gfx/gl/GLBlitHelper.cpp

Tue, 06 Jan 2015 21:39:09 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Tue, 06 Jan 2015 21:39:09 +0100
branch
TOR_BUG_9701
changeset 8
97036ab72558
permissions
-rw-r--r--

Conditionally force memory storage according to privacy.thirdparty.isolate;
This solves Tor bug #9701, complying with disk avoidance documented in
https://www.torproject.org/projects/torbrowser/design/#disk-avoidance.

     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 "GLBlitHelper.h"
     8 #include "GLContext.h"
     9 #include "ScopedGLHelpers.h"
    10 #include "mozilla/Preferences.h"
    12 namespace mozilla {
    13 namespace gl {
    15 static void
    16 RenderbufferStorageBySamples(GLContext* aGL, GLsizei aSamples,
    17                              GLenum aInternalFormat, const gfx::IntSize& aSize)
    18 {
    19     if (aSamples) {
    20         aGL->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER,
    21                                              aSamples,
    22                                              aInternalFormat,
    23                                              aSize.width, aSize.height);
    24     } else {
    25         aGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
    26                                   aInternalFormat,
    27                                   aSize.width, aSize.height);
    28     }
    29 }
    32 GLuint
    33 CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
    34               GLenum aType, const gfx::IntSize& aSize)
    35 {
    36     GLuint tex = 0;
    37     aGL->fGenTextures(1, &tex);
    38     ScopedBindTexture autoTex(aGL, tex);
    40     aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR);
    41     aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR);
    42     aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
    43     aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
    45     aGL->fTexImage2D(LOCAL_GL_TEXTURE_2D,
    46                      0,
    47                      aInternalFormat,
    48                      aSize.width, aSize.height,
    49                      0,
    50                      aFormat,
    51                      aType,
    52                      nullptr);
    54     return tex;
    55 }
    58 GLuint
    59 CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
    60                           const gfx::IntSize& aSize)
    61 {
    62     MOZ_ASSERT(aFormats.color_texInternalFormat);
    63     MOZ_ASSERT(aFormats.color_texFormat);
    64     MOZ_ASSERT(aFormats.color_texType);
    66     return CreateTexture(aGL,
    67                          aFormats.color_texInternalFormat,
    68                          aFormats.color_texFormat,
    69                          aFormats.color_texType,
    70                          aSize);
    71 }
    74 GLuint
    75 CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
    76                    const gfx::IntSize& aSize)
    77 {
    78     GLuint rb = 0;
    79     aGL->fGenRenderbuffers(1, &rb);
    80     ScopedBindRenderbuffer autoRB(aGL, rb);
    82     RenderbufferStorageBySamples(aGL, aSamples, aFormat, aSize);
    84     return rb;
    85 }
    88 void
    89 CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
    90                                 const gfx::IntSize& aSize, bool aMultisample,
    91                                 GLuint* aColorMSRB, GLuint* aDepthRB,
    92                                 GLuint* aStencilRB)
    93 {
    94     GLsizei samples = aMultisample ? aFormats.samples : 0;
    95     if (aColorMSRB) {
    96         MOZ_ASSERT(aFormats.samples > 0);
    97         MOZ_ASSERT(aFormats.color_rbFormat);
    99         *aColorMSRB = CreateRenderbuffer(aGL, aFormats.color_rbFormat, samples, aSize);
   100     }
   102     if (aDepthRB &&
   103         aStencilRB &&
   104         aFormats.depthStencil)
   105     {
   106         *aDepthRB = CreateRenderbuffer(aGL, aFormats.depthStencil, samples, aSize);
   107         *aStencilRB = *aDepthRB;
   108     } else {
   109         if (aDepthRB) {
   110             MOZ_ASSERT(aFormats.depth);
   112             *aDepthRB = CreateRenderbuffer(aGL, aFormats.depth, samples, aSize);
   113         }
   115         if (aStencilRB) {
   116             MOZ_ASSERT(aFormats.stencil);
   118             *aStencilRB = CreateRenderbuffer(aGL, aFormats.stencil, samples, aSize);
   119         }
   120     }
   121 }
   124 GLBlitHelper::GLBlitHelper(GLContext* gl)
   125     : mGL(gl)
   126     , mTexBlit_Buffer(0)
   127     , mTexBlit_VertShader(0)
   128     , mTex2DBlit_FragShader(0)
   129     , mTex2DRectBlit_FragShader(0)
   130     , mTex2DBlit_Program(0)
   131     , mTex2DRectBlit_Program(0)
   132 {
   133 }
   135 GLBlitHelper::~GLBlitHelper()
   136 {
   137     DeleteTexBlitProgram();
   138 }
   140 // Allowed to be destructive of state we restore in functions below.
