gfx/gl/GLBlitTextureImageHelper.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/gl/GLBlitTextureImageHelper.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,281 @@
     1.4 +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* vim: set ts=8 sts=4 et sw=4 tw=80: */
     1.6 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.7 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.8 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.9 +
    1.10 +#include "GLBlitTextureImageHelper.h"
    1.11 +#include "GLUploadHelpers.h"
    1.12 +#include "DecomposeIntoNoRepeatTriangles.h"
    1.13 +#include "GLContext.h"
    1.14 +#include "ScopedGLHelpers.h"
    1.15 +#include "nsRect.h"
    1.16 +#include "gfx2DGlue.h"
    1.17 +#include "gfxUtils.h"
    1.18 +
    1.19 +namespace mozilla {
    1.20 +namespace gl {
    1.21 +
    1.22 +GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl)
    1.23 +    : mGL(gl)
    1.24 +    , mBlitProgram(0)
    1.25 +    , mBlitFramebuffer(0)
    1.26 +
    1.27 +{
    1.28 +}
    1.29 +
    1.30 +GLBlitTextureImageHelper::~GLBlitTextureImageHelper()
    1.31 +{
    1.32 +    // Likely used by OGL Layers.
    1.33 +    mGL->fDeleteProgram(mBlitProgram);
    1.34 +    mGL->fDeleteFramebuffers(1, &mBlitFramebuffer);
    1.35 +}
    1.36 +
    1.37 +void
    1.38 +GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
    1.39 +                                           TextureImage *aDst, const nsIntRect& aDstRect)
    1.40 +{
    1.41 +    NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
    1.42 +    NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");
    1.43 +
    1.44 +    if (aSrcRect.IsEmpty() || aDstRect.IsEmpty())
    1.45 +        return;
    1.46 +
    1.47 +    int savedFb = 0;
    1.48 +    mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
    1.49 +
    1.50 +    ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false);
    1.51 +    ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false);
    1.52 +
    1.53 +    // 2.0 means scale up by two
    1.54 +    float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
    1.55 +    float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);
    1.56 +
    1.57 +    // We start iterating over all destination tiles
    1.58 +    aDst->BeginTileIteration();
    1.59 +    do {
    1.60 +        // calculate portion of the tile that is going to be painted to
    1.61 +        nsIntRect dstSubRect;
    1.62 +        nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect());
    1.63 +        dstSubRect.IntersectRect(aDstRect, dstTextureRect);
    1.64 +
    1.65 +        // this tile is not part of the destination rectangle aDstRect
    1.66 +        if (dstSubRect.IsEmpty())
    1.67 +            continue;
    1.68 +
    1.69 +        // (*) transform the rect of this tile into the rectangle defined by aSrcRect...
    1.70 +        nsIntRect dstInSrcRect(dstSubRect);
    1.71 +        dstInSrcRect.MoveBy(-aDstRect.TopLeft());
    1.72 +        // ...which might be of different size, hence scale accordingly
    1.73 +        dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
    1.74 +        dstInSrcRect.MoveBy(aSrcRect.TopLeft());
    1.75 +
    1.76 +        SetBlitFramebufferForDestTexture(aDst->GetTextureID());
    1.77 +        UseBlitProgram();
    1.78 +
    1.79 +        aSrc->BeginTileIteration();
    1.80 +        // now iterate over all tiles in the source Image...
    1.81 +        do {
    1.82 +            // calculate portion of the source tile that is in the source rect
    1.83 +            nsIntRect srcSubRect;
    1.84 +            nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
    1.85 +            srcSubRect.IntersectRect(aSrcRect, srcTextureRect);
    1.86 +
    1.87 +            // this tile is not part of the source rect
    1.88 +            if (srcSubRect.IsEmpty()) {
    1.89 +                continue;
    1.90 +            }
    1.91 +            // calculate intersection of source rect with destination rect
    1.92 +            srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
    1.93 +            // this tile does not overlap the current destination tile
    1.94 +            if (srcSubRect.IsEmpty()) {
    1.95 +                continue;
    1.96 +            }
    1.97 +            // We now have the intersection of
    1.98 +            //     the current source tile
    1.99 +            // and the desired source rectangle
   1.100 +            // and the destination tile
   1.101 +            // and the desired destination rectange
   1.102 +            // in destination space.
