LCOV - code coverage report
Current view: top level - gfx/gl - TextureImageEGL.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 104 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 13 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /* This Source Code Form is subject to the terms of the Mozilla Public
       3             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       4             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       5             : 
       6             : #include "TextureImageEGL.h"
       7             : #include "GLLibraryEGL.h"
       8             : #include "GLContext.h"
       9             : #include "GLUploadHelpers.h"
      10             : #include "gfxPlatform.h"
      11             : #include "mozilla/gfx/Types.h"
      12             : 
      13             : namespace mozilla {
      14             : namespace gl {
      15             : 
      16             : static GLenum
      17           0 : GLFormatForImage(gfx::SurfaceFormat aFormat)
      18             : {
      19           0 :     switch (aFormat) {
      20             :     case gfx::SurfaceFormat::B8G8R8A8:
      21             :     case gfx::SurfaceFormat::B8G8R8X8:
      22           0 :         return LOCAL_GL_RGBA;
      23             :     case gfx::SurfaceFormat::R5G6B5_UINT16:
      24           0 :         return LOCAL_GL_RGB;
      25             :     case gfx::SurfaceFormat::A8:
      26           0 :         return LOCAL_GL_LUMINANCE;
      27             :     default:
      28           0 :         NS_WARNING("Unknown GL format for Surface format");
      29             :     }
      30           0 :     return 0;
      31             : }
      32             : 
      33             : static GLenum
      34           0 : GLTypeForImage(gfx::SurfaceFormat aFormat)
      35             : {
      36           0 :     switch (aFormat) {
      37             :     case gfx::SurfaceFormat::B8G8R8A8:
      38             :     case gfx::SurfaceFormat::B8G8R8X8:
      39             :     case gfx::SurfaceFormat::A8:
      40           0 :         return LOCAL_GL_UNSIGNED_BYTE;
      41             :     case gfx::SurfaceFormat::R5G6B5_UINT16:
      42           0 :         return LOCAL_GL_UNSIGNED_SHORT_5_6_5;
      43             :     default:
      44           0 :         NS_WARNING("Unknown GL format for Surface format");
      45             :     }
      46           0 :     return 0;
      47             : }
      48             : 
      49           0 : TextureImageEGL::TextureImageEGL(GLuint aTexture,
      50             :                                  const gfx::IntSize& aSize,
      51             :                                  GLenum aWrapMode,
      52             :                                  ContentType aContentType,
      53             :                                  GLContext* aContext,
      54             :                                  Flags aFlags,
      55             :                                  TextureState aTextureState,
      56           0 :                                  TextureImage::ImageFormat aImageFormat)
      57             :     : TextureImage(aSize, aWrapMode, aContentType, aFlags)
      58             :     , mGLContext(aContext)
      59           0 :     , mUpdateFormat(gfx::ImageFormatToSurfaceFormat(aImageFormat))
      60             :     , mEGLImage(nullptr)
      61             :     , mTexture(aTexture)
      62             :     , mSurface(nullptr)
      63             :     , mConfig(nullptr)
      64             :     , mTextureState(aTextureState)
      65           0 :     , mBound(false)
      66             : {
      67           0 :     if (mUpdateFormat == gfx::SurfaceFormat::UNKNOWN) {
      68           0 :         mUpdateFormat =
      69           0 :                 gfxPlatform::GetPlatform()->Optimal2DFormatForContent(GetContentType());
      70             :     }
      71             : 
      72           0 :     if (mUpdateFormat == gfx::SurfaceFormat::R5G6B5_UINT16) {
      73           0 :         mTextureFormat = gfx::SurfaceFormat::R8G8B8X8;
      74           0 :     } else if (mUpdateFormat == gfx::SurfaceFormat::B8G8R8X8) {
      75           0 :         mTextureFormat = gfx::SurfaceFormat::B8G8R8X8;
      76             :     } else {
      77           0 :         mTextureFormat = gfx::SurfaceFormat::B8G8R8A8;
      78             :     }
      79           0 : }
      80             : 
      81           0 : TextureImageEGL::~TextureImageEGL()
      82             : {
      83           0 :     if (mGLContext->IsDestroyed() || !mGLContext->IsOwningThreadCurrent()) {
      84           0 :         return;
      85             :     }
      86             : 
      87             :     // If we have a context, then we need to delete the texture;
      88             :     // if we don't have a context (either real or shared),
      89             :     // then they went away when the contex was deleted, because it
      90             :     // was the only one that had access to it.
      91           0 :     if (mGLContext->MakeCurrent()) {
      92           0 :         mGLContext->fDeleteTextures(1, &mTexture);
      93             :     }
      94           0 :     ReleaseTexImage();
      95           0 :     DestroyEGLSurface();
      96           0 : }
      97             : 
      98             : bool
      99           0 : TextureImageEGL::DirectUpdate(gfx::DataSourceSurface* aSurf, const nsIntRegion& aRegion, const gfx::IntPoint& aFrom /* = gfx::IntPoint(0,0) */)
     100             : {
     101           0 :     gfx::IntRect bounds = aRegion.GetBounds();
     102             : 
     103           0 :     nsIntRegion region;
     104           0 :     if (mTextureState != Valid) {
     105           0 :         bounds = gfx::IntRect(0, 0, mSize.width, mSize.height);
     106           0 :         region = nsIntRegion(bounds);
     107             :     } else {
     108           0 :         region = aRegion;
     109             :     }
     110             : 
     111           0 :     bool needInit = mTextureState == Created;
     112           0 :     size_t uploadSize = 0;
     113           0 :     mTextureFormat =
     114           0 :       UploadSurfaceToTexture(mGLContext,
     115             :                              aSurf,
     116             :                              region,
     117             :                              mTexture,
     118             :                              mSize,
     119             :                              &uploadSize,
     120             :                              needInit,
     121             :                              aFrom);
     122           0 :     if (uploadSize > 0) {
     123           0 :         UpdateUploadSize(uploadSize);
     124             :     }
     125             : 
     126           0 :     mTextureState = Valid;
     127           0 :     return true;
     128             : }
     129             : 
     130             : void
     131           0 : TextureImageEGL::BindTexture(GLenum aTextureUnit)
     132             : {
     133             :     // Ensure the texture is allocated before it is used.
