示例#1
0
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);
}
示例#2
0
void
GLScreenBuffer::AssureBlitted()
{
    if (!mNeedsBlit)
        return;

    if (mDraw) {
        GLuint drawFB = DrawFB();
        GLuint readFB = ReadFB();

        MOZ_ASSERT(drawFB != 0);
        MOZ_ASSERT(drawFB != readFB);
        MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
        MOZ_ASSERT(mDraw->Size() == mRead->Size());

        ScopedBindFramebuffer boundFB(mGL);
        ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);

        BindReadFB_Internal(drawFB);
        BindDrawFB_Internal(readFB);

        const gfx::IntSize&  srcSize = mDraw->Size();
        const gfx::IntSize& destSize = mRead->Size();

        mGL->raw_fBlitFramebuffer(0, 0,  srcSize.width,  srcSize.height,
                                  0, 0, destSize.width, destSize.height,
                                  LOCAL_GL_COLOR_BUFFER_BIT,
                                  LOCAL_GL_NEAREST);
        // Done!
    }

    mNeedsBlit = false;
}
示例#3
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);
}