void GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect, TextureImage *aDst, const nsIntRect& aDstRect) { GLContext *gl = mCompositor->gl(); NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!"); NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!"); if (!aSrc || !aDst || aSrcRect.IsEmpty() || aDstRect.IsEmpty()) return; int savedFb = 0; gl->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb); ScopedGLState scopedScissorTestState(gl, LOCAL_GL_SCISSOR_TEST, false); ScopedGLState scopedBlendState(gl, LOCAL_GL_BLEND, false); // 2.0 means scale up by two float blitScaleX = float(aDstRect.width) / float(aSrcRect.width); float blitScaleY = float(aDstRect.height) / float(aSrcRect.height); // We start iterating over all destination tiles aDst->BeginBigImageIteration(); do { // calculate portion of the tile that is going to be painted to nsIntRect dstSubRect; nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect()); dstSubRect.IntersectRect(aDstRect, dstTextureRect); // this tile is not part of the destination rectangle aDstRect if (dstSubRect.IsEmpty()) continue; // (*) transform the rect of this tile into the rectangle defined by aSrcRect... nsIntRect dstInSrcRect(dstSubRect); dstInSrcRect.MoveBy(-aDstRect.TopLeft()); // ...which might be of different size, hence scale accordingly dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY); dstInSrcRect.MoveBy(aSrcRect.TopLeft()); SetBlitFramebufferForDestTexture(aDst->GetTextureID()); UseBlitProgram(); aSrc->BeginBigImageIteration(); // now iterate over all tiles in the source Image... do { // calculate portion of the source tile that is in the source rect nsIntRect srcSubRect; nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect()); srcSubRect.IntersectRect(aSrcRect, srcTextureRect); // this tile is not part of the source rect if (srcSubRect.IsEmpty()) { continue; } // calculate intersection of source rect with destination rect srcSubRect.IntersectRect(srcSubRect, dstInSrcRect); // this tile does not overlap the current destination tile if (srcSubRect.IsEmpty()) { continue; } // We now have the intersection of // the current source tile // and the desired source rectangle // and the destination tile // and the desired destination rectange // in destination space. // We need to transform this back into destination space, inverting the transform from (*) nsIntRect srcSubInDstRect(srcSubRect); srcSubInDstRect.MoveBy(-aSrcRect.TopLeft()); srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY); srcSubInDstRect.MoveBy(aDstRect.TopLeft()); // we transform these rectangles to be relative to the current src and dst tiles, respectively nsIntSize srcSize = srcTextureRect.Size(); nsIntSize dstSize = dstTextureRect.Size(); srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y); srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y); float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f; float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f; float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f; float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f; ScopedViewportRect autoViewportRect(gl, 0, 0, dstSize.width, dstSize.height); RectTriangles rects; nsIntSize realTexSize = srcSize; if (!CanUploadNonPowerOfTwo(gl)) { realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width), gfx::NextPowerOfTwo(srcSize.height)); } if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) { rects.addRect(/* dest rectangle */ dx0, dy0, dx1, dy1, /* tex coords */ srcSubRect.x / float(realTexSize.width), srcSubRect.y / float(realTexSize.height), srcSubRect.XMost() / float(realTexSize.width), srcSubRect.YMost() / float(realTexSize.height)); } else { DecomposeIntoNoRepeatTriangles(srcSubRect, realTexSize, rects); // now put the coords into the d[xy]0 .. d[xy]1 coordinate space // from the 0..1 that it comes out of decompose InfallibleTArray<RectTriangles::coord>& coords = rects.vertCoords(); for (unsigned int i = 0; i < coords.Length(); ++i) { coords[i].x = (coords[i].x * (dx1 - dx0)) + dx0; coords[i].y = (coords[i].y * (dy1 - dy0)) + dy0; } } ScopedBindTextureUnit autoTexUnit(gl, LOCAL_GL_TEXTURE0); ScopedBindTexture autoTex(gl, aSrc->GetTextureID()); ScopedVertexAttribPointer autoAttrib0(gl, 0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.vertCoords().Elements()); ScopedVertexAttribPointer autoAttrib1(gl, 1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0, rects.texCoords().Elements()); gl->fDrawArrays(LOCAL_GL_TRIANGLES, 0, rects.elements()); } while (aSrc->NextTile()); } while (aDst->NextTile()); // unbind the previous texture from the framebuffer SetBlitFramebufferForDestTexture(0); gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, savedFb); }