     134           0 :     if (mTextureState == Created) {
     135           0 :         Resize(mSize);
     136             :     }
     137             : 
     138           0 :     mGLContext->fActiveTexture(aTextureUnit);
     139           0 :     mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
     140           0 :     mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
     141           0 : }
     142             : 
     143             : void
     144           0 : TextureImageEGL::Resize(const gfx::IntSize& aSize)
     145             : {
     146           0 :     if (mSize == aSize && mTextureState != Created)
     147           0 :         return;
     148             : 
     149           0 :     mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, mTexture);
     150             : 
     151           0 :     mGLContext->fTexImage2D(LOCAL_GL_TEXTURE_2D,
     152             :                             0,
     153           0 :                             GLFormatForImage(mUpdateFormat),
     154           0 :                             aSize.width,
     155           0 :                             aSize.height,
     156             :                             0,
     157             :                             GLFormatForImage(mUpdateFormat),
     158             :                             GLTypeForImage(mUpdateFormat),
     159           0 :                             nullptr);
     160             : 
     161           0 :     mTextureState = Allocated;
     162           0 :     mSize = aSize;
     163             : }
     164             : 
     165             : bool
     166           0 : TextureImageEGL::BindTexImage()
     167             : {
     168           0 :     if (mBound && !ReleaseTexImage())
     169           0 :         return false;
     170             : 
     171             :     EGLBoolean success =
     172           0 :         sEGLLibrary.fBindTexImage(EGL_DISPLAY(),
     173             :                                   (EGLSurface)mSurface,
     174           0 :                                   LOCAL_EGL_BACK_BUFFER);
     175             : 
     176           0 :     if (success == LOCAL_EGL_FALSE)
     177           0 :         return false;
     178             : 
     179           0 :     mBound = true;
     180           0 :     return true;
     181             : }
     182             : 
     183             : bool
     184           0 : TextureImageEGL::ReleaseTexImage()
     185             : {
     186           0 :     if (!mBound)
     187           0 :         return true;
     188             : 
     189             :     EGLBoolean success =
     190           0 :         sEGLLibrary.fReleaseTexImage(EGL_DISPLAY(),
     191             :                                       (EGLSurface)mSurface,
     192           0 :                                       LOCAL_EGL_BACK_BUFFER);
     193             : 
     194           0 :     if (success == LOCAL_EGL_FALSE)
     195           0 :         return false;
     196             : 
     197           0 :     mBound = false;
     198           0 :     return true;
     199             : }
     200             : 
     201             : void
     202           0 : TextureImageEGL::DestroyEGLSurface(void)
     203             : {
     204           0 :     if (!mSurface)
     205           0 :         return;
     206             : 
     207           0 :     sEGLLibrary.fDestroySurface(EGL_DISPLAY(), mSurface);
     208           0 :     mSurface = nullptr;
     209             : }
     210             : 
     211             : already_AddRefed<TextureImage>
     212           0 : CreateTextureImageEGL(GLContext* gl,
     213             :                       const gfx::IntSize& aSize,
     214             :                       TextureImage::ContentType aContentType,
     215             :                       GLenum aWrapMode,
     216             :                       TextureImage::Flags aFlags,
     217             :                       TextureImage::ImageFormat aImageFormat)
     218             : {
     219           0 :     RefPtr<TextureImage> t = new gl::TiledTextureImage(gl, aSize, aContentType, aFlags, aImageFormat);
     220           0 :     return t.forget();
     221             : }
     222             : 
     223             : already_AddRefed<TextureImage>
     224           0 : TileGenFuncEGL(GLContext* gl,
     225             :                const gfx::IntSize& aSize,
     226             :                TextureImage::ContentType aContentType,
     227             :                TextureImage::Flags aFlags,
     228             :                TextureImage::ImageFormat aImageFormat)
     229             : {
     230           0 :   gl->MakeCurrent();
     231             : 
     232             :   GLuint texture;
     233           0 :   gl->fGenTextures(1, &texture);
     234             : 
     235             :   RefPtr<TextureImageEGL> teximage =
     236             :       new TextureImageEGL(texture, aSize, LOCAL_GL_CLAMP_TO_EDGE, aContentType,
     237           0 :                           gl, aFlags, TextureImage::Created, aImageFormat);
     238             : 
     239           0 :   teximage->BindTexture(LOCAL_GL_TEXTURE0);
     240             : 
     241           0 :   GLint texfilter = aFlags & TextureImage::UseNearestFilter ? LOCAL_GL_NEAREST : LOCAL_GL_LINEAR;
     242           0 :   gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER, texfilter);
     243           0 :   gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER, texfilter);
     244           0 :   gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
     245           0 :   gl->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
     246             : 
     247           0 :   return teximage.forget();
     248             : }
     249             : 
     250             : } // namespace gl
     251             : } // namespace mozilla

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