Exemplo n.º 1
0
void
GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
                                const gfxIntSize& srcSize,
                                const gfxIntSize& destSize,
                                GLenum srcTarget, GLenum destTarget)
{
    MOZ_ASSERT(mGL->fIsTexture(srcTex));
    MOZ_ASSERT(mGL->fIsTexture(destTex));

    // Generally, just use the CopyTexSubImage path
    ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);

    BlitFramebufferToTexture(srcWrapper.FB(), destTex,
                             srcSize, destSize, destTarget);
}
Exemplo n.º 2
0
/*static*/ void
SharedSurface::ProdCopy(SharedSurface* src, SharedSurface* dest,
                        SurfaceFactory* factory)
{
    GLContext* gl = src->mGL;

    // If `src` begins locked, it must end locked, though we may
    // temporarily unlock it if we need to.
    MOZ_ASSERT((src == gl->GetLockedSurface()) == src->IsLocked());

    gl->MakeCurrent();

    if (src->mAttachType  == AttachmentType::Screen &&
        dest->mAttachType == AttachmentType::Screen)
    {
        // Here, we actually need to blit through a temp surface, so let's make one.
        nsAutoPtr<SharedSurface_GLTexture> tempSurf;
        tempSurf = SharedSurface_GLTexture::Create(gl,
                                                   gl,
                                                   factory->mFormats,
                                                   src->mSize,
                                                   factory->mCaps.alpha);

        ProdCopy(src, tempSurf, factory);
        ProdCopy(tempSurf, dest, factory);
        return;
    }

    if (src->mAttachType == AttachmentType::Screen) {
        SharedSurface* origLocked = gl->GetLockedSurface();
        bool srcNeedsUnlock = false;
        bool origNeedsRelock = false;
        if (origLocked != src) {
            if (origLocked) {
                origLocked->UnlockProd();
                origNeedsRelock = true;
            }

            src->LockProd();
            srcNeedsUnlock = true;
        }

        if (dest->mAttachType == AttachmentType::GLTexture) {
            GLuint destTex = dest->ProdTexture();
            GLenum destTarget = dest->ProdTextureTarget();

            gl->BlitHelper()->BlitFramebufferToTexture(0, destTex, src->mSize, dest->mSize, destTarget);
        } else if (dest->mAttachType == AttachmentType::GLRenderbuffer) {
            GLuint destRB = dest->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);

            gl->BlitHelper()->BlitFramebufferToFramebuffer(0, destWrapper.FB(),
                                                           src->mSize, dest->mSize);
        } else {
            MOZ_CRASH("Unhandled dest->mAttachType.");
        }

        if (srcNeedsUnlock)
            src->UnlockProd();

        if (origNeedsRelock)
            origLocked->LockProd();

        return;
    }

    if (dest->mAttachType == AttachmentType::Screen) {
        SharedSurface* origLocked = gl->GetLockedSurface();
        bool destNeedsUnlock = false;
        bool origNeedsRelock = false;
        if (origLocked != dest) {
            if (origLocked) {
                origLocked->UnlockProd();
                origNeedsRelock = true;
            }

            dest->LockProd();
            destNeedsUnlock = true;
        }

        if (src->mAttachType == AttachmentType::GLTexture) {
            GLuint srcTex = src->ProdTexture();
            GLenum srcTarget = src->ProdTextureTarget();

            gl->BlitHelper()->BlitTextureToFramebuffer(srcTex, 0, src->mSize, dest->mSize, srcTarget);
        } else if (src->mAttachType == AttachmentType::GLRenderbuffer) {
            GLuint srcRB = src->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);

            gl->BlitHelper()->BlitFramebufferToFramebuffer(srcWrapper.FB(), 0,
                                                           src->mSize, dest->mSize);
        } else {
            MOZ_CRASH("Unhandled src->mAttachType.");
        }

        if (destNeedsUnlock)
            dest->UnlockProd();

        if (origNeedsRelock)
            origLocked->LockProd();

        return;
    }

    // Alright, done with cases involving Screen types.
    // Only {src,dest}x{texture,renderbuffer} left.

