gfx/gl/TextureImageEGL.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/gl/TextureImageEGL.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,346 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "TextureImageEGL.h"
    1.10 +#include "GLLibraryEGL.h"
    1.11 +#include "GLContext.h"
    1.12 +#include "GLUploadHelpers.h"
    1.13 +#include "gfxPlatform.h"
    1.14 +#include "gfx2DGlue.h"
    1.15 +#include "mozilla/gfx/Types.h"
    1.16 +
    1.17 +namespace mozilla {
    1.18 +namespace gl {
    1.19 +
    1.20 +static GLenum
    1.21 +GLFormatForImage(gfx::SurfaceFormat aFormat)
    1.22 +{
    1.23 +    switch (aFormat) {
    1.24 +    case gfx::SurfaceFormat::B8G8R8A8:
    1.25 +    case gfx::SurfaceFormat::B8G8R8X8:
    1.26 +        return LOCAL_GL_RGBA;
    1.27 +    case gfx::SurfaceFormat::R5G6B5:
    1.28 +        return LOCAL_GL_RGB;
    1.29 +    case gfx::SurfaceFormat::A8:
    1.30 +        return LOCAL_GL_LUMINANCE;
    1.31 +    default:
    1.32 +        NS_WARNING("Unknown GL format for Surface format");
    1.33 +    }
    1.34 +    return 0;
    1.35 +}
    1.36 +
    1.37 +static GLenum
    1.38 +GLTypeForImage(gfx::SurfaceFormat aFormat)
    1.39 +{
    1.40 +    switch (aFormat) {
    1.41 +    case gfx::SurfaceFormat::B8G8R8A8:
    1.42 +    case gfx::SurfaceFormat::B8G8R8X8:
    1.43 +    case gfx::SurfaceFormat::A8:
    1.44 +        return LOCAL_GL_UNSIGNED_BYTE;
    1.45 +    case gfx::SurfaceFormat::R5G6B5:
    1.46 +        return LOCAL_GL_UNSIGNED_SHORT_5_6_5;
    1.47 +    default:
    1.48 +        NS_WARNING("Unknown GL format for Surface format");
    1.49 +    }
    1.50 +    return 0;
    1.51 +}
    1.52 +
    1.53 +TextureImageEGL::TextureImageEGL(GLuint aTexture,
    1.54 +                                 const nsIntSize& aSize,
    1.55 +                                 GLenum aWrapMode,
    1.56 +                                 ContentType aContentType,
    1.57 +                                 GLContext* aContext,
    1.58 +                                 Flags aFlags,
    1.59 +                                 TextureState aTextureState,
    1.60 +                                 TextureImage::ImageFormat aImageFormat)
    1.61 +    : TextureImage(aSize, aWrapMode, aContentType, aFlags)
    1.62 +    , mGLContext(aContext)
    1.63 +    , mUpdateFormat(gfx::ImageFormatToSurfaceFormat(aImageFormat))
    1.64 +    , mEGLImage(nullptr)
    1.65 +    , mTexture(aTexture)
    1.66 +    , mSurface(nullptr)
    1.67 +    , mConfig(nullptr)
    1.68 +    , mTextureState(aTextureState)
    1.69 +    , mBound(false)
    1.70 +{
    1.71 +    if (mUpdateFormat == gfx::SurfaceFormat::UNKNOWN) {
    1.72 +        mUpdateFormat = gfx::ImageFormatToSurfaceFormat(
    1.73 +                gfxPlatform::GetPlatform()->OptimalFormatForContent(GetContentType()));
    1.74 +    }
    1.75 +
    1.76 +    if (mUpdateFormat == gfx::SurfaceFormat::R5G6B5) {
    1.77 +        mTextureFormat = gfx::SurfaceFormat::R8G8B8X8;
    1.78 +    } else if (mUpdateFormat == gfx::SurfaceFormat::B8G8R8X8) {
    1.79 +        mTextureFormat = gfx::SurfaceFormat::B8G8R8X8;
    1.80 +    } else {
    1.81 +        mTextureFormat = gfx::SurfaceFormat::B8G8R8A8;
    1.82 +    }
    1.83 +}
    1.84 +
    1.85 +TextureImageEGL::~TextureImageEGL()
    1.86 +{
    1.87 +    if (mGLContext->IsDestroyed() || !mGLContext->IsOwningThreadCurrent()) {
    1.88 +        return;
    1.89 +    }
    1.90 +
    1.91 +    // If we have a context, then we need to delete the texture;
    1.92 +    // if we don't have a context (either real or shared),
    1.93 +    // then they went away when the contex was deleted, because it
    1.94 +    // was the only one that had access to it.
