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Current view: top level - gfx/layers/opengl - CompositorOGL.h (source / functions) Hit Total Coverage
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Date: 2017-07-14 16:53:18 Functions: 0 23 0.0 %
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       1             : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       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             : #ifndef MOZILLA_GFX_COMPOSITOROGL_H
       7             : #define MOZILLA_GFX_COMPOSITOROGL_H
       8             : 
       9             : #include "ContextStateTracker.h"
      10             : #include "gfx2DGlue.h"
      11             : #include "GLContextTypes.h"             // for GLContext, etc
      12             : #include "GLDefs.h"                     // for GLuint, LOCAL_GL_TEXTURE_2D, etc
      13             : #include "OGLShaderProgram.h"           // for ShaderProgramOGL, etc
      14             : #include "Units.h"                      // for ScreenPoint
      15             : #include "mozilla/Assertions.h"         // for MOZ_ASSERT, etc
      16             : #include "mozilla/Attributes.h"         // for override, final
      17             : #include "mozilla/RefPtr.h"             // for already_AddRefed, RefPtr
      18             : #include "mozilla/gfx/2D.h"             // for DrawTarget
      19             : #include "mozilla/gfx/BaseSize.h"       // for BaseSize
      20             : #include "mozilla/gfx/MatrixFwd.h"      // for Matrix4x4
      21             : #include "mozilla/gfx/Point.h"          // for IntSize, Point
      22             : #include "mozilla/gfx/Rect.h"           // for Rect, IntRect
      23             : #include "mozilla/gfx/Triangle.h"       // for Triangle
      24             : #include "mozilla/gfx/Types.h"          // for Float, SurfaceFormat, etc
      25             : #include "mozilla/layers/Compositor.h"  // for SurfaceInitMode, Compositor, etc
      26             : #include "mozilla/layers/CompositorTypes.h"  // for MaskType::MaskType::NumMaskTypes, etc
      27             : #include "mozilla/layers/LayersTypes.h"
      28             : #include "nsCOMPtr.h"                   // for already_AddRefed
      29             : #include "nsDebug.h"                    // for NS_ASSERTION, NS_WARNING
      30             : #include "nsISupportsImpl.h"            // for MOZ_COUNT_CTOR, etc
      31             : #include "nsTArray.h"                   // for AutoTArray, nsTArray, etc
      32             : #include "nsThreadUtils.h"              // for nsRunnable
      33             : #include "nsXULAppAPI.h"                // for XRE_GetProcessType
      34             : #include "nscore.h"                     // for NS_IMETHOD
      35             : 
      36             : class nsIWidget;
      37             : 
      38             : namespace mozilla {
      39             : 
      40             : namespace layers {
      41             : 
      42             : class CompositingRenderTarget;
      43             : class CompositingRenderTargetOGL;
      44             : class DataTextureSource;
      45             : class GLManagerCompositor;
      46             : class TextureSource;
      47             : struct Effect;
      48             : struct EffectChain;
      49             : class GLBlitTextureImageHelper;
      50             : 
      51             : /**
      52             :  * Interface for pools of temporary gl textures for the compositor.
      53             :  * The textures are fully owned by the pool, so the latter is responsible
      54             :  * calling fDeleteTextures accordingly.
      55             :  * Users of GetTexture receive a texture that is only valid for the duration
      56             :  * of the current frame.
      57             :  * This is primarily intended for direct texturing APIs that need to attach
      58             :  * shared objects (such as an EGLImage) to a gl texture.
      59             :  */
      60           0 : class CompositorTexturePoolOGL
      61             : {
      62             : protected:
      63           0 :   virtual ~CompositorTexturePoolOGL() {}
      64             : 
      65             : public:
      66           0 :   NS_INLINE_DECL_REFCOUNTING(CompositorTexturePoolOGL)
      67             : 
      68             :   virtual void Clear() = 0;
      69             : 
      70             :   virtual GLuint GetTexture(GLenum aTarget, GLenum aEnum) = 0;
      71             : 
      72             :   virtual void EndFrame() = 0;
      73             : };
      74             : 
      75             : /**
      76             :  * Agressively reuses textures. One gl texture per texture unit in total.
