Example #1
0
void
ImageLayerOGL::RenderLayer(int,
                           const nsIntPoint& aOffset)
{
  nsRefPtr<ImageContainer> container = GetContainer();

  if (!container)
    return;

  mOGLManager->MakeCurrent();

  AutoLockImage autoLock(container);

  Image *image = autoLock.GetImage();
  if (!image) {
    return;
  }

  NS_ASSERTION(image->GetFormat() != Image::REMOTE_IMAGE_BITMAP,
    "Remote images aren't handled yet in OGL layers!");
  NS_ASSERTION(mScaleMode == SCALE_NONE,
    "Scale modes other than none not handled yet in OGL layers!");

  if (image->GetFormat() == Image::PLANAR_YCBCR) {
    PlanarYCbCrImage *yuvImage =
      static_cast<PlanarYCbCrImage*>(image);

    if (!yuvImage->mBufferSize) {
      return;
    }

    PlanarYCbCrOGLBackendData *data =
      static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_OPENGL));

    if (data && data->mTextures->GetGLContext() != gl()) {
      // If these textures were allocated by another layer manager,
      // clear them out and re-allocate below.
      data = nsnull;
      yuvImage->SetBackendData(LayerManager::LAYERS_OPENGL, nsnull);
    }

    if (!data) {
      AllocateTexturesYCbCr(yuvImage);
      data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_OPENGL));
    }

    if (!data || data->mTextures->GetGLContext() != gl()) {
      // XXX - Can this ever happen? If so I need to fix this!
      return;
    }

    gl()->MakeCurrent();
    gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
    gl()->ApplyFilterToBoundTexture(mFilter);
    gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID());
    gl()->ApplyFilterToBoundTexture(mFilter);
    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
    gl()->ApplyFilterToBoundTexture(mFilter);

    YCbCrTextureLayerProgram *program = mOGLManager->GetYCbCrLayerProgram();

    program->Activate();
    program->SetLayerQuadRect(nsIntRect(0, 0,
                                        yuvImage->mSize.width,
                                        yuvImage->mSize.height));
    program->SetLayerTransform(GetEffectiveTransform());
    program->SetLayerOpacity(GetEffectiveOpacity());
    program->SetRenderOffset(aOffset);
    program->SetYCbCrTextureUnits(0, 1, 2);

    mOGLManager->BindAndDrawQuadWithTextureRect(program,
                                                yuvImage->mData.GetPictureRect(),
                                                nsIntSize(yuvImage->mData.mYSize.width,
                                                          yuvImage->mData.mYSize.height));

    // We shouldn't need to do this, but do it anyway just in case
    // someone else forgets.
    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
  } else if (image->GetFormat() == Image::CAIRO_SURFACE) {
    CairoImage *cairoImage =
      static_cast<CairoImage*>(image);

    if (!cairoImage->mSurface) {
      return;
    }

    CairoOGLBackendData *data =
      static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LayerManager::LAYERS_OPENGL));

    if (data && data->mTexture.GetGLContext() != gl()) {
      // If this texture was allocated by another layer manager, clear
      // it out and re-allocate below.
      data = nsnull;
      cairoImage->SetBackendData(LayerManager::LAYERS_OPENGL, nsnull);
    }

    if (!data) {
      AllocateTexturesCairo(cairoImage);
      data = static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LayerManager::LAYERS_OPENGL));
    }

    if (!data || data->mTexture.GetGLContext() != gl()) {
      // XXX - Can this ever happen? If so I need to fix this!
      return;
    }

    gl()->MakeCurrent();
    unsigned int iwidth  = cairoImage->mSize.width;
    unsigned int iheight = cairoImage->mSize.height;

    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTexture.GetTextureID());

#if defined(MOZ_WIDGET_GTK2) && !defined(MOZ_PLATFORM_MAEMO)
    GLXPixmap pixmap;

    if (cairoImage->mSurface) {
        pixmap = sGLXLibrary.CreatePixmap(cairoImage->mSurface);
        NS_ASSERTION(pixmap, "Failed to create pixmap!");
        if (pixmap) {
            sGLXLibrary.BindTexImage(pixmap);
        }
    }
#endif

