void ImageLayerOGL::RenderLayer(int, const nsIntPoint& aOffset) { nsRefPtr<ImageContainer> container = GetContainer(); if (!container) return; mOGLManager->MakeCurrent(); AutoLockImage autoLock(container); Image *image = autoLock.GetImage(); if (!image) { return; } NS_ASSERTION(image->GetFormat() != Image::REMOTE_IMAGE_BITMAP, "Remote images aren't handled yet in OGL layers!"); NS_ASSERTION(mScaleMode == SCALE_NONE, "Scale modes other than none not handled yet in OGL layers!"); if (image->GetFormat() == Image::PLANAR_YCBCR) { PlanarYCbCrImage *yuvImage = static_cast<PlanarYCbCrImage*>(image); if (!yuvImage->mBufferSize) { return; } PlanarYCbCrOGLBackendData *data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_OPENGL)); if (data && data->mTextures->GetGLContext() != gl()) { // If these textures were allocated by another layer manager, // clear them out and re-allocate below. data = nsnull; yuvImage->SetBackendData(LayerManager::LAYERS_OPENGL, nsnull); } if (!data) { AllocateTexturesYCbCr(yuvImage); data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_OPENGL)); } if (!data || data->mTextures->GetGLContext() != gl()) { // XXX - Can this ever happen? If so I need to fix this! return; } gl()->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE2); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); gl()->fActiveTexture(LOCAL_GL_TEXTURE1); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); YCbCrTextureLayerProgram *program = mOGLManager->GetYCbCrLayerProgram(); program->Activate(); program->SetLayerQuadRect(nsIntRect(0, 0, yuvImage->mSize.width, yuvImage->mSize.height)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetYCbCrTextureUnits(0, 1, 2); mOGLManager->BindAndDrawQuadWithTextureRect(program, yuvImage->mData.GetPictureRect(), nsIntSize(yuvImage->mData.mYSize.width, yuvImage->mData.mYSize.height)); // We shouldn't need to do this, but do it anyway just in case // someone else forgets. gl()->fActiveTexture(LOCAL_GL_TEXTURE0); } else if (image->GetFormat() == Image::CAIRO_SURFACE) { CairoImage *cairoImage = static_cast<CairoImage*>(image); if (!cairoImage->mSurface) { return; } CairoOGLBackendData *data = static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LayerManager::LAYERS_OPENGL)); if (data && data->mTexture.GetGLContext() != gl()) { // If this texture was allocated by another layer manager, clear // it out and re-allocate below. data = nsnull; cairoImage->SetBackendData(LayerManager::LAYERS_OPENGL, nsnull); } if (!data) { AllocateTexturesCairo(cairoImage); data = static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LayerManager::LAYERS_OPENGL)); } if (!data || data->mTexture.GetGLContext() != gl()) { // XXX - Can this ever happen? If so I need to fix this! return; } gl()->MakeCurrent(); unsigned int iwidth = cairoImage->mSize.width; unsigned int iheight = cairoImage->mSize.height; gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTexture.GetTextureID()); #if defined(MOZ_WIDGET_GTK2) && !defined(MOZ_PLATFORM_MAEMO) GLXPixmap pixmap; if (cairoImage->mSurface) { pixmap = sGLXLibrary.CreatePixmap(cairoImage->mSurface); NS_ASSERTION(pixmap, "Failed to create pixmap!"); if (pixmap) { sGLXLibrary.BindTexImage(pixmap); } } #endif ColorTextureLayerProgram *program = mOGLManager->GetColorTextureLayerProgram(data->mLayerProgram); gl()->ApplyFilterToBoundTexture(mFilter); program->Activate(); // The following uniform controls the scaling of the vertex coords. // Instead of setting the scale here and using coords in the range [0,1], we // set an identity transform and use pixel coordinates below program->SetLayerQuadRect(nsIntRect(0, 0, 1, 1)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); nsIntRect rect = GetVisibleRegion().GetBounds(); GLContext::RectTriangles triangleBuffer; float tex_offset_u = float(rect.x % iwidth) / iwidth; float tex_offset_v = float(rect.y % iheight) / iheight; triangleBuffer.addRect(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height, tex_offset_u, tex_offset_v, tex_offset_u + float(rect.width) / float(iwidth), tex_offset_v + float(rect.height) / float(iheight)); GLuint vertAttribIndex = program->AttribLocation(LayerProgram::VertexAttrib); GLuint