void ShadowCanvasLayerOGL::RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) { mOGLManager->MakeCurrent(); ColorTextureLayerProgram *program = mOGLManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType()); gfx3DMatrix effectiveTransform = GetEffectiveTransform(); #ifdef ANDROID // Bug 691354 // Using the LINEAR filter we get unexplained artifacts. // Use NEAREST when no scaling is required. gfxMatrix matrix; bool is2D = GetEffectiveTransform().Is2D(&matrix); if (is2D && !matrix.HasNonTranslationOrFlip()) { mTexImage->SetFilter(gfxPattern::FILTER_NEAREST); } else { mTexImage->SetFilter(mFilter); } #else mTexImage->SetFilter(mFilter); #endif program->Activate(); program->SetLayerTransform(effectiveTransform); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); mTexImage->BeginTileIteration(); if (gl()->CanUploadNonPowerOfTwo()) { do { TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0); program->SetLayerQuadRect(mTexImage->GetTileRect()); mOGLManager->BindAndDrawQuad(program, mNeedsYFlip); // FIXME flip order of tiles? } while (mTexImage->NextTile()); } else { do { TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0); program->SetLayerQuadRect(mTexImage->GetTileRect()); // We can't use BindAndDrawQuad because that always uploads the whole texture from 0.0f -> 1.0f // in x and y. We use BindAndDrawQuadWithTextureRect to actually draw a subrect of the texture // We need to reset the origin to 0,0 from the tile rect because the tile originates at 0,0 in the // actual texture, even though its origin in the composed (tiled) texture is not 0,0 // FIXME: we need to handle mNeedsYFlip, Bug #728625 mOGLManager->BindAndDrawQuadWithTextureRect(program, nsIntRect(0, 0, mTexImage->GetTileRect().width, mTexImage->GetTileRect().height), mTexImage->GetTileRect().Size(), mTexImage->GetWrapMode(), mNeedsYFlip); } while (mTexImage->NextTile()); } }
void ShadowCanvasLayerOGL::RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) { mOGLManager->MakeCurrent(); ColorTextureLayerProgram *program = mOGLManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType()); gfx3DMatrix effectiveTransform = GetEffectiveTransform(); #ifdef ANDROID // Bug 691354 // Using the LINEAR filter we get unexplained artifacts. // Use NEAREST when no scaling is required. gfxMatrix matrix; bool is2D = GetEffectiveTransform().Is2D(&matrix); if (is2D && !matrix.HasNonTranslationOrFlip()) { mTexImage->SetFilter(gfxPattern::FILTER_NEAREST); } else { mTexImage->SetFilter(mFilter); } #else mTexImage->SetFilter(mFilter); #endif program->Activate(); program->SetLayerTransform(effectiveTransform); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); mTexImage->BeginTileIteration(); do { TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0); program->SetLayerQuadRect(mTexImage->GetTileRect()); mOGLManager->BindAndDrawQuad(program, mNeedsYFlip); // FIXME flip order of tiles? } while (mTexImage->NextTile()); }
void ShadowCanvasLayerOGL::RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) { mOGLManager->MakeCurrent(); gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexImage->Texture()); ColorTextureLayerProgram *program = mOGLManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType()); ApplyFilter(mFilter); program->Activate(); program->SetLayerQuadRect(nsIntRect(nsIntPoint(0, 0), mTexImage->GetSize())); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); mOGLManager->BindAndDrawQuad(program); }
void ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer, const nsIntPoint& aOffset) { mOGLManager->MakeCurrent(); if (mTexImage) { ColorTextureLayerProgram *colorProgram = mOGLManager->GetColorTextureLayerProgram(mTexImage->GetShaderProgramType()); colorProgram->Activate(); colorProgram->SetTextureUnit(0); colorProgram->SetLayerTransform(GetEffectiveTransform()); colorProgram->SetLayerOpacity(GetEffectiveOpacity()); colorProgram->SetRenderOffset(aOffset); mTexImage->SetFilter(mFilter); mTexImage->BeginTileIteration(); if (gl()->CanUploadNonPowerOfTwo()) { do { TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0); colorProgram->SetLayerQuadRect(mTexImage->GetTileRect()); mOGLManager->BindAndDrawQuad(colorProgram); } while (mTexImage->NextTile()); } else { do { TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0); colorProgram->SetLayerQuadRect(mTexImage->GetTileRect()); // We can't use BindAndDrawQuad because that always uploads the whole texture from 0.0f -> 1.0f // in x and y. We use BindAndDrawQuadWithTextureRect to actually draw a subrect of the texture mOGLManager->BindAndDrawQuadWithTextureRect(colorProgram, nsIntRect(0, 0, mTexImage->GetTileRect().width, mTexImage->GetTileRect().height), mTexImage->GetTileRect().Size()); } while (mTexImage->NextTile()); } } else { gl()->fActiveTexture(LOCAL_GL_TEXTURE0); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[0].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); gl()->fActiveTexture(LOCAL_GL_TEXTURE1); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[1].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); gl()->fActiveTexture(LOCAL_GL_TEXTURE2); gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[2].GetTextureID()); gl()->ApplyFilterToBoundTexture(mFilter); YCbCrTextureLayerProgram *yuvProgram = mOGLManager->GetYCbCrLayerProgram(); yuvProgram->Activate(); yuvProgram->SetLayerQuadRect(nsIntRect(0, 0, mPictureRect.width, mPictureRect.height)); yuvProgram->SetYCbCrTextureUnits(0, 1, 2); yuvProgram->SetLayerTransform(GetEffectiveTransform()); yuvProgram->SetLayerOpacity(GetEffectiveOpacity()); yuvProgram->SetRenderOffset(aOffset); mOGLManager->BindAndDrawQuadWithTextureRect(yuvProgram, mPictureRect, nsIntSize(mSize.width, mSize.height)); } }
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 CanvasLayerOGL::RenderLayer(int aPreviousDestination, const nsIntPoint& aOffset) { UpdateSurface(); FireDidTransactionCallback(); mOGLManager->MakeCurrent(); // XXX We're going to need a different program depending on if // mGLBufferIsPremultiplied is TRUE or not. The RGBLayerProgram // assumes that it's true. gl()->fActiveTexture(LOCAL_GL_TEXTURE0); if (mTexture) { gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture); } ColorTextureLayerProgram *program = nsnull; bool useGLContext = mCanvasGLContext && mCanvasGLContext->GetContextType() == gl()->GetContextType(); nsIntRect drawRect = mBounds; if (useGLContext) { gl()->BindTex2DOffscreen(mCanvasGLContext); program = mOGLManager->GetBasicLayerProgram(CanUseOpaqueSurface(), true); } else if (mDelayedUpdates) { NS_ABORT_IF_FALSE(mCanvasSurface || mDrawTarget, "WebGL canvases should always be using full texture upload"); drawRect.IntersectRect(drawRect, GetEffectiveVisibleRegion().GetBounds()); nsRefPtr<gfxASurface> surf = mCanvasSurface; if (mDrawTarget) { surf = gfxPlatform::GetPlatform()->GetThebesSurfaceForDrawTarget(mDrawTarget); } mLayerProgram = gl()->UploadSurfaceToTexture(surf, nsIntRect(0, 0, drawRect.width, drawRect.height), mTexture, true, drawRect.TopLeft()); } if (!program) { program = mOGLManager->GetColorTextureLayerProgram(mLayerProgram); } #if defined(MOZ_WIDGET_GTK2) && !defined(MOZ_PLATFORM_MAEMO) if (mPixmap && !mDelayedUpdates) { sGLXLibrary.BindTexImage(mPixmap); } #endif gl()->ApplyFilterToBoundTexture(mFilter); program->Activate(); program->SetLayerQuadRect(drawRect); program->SetLayerTransform(GetEffectiveTransform()); program->SetLayerOpacity(GetEffectiveOpacity()); program->SetRenderOffset(aOffset); program->SetTextureUnit(0); if (gl()->CanUploadNonPowerOfTwo()) { mOGLManager->BindAndDrawQuad(program, mNeedsYFlip ? true : false); } else { mOGLManager->BindAndDrawQuadWithTextureRect(program, drawRect, drawRect.Size()); } #if defined(MOZ_WIDGET_GTK2) && !defined(MOZ_PLATFORM_MAEMO) if (mPixmap && !mDelayedUpdates) { sGLXLibrary.ReleaseTexImage(mPixmap); } #endif if (useGLContext) { gl()->UnbindTex2DOffscreen(mCanvasGLContext); } }