already_AddRefed<gfxImageSurface> GLReadTexImageHelper::ReadTexImage(GLuint aTextureId, GLenum aTextureTarget, const gfxIntSize& aSize, /* ShaderProgramType */ int aShaderProgram, bool aYInvert) { // Check aShaderProgram is in bounds for a layers::ShaderProgramType MOZ_ASSERT(0 <= aShaderProgram && aShaderProgram < layers::NumProgramTypes); MOZ_ASSERT(aTextureTarget == LOCAL_GL_TEXTURE_2D || aTextureTarget == LOCAL_GL_TEXTURE_EXTERNAL || aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB); mGL->MakeCurrent(); /* Allocate resulting image surface */ nsRefPtr<gfxImageSurface> isurf = new gfxImageSurface(aSize, gfxImageFormat::ARGB32); if (!isurf || isurf->CairoStatus()) { return nullptr; } GLint oldrb, oldfb, oldprog, oldTexUnit, oldTex; GLuint rb, fb; do { mGL->fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb); mGL->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb); mGL->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog); mGL->fGetIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &oldTexUnit); mGL->fActiveTexture(LOCAL_GL_TEXTURE0); switch (aTextureTarget) { case LOCAL_GL_TEXTURE_2D: mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex); break; case LOCAL_GL_TEXTURE_EXTERNAL: mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldTex); break; case LOCAL_GL_TEXTURE_RECTANGLE: mGL->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_RECTANGLE, &oldTex); break; default: /* Already checked above */ break; } ScopedGLState scopedScissorTestState(mGL, LOCAL_GL_SCISSOR_TEST, false); ScopedGLState scopedBlendState(mGL, LOCAL_GL_BLEND, false); ScopedViewportRect(mGL, 0, 0, aSize.width, aSize.height); /* Setup renderbuffer */ mGL->fGenRenderbuffers(1, &rb); mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb); GLenum rbInternalFormat = mGL->IsGLES2() ? (mGL->IsExtensionSupported(GLContext::OES_rgb8_rgba8) ? LOCAL_GL_RGBA8 : LOCAL_GL_RGBA4) : LOCAL_GL_RGBA; mGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, rbInternalFormat, aSize.width, aSize.height); CLEANUP_IF_GLERROR_OCCURRED("when binding and creating renderbuffer"); /* Setup framebuffer */ mGL->fGenFramebuffers(1, &fb); mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb); mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_RENDERBUFFER, rb); CLEANUP_IF_GLERROR_OCCURRED("when binding and creating framebuffer"); MOZ_ASSERT(mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) == LOCAL_GL_FRAMEBUFFER_COMPLETE); /* Setup vertex and fragment shader */ layers::ShaderProgramType shaderProgram = (layers::ShaderProgramType) aShaderProgram; GLuint program = TextureImageProgramFor(aTextureTarget, shaderProgram); MOZ_ASSERT(program); mGL->fUseProgram(program); CLEANUP_IF_GLERROR_OCCURRED("when using program"); mGL->fUniform1i(mGL->fGetUniformLocation(program, "uTexture"), 0); CLEANUP_IF_GLERROR_OCCURRED("when setting uniform location"); /* Setup quad geometry */ mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); mGL->fEnableVertexAttribArray(0); mGL->fEnableVertexAttribArray(1); float w = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.width : 1.0f; float h = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.height : 1.0f; const float vertexArray[4*2] = { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f }; mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertexArray); const float u0 = 0.0f; const float u1 = w; const float v0 = aYInvert ? h : 0.0f; const float v1 = aYInvert ? 0.0f : h; const float texCoordArray[8] = { u0, v0, u1, v0, u0, v1, u1, v1 }; mGL->fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, texCoordArray); /* Bind the texture */ if (aTextureId) { mGL->fBindTexture(aTextureTarget, aTextureId); CLEANUP_IF_GLERROR_OCCURRED("when binding texture"); } /* Draw quad */ mGL->fClearColor(1.0f, 0.0f, 1.0f, 1.0f); mGL->fClear(LOCAL_GL_COLOR_BUFFER_BIT); CLEANUP_IF_GLERROR_OCCURRED("when clearing color buffer"); mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); CLEANUP_IF_GLERROR_OCCURRED("when drawing texture"); mGL->fDisableVertexAttribArray(1); mGL->fDisableVertexAttribArray(0); /* Read-back draw results */ ReadPixelsIntoImageSurface(mGL, isurf); CLEANUP_IF_GLERROR_OCCURRED("when reading pixels into surface"); } while (false); /* Restore GL state */ //cleanup: mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb); mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb); mGL->fUseProgram(oldprog); // note that deleting 0 has no effect in any of these calls mGL->fDeleteRenderbuffers(1, &rb); mGL->fDeleteFramebuffers(1, &fb); if (aTextureId) mGL->fBindTexture(aTextureTarget, oldTex); if (oldTexUnit != LOCAL_GL_TEXTURE0) mGL->fActiveTexture(oldTexUnit); return isurf.forget(); }