    ColorTextureLayerProgram *program = 
      mOGLManager->GetColorTextureLayerProgram(data->mLayerProgram);

    gl()->ApplyFilterToBoundTexture(mFilter);

    program->Activate();
    // The following uniform controls the scaling of the vertex coords.
    // Instead of setting the scale here and using coords in the range [0,1], we
    // set an identity transform and use pixel coordinates below
    program->SetLayerQuadRect(nsIntRect(0, 0, 1, 1));
    program->SetLayerTransform(GetEffectiveTransform());
    program->SetLayerOpacity(GetEffectiveOpacity());
    program->SetRenderOffset(aOffset);
    program->SetTextureUnit(0);

    nsIntRect rect = GetVisibleRegion().GetBounds();

    GLContext::RectTriangles triangleBuffer;

    float tex_offset_u = float(rect.x % iwidth) / iwidth;
    float tex_offset_v = float(rect.y % iheight) / iheight;
    triangleBuffer.addRect(rect.x, rect.y,
                           rect.x + rect.width, rect.y + rect.height,
                           tex_offset_u, tex_offset_v,
                           tex_offset_u + float(rect.width) / float(iwidth),
                           tex_offset_v + float(rect.height) / float(iheight));

    GLuint vertAttribIndex =
        program->AttribLocation(LayerProgram::VertexAttrib);
    GLuint texCoordAttribIndex =
        program->AttribLocation(LayerProgram::TexCoordAttrib);
    NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?");

    gl()->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
    gl()->fVertexAttribPointer(vertAttribIndex, 2,
                               LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
                               triangleBuffer.vertexPointer());

    gl()->fVertexAttribPointer(texCoordAttribIndex, 2,
                               LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0,
                               triangleBuffer.texCoordPointer());
    {
        gl()->fEnableVertexAttribArray(texCoordAttribIndex);
        {
            gl()->fEnableVertexAttribArray(vertAttribIndex);
            gl()->fDrawArrays(LOCAL_GL_TRIANGLES, 0, triangleBuffer.elements());
            gl()->fDisableVertexAttribArray(vertAttribIndex);
        }
        gl()->fDisableVertexAttribArray(texCoordAttribIndex);
    }
#if defined(MOZ_WIDGET_GTK2) && !defined(MOZ_PLATFORM_MAEMO)
    if (cairoImage->mSurface && pixmap) {
        sGLXLibrary.ReleaseTexImage(pixmap);
        sGLXLibrary.DestroyPixmap(pixmap);
    }
#endif
#ifdef XP_MACOSX
  } else if (image->GetFormat() == Image::MAC_IO_SURFACE) {
     MacIOSurfaceImage *ioImage =
       static_cast<MacIOSurfaceImage*>(image);

     if (!mOGLManager->GetThebesLayerCallback()) {
       // If its an empty transaction we still need to update
       // the plugin IO Surface and make sure we grab the
       // new image
       ioImage->Update(GetContainer());
       image = nsnull;
       autoLock.Refresh();
       image = autoLock.GetImage();
       gl()->MakeCurrent();
       ioImage = static_cast<MacIOSurfaceImage*>(image);
     }

     if (!ioImage) {
       return;
     }

     gl()->fActiveTexture(LOCAL_GL_TEXTURE0);

     if (!ioImage->GetBackendData(LayerManager::LAYERS_OPENGL)) {
       AllocateTextureIOSurface(ioImage, gl());
     }

     MacIOSurfaceImageOGLBackendData *data =
      static_cast<MacIOSurfaceImageOGLBackendData*>(ioImage->GetBackendData(LayerManager::LAYERS_OPENGL));

     gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
     gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, data->mTexture.GetTextureID());

