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(); } }
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(); }
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(); }
void ReadScreenIntoImageSurface(GLContext* gl, gfxImageSurface* dest) { ScopedBindFramebuffer autoFB(gl, 0); ReadPixelsIntoImageSurface(gl, dest); }