void LayerManagerOGL::Render() { SAMPLE_LABEL("LayerManagerOGL", "Render"); if (mDestroyed) { NS_WARNING("Call on destroyed layer manager"); return; } nsIntRect rect; mWidget->GetClientBounds(rect); WorldTransformRect(rect); GLint width = rect.width; GLint height = rect.height; // We can't draw anything to something with no area // so just return if (width == 0 || height == 0) return; // If the widget size changed, we have to force a MakeCurrent // to make sure that GL sees the updated widget size. if (mWidgetSize.width != width || mWidgetSize.height != height) { MakeCurrent(true); mWidgetSize.width = width; mWidgetSize.height = height; } else { MakeCurrent(); } SetupBackBuffer(width, height); SetupPipeline(width, height, ApplyWorldTransform); // Default blend function implements "OVER" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA, LOCAL_GL_ONE, LOCAL_GL_ONE); mGLContext->fEnable(LOCAL_GL_BLEND); const nsIntRect *clipRect = mRoot->GetClipRect(); if (clipRect) { nsIntRect r = *clipRect; WorldTransformRect(r); mGLContext->fScissor(r.x, r.y, r.width, r.height); } else { mGLContext->fScissor(0, 0, width, height); } mGLContext->fEnable(LOCAL_GL_SCISSOR_TEST); mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT); // Render our layers. RootLayer()->RenderLayer(mGLContext->IsDoubleBuffered() ? 0 : mBackBufferFBO, nsIntPoint(0, 0)); mWidget->DrawWindowOverlay(this, rect); #ifdef MOZ_DUMP_PAINTING if (gfxUtils::sDumpPainting) { nsIntRect rect; mWidget->GetBounds(rect); nsRefPtr<gfxASurface> surf = gfxPlatform::GetPlatform()->CreateOffscreenSurface(rect.Size(), gfxASurface::CONTENT_COLOR_ALPHA); nsRefPtr<gfxContext> ctx = new gfxContext(surf); CopyToTarget(ctx); WriteSnapshotToDumpFile(this, surf); } #endif if (mTarget) { CopyToTarget(mTarget); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); return; } if (sDrawFPS) { mFPS.DrawFPS(mGLContext, GetCopy2DProgram()); } if (mGLContext->IsDoubleBuffered()) { mGLContext->SwapBuffers(); LayerManager::PostPresent(); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); return; } mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); CopyProgram *copyprog = GetCopy2DProgram(); if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) { copyprog = GetCopy2DRectProgram(); } mGLContext->fBindTexture(mFBOTextureTarget, mBackBufferTexture); copyprog->Activate(); copyprog->SetTextureUnit(0); if (copyprog->GetTexCoordMultiplierUniformLocation() != -1) { float f[] = { float(width), float(height) }; copyprog->SetUniform(copyprog->GetTexCoordMultiplierUniformLocation(), 2, f); } // we're going to use client-side vertex arrays for this. mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); // "COPY" mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ZERO, LOCAL_GL_ONE, LOCAL_GL_ZERO); // enable our vertex attribs; we'll call glVertexPointer below // to fill with the correct data. GLint vcattr = copyprog->AttribLocation(CopyProgram::VertexCoordAttrib); GLint tcattr = copyprog->AttribLocation(CopyProgram::TexCoordAttrib); mGLContext->fEnableVertexAttribArray(vcattr); mGLContext->fEnableVertexAttribArray(tcattr); const nsIntRect *r; nsIntRegionRectIterator iter(mClippingRegion); while ((r = iter.Next()) != nsnull) { nsIntRect cRect = *r; r = &cRect; WorldTransformRect(cRect); float left = (GLfloat)r->x / width; float right = (GLfloat)r->XMost() / width; float top = (GLfloat)r->y / height; float bottom = (GLfloat)r->YMost() / height; float vertices[] = { left * 2.0f - 1.0f, -(top * 2.0f - 1.0f), right * 2.0f - 1.0f, -(top * 2.0f - 1.0f), left * 2.0f - 1.0f, -(bottom * 2.0f - 1.0f), right * 2.0f - 1.0f, -(bottom * 2.0f - 1.0f) }; // Use flipped texture coordinates since our // projection matrix also has a flip and we // need to cancel that out. float coords[] = { left, bottom, right, bottom, left, top, right, top }; mGLContext->fVertexAttribPointer(vcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, vertices); mGLContext->fVertexAttribPointer(tcattr, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, coords); mGLContext->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4); } mGLContext->fDisableVertexAttribArray(vcattr); mGLContext->fDisableVertexAttribArray(tcattr); mGLContext->fFlush(); mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); }
Window2DImpl::Window2DImpl(CORECSTR title, int clientWidth, int clientHeight) : WindowBaseImpl(title, clientWidth, clientHeight) { SetupBackBuffer(); }