    1.95 +    mGLContext->MakeCurrent();
    1.96 +    mGLContext->fDeleteTextures(1, &mTexture);
    1.97 +    ReleaseTexImage();
    1.98 +    DestroyEGLSurface();
    1.99 +}
   1.100 +
   1.101 +void
   1.102 +TextureImageEGL::GetUpdateRegion(nsIntRegion& aForRegion)
   1.103 +{
   1.104 +    if (mTextureState != Valid) {
   1.105 +        // if the texture hasn't been initialized yet, force the
   1.106 +        // client to paint everything
   1.107 +        aForRegion = nsIntRect(nsIntPoint(0, 0), gfx::ThebesIntSize(mSize));
   1.108 +    }
   1.109 +
   1.110 +    // We can only draw a rectangle, not subregions due to
   1.111 +    // the way that our texture upload functions work.  If
   1.112 +    // needed, we /could/ do multiple texture uploads if we have
   1.113 +    // non-overlapping rects, but that's a tradeoff.
   1.114 +    aForRegion = nsIntRegion(aForRegion.GetBounds());
   1.115 +}
   1.116 +
   1.117 +gfx::DrawTarget*
   1.118 +TextureImageEGL::BeginUpdate(nsIntRegion& aRegion)
   1.119 +{
   1.120 +    NS_ASSERTION(!mUpdateDrawTarget, "BeginUpdate() without EndUpdate()?");
   1.121 +
   1.122 +    // determine the region the client will need to repaint
   1.123 +    GetUpdateRegion(aRegion);
   1.124 +    mUpdateRect = aRegion.GetBounds();
   1.125 +
   1.126 +    //printf_stderr("BeginUpdate with updateRect [%d %d %d %d]\n", mUpdateRect.x, mUpdateRect.y, mUpdateRect.width, mUpdateRect.height);
   1.127 +    if (!nsIntRect(nsIntPoint(0, 0), gfx::ThebesIntSize(mSize)).Contains(mUpdateRect)) {
   1.128 +        NS_ERROR("update outside of image");
   1.129 +        return nullptr;
   1.130 +    }
   1.131 +
   1.132 +    //printf_stderr("creating image surface %dx%d format %d\n", mUpdateRect.width, mUpdateRect.height, mUpdateFormat);
   1.133 +
   1.134 +    mUpdateDrawTarget = gfx::Factory::CreateDrawTarget(gfx::BackendType::CAIRO,
   1.135 +                                                       gfx::IntSize(mUpdateRect.width, mUpdateRect.height),
   1.136 +                                                       mUpdateFormat);
   1.137 +
   1.138 +    return mUpdateDrawTarget;
   1.139 +}
   1.140 +
   1.141 +void
   1.142 +TextureImageEGL::EndUpdate()
   1.143 +{
   1.144 +    NS_ASSERTION(!!mUpdateDrawTarget, "EndUpdate() without BeginUpdate()?");
   1.145 +
   1.146 +    //printf_stderr("EndUpdate: slow path");
   1.147 +
   1.148 +    // This is the slower path -- we didn't have any way to set up
   1.149 +    // a fast mapping between our cairo target surface and the GL
   1.150 +    // texture, so we have to upload data.