texCoordAttribIndex = program->AttribLocation(LayerProgram::TexCoordAttrib); NS_ASSERTION(texCoordAttribIndex != GLuint(-1), "no texture coords?"); gl()->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); gl()->fVertexAttribPointer(vertAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, triangleBuffer.vertexPointer()); gl()->fVertexAttribPointer(texCoordAttribIndex, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, triangleBuffer.texCoordPointer()); { gl()->fEnableVertexAttribArray(texCoordAttribIndex); { gl()->fEnableVertexAttribArray(vertAttribIndex); gl()->fDrawArrays(LOCAL_GL_TRIANGLES, 0, triangleBuffer.elements()); gl()->fDisableVertexAttribArray(vertAttribIndex); } gl()->fDisableVertexAttribArray(texCoordAttribIndex); } #if defined(MOZ_WIDGET_GTK2) && !defined(MOZ_PLATFORM_MAEMO) if (cairoImage->mSurface && pixmap) { sGLXLibrary.ReleaseTexImage(pixmap); sGLXLibrary.DestroyPixmap(pixmap); } #endif #ifdef XP_MACOSX } else if (image->GetFormat() == Image::MAC_IO_SURFACE) { MacIOSurfaceImage *ioImage = static_cast<MacIOSurfaceImage*>(image); if (!mOGLManager->GetThebesLayerCallback()) { // If its an empty transaction we still need to update // the plugin IO Surface and make sure we grab the // new image ioImage->Update(GetContainer()); image = nsnull; autoLock.Refresh(); image = autoLock.GetImage(); gl()->MakeCurrent(); ioImage = static_cast<MacIOSurfaceImage*>(image); } if (!ioImage) { return; } gl()->fActiveTexture(LOCAL_GL_TEXTURE0); if (!ioImage->GetBackendData(LayerManager::LAYERS_OPENGL)) { AllocateTextureIOSurface(ioImage, gl()); } MacIOSurfaceImageOGLBackendData *data = static_cast<MacIOSurfaceImageOGLBackendData*>(ioImage->GetBackendData(LayerManager::LAYERS_OPENGL)); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, data->mTexture.GetTextureID()); ColorTextureLayerProgram *program = mOGLManager->GetRGBARectLayerProgram(); program->Activate(); if (program->GetTexCoordMultiplierUniformLocation() != -1) { // 2DRect case, get the multiplier right for a sampler2DRect float f[] = { float(ioImage->GetSize().width), float(ioImage->GetSize().height) }; program->SetUniform(program->GetTexCoordMultiplierUniformLocation(), 2, f); } else { NS_ASSERTION(0, "no rects?"); } program->SetLayerQuadRect(nsIntRect(0, 0, ioImage->GetSize().width, ioImage->GetSize().height)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); mOGLManager->BindAndDrawQuad(program); gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0); #endif } GetContainer()->NotifyPaintedImage(image); }
void ImageLayerOGL::RenderLayer(int, const nsIntPoint& aOffset) { nsRefPtr<ImageContainer> container = GetContainer(); if (!container || mOGLManager->CompositingDisabled()) return; mOGLManager->MakeCurrent(); AutoLockImage autoLock(container); Image *image = autoLock.GetImage(); if (!image) { return; } NS_ASSERTION(image->GetFormat() != REMOTE_IMAGE_BITMAP, "Remote images aren't handled yet in OGL layers!"); if (image->GetFormat() == PLANAR_YCBCR) { PlanarYCbCrImage *yuvImage = static_cast<PlanarYCbCrImage*>(image); if (!yuvImage->IsValid()) { return; } PlanarYCbCrOGLBackendData *data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL)); if (data && data->mTextures->GetGLContext() != gl()) { // If these textures were allocated by another layer manager, // clear them out and re-allocate below. data = nullptr; yuvImage->SetBackendData(LAYERS_OPENGL, nullptr); } if (!data) { AllocateTexturesYCbCr(yuvImage); data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL)); } if (!data || data->mTextures->GetGLContext() != gl()) { // XXX - Can this ever happen? If so I need to fix this! return; } gl()->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE2); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); gl()->fActiveTexture(LOCAL_GL_TEXTURE1); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType, GetMaskLayer()); program->Activate(); program->SetLayerQuadRect(nsIntRect(0, 0, yuvImage->GetSize().width, yuvImage->GetSize().height)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetYCbCrTextureUnits(0, 1, 