    if (src->mAttachType == AttachmentType::GLTexture) {
        GLuint srcTex = src->ProdTexture();
        GLenum srcTarget = src->ProdTextureTarget();

        if (dest->mAttachType == AttachmentType::GLTexture) {
            GLuint destTex = dest->ProdTexture();
            GLenum destTarget = dest->ProdTextureTarget();

            gl->BlitHelper()->BlitTextureToTexture(srcTex, destTex,
                                                   src->mSize, dest->mSize,
                                                   srcTarget, destTarget);

            return;
        }

        if (dest->mAttachType == AttachmentType::GLRenderbuffer) {
            GLuint destRB = dest->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);

            gl->BlitHelper()->BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
                                                       src->mSize, dest->mSize, srcTarget);

            return;
        }

        MOZ_CRASH("Unhandled dest->mAttachType.");
    }

    if (src->mAttachType == AttachmentType::GLRenderbuffer) {
        GLuint srcRB = src->ProdRenderbuffer();
        ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);

        if (dest->mAttachType == AttachmentType::GLTexture) {
            GLuint destTex = dest->ProdTexture();
            GLenum destTarget = dest->ProdTextureTarget();

            gl->BlitHelper()->BlitFramebufferToTexture(srcWrapper.FB(), destTex,
                                                       src->mSize, dest->mSize, destTarget);

            return;
        }

        if (dest->mAttachType == AttachmentType::GLRenderbuffer) {
            GLuint destRB = dest->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);

            gl->BlitHelper()->BlitFramebufferToFramebuffer(srcWrapper.FB(), destWrapper.FB(),
                                                           src->mSize, dest->mSize);

            return;
        }

        MOZ_CRASH("Unhandled dest->mAttachType.");
    }

    MOZ_CRASH("Unhandled src->mAttachType.");
}
Exemplo n.º 3
0
// |src| must begin and end locked, though we may
// temporarily unlock it if we need to.
void
SharedSurface_GL::ProdCopy(SharedSurface_GL* src, SharedSurface_GL* dest,
                           SurfaceFactory_GL* factory)
{
    GLContext* gl = src->GL();

    gl->MakeCurrent();

    if (src->AttachType() == AttachmentType::Screen &&
        dest->AttachType() == AttachmentType::Screen)
    {
        // Here, we actually need to blit through a temp surface, so let's make one.
        nsAutoPtr<SharedSurface_GLTexture> tempSurf(
            SharedSurface_GLTexture::Create(gl, gl,
                                            factory->Formats(),
                                            src->Size(),
                                            factory->Caps().alpha));

        ProdCopy(src, tempSurf, factory);
        ProdCopy(tempSurf, dest, factory);
        return;
    }

    if (src->AttachType() == AttachmentType::Screen) {
        SharedSurface_GL* origLocked = gl->GetLockedSurface();
        bool srcNeedsUnlock = false;
        bool origNeedsRelock = false;
        if (origLocked != src) {
            if (origLocked) {
                origLocked->UnlockProd();
                origNeedsRelock = true;
            }

            src->LockProd();
            srcNeedsUnlock = true;
        }

        if (dest->AttachType() == AttachmentType::GLTexture) {
            GLuint destTex = dest->ProdTexture();
            GLenum destTarget = dest->ProdTextureTarget();

            gl->BlitHelper()->BlitFramebufferToTexture(0, destTex, src->Size(), dest->Size(), destTarget);
        } else if (dest->AttachType() == AttachmentType::GLRenderbuffer) {
            GLuint destRB = dest->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);

            gl->BlitHelper()->BlitFramebufferToFramebuffer(0, destWrapper.FB(),
                                                           src->Size(), dest->Size());
        } else {
            MOZ_CRASH("Unhandled dest->AttachType().");
        }

