コード例 #1
0
void
GLScreenBuffer::DeprecatedReadback(SharedSurface_GL* src, gfxImageSurface* dest)
{
    MOZ_ASSERT(src && dest);
    MOZ_ASSERT(ToIntSize(dest->GetSize()) == src->Size());
    MOZ_ASSERT(dest->Format() == (src->HasAlpha() ? gfxImageFormat::ARGB32
                                                  : gfxImageFormat::RGB24));

    mGL->MakeCurrent();

    bool needsSwap = src != SharedSurf();
    if (needsSwap) {
        SharedSurf()->UnlockProd();
        src->LockProd();
    }

    ReadBuffer* buffer = CreateRead(src);
    MOZ_ASSERT(buffer);

    ScopedBindFramebuffer autoFB(mGL, buffer->FB());
    ReadPixelsIntoImageSurface(mGL, dest);

    delete buffer;

    if (needsSwap) {
        src->UnlockProd();
        SharedSurf()->LockProd();
    }
}
コード例 #2
0
void
SharedSurface_Basic::Fence()
{
    mGL->MakeCurrent();

    ScopedBindFramebuffer autoFB(mGL, mFB);

    DataSourceSurface::MappedSurface map;
    mData->Map(DataSourceSurface::MapType::WRITE, &map);
    nsRefPtr<gfxImageSurface> wrappedData =
      new gfxImageSurface(map.mData,
                          ThebesIntSize(mData->GetSize()),
                          map.mStride,
                          SurfaceFormatToImageFormat(mData->GetFormat()));
    ReadPixelsIntoImageSurface(mGL, wrappedData);
    mData->Unmap();
}
コード例 #3
0
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();
}
コード例 #4
0
void
ReadScreenIntoImageSurface(GLContext* gl, gfxImageSurface* dest)
{
    ScopedBindFramebuffer autoFB(gl, 0);
    ReadPixelsIntoImageSurface(gl, dest);
}