      77             :  * So far this hasn't shown the best results on b2g.
      78             :  */
      79             : class PerUnitTexturePoolOGL : public CompositorTexturePoolOGL
      80             : {
      81             : public:
      82           0 :   explicit PerUnitTexturePoolOGL(gl::GLContext* aGL)
      83           0 :   : mTextureTarget(0) // zero is never a valid texture target
      84           0 :   , mGL(aGL)
      85           0 :   {}
      86             : 
      87           0 :   virtual ~PerUnitTexturePoolOGL()
      88           0 :   {
      89           0 :     DestroyTextures();
      90           0 :   }
      91             : 
      92           0 :   virtual void Clear() override
      93             :   {
      94           0 :     DestroyTextures();
      95           0 :   }
      96             : 
      97             :   virtual GLuint GetTexture(GLenum aTarget, GLenum aUnit) override;
      98             : 
      99           0 :   virtual void EndFrame() override {}
     100             : 
     101             : protected:
     102             :   void DestroyTextures();
     103             : 
     104             :   GLenum mTextureTarget;
     105             :   nsTArray<GLuint> mTextures;
     106             :   RefPtr<gl::GLContext> mGL;
     107             : };
     108             : 
     109             : // If you want to make this class not final, first remove calls to virtual
     110             : // methods (Destroy) that are made in the destructor.
     111             : class CompositorOGL final : public Compositor
     112             : {
     113             :   typedef mozilla::gl::GLContext GLContext;
     114             : 
     115             :   friend class GLManagerCompositor;
     116             :   friend class CompositingRenderTargetOGL;
     117             : 
     118             :   std::map<ShaderConfigOGL, ShaderProgramOGL*> mPrograms;
     119             : public:
     120             :   explicit CompositorOGL(CompositorBridgeParent* aParent,
     121             :                          widget::CompositorWidget* aWidget,
     122             :                          int aSurfaceWidth = -1, int aSurfaceHeight = -1,
     123             :                          bool aUseExternalSurfaceSize = false);
     124             : 
     125             : protected:
     126             :   virtual ~CompositorOGL();
     127             : 
     128             : public:
     129           0 :   virtual CompositorOGL* AsCompositorOGL() override { return this; }
     130             : 
     131             :   virtual already_AddRefed<DataTextureSource>
     132             :   CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
     133             : 
     134             :   virtual bool Initialize(nsCString* const out_failureReason) override;
     135             : 
     136             :   virtual void Destroy() override;
     137             : 
     138           0 :   virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() override
     139             :   {
     140             :     TextureFactoryIdentifier result =
     141             :       TextureFactoryIdentifier(LayersBackend::LAYERS_OPENGL,
     142             :                                XRE_GetProcessType(),
     143             :                                GetMaxTextureSize(),
     144             :                                false,
     145           0 :                                mFBOTextureTarget == LOCAL_GL_TEXTURE_2D,
     146           0 :                                SupportsPartialTextureUpdate());
     147           0 :     return result;
     148             :   }
     149             : 
     150             :   virtual already_AddRefed<CompositingRenderTarget>
     151             :   CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) override;
     152             : 
     153             :   virtual already_AddRefed<CompositingRenderTarget>
     154             :   CreateRenderTargetFromSource(const gfx::IntRect &aRect,
     155             :                                const CompositingRenderTarget *aSource,
     156             :                                const gfx::IntPoint &aSourcePoint) override;
     157             : 
     158             :   virtual void SetRenderTarget(CompositingRenderTarget *aSurface) override;
     159             :   virtual CompositingRenderTarget* GetCurrentRenderTarget() const override;
     160             : 
     161             :   virtual void DrawQuad(const gfx::Rect& aRect,
     162             :                         const gfx::IntRect& aClipRect,
     163             :                         const EffectChain &aEffectChain,
     164             :                         gfx::Float aOpacity,
     165             