   141 bool
   142 GLBlitHelper::InitTexQuadProgram(GLenum target)
   143 {
   144     const char kTexBlit_VertShaderSource[] = "\
   145     attribute vec2 aPosition;                   \n\
   146                                                 \n\
   147     varying vec2 vTexCoord;                     \n\
   148                                                 \n\
   149     void main(void) {                           \n\
   150         vTexCoord = aPosition;                  \n\
   151         vec2 vertPos = aPosition * 2.0 - 1.0;   \n\
   152         gl_Position = vec4(vertPos, 0.0, 1.0);  \n\
   153     }                                           \n\
   154     ";
   156     const char kTex2DBlit_FragShaderSource[] = "\
   157     #ifdef GL_FRAGMENT_PRECISION_HIGH                   \n\
   158         precision highp float;                          \n\
   159     #else                                               \n\
   160         precision mediump float;                        \n\
   161     #endif                                              \n\
   162                                                         \n\
   163     uniform sampler2D uTexUnit;                         \n\
   164                                                         \n\
   165     varying vec2 vTexCoord;                             \n\
   166                                                         \n\
   167     void main(void) {                                   \n\
   168         gl_FragColor = texture2D(uTexUnit, vTexCoord);  \n\
   169     }                                                   \n\
   170     ";
   172     const char kTex2DRectBlit_FragShaderSource[] = "\
   173     #ifdef GL_FRAGMENT_PRECISION_HIGH                             \n\
   174         precision highp float;                                    \n\
   175     #else                                                         \n\
   176         precision mediump float;                                  \n\
   177     #endif                                                        \n\
   178                                                                   \n\
   179     uniform sampler2D uTexUnit;                                   \n\
   180     uniform vec2 uTexCoordMult;                                   \n\
   181                                                                   \n\
   182     varying vec2 vTexCoord;                                       \n\
   183                                                                   \n\
   184     void main(void) {                                             \n\
   185         gl_FragColor = texture2DRect(uTexUnit,                    \n\
   186                                     vTexCoord * uTexCoordMult);  \n\
   187     }                                                             \n\
   188     ";
   190     MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
   191                target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
   192     bool success = false;
   194     GLuint *programPtr;
   195     GLuint *fragShaderPtr;
   196     const char* fragShaderSource;
   197     if (target == LOCAL_GL_TEXTURE_2D) {
   198         programPtr = &mTex2DBlit_Program;
   199         fragShaderPtr = &mTex2DBlit_FragShader;
   200         fragShaderSource = kTex2DBlit_FragShaderSource;
   201     } else {
   202         programPtr = &mTex2DRectBlit_Program;
   203         fragShaderPtr = &mTex2DRectBlit_FragShader;
   204         fragShaderSource = kTex2DRectBlit_FragShaderSource;
   205     }
   207     GLuint& program = *programPtr;
   208     GLuint& fragShader = *fragShaderPtr;
   210     // Use do-while(false) to let us break on failure
   211     do {
   212         if (program) {
   213             // Already have it...
   214             success = true;
   215             break;
   216         }
   218         if (!mTexBlit_Buffer) {
   220             /* CCW tri-strip:
   221              * 2---3
   222              * | \ |
   223              * 0---1
   224              */
   225             GLfloat verts[] = {
   226                 0.0f, 0.0f,
   227                 1.0f, 0.0f,
   228                 0.0f, 1.0f,
   229                 1.0f, 1.0f
   230             };
   232             MOZ_ASSERT(!mTexBlit_Buffer);
   233             mGL->fGenBuffers(1, &mTexBlit_Buffer);
   234             mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
   236             const size_t vertsSize = sizeof(verts);
   237             // Make sure we have a sane size.
