コード例 #1
0
ファイル: GLLibraryEGL.cpp プロジェクト: brendandahl/positron
bool
GLLibraryEGL::ReadbackEGLImage(EGLImage image, gfx::DataSourceSurface* out_surface)
{
    StaticMutexAutoUnlock lock(sMutex);
    if (!mReadbackGL) {
        nsCString discardFailureId;
        mReadbackGL = gl::GLContextProvider::CreateHeadless(gl::CreateContextFlags::NONE,
                                                            &discardFailureId);
    }

    ScopedTexture destTex(mReadbackGL);
    const GLuint target = mReadbackGL->GetPreferredEGLImageTextureTarget();
    ScopedBindTexture autoTex(mReadbackGL, destTex.Texture(), target);
    mReadbackGL->fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
    mReadbackGL->fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
    mReadbackGL->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
    mReadbackGL->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
    mReadbackGL->fEGLImageTargetTexture2D(target, image);

    ShaderConfigOGL config = ShaderConfigFromTargetAndFormat(target,
                                                             out_surface->GetFormat());
    int shaderConfig = config.mFeatures;
    mReadbackGL->ReadTexImageHelper()->ReadTexImage(out_surface, 0, target,
                                                    out_surface->GetSize(), shaderConfig);

    return true;
}
コード例 #2
0
GLuint
SharedSurface_EGLImage::AcquireConsumerTexture(GLContext* consGL)
{
    MutexAutoLock lock(mMutex);
    MOZ_ASSERT(!mCurConsGL || consGL == mCurConsGL);
    if (mPipeFailed)
        return 0;

    if (mPipeActive) {
        MOZ_ASSERT(mConsTex);

        return mConsTex;
    }

    if (!mConsTex) {
        consGL->fGenTextures(1, &mConsTex);
        ScopedBindTexture autoTex(consGL, mConsTex);
        consGL->fEGLImageTargetTexture2D(LOCAL_GL_TEXTURE_2D, mImage);

        mPipeComplete = true;
        mCurConsGL = consGL;
        mGarbageBin = consGL->TexGarbageBin();
    }

    MOZ_ASSERT(consGL == mCurConsGL);
    return 0;
}
コード例 #3
0
ファイル: GLBlitHelper.cpp プロジェクト: huili2/gecko-dev
void
GLBlitHelper::BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
                                    const gfxIntSize& srcSize,
                                    const gfxIntSize& destSize,
                                    GLenum destTarget)
{
    MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
    MOZ_ASSERT(mGL->fIsTexture(destTex));

    if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
        ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);

        BlitFramebufferToFramebuffer(srcFB, destWrapper.FB(),
                                     srcSize, destSize);
        return;
    }

    ScopedBindTexture autoTex(mGL, destTex, destTarget);
    ScopedBindFramebuffer boundFB(mGL, srcFB);
    ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);

    mGL->fCopyTexSubImage2D(destTarget, 0,
                       0, 0,
                       0, 0,
                       srcSize.width, srcSize.height);
}
コード例 #4
0
void
SharedSurface_EGLImage::AcquireConsumerTexture(GLContext* consGL, GLuint* out_texture, GLuint* out_target)
{
    MutexAutoLock lock(mMutex);
    MOZ_ASSERT(!mCurConsGL || consGL == mCurConsGL);

    if (!mConsTex) {
        consGL->fGenTextures(1, &mConsTex);
        MOZ_ASSERT(mConsTex);

        ScopedBindTexture autoTex(consGL, mConsTex, LOCAL_GL_TEXTURE_EXTERNAL);
        consGL->fEGLImageTargetTexture2D(LOCAL_GL_TEXTURE_EXTERNAL, mImage);

        mCurConsGL = consGL;
        mGarbageBin = consGL->TexGarbageBin();
    }

    MOZ_ASSERT(consGL == mCurConsGL);
    *out_texture = mConsTex;
    *out_target = LOCAL_GL_TEXTURE_EXTERNAL;
}
コード例 #5
0
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);
}
コード例 #6
0
ファイル: SharedSurface.cpp プロジェクト: miketaylr/gecko-dev
ScopedReadbackFB::ScopedReadbackFB(SharedSurface* src)
    : mGL(src->mGL)
    , mAutoFB(mGL)
    , mTempFB(0)
    , mTempTex(0)
    , mSurfToUnlock(nullptr)
    , mSurfToLock(nullptr)
{
    switch (src->mAttachType) {
    case AttachmentType::GLRenderbuffer:
        {
            mGL->fGenFramebuffers(1, &mTempFB);
            mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mTempFB);

            GLuint rb = src->ProdRenderbuffer();
            mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
                                          LOCAL_GL_COLOR_ATTACHMENT0,
                                          LOCAL_GL_RENDERBUFFER, rb);
            break;
        }
    case AttachmentType::GLTexture:
        {
            mGL->fGenFramebuffers(1, &mTempFB);
            mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mTempFB);

            GLuint tex = src->ProdTexture();
            GLenum texImageTarget = src->ProdTextureTarget();
            mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
                                       LOCAL_GL_COLOR_ATTACHMENT0,
                                       texImageTarget, tex, 0);
            break;
        }
    case AttachmentType::Screen:
        {
            SharedSurface* origLocked = mGL->GetLockedSurface();
            if (origLocked != src) {
                if (origLocked) {
                    mSurfToLock = origLocked;
                    mSurfToLock->UnlockProd();
                }

                mSurfToUnlock = src;
                mSurfToUnlock->LockProd();
            }

            // TODO: This should just be BindFB, but we don't have
            // the patch for this yet. (bug 1045955)
            MOZ_ASSERT(mGL->Screen());
            mGL->Screen()->BindReadFB_Internal(0);
            break;
        }
    default:
        MOZ_CRASH("Unhandled `mAttachType`.");
    }

    if (src->NeedsIndirectReads()) {
        mGL->fGenTextures(1, &mTempTex);

        {
            ScopedBindTexture autoTex(mGL, mTempTex);

            GLenum format = src->mHasAlpha ? LOCAL_GL_RGBA
                                           : LOCAL_GL_RGB;
            auto width = src->mSize.width;
            auto height = src->mSize.height;
            mGL->fCopyTexImage2D(LOCAL_GL_TEXTURE_2D, 0, format, 0, 0, width,
                                 height, 0);
        }

        mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
                                   LOCAL_GL_COLOR_ATTACHMENT0,
                                   LOCAL_GL_TEXTURE_2D, mTempTex, 0);
    }
}