |
|
266 nsAutoCString log; |
|
267 mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len); |
|
268 log.SetCapacity(len); |
|
269 mGL->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting()); |
|
270 log.SetLength(len); |
|
271 |
|
272 printf_stderr("Program linking failed:\n%s\n", log.get()); |
|
273 return; |
|
274 } |
|
275 |
|
276 mGL->fUseProgram(mBlitProgram); |
|
277 mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0); |
|
278 } |
|
279 |
|
280 } |
|
281 } |