   238             MOZ_ASSERT(vertsSize >= 3 * sizeof(GLfloat));
   239             mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, vertsSize, verts, LOCAL_GL_STATIC_DRAW);
   240         }
   242         if (!mTexBlit_VertShader) {
   244             const char* vertShaderSource = kTexBlit_VertShaderSource;
   246             mTexBlit_VertShader = mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER);
   247             mGL->fShaderSource(mTexBlit_VertShader, 1, &vertShaderSource, nullptr);
   248             mGL->fCompileShader(mTexBlit_VertShader);
   249         }
   251         MOZ_ASSERT(!fragShader);
   252         fragShader = mGL->fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
   253         mGL->fShaderSource(fragShader, 1, &fragShaderSource, nullptr);
   254         mGL->fCompileShader(fragShader);
   256         program = mGL->fCreateProgram();
   257         mGL->fAttachShader(program, mTexBlit_VertShader);
   258         mGL->fAttachShader(program, fragShader);
   259         mGL->fBindAttribLocation(program, 0, "aPosition");
   260         mGL->fLinkProgram(program);
   262         if (mGL->DebugMode()) {
   263             GLint status = 0;
   264             mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_COMPILE_STATUS, &status);
   265             if (status != LOCAL_GL_TRUE) {
   266                 NS_ERROR("Vert shader compilation failed.");
   268                 GLint length = 0;
   269                 mGL->fGetShaderiv(mTexBlit_VertShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
   270                 if (!length) {
   271                     printf_stderr("No shader info log available.\n");
   272                     break;
   273                 }
   275                 nsAutoArrayPtr<char> buffer(new char[length]);
   276                 mGL->fGetShaderInfoLog(mTexBlit_VertShader, length, nullptr, buffer);
   278                 printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
   279                 break;
   280             }
   282             status = 0;
   283             mGL->fGetShaderiv(fragShader, LOCAL_GL_COMPILE_STATUS, &status);
   284             if (status != LOCAL_GL_TRUE) {
   285                 NS_ERROR("Frag shader compilation failed.");
   287                 GLint length = 0;
   288                 mGL->fGetShaderiv(fragShader, LOCAL_GL_INFO_LOG_LENGTH, &length);
   289                 if (!length) {
   290                     printf_stderr("No shader info log available.\n");
   291                     break;
   292                 }
   294                 nsAutoArrayPtr<char> buffer(new char[length]);
   295                 mGL->fGetShaderInfoLog(fragShader, length, nullptr, buffer);
   297                 printf_stderr("Shader info log (%d bytes): %s\n", length, buffer.get());
   298                 break;
   299             }
   300         }
   302         GLint status = 0;
   303         mGL->fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &status);
   304         if (status != LOCAL_GL_TRUE) {
   305             if (mGL->DebugMode()) {
   306                 NS_ERROR("Linking blit program failed.");
   307                 GLint length = 0;
   308                 mGL->fGetProgramiv(program, LOCAL_GL_INFO_LOG_LENGTH, &length);
   309                 if (!length) {
   310                     printf_stderr("No program info log available.\n");
   311                     break;
   312                 }
   314                 nsAutoArrayPtr<char> buffer(new char[length]);
   315                 mGL->fGetProgramInfoLog(program, length, nullptr, buffer);
   317                 printf_stderr("Program info log (%d bytes): %s\n", length, buffer.get());
   318             }
   319             break;
   320         }
   322         MOZ_ASSERT(mGL->fGetAttribLocation(program, "aPosition") == 0);
   323         GLint texUnitLoc = mGL->fGetUniformLocation(program, "uTexUnit");
   324         MOZ_ASSERT(texUnitLoc != -1, "uniform not found");
   326         // Set uniforms here:
   327         mGL->fUseProgram(program);
   328         mGL->fUniform1i(texUnitLoc, 0);
   330         success = true;
   331     } while (false);
   333     if (!success) {
   334         NS_ERROR("Creating program for texture blit failed!");
   336         // Clean up:
   337         DeleteTexBlitProgram();
   338         return false;
   339     }
   341     mGL->fUseProgram(program);
   342     mGL->fEnableVertexAttribArray(0);
   343     mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTexBlit_Buffer);
   344     mGL->fVertexAttribPointer(0,
   345                               2,
   346                               LOCAL_GL_FLOAT,
   347                               false,
   348                               0,
   349                               nullptr);
   350     return true;
   351 }
   353 bool
   354 GLBlitHelper::UseTexQuadProgram(GLenum target, const gfx::IntSize& srcSize)
   355 {
   356     if (!InitTexQuadProgram(target)) {
   357         return false;
   358     }