   1.151 +
   1.152 +    RefPtr<gfx::SourceSurface> updateSurface = nullptr;
   1.153 +    RefPtr<gfx::DataSourceSurface> uploadImage = nullptr;
   1.154 +    gfx::IntSize updateSize(mUpdateRect.width, mUpdateRect.height);
   1.155 +
   1.156 +    NS_ASSERTION(mUpdateDrawTarget->GetSize() == updateSize,
   1.157 +                  "Upload image is the wrong size!");
   1.158 +
   1.159 +    updateSurface = mUpdateDrawTarget->Snapshot();
   1.160 +    uploadImage = updateSurface->GetDataSurface();
   1.161 +
   1.162 +    if (!uploadImage) {
   1.163 +        return;
   1.164 +    }
   1.165 +
   1.166 +    mGLContext->MakeCurrent();
   1.167 +    mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
   1.168 +
   1.169 +    if (mTextureState != Valid) {
   1.170 +        NS_ASSERTION(mUpdateRect.x == 0 && mUpdateRect.y == 0 &&
   1.171 +                      mUpdateRect.Size() == gfx::ThebesIntSize(mSize),
   1.172 +                      "Bad initial update on non-created texture!");
   1.173 +
   1.174 +        mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
   1.175 +                                0,
   1.176 +                                GLFormatForImage(mUpdateFormat),
   1.177 +                                mUpdateRect.width,
   1.178 +                                mUpdateRect.height,
   1.179 +                                0,
   1.180 +                                GLFormatForImage(uploadImage->GetFormat()),
   1.181 +                                GLTypeForImage(uploadImage->GetFormat()),
   1.182 +                                uploadImage->GetData());
   1.183 +    } else {
   1.184 +        mGLContext->fTexSubImage2D(LOCAL_GL_TEXTURE_2D,
   1.185 +                                    0,
   1.186 +                                    mUpdateRect.x,
   1.187 +                                    mUpdateRect.y,
   1.188 +                                    mUpdateRect.width,
   1.189 +                                    mUpdateRect.height,
   1.190 +                                    GLFormatForImage(uploadImage->GetFormat()),
   1.191 +                                    GLTypeForImage(uploadImage->GetFormat()),
   1.192 +                                    uploadImage->GetData());
   1.193 +    }
   1.194 +
   1.195 +    mUpdateDrawTarget = nullptr;
   1.196 +    mTextureState = Valid;
   1.197 +    return;         // mTexture is bound
   1.198 +}
   1.199 +
   1.200 +bool
   1.201 +TextureImageEGL::DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom /* = gfx::IntPoint(0,0) */)
   1.202 +{
   1.203 +    nsIntRect bounds = aRegion.GetBounds();
   1.204 +
   1.205 +    nsIntRegion region;
   1.206 +    if (mTextureState != Valid) {
   1.207 +        bounds = nsIntRect(0, 0, mSize.width, mSize.height);
   1.208 +        region = nsIntRegion(bounds);
   1.209 +    } else {
   1.210 +        region = aRegion;
   1.211 +    }
   1.212 +
   1.213 +    mTextureFormat =
   1.214 +      UploadSurfaceToTexture(mGLContext,
   1.215 +                             aSurf,
   1.216 +                             region,
   1.217 +                             mTexture,
   1.218 +                             mTextureState == Created,
   1.219 +                             bounds.TopLeft() + nsIntPoint(aFrom.x, aFrom.y),
   1.220 +                             false);
   1.221 +
   1.222 +    mTextureState = Valid;
   1.223 +    return true;
   1.224 +}
   1.225 +
   1.226 +void
   1.227 +TextureImageEGL::BindTexture(GLenum aTextureUnit)
   1.228 +{
   1.229 +    // Ensure the texture is allocated before it is used.
