Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
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/. */
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"
16 namespace mozilla {
17 namespace gl {
19 GLBlitTextureImageHelper::GLBlitTextureImageHelper(GLContext* gl)
20 : mGL(gl)
21 , mBlitProgram(0)
22 , mBlitFramebuffer(0)
24 {
25 }
27 GLBlitTextureImageHelper::~GLBlitTextureImageHelper()
28 {
29 // Likely used by OGL Layers.
30 mGL->fDeleteProgram(mBlitProgram);
31 mGL->fDeleteFramebuffers(1, &mBlitFramebuffer);
32 }
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!");
41 if (aSrcRect.IsEmpty() || aDstRect.IsEmpty())
42 return;
44 int savedFb = 0;
45 mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);
47 ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false);
48 ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false);
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);
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);
62 // this tile is not part of the destination rectangle aDstRect
63 if (dstSubRect.IsEmpty())
64 continue;
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());
73 SetBlitFramebufferForDestTexture(aDst->GetTextureID());
74 UseBlitProgram();
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);
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());
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);
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);
118 RectTriangles rects;
120 nsIntSize realTexSize = srcSize;
121 if (!CanUploadNonPowerOfTwo(mGL)) {
122 realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
123 gfx::NextPowerOfTwo(srcSize.height));
124 }
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);
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();
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 }
147 ScopedBindTextureUnit autoTexUnit(mGL, LOCAL_GL_TEXTURE0);
148 ScopedBindTexture autoTex(mGL, aSrc->GetTextureID());
150 mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
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());
155 mGL->fEnableVertexAttribArray(0);
156 mGL->fEnableVertexAttribArray(1);
158 mGL->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements());
160 mGL->fDisableVertexAttribArray(0);
161 mGL->fDisableVertexAttribArray(1);
163 } while (aSrc->NextTile());
164 } while (aDst->NextTile());
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);
169 // unbind the previous texture from the framebuffer
170 SetBlitFramebufferForDestTexture(0);
172 mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb);
173 }
175 void
176 GLBlitTextureImageHelper::SetBlitFramebufferForDestTexture(GLuint aTexture)
177 {
178 if (!mBlitFramebuffer) {
179 mGL->fGenFramebuffers(1, &mBlitFramebuffer);
180 }
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);
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 }
202 void
203 GLBlitTextureImageHelper::UseBlitProgram()
204 {
205 if (mBlitProgram) {
206 mGL->fUseProgram(mBlitProgram);
207 return;
208 }
210 mBlitProgram = mGL->fCreateProgram();
212 GLuint shaders[2];
213 shaders[0] = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
214 shaders[1] = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
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 "}";
231 mGL->fShaderSource(shaders[0], 1, (const GLchar**) &blitVSSrc, nullptr);
232 mGL->fShaderSource(shaders[1], 1, (const GLchar**) &blitFSSrc, nullptr);
234 for (int i = 0; i < 2; ++i) {
235 GLint success, len = 0;
237 mGL->fCompileShader(shaders[i]);
238 mGL->fGetShaderiv(shaders[i], LOCAL_GL_COMPILE_STATUS, &success);
239 NS_ASSERTION(success, "Shader compilation failed!");
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);
248 printf_stderr("Shader %d compilation failed:\n%s\n", i, log.get());
249 return;
250 }
252 mGL->fAttachShader(mBlitProgram, shaders[i]);
253 mGL->fDeleteShader(shaders[i]);
254 }
256 mGL->fBindAttribLocation(mBlitProgram, 0, "aVertex");
257 mGL->fBindAttribLocation(mBlitProgram, 1, "aTexCoord");
259 mGL->fLinkProgram(mBlitProgram);
261 GLint success, len = 0;
262 mGL->fGetProgramiv(mBlitProgram, LOCAL_GL_LINK_STATUS, &success);
263 NS_ASSERTION(success, "Shader linking failed!");
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);
272 printf_stderr("Program linking failed:\n%s\n", log.get());
273 return;
274 }
276 mGL->fUseProgram(mBlitProgram);
277 mGL->fUniform1i(mGL->fGetUniformLocation(mBlitProgram, "uSrcTexture"), 0);
278 }
280 }
281 }