   360     if (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
   361         GLint texCoordMultLoc = mGL->fGetUniformLocation(mTex2DRectBlit_Program, "uTexCoordMult");
   362         MOZ_ASSERT(texCoordMultLoc != -1, "uniform not found");
   363         mGL->fUniform2f(texCoordMultLoc, srcSize.width, srcSize.height);
   364     }
   366     return true;
   367 }
   369 void
   370 GLBlitHelper::DeleteTexBlitProgram()
   371 {
   372     if (mTexBlit_Buffer) {
   373         mGL->fDeleteBuffers(1, &mTexBlit_Buffer);
   374         mTexBlit_Buffer = 0;
   375     }
   376     if (mTexBlit_VertShader) {
   377         mGL->fDeleteShader(mTexBlit_VertShader);
   378         mTexBlit_VertShader = 0;
   379     }
   380     if (mTex2DBlit_FragShader) {
   381         mGL->fDeleteShader(mTex2DBlit_FragShader);
   382         mTex2DBlit_FragShader = 0;
   383     }
   384     if (mTex2DRectBlit_FragShader) {
   385         mGL->fDeleteShader(mTex2DRectBlit_FragShader);
   386         mTex2DRectBlit_FragShader = 0;
   387     }
   388     if (mTex2DBlit_Program) {
   389         mGL->fDeleteProgram(mTex2DBlit_Program);
   390         mTex2DBlit_Program = 0;
   391     }
   392     if (mTex2DRectBlit_Program) {
   393         mGL->fDeleteProgram(mTex2DRectBlit_Program);
   394         mTex2DRectBlit_Program = 0;
   395     }
   396 }
   398 void
   399 GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
   400                                         const gfx::IntSize& srcSize,
   401                                         const gfx::IntSize& destSize)
   402 {
   403     MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
   404     MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
   406     MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
   408     ScopedBindFramebuffer boundFB(mGL);
   409     ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
   411     mGL->BindReadFB(srcFB);
   412     mGL->BindDrawFB(destFB);
   414     mGL->fBlitFramebuffer(0, 0,  srcSize.width,  srcSize.height,
   415                           0, 0, destSize.width, destSize.height,
   416                           LOCAL_GL_COLOR_BUFFER_BIT,
   417                           LOCAL_GL_NEAREST);
   418 }
   420 void
   421 GLBlitHelper::BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
   422                                         const gfx::IntSize& srcSize,
   423                                         const gfx::IntSize& destSize,
   424                                         const GLFormats& srcFormats)
   425 {
   426     MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
   427     MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
   429     if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
   430         BlitFramebufferToFramebuffer(srcFB, destFB,
   431                                      srcSize, destSize);
   432         return;
   433     }
   435     GLuint tex = CreateTextureForOffscreen(mGL, srcFormats, srcSize);
   436     MOZ_ASSERT(tex);
   438     BlitFramebufferToTexture(srcFB, tex, srcSize, srcSize);
   439     BlitTextureToFramebuffer(tex, destFB, srcSize, destSize);
   441     mGL->fDeleteTextures(1, &tex);
   442 }
   444 void
   445 GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
   446                                     const gfx::IntSize& srcSize,
   447                                     const gfx::IntSize& destSize,
   448                                     GLenum srcTarget)
   449 {
   450     MOZ_ASSERT(mGL->fIsTexture(srcTex));
   451     MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));
   453     if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
   454         ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
   455         MOZ_ASSERT(srcWrapper.IsComplete());
   457         BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
   458                                      srcSize, destSize);
   459         return;
   460     }
   463     ScopedBindFramebuffer boundFB(mGL, destFB);
   464     // UseTexQuadProgram initializes a shader that reads
   465     // from texture unit 0.
   466     ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
   467     ScopedBindTexture boundTex(mGL, srcTex, srcTarget);
   469     GLuint boundProgram = 0;
   470     mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
   472     GLuint boundBuffer = 0;
   473     mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
   475     /*
   476      * mGL->fGetVertexAttribiv takes:
   477      *  VERTEX_ATTRIB_ARRAY_ENABLED
   478      *  VERTEX_ATTRIB_ARRAY_SIZE,
   479      *  VERTEX_ATTRIB_ARRAY_STRIDE,
   480      *  VERTEX_ATTRIB_ARRAY_TYPE,
   481      *  VERTEX_ATTRIB_ARRAY_NORMALIZED,
   482      *  VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
   483      *  CURRENT_VERTEX_ATTRIB
   484      *
   485      * CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
   486      * Others appear to be vertex array state,
   487      * or alternatively in the internal vertex array state
   488      * for a buffer object.