        if (srcNeedsUnlock)
            src->UnlockProd();

        if (origNeedsRelock)
            origLocked->LockProd();

        return;
    }

    if (dest->AttachType() == AttachmentType::Screen) {
        SharedSurface_GL* origLocked = gl->GetLockedSurface();
        bool destNeedsUnlock = false;
        bool origNeedsRelock = false;
        if (origLocked != dest) {
            if (origLocked) {
                origLocked->UnlockProd();
                origNeedsRelock = true;
            }

            dest->LockProd();
            destNeedsUnlock = true;
        }

        if (src->AttachType() == AttachmentType::GLTexture) {
            GLuint srcTex = src->ProdTexture();
            GLenum srcTarget = src->ProdTextureTarget();

            gl->BlitHelper()->BlitTextureToFramebuffer(srcTex, 0, src->Size(), dest->Size(), srcTarget);
        } else if (src->AttachType() == AttachmentType::GLRenderbuffer) {
            GLuint srcRB = src->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);

            gl->BlitHelper()->BlitFramebufferToFramebuffer(srcWrapper.FB(), 0,
                                                           src->Size(), dest->Size());
        } else {
            MOZ_CRASH("Unhandled src->AttachType().");
        }

        if (destNeedsUnlock)
            dest->UnlockProd();

        if (origNeedsRelock)
            origLocked->LockProd();

        return;
    }

    // Alright, done with cases involving Screen types.
    // Only {src,dest}x{texture,renderbuffer} left.

    if (src->AttachType() == AttachmentType::GLTexture) {
        GLuint srcTex = src->ProdTexture();
        GLenum srcTarget = src->ProdTextureTarget();

        if (dest->AttachType() == AttachmentType::GLTexture) {
            GLuint destTex = dest->ProdTexture();
            GLenum destTarget = dest->ProdTextureTarget();

            gl->BlitHelper()->BlitTextureToTexture(srcTex, destTex,
                                                   src->Size(), dest->Size(),
                                                   srcTarget, destTarget);

            return;
        }

        if (dest->AttachType() == AttachmentType::GLRenderbuffer) {
            GLuint destRB = dest->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);

            gl->BlitHelper()->BlitTextureToFramebuffer(srcTex, destWrapper.FB(),
                                                       src->Size(), dest->Size(), srcTarget);

            return;
        }

        MOZ_CRASH("Unhandled dest->AttachType().");
    }

    if (src->AttachType() == AttachmentType::GLRenderbuffer) {
        GLuint srcRB = src->ProdRenderbuffer();
        ScopedFramebufferForRenderbuffer srcWrapper(gl, srcRB);

        if (dest->AttachType() == AttachmentType::GLTexture) {
            GLuint destTex = dest->ProdTexture();
            GLenum destTarget = dest->ProdTextureTarget();

            gl->BlitHelper()->BlitFramebufferToTexture(srcWrapper.FB(), destTex,
                                                       src->Size(), dest->Size(), destTarget);

            return;
        }

        if (dest->AttachType() == AttachmentType::GLRenderbuffer) {
            GLuint destRB = dest->ProdRenderbuffer();
            ScopedFramebufferForRenderbuffer destWrapper(gl, destRB);

            gl->BlitHelper()->BlitFramebufferToFramebuffer(srcWrapper.FB(), destWrapper.FB(),
                                                           src->Size(), dest->Size());

            return;
        }

        MOZ_CRASH("Unhandled dest->AttachType().");
    }

    MOZ_CRASH("Unhandled src->AttachType().");
}
Exemplo n.º 4
0
void
GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
                                    const gfxIntSize& srcSize,
                                    const gfxIntSize& destSize,
                                    GLenum srcTarget)
{
    MOZ_ASSERT(mGL->fIsTexture(srcTex));
    MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));

    if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
        ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
        MOZ_ASSERT(srcWrapper.IsComplete());