     ColorTextureLayerProgram *program = 
       mOGLManager->GetRGBARectLayerProgram();
     
     program->Activate();
     if (program->GetTexCoordMultiplierUniformLocation() != -1) {
       // 2DRect case, get the multiplier right for a sampler2DRect
       float f[] = { float(ioImage->GetSize().width), float(ioImage->GetSize().height) };
       program->SetUniform(program->GetTexCoordMultiplierUniformLocation(),
                           2, f);
     } else {
       NS_ASSERTION(0, "no rects?");
     }
     
     program->SetLayerQuadRect(nsIntRect(0, 0, 
                                         ioImage->GetSize().width, 
                                         ioImage->GetSize().height));
     program->SetLayerTransform(GetEffectiveTransform());
     program->SetLayerOpacity(GetEffectiveOpacity());
     program->SetRenderOffset(aOffset);
     program->SetTextureUnit(0);
    
     mOGLManager->BindAndDrawQuad(program);
     gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
#endif
  }
  GetContainer()->NotifyPaintedImage(image);
}
void
ImageLayerOGL::RenderLayer(int,
                           const nsIntPoint& aOffset)
{
  nsRefPtr<ImageContainer> container = GetContainer();

  if (!container || mOGLManager->CompositingDisabled())
    return;

  mOGLManager->MakeCurrent();

  AutoLockImage autoLock(container);

  Image *image = autoLock.GetImage();
  if (!image) {
    return;
  }

  NS_ASSERTION(image->GetFormat() != REMOTE_IMAGE_BITMAP,
    "Remote images aren't handled yet in OGL layers!");

  if (image->GetFormat() == PLANAR_YCBCR) {
    PlanarYCbCrImage *yuvImage =
      static_cast<PlanarYCbCrImage*>(image);

    if (!yuvImage->IsValid()) {
      return;
    }

    PlanarYCbCrOGLBackendData *data =
      static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL));

    if (data && data->mTextures->GetGLContext() != gl()) {
      // If these textures were allocated by another layer manager,
      // clear them out and re-allocate below.
      data = nullptr;
      yuvImage->SetBackendData(LAYERS_OPENGL, nullptr);
    }

    if (!data) {
      AllocateTexturesYCbCr(yuvImage);
      data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL));
    }

    if (!data || data->mTextures->GetGLContext() != gl()) {
      // XXX - Can this ever happen? If so I need to fix this!
      return;
    }

    gl()->MakeCurrent();
    gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
    gl()->ApplyFilterToBoundTexture(mFilter);
    gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID());
    gl()->ApplyFilterToBoundTexture(mFilter);
    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
    gl()->ApplyFilterToBoundTexture(mFilter);
    
    ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType,
                                                        GetMaskLayer());

    program->Activate();
    program->SetLayerQuadRect(nsIntRect(0, 0,
                                        yuvImage->GetSize().width,
                                        yuvImage->GetSize().height));
    program->SetLayerTransform(GetEffectiveTransform());
    program->SetLayerOpacity(GetEffectiveOpacity());
    program->SetRenderOffset(aOffset);
    program->SetYCbCrTextureUnits(0, 1, 2);
    program->LoadMask(GetMaskLayer());

    mOGLManager->BindAndDrawQuadWithTextureRect(program,
                                                yuvImage->GetData()->GetPictureRect(),
                                                nsIntSize(yuvImage->GetData()->mYSize.width,
                                                          yuvImage->GetData()->mYSize.height));

    // We shouldn't need to do this, but do it anyway just in case
    // someone else forgets.
    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
  } else if (image->GetFormat() == CAIRO_SURFACE) {
    CairoImage *cairoImage =
      static_cast<CairoImage*>(image);

    if (!cairoImage->mSurface) {
      return;
    }

    NS_ASSERTION(cairoImage->mSurface->GetContentType() != gfxASurface::CONTENT_ALPHA,
                 "Image layer has alpha image");

    CairoOGLBackendData *data =
      static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LAYERS_OPENGL));

    if (data && data->mTexture.GetGLContext() != gl()) {
      // If this texture was allocated by another layer manager, clear
      // it out and re-allocate below.
      data = nullptr;
      cairoImage->SetBackendData(LAYERS_OPENGL, nullptr);
    }

    if (!data) {
      AllocateTexturesCairo(cairoImage);
      data = static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LAYERS_OPENGL));
    }

    if (!data || data->mTexture.GetGLContext() != gl()) {
      // XXX - Can this ever happen? If so I need to fix this!
      return;
    }

    gl()->MakeCurrent();

    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
    gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTexture.GetTextureID());