   489     */
   491     GLint attrib0_enabled = 0;
   492     GLint attrib0_size = 0;
   493     GLint attrib0_stride = 0;
   494     GLint attrib0_type = 0;
   495     GLint attrib0_normalized = 0;
   496     GLint attrib0_bufferBinding = 0;
   497     void* attrib0_pointer = nullptr;
   499     mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
   500     mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
   501     mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
   502     mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
   503     mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
   504     mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
   505     mGL->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
   506     // Note that uniform values are program state, so we don't need to rebind those.
   508     ScopedGLState blend       (mGL, LOCAL_GL_BLEND,      false);
   509     ScopedGLState cullFace    (mGL, LOCAL_GL_CULL_FACE,  false);
   510     ScopedGLState depthTest   (mGL, LOCAL_GL_DEPTH_TEST, false);
   511     ScopedGLState dither      (mGL, LOCAL_GL_DITHER,     false);
   512     ScopedGLState polyOffsFill(mGL, LOCAL_GL_POLYGON_OFFSET_FILL,      false);
   513     ScopedGLState sampleAToC  (mGL, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
   514     ScopedGLState sampleCover (mGL, LOCAL_GL_SAMPLE_COVERAGE, false);
   515     ScopedGLState scissor     (mGL, LOCAL_GL_SCISSOR_TEST,    false);
   516     ScopedGLState stencil     (mGL, LOCAL_GL_STENCIL_TEST,    false);
   518     realGLboolean colorMask[4];
   519     mGL->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
   520     mGL->fColorMask(LOCAL_GL_TRUE,
   521                     LOCAL_GL_TRUE,
   522                     LOCAL_GL_TRUE,
   523                     LOCAL_GL_TRUE);
   525     GLint viewport[4];
   526     mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
   527     mGL->fViewport(0, 0, destSize.width, destSize.height);
   529     // Does destructive things to (only!) what we just saved above.
   530     bool good = UseTexQuadProgram(srcTarget, srcSize);
   531     if (!good) {
   532         // We're up against the wall, so bail.
   533         // This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
   534         printf_stderr("[%s:%d] Fatal Error: Failed to prepare to blit texture->framebuffer.\n",
   535                       __FILE__, __LINE__);
   536         MOZ_CRASH();
   537     }
   538     mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
   540     mGL->fViewport(viewport[0], viewport[1],
   541                    viewport[2], viewport[3]);
   543     mGL->fColorMask(colorMask[0],
   544                     colorMask[1],
   545                     colorMask[2],
   546                     colorMask[3]);
   548     if (attrib0_enabled)
   549         mGL->fEnableVertexAttribArray(0);
   551     mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
   552     mGL->fVertexAttribPointer(0,
   553                               attrib0_size,
   554                               attrib0_type,
   555                               attrib0_normalized,
   556                               attrib0_stride,
   557                               attrib0_pointer);
   559     mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
   561     mGL->fUseProgram(boundProgram);
   562 }
   564 void
   565 GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
   566                                     const gfx::IntSize& srcSize,
   567                                     const gfx::IntSize& destSize,
   568                                     GLenum destTarget)
   569 {
   570     MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
   571     MOZ_ASSERT(mGL->fIsTexture(destTex));
   573     if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
   574         ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);
   576         BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
   577                                      srcSize, destSize);
   578         return;
   579     }
   581     ScopedBindTexture autoTex(mGL, destTex, destTarget);
   582     ScopedBindFramebuffer boundFB(mGL, srcFB);
   583     ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
   585     mGL->fCopyTexSubImage2D(destTarget, 0,
   586                        0, 0,
   587                        0, 0,
   588                        srcSize.width, srcSize.height);
   589 }
   591 void
   592 GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
   593                                 const gfx::IntSize& srcSize,
   594                                 const gfx::IntSize& destSize,
   595                                 GLenum srcTarget, GLenum destTarget)
   596 {
   597     MOZ_ASSERT(mGL->fIsTexture(srcTex));
   598     MOZ_ASSERT(mGL->fIsTexture(destTex));
   600     // Generally, just use the CopyTexSubImage path
   601     ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
   603     BlitFramebufferToTexture(srcWrapper.FB(), destTex,
   604                              srcSize, destSize, destTarget);
   605 }
   607 }
   608 }

mercurial