        BlitFramebufferToFramebuffer(srcWrapper.FB(), destFB,
                                     srcSize, destSize);
        return;
    }


    ScopedBindFramebuffer boundFB(mGL, destFB);
    // UseTexQuadProgram initializes a shader that reads
    // from texture unit 0.
    ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);
    ScopedBindTexture boundTex(mGL, srcTex, srcTarget);

    GLuint boundProgram = 0;
    mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);

    GLuint boundBuffer = 0;
    mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);

    /*
     * mGL->fGetVertexAttribiv takes:
     *  VERTEX_ATTRIB_ARRAY_ENABLED
     *  VERTEX_ATTRIB_ARRAY_SIZE,
     *  VERTEX_ATTRIB_ARRAY_STRIDE,
     *  VERTEX_ATTRIB_ARRAY_TYPE,
     *  VERTEX_ATTRIB_ARRAY_NORMALIZED,
     *  VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
     *  CURRENT_VERTEX_ATTRIB
     *
     * CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
     * Others appear to be vertex array state,
     * or alternatively in the internal vertex array state
     * for a buffer object.
    */

    GLint attrib0_enabled = 0;
    GLint attrib0_size = 0;
    GLint attrib0_stride = 0;
    GLint attrib0_type = 0;
    GLint attrib0_normalized = 0;
    GLint attrib0_bufferBinding = 0;
    void* attrib0_pointer = nullptr;

    mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib0_enabled);
    mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
    mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
    mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
    mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
    mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
    mGL->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
    // Note that uniform values are program state, so we don't need to rebind those.

    ScopedGLState blend       (mGL, LOCAL_GL_BLEND,      false);
    ScopedGLState cullFace    (mGL, LOCAL_GL_CULL_FACE,  false);
    ScopedGLState depthTest   (mGL, LOCAL_GL_DEPTH_TEST, false);
    ScopedGLState dither      (mGL, LOCAL_GL_DITHER,     false);
    ScopedGLState polyOffsFill(mGL, LOCAL_GL_POLYGON_OFFSET_FILL,      false);
    ScopedGLState sampleAToC  (mGL, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false);
    ScopedGLState sampleCover (mGL, LOCAL_GL_SAMPLE_COVERAGE, false);
    ScopedGLState scissor     (mGL, LOCAL_GL_SCISSOR_TEST,    false);
    ScopedGLState stencil     (mGL, LOCAL_GL_STENCIL_TEST,    false);

    realGLboolean colorMask[4];
    mGL->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
    mGL->fColorMask(LOCAL_GL_TRUE,
                    LOCAL_GL_TRUE,
                    LOCAL_GL_TRUE,
                    LOCAL_GL_TRUE);

    GLint viewport[4];
    mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
    mGL->fViewport(0, 0, destSize.width, destSize.height);

    // Does destructive things to (only!) what we just saved above.
    bool good = UseTexQuadProgram(srcTarget, srcSize);
    if (!good) {
        // We're up against the wall, so bail.
        // This should really be MOZ_CRASH(why) or MOZ_RUNTIME_ASSERT(good).
        printf_stderr("[%s:%d] Fatal Error: Failed to prepare to blit texture->framebuffer.\n",
                      __FILE__, __LINE__);
        MOZ_CRASH();
    }
    mGL->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);

    mGL->fViewport(viewport[0], viewport[1],
                   viewport[2], viewport[3]);

    mGL->fColorMask(colorMask[0],
                    colorMask[1],
                    colorMask[2],
                    colorMask[3]);

    if (attrib0_enabled)
        mGL->fEnableVertexAttribArray(0);

    mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
    mGL->fVertexAttribPointer(0,
                              attrib0_size,
                              attrib0_type,
                              attrib0_normalized,
                              attrib0_stride,
                              attrib0_pointer);

    mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);

    mGL->fUseProgram(boundProgram);
}