   1.230 +    if (mTextureState == Created) {
   1.231 +        Resize(mSize);
   1.232 +    }
   1.233 +
   1.234 +    mGLContext->fActiveTexture(aTextureUnit);
   1.235 +    mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
   1.236 +    mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
   1.237 +}
   1.238 +
   1.239 +void
   1.240 +TextureImageEGL::Resize(const gfx::IntSize& aSize)
   1.241 +{
   1.242 +    NS_ASSERTION(!mUpdateDrawTarget, "Resize() while in update?");
   1.243 +
   1.244 +    if (mSize == aSize && mTextureState != Created)
   1.245 +        return;
   1.246 +
   1.247 +    mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
   1.248 +
   1.249 +    mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
   1.250 +                            0,
   1.251 +                            GLFormatForImage(mUpdateFormat),
   1.252 +                            aSize.width,
   1.253 +                            aSize.height,
   1.254 +                            0,
   1.255 +                            GLFormatForImage(mUpdateFormat),
   1.256 +                            GLTypeForImage(mUpdateFormat),
   1.257 +                            nullptr);
   1.258 +
   1.259 +    mTextureState = Allocated;
   1.260 +    mSize = aSize;
   1.261 +}
   1.262 +
   1.263 +bool
   1.264 +TextureImageEGL::BindTexImage()
   1.265 +{
   1.266 +    if (mBound && !ReleaseTexImage())
   1.267 +        return false;
   1.268 +
   1.269 +    EGLBoolean success =
   1.270 +        sEGLLibrary.fBindTexImage(EGL_DISPLAY(),
   1.271 +                                  (EGLSurface)mSurface,
   1.272 +                                  LOCAL_EGL_BACK_BUFFER);
   1.273 +
   1.274 +    if (success == LOCAL_EGL_FALSE)
   1.275 +        return false;
   1.276 +
   1.277 +    mBound = true;
   1.278 +    return true;
   1.279 +}
   1.280 +
   1.281 +bool
   1.282 +TextureImageEGL::ReleaseTexImage()
   1.283 +{
   1.284 +    if (!mBound)
   1.285 +        return true;
   1.286 +
   1.287 +    EGLBoolean success =
   1.288 +        sEGLLibrary.fReleaseTexImage(EGL_DISPLAY(),
   1.289 +                                      (EGLSurface)mSurface,
   1.290 +                                      LOCAL_EGL_BACK_BUFFER);
   1.291 +
   1.292 +    if (success == LOCAL_EGL_FALSE)
   1.293 +        return false;
   1.294 +
   1.295 +    mBound = false;
   1.296 +    return true;
   1.297 +}
   1.298 +
   1.299 +void
   1.300 +TextureImageEGL::DestroyEGLSurface(void)
   1.301 +{
   1.302 +    if (!mSurface)
   1.303 +        return;
   1.304 +
   1.305 +    sEGLLibrary.fDestroySurface(EGL_DISPLAY(), mSurface);
   1.306 +    mSurface = nullptr;
   1.307 +}
   1.308 +
   1.309 +already_AddRefed<TextureImage>
   1.310 +CreateTextureImageEGL(GLContext *gl,
   1.311 +                      const gfx::IntSize& aSize,
   1.312 +                      TextureImage::ContentType aContentType,
   1.313 +                      GLenum aWrapMode,
   1.314 +                      TextureImage::Flags aFlags,
   1.315 +                      TextureImage::ImageFormat aImageFormat)
   1.316 +{
   1.317 +    nsRefPtr<TextureImage> t = new gl::TiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
   1.318 +    return t.forget();
   1.319 +}
   1.320 +
   1.321 +already_AddRefed<TextureImage>
   1.322 +TileGenFuncEGL(GLContext *gl,
   1.323 +               const nsIntSize& aSize,
   1.324 +               TextureImage::ContentType aContentType,
   1.325 +               TextureImage::Flags aFlags,
   1.326 +               TextureImage::ImageFormat aImageFormat)
   1.327 +{
   1.328 +  gl->MakeCurrent();
   1.329 +
   1.330 +  GLuint texture;
   1.331 +  gl->fGenTextures(1, &texture);
   1.332 +
   1.333 +  nsRefPtr<TextureImageEGL> teximage =
   1.334 +      new TextureImageEGL(texture, aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType,
   1.335 +                          gl, aFlags, TextureImage::Created, aImageFormat);
   1.336 +
   1.337 +  teximage->BindTexture(LOCAL_GL_TEXTURE0);
   1.338 +
   1.339 +  GLint texfilter = aFlags & TextureImage::UseNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
   1.340 +  gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
   1.341 +  gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
   1.342 +  gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
   1.343 +  gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
   1.344 +
   1.345 +  return teximage.forget();
   1.346 +}
   1.347 +
   1.348 +}
   1.349 +}

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