   1.103 +            // We need to transform this back into destination space, inverting the transform from (*)
   1.104 +            nsIntRect srcSubInDstRect(srcSubRect);
   1.105 +            srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
   1.106 +            srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
   1.107 +            srcSubInDstRect.MoveBy(aDstRect.TopLeft());
   1.108 +
   1.109 +            // we transform these rectangles to be relative to the current src and dst tiles, respectively
   1.110 +            nsIntSize srcSize = srcTextureRect.Size();
   1.111 +            nsIntSize dstSize = dstTextureRect.Size();
   1.112 +            srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
   1.113 +            srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);
   1.114 +
   1.115 +            float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
   1.116 +            float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
   1.117 +            float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
   1.118 +            float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
   1.119 +            ScopedViewportRect autoViewportRect(mGL, 0, 0, dstSize.width, dstSize.height);
   1.120 +
   1.121 +            RectTriangles rects;
   1.122 +
   1.123 +            nsIntSize realTexSize = srcSize;
   1.124 +            if (!CanUploadNonPowerOfTwo(mGL)) {
   1.125 +                realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
   1.126 +                                        gfx::NextPowerOfTwo(srcSize.height));
   1.127 +            }
   1.128 +
   1.129 +            if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
   1.130 +                rects.addRect(/* dest rectangle */
   1.131 +                        dx0, dy0, dx1, dy1,
   1.132 +                        /* tex coords */
   1.133 +                        srcSubRect.x / float(realTexSize.width),
   1.134 +                        srcSubRect.y / float(realTexSize.height),
   1.135 +                        srcSubRect.XMost() / float(realTexSize.width),
   1.136 +                        srcSubRect.YMost() / float(realTexSize.height));
   1.137 +            } else {
   1.138 +                DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects);
   1.139 +
   1.140 +                // now put the coords into the d[xy]0 .. d[xy]1 coordinate space
   1.141 +                // from the 0..1 that it comes out of decompose
   1.142 +                InfallibleTArray<RectTriangles::coord>& coords = rects.vertCoords();
   1.143 +
   1.144 +                for (unsigned int i = 0; i < coords.Length(); ++i) {
   1.145 +                    coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0;
   1.146 +                    coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0;
   1.147 +                }
   1.148 +            }
   1.149 +
   1.150 +            ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0);
   1.151 +            ScopedBindTexture autoTex(mGL, aSrc->GetTextureID());
   1.152 +
   1.153 +            mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
   1.154 +
   1.155 +            mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.vertCoords().Elements());
   1.156 +            mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, rects.texCoords().Elements());
   1.157 +
   1.158 +            mGL->fEnableVertexAttribArray(0);
   1.159 +            mGL->fEnableVertexAttribArray(1);
   1.160 +
   1.161 +            mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
   1.162 +
   1.163 +            mGL->fDisableVertexAttribArray(0);
   1.164 +            mGL->fDisableVertexAttribArray(1);
   1.165 +
   1.166 +        } while (aSrc->NextTile());
   1.167 +    } while (aDst->NextTile());
   1.168 +
   1.169 +    mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
   1.170 +    mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, nullptr);
   1.171 +
   1.172 +    // unbind the previous texture from the framebuffer
   1.173 +    SetBlitFramebufferForDestTexture(0);
   1.174 +
   1.175 +    mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
   1.176 +}
   1.177 +
   1.178 +void
   1.179 +GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture)
   1.180 +{
   1.181 +    if (!mBlitFramebuffer) {
   1.182 +        mGL->fGenFramebuffers(1, &mBlitFramebuffer);
   1.183 +    }
   1.184 +
   1.185 +    mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mBlitFramebuffer);
   1.186 +    mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
   1.187 +                               LOCAL_GL_COLOR_ATTACHMENT0,
   1.188 +                               LOCAL_GL_TEXTURE_2D,
   1.189 +                               aTexture,
   1.190 +                               0);
   1.191 +
   1.192 +    GLenum result = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
   1.193 +    if (aTexture && (result != LOCAL_GL_FRAMEBUFFER_COMPLETE)) {
   1.194 +        nsAutoCString msg;
   1.195 +        msg.Append("Framebuffer not complete -- error 0x");
   1.196 +        msg.AppendInt(result, 16);
   1.197 +        // Note: if you are hitting this, it is likely that
   1.198 +        // your texture is not texture complete -- that is, you
   1.199 +        // allocated a texture name, but didn't actually define its
   1.200 +        // size via a call to TexImage2D.
