void LayerManagerOGL::CreateFBOWithTexture(const nsIntRect& aRect, InitMode aInit, GLuint aCurrentFrameBuffer, GLuint *aFBO, GLuint *aTexture) { GLuint tex, fbo; mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fGenTextures(1, &tex); mGLContext->fBindTexture(mFBOTextureTarget, tex); if (aInit == InitModeCopy) { // We're going to create an RGBA temporary fbo. But to // CopyTexImage() from the current framebuffer, the framebuffer's // format has to be compatible with the new texture's. So we // check the format of the framebuffer here and take a slow path // if it's incompatible. GLenum format = GetFrameBufferInternalFormat(gl(), aCurrentFrameBuffer, mWidget); if (AreFormatsCompatibleForCopyTexImage2D(format, LOCAL_GL_RGBA)) { mGLContext->fCopyTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.x, aRect.y, aRect.width, aRect.height, 0); } else { // Curses, incompatible formats. Take a slow path. // // XXX Technically CopyTexSubImage2D also has the requirement of // matching formats, but it doesn't seem to affect us in the // real world. mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); mGLContext->fCopyTexSubImage2D(mFBOTextureTarget, 0, // level 0, 0, // offset aRect.x, aRect.y, aRect.width, aRect.height); } } else { mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, NULL); } mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fGenFramebuffers(1, &fbo); mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fbo); mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, mFBOTextureTarget, tex, 0); // Making this call to fCheckFramebufferStatus prevents a crash on // PowerVR. See bug 695246. GLenum result = mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (result != LOCAL_GL_FRAMEBUFFER_COMPLETE) { nsCAutoString msg; msg.Append("Framebuffer not complete -- error 0x"); msg.AppendInt(result, 16); msg.Append(", mFBOTextureTarget 0x"); msg.AppendInt(mFBOTextureTarget, 16); msg.Append(", aRect.width "); msg.AppendInt(aRect.width); msg.Append(", aRect.height "); msg.AppendInt(aRect.height); NS_RUNTIMEABORT(msg.get()); } SetupPipeline(aRect.width, aRect.height, DontApplyWorldTransform); mGLContext->fScissor(0, 0, aRect.width, aRect.height); if (aInit == InitModeClear) { mGLContext->fClearColor(0.0, 0.0, 0.0, 0.0); mGLContext->fClear(LOCAL_GL_COLOR_BUFFER_BIT); } *aFBO = fbo; *aTexture = tex; }
void CompositorOGL::CreateFBOWithTexture(const IntRect& aRect, SurfaceInitMode aInit, GLuint aSourceFrameBuffer, GLuint *aFBO, GLuint *aTexture) { GLuint tex, fbo; mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0); mGLContext->fGenTextures(1, &tex); mGLContext->fBindTexture(mFBOTextureTarget, tex); if (aInit == INIT_MODE_COPY) { GLuint curFBO = mCurrentRenderTarget->GetFBO(); if (curFBO != aSourceFrameBuffer) { mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aSourceFrameBuffer); } // We're going to create an RGBA temporary fbo. But to // CopyTexImage() from the current framebuffer, the framebuffer's // format has to be compatible with the new texture's. So we // check the format of the framebuffer here and take a slow path // if it's incompatible. GLenum format = GetFrameBufferInternalFormat(gl(), aSourceFrameBuffer, mWidget); bool isFormatCompatibleWithRGBA = gl()->IsGLES2() ? (format == LOCAL_GL_RGBA) : true; if (isFormatCompatibleWithRGBA) { mGLContext->fCopyTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.x, aRect.y, aRect.width, aRect.height, 0); } else { // Curses, incompatible formats. Take a slow path. // RGBA size_t bufferSize = aRect.width * aRect.height * 4; nsAutoArrayPtr<uint8_t> buf(new uint8_t[bufferSize]); mGLContext->fReadPixels(aRect.x, aRect.y, aRect.width, aRect.height, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf); } GLenum error = mGLContext->GetAndClearError(); if (error != LOCAL_GL_NO_ERROR) { nsAutoCString msg; msg.AppendPrintf("Texture initialization failed! -- error 0x%x, Source %d, Source format %d, RGBA Compat %d", error, aSourceFrameBuffer, format, isFormatCompatibleWithRGBA); NS_ERROR(msg.get()); } } else { mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA, aRect.width, aRect.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr); } mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_LINEAR); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE); mGLContext->fBindTexture(mFBOTextureTarget, 0); mGLContext->fGenFramebuffers(1, &fbo); *aFBO = fbo; *aTexture = tex; }