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);
}
示例#2
0
void
ImageLayerD3D9::RenderLayer()
{
  ImageContainer *container = GetContainer();
  if (!container || mD3DManager->CompositingDisabled()) {
    return;
  }

  AutoLockImage autoLock(container);

  Image *image = autoLock.GetImage();
  if (!image) {
    return;
  }

  SetShaderTransformAndOpacity();

  gfx::IntSize size = image->GetSize();

  if (image->GetFormat() == ImageFormat::CAIRO_SURFACE ||
      image->GetFormat() == ImageFormat::REMOTE_IMAGE_BITMAP ||
      image->GetFormat() == ImageFormat::D3D9_RGB32_TEXTURE)
  {
    NS_ASSERTION(image->GetFormat() != ImageFormat::CAIRO_SURFACE ||
                 !static_cast<CairoImage*>(image)->mSourceSurface ||
                 static_cast<CairoImage*>(image)->mSourceSurface->GetFormat() != SurfaceFormat::A8,
                 "Image layer has alpha image");

    bool hasAlpha = false;
    nsRefPtr<IDirect3DTexture9> texture = GetTexture(image, hasAlpha);

    device()->SetVertexShaderConstantF(CBvLayerQuad,
                                       ShaderConstantRect(0,
                                                          0,
                                                          size.width,
                                                          size.height),
                                       1);

    if (hasAlpha) {
      mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBALAYER, GetMaskLayer());
    } else {
      mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER, GetMaskLayer());
    }

    if (mFilter == GraphicsFilter::FILTER_NEAREST) {
      device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
    }
    device()->SetTexture(0, texture);

    image = nullptr;
    autoLock.Unlock();

    device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
    if (mFilter == GraphicsFilter::FILTER_NEAREST) {
      device()->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
      device()->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    }
  } else {
    PlanarYCbCrImage *yuvImage =
      static_cast<PlanarYCbCrImage*>(image);

    if (!yuvImage->IsValid()) {
      return;
    }

    if (!yuvImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D9)) {
      AllocateTexturesYCbCr(yuvImage, device(), mD3DManager);
    }

    PlanarYCbCrD3D9BackendData *data =
      static_cast<PlanarYCbCrD3D9BackendData*>(yuvImage->GetBackendData(mozilla::layers::LayersBackend::LAYERS_D3D9));

    if (!data) {
      return;
    }

    nsRefPtr<IDirect3DDevice9> dev;
    data->mYTexture->GetDevice(getter_AddRefs(dev));
    if (dev != device()) {
      return;
    }

    device()->SetVertexShaderConstantF(CBvLayerQuad,
                                       ShaderConstantRect(0,
                                                          0,
                                                          size.width,
                                                          size.height),
                                       1);

    device()->SetVertexShaderConstantF(CBvTextureCoords,
      ShaderConstantRect(
        (float)yuvImage->GetData()->mPicX / yuvImage->GetData()->mYSize.width,
        (float)yuvImage->GetData()->mPicY / yuvImage->GetData()->mYSize.height,
        (float)yuvImage->GetData()->mPicSize.width / yuvImage->GetData()->mYSize.width,
        (float)yuvImage->GetData()->mPicSize.height / yuvImage->GetData()->mYSize.height
      ),
      1);

    mD3DManager->SetShaderMode(DeviceManagerD3D9::YCBCRLAYER, GetMaskLayer());

    /*
     * Send 3d control data and metadata
     */
    if (mD3DManager->GetNv3DVUtils()) {
      Nv_Stereo_Mode mode;
      switch (yuvImage->GetData()->mStereoMode) {
      case StereoMode::LEFT_RIGHT:
        mode = NV_STEREO_MODE_LEFT_RIGHT;
        break;
      case StereoMode::RIGHT_LEFT:
        mode = NV_STEREO_MODE_RIGHT_LEFT;
        break;
      case StereoMode::BOTTOM_TOP:
        mode = NV_STEREO_MODE_BOTTOM_TOP;
        break;
      case StereoMode::TOP_BOTTOM:
        mode = NV_STEREO_MODE_TOP_BOTTOM;
        break;
      case StereoMode::MONO:
        mode = NV_STEREO_MODE_MONO;
        break;
      }

      // Send control data even in mono case so driver knows to leave stereo mode.
      mD3DManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);

      if (yuvImage->GetData()->mStereoMode != StereoMode::MONO) {
        mD3DManager->GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);

        nsRefPtr<IDirect3DSurface9> renderTarget;
        device()->GetRenderTarget(0, getter_AddRefs(renderTarget));
        mD3DManager->GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)yuvImage->GetSize().width,
                                                        (unsigned int)yuvImage->GetSize().height, (HANDLE)(data->mYTexture), (HANDLE)(renderTarget));
      }
    }

    // Linear scaling is default here, adhering to mFilter is difficult since
    // presumably even with point filtering we'll still want chroma upsampling
    // to be linear. In the current approach we can't.
    device()->SetTexture(0, data->mYTexture);
    device()->SetTexture(1, data->mCbTexture);
    device()->SetTexture(2, data->mCrTexture);

    image = nullptr;
    data = nullptr;
    autoLock.Unlock();

    device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

    device()->SetVertexShaderConstantF(CBvTextureCoords,
      ShaderConstantRect(0, 0, 1.0f, 1.0f), 1);
  }

  GetContainer()->NotifyPaintedImage(image);
}
示例#3
0
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);
  } else if (image->GetFormat() == SHARED_TEXTURE) {
    SharedTextureImage* texImage =
      static_cast<SharedTextureImage*>(image);
    const SharedTextureImage::Data* data = texImage->GetData();
    GLContext::SharedHandleDetails handleDetails;
    if (!gl()->GetSharedHandleDetails(data->mShareType, data->mHandle, handleDetails)) {
      NS_ERROR("Failed to get shared handle details");
      return;
    }

    ShaderProgramOGL* program = mOGLManager->GetProgram(handleDetails.mProgramType, GetMaskLayer());

    program->Activate();
    if (handleDetails.mProgramType == gl::RGBARectLayerProgramType) {
      // 2DRect case, get the multiplier right for a sampler2DRect
      program->SetTexCoordMultiplier(data->mSize.width, data->mSize.height);
    }
    program->SetLayerTransform(GetEffectiveTransform());
    program->SetLayerOpacity(GetEffectiveOpacity());
    program->SetRenderOffset(aOffset);
    program->SetTextureUnit(0);
    program->SetTextureTransform(handleDetails.mTextureTransform);
    program->LoadMask(GetMaskLayer());

    if (!texImage->GetBackendData(LAYERS_OPENGL)) {
      AllocateTextureSharedTexture(texImage, gl(), handleDetails.mTarget);
    }

    ImageOGLBackendData *backendData =
      static_cast<ImageOGLBackendData*>(texImage->GetBackendData(LAYERS_OPENGL));
    gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
    gl()->fBindTexture(handleDetails.mTarget, backendData->mTexture.GetTextureID());

    if (!gl()->AttachSharedHandle(data->mShareType, data->mHandle)) {
      NS_ERROR("Failed to bind shared texture handle");
      return;
    }

    gl()->ApplyFilterToBoundTexture(handleDetails.mTarget, mFilter);
    program->SetLayerQuadRect(nsIntRect(nsIntPoint(0, 0), data->mSize));
    mOGLManager->BindAndDrawQuad(program, data->mInverted);
    gl()->fBindTexture(handleDetails.mTarget, 0);
    gl()->DetachSharedHandle(data->mShareType, data->mHandle);
#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);
}