   1.201 +        NS_RUNTIMEABORT(msg.get());
   1.202 +    }
   1.203 +}
   1.204 +
   1.205 +void
   1.206 +GLBlitTextureImageHelper::UseBlitProgram()
   1.207 +{
   1.208 +    if (mBlitProgram) {
   1.209 +        mGL->fUseProgram(mBlitProgram);
   1.210 +        return;
   1.211 +    }
   1.212 +
   1.213 +    mBlitProgram = mGL->fCreateProgram();
   1.214 +
   1.215 +    GLuint shaders[2];
   1.216 +    shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
   1.217 +    shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
   1.218 +
   1.219 +    const char *blitVSSrc =
   1.220 +        "attribute vec2 aVertex;"
   1.221 +        "attribute vec2 aTexCoord;"
   1.222 +        "varying vec2 vTexCoord;"
   1.223 +        "void main() {"
   1.224 +        "  vTexCoord = aTexCoord;"
   1.225 +        "  gl_Position = vec4(aVertex, 0.0, 1.0);"
   1.226 +        "}";
   1.227 +    const char *blitFSSrc = "#ifdef GL_ES\nprecision mediump float;\n#endif\n"
   1.228 +        "uniform sampler2D uSrcTexture;"
   1.229 +        "varying vec2 vTexCoord;"
   1.230 +        "void main() {"
   1.231 +        "  gl_FragColor = texture2D(uSrcTexture, vTexCoord);"
   1.232 +        "}";
   1.233 +
   1.234 +    mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr);
   1.235 +    mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr);
   1.236 +
   1.237 +    for (int i = 0; i < 2; ++i) {
   1.238 +        GLint success, len = 0;
   1.239 +
   1.240 +        mGL->fCompileShader(shaders[i]);
   1.241 +        mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
   1.242 +        NS_ASSERTION(success, "Shader compilation failed!");
   1.243 +
   1.244 +        if (!success) {
   1.245 +            nsAutoCString log;
   1.246 +            mGL->fGetShaderiv(shaders[i], LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
   1.247 +            log.SetCapacity(len);
   1.248 +            mGL->fGetShaderInfoLog(shaders[i], len, (GLint*) &len, (char*) log.BeginWriting());
   1.249 +            log.SetLength(len);
   1.250 +
   1.251 +            printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get());
   1.252 +            return;
   1.253 +        }
   1.254 +
   1.255 +        mGL->fAttachShader(mBlitProgram, shaders[i]);
   1.256 +        mGL->fDeleteShader(shaders[i]);
   1.257 +    }
   1.258 +
   1.259 +    mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex");
   1.260 +    mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
   1.261 +
   1.262 +    mGL->fLinkProgram(mBlitProgram);
   1.263 +
   1.264 +    GLint success, len = 0;
   1.265 +    mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
   1.266 +    NS_ASSERTION(success, "Shader linking failed!");
   1.267 +
   1.268 +    if (!success) {
   1.269 +        nsAutoCString log;
   1.270 +        mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
   1.271 +        log.SetCapacity(len);
   1.272 +        mGL->fGetProgramInfoLog(mBlitProgram, len, (GLint*) &len, (char*) log.BeginWriting());
   1.273 +        log.SetLength(len);
   1.274 +
   1.275 +        printf_stderr("Program linking failed:\n%s\n", log.get());
   1.276 +        return;
   1.277 +    }
   1.278 +
   1.279 +    mGL->fUseProgram(mBlitProgram);
   1.280 +    mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
   1.281 +}
   1.282 +
   1.283 +}
   1.284 +}

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