    ShaderProgramOGL *program = 
      mOGLManager->GetProgram(data->mLayerProgram, GetMaskLayer());

    gl()->ApplyFilterToBoundTexture(mFilter);

    program->Activate();
    program->SetLayerQuadRect(nsIntRect(0, 0, 
                                        cairoImage->GetSize().width, 
                                        cairoImage->GetSize().height));
    program->SetLayerTransform(GetEffectiveTransform());
    program->SetLayerOpacity(GetEffectiveOpacity());
    program->SetRenderOffset(aOffset);
    program->SetTextureUnit(0);
    program->LoadMask(GetMaskLayer());

    mOGLManager->BindAndDrawQuad(program);
#ifdef XP_MACOSX
  } else if (image->GetFormat() == MAC_IO_SURFACE) {
     MacIOSurfaceImage *ioImage =
       static_cast<MacIOSurfaceImage*>(image);

     if (!mOGLManager->GetThebesLayerCallback()) {
       // If its an empty transaction we still need to update
       // the plugin IO Surface and make sure we grab the
       // new image
       ioImage->Update(GetContainer());
       image = nullptr;
       autoLock.Refresh();
       image = autoLock.GetImage();
       gl()->MakeCurrent();
       ioImage = static_cast<MacIOSurfaceImage*>(image);
     }

     if (!ioImage) {
       return;
     }

     gl()->fActiveTexture(LOCAL_GL_TEXTURE0);

     if (!ioImage->GetBackendData(LAYERS_OPENGL)) {
       AllocateTextureIOSurface(ioImage, gl());
     }

     MacIOSurfaceImageOGLBackendData *data =
      static_cast<MacIOSurfaceImageOGLBackendData*>(ioImage->GetBackendData(LAYERS_OPENGL));

     gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
     gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, data->mTexture.GetTextureID());

     ShaderProgramOGL *program =
       mOGLManager->GetProgram(gl::RGBARectLayerProgramType, GetMaskLayer());

     program->Activate();
     if (program->GetTexCoordMultiplierUniformLocation() != -1) {
       // 2DRect case, get the multiplier right for a sampler2DRect
       program->SetTexCoordMultiplier(ioImage->GetSize().width, ioImage->GetSize().height);
     } else {
       NS_ASSERTION(0, "no rects?");
     }

     program->SetLayerQuadRect(nsIntRect(0, 0,
                                         ioImage->GetSize().width,
                                         ioImage->GetSize().height));
     program->SetLayerTransform(GetEffectiveTransform());
     program->SetLayerOpacity(GetEffectiveOpacity());
     program->SetRenderOffset(aOffset);
     program->SetTextureUnit(0);
     program->LoadMask(GetMaskLayer());

     mOGLManager->BindAndDrawQuad(program);
     gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
#endif
#ifdef MOZ_WIDGET_GONK
  } else if (image->GetFormat() == GONK_IO_SURFACE) {

    GonkIOSurfaceImage *ioImage = static_cast<GonkIOSurfaceImage*>(image);
    if (!ioImage) {
      return;
    }

    gl()->MakeCurrent();
    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);

    if (!ioImage->GetBackendData(LAYERS_OPENGL)) {
      AllocateTextureIOSurface(ioImage, gl());
    }
    GonkIOSurfaceImageOGLBackendData *data =
      static_cast<GonkIOSurfaceImageOGLBackendData*>(ioImage->GetBackendData(LAYERS_OPENGL));

    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
    gl()->BindExternalBuffer(data->mTexture.GetTextureID(), ioImage->GetNativeBuffer());

    ShaderProgramOGL *program = mOGLManager->GetProgram(RGBAExternalLayerProgramType, GetMaskLayer());

    gl()->ApplyFilterToBoundTexture(mFilter);

    program->Activate();
    program->SetLayerQuadRect(nsIntRect(0, 0, 
                                        ioImage->GetSize().width, 
                                        ioImage->GetSize().height));
    program->SetLayerTransform(GetEffectiveTransform());
    program->SetLayerOpacity(GetEffectiveOpacity());
    program->SetRenderOffset(aOffset);
    program->SetTextureUnit(0);
    program->LoadMask(GetMaskLayer());

    mOGLManager->BindAndDrawQuadWithTextureRect(program,
                                                GetVisibleRegion().GetBounds(),
                                                nsIntSize(ioImage->GetSize().width,
                                                          ioImage->GetSize().height));
#endif
  }
  GetContainer()->NotifyPaintedImage(image);
}