2); program->LoadMask(GetMaskLayer()); mOGLManager->BindAndDrawQuadWithTextureRect(program, yuvImage->GetData()->GetPictureRect(), nsIntSize(yuvImage->GetData()->mYSize.width, yuvImage->GetData()->mYSize.height)); // We shouldn't need to do this, but do it anyway just in case // someone else forgets. gl()->fActiveTexture(LOCAL_GL_TEXTURE0); } else if (image->GetFormat() == CAIRO_SURFACE) { CairoImage *cairoImage = static_cast<CairoImage*>(image); if (!cairoImage->mSurface) { return; } NS_ASSERTION(cairoImage->mSurface->GetContentType() != gfxASurface::CONTENT_ALPHA, "Image layer has alpha image"); CairoOGLBackendData *data = static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LAYERS_OPENGL)); if (data && data->mTexture.GetGLContext() != gl()) { // If this texture was allocated by another layer manager, clear // it out and re-allocate below. data = nullptr; cairoImage->SetBackendData(LAYERS_OPENGL, nullptr); } if (!data) { AllocateTexturesCairo(cairoImage); data = static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LAYERS_OPENGL)); } if (!data || data->mTexture.GetGLContext() != gl()) { // XXX - Can this ever happen? If so I need to fix this! return; } gl()->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTexture.GetTextureID()); ShaderProgramOGL *program = mOGLManager->GetProgram(data->mLayerProgram, GetMaskLayer()); gl()->ApplyFilterToBoundTexture(mFilter); program->Activate(); program->SetLayerQuadRect(nsIntRect(0, 0, cairoImage->GetSize().width, cairoImage->GetSize().height)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); program->LoadMask(GetMaskLayer()); mOGLManager->BindAndDrawQuad(program); #ifdef XP_MACOSX } else if (image->GetFormat() == MAC_IO_SURFACE) { MacIOSurfaceImage *ioImage = static_cast<MacIOSurfaceImage*>(image); if (!mOGLManager->GetThebesLayerCallback()) { // If its an empty transaction we still need to update // the plugin IO Surface and make sure we grab the // new image ioImage->Update(GetContainer()); image = nullptr; autoLock.Refresh(); image = autoLock.GetImage(); gl()->MakeCurrent(); ioImage = static_cast<MacIOSurfaceImage*>(image); } if (!ioImage) { return; } gl()->fActiveTexture(LOCAL_GL_TEXTURE0); if (!ioImage->GetBackendData(LAYERS_OPENGL)) { AllocateTextureIOSurface(ioImage, gl()); } MacIOSurfaceImageOGLBackendData *data = static_cast<MacIOSurfaceImageOGLBackendData*>(ioImage->GetBackendData(LAYERS_OPENGL)); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, data->mTexture.GetTextureID()); ShaderProgramOGL *program = mOGLManager->GetProgram(gl::RGBARectLayerProgramType, GetMaskLayer()); program->Activate(); if (program->GetTexCoordMultiplierUniformLocation() != -1) { // 2DRect case, get the multiplier right for a sampler2DRect program->SetTexCoordMultiplier(ioImage->GetSize().width, ioImage->GetSize().height); } else { NS_ASSERTION(0, "no rects?"); } program->SetLayerQuadRect(nsIntRect(0, 0, ioImage->GetSize().width, ioImage->GetSize().height)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); program->LoadMask(GetMaskLayer()); mOGLManager->BindAndDrawQuad(program); gl()->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0); #endif #ifdef MOZ_WIDGET_GONK } else if (image->GetFormat() == GONK_IO_SURFACE) { GonkIOSurfaceImage *ioImage = static_cast<GonkIOSurfaceImage*>(image); if (!ioImage) { return; } gl()->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); if (!ioImage->GetBackendData(LAYERS_OPENGL)) { AllocateTextureIOSurface(ioImage, gl()); } GonkIOSurfaceImageOGLBackendData *data = static_cast<GonkIOSurfaceImageOGLBackendData*>(ioImage->GetBackendData(LAYERS_OPENGL)); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->BindExternalBuffer(data->mTexture.GetTextureID(), ioImage->GetNativeBuffer()); ShaderProgramOGL *program = mOGLManager->GetProgram(RGBAExternalLayerProgramType, GetMaskLayer()); gl()->ApplyFilterToBoundTexture(mFilter); program->Activate(); program->SetLayerQuadRect(nsIntRect(0, 0, ioImage->GetSize().width, ioImage->GetSize().height)); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); program->LoadMask(GetMaskLayer()); mOGLManager->BindAndDrawQuadWithTextureRect(program, GetVisibleRegion().GetBounds(), nsIntSize(ioImage->GetSize().width, ioImage->GetSize().height)); #endif } GetContainer()->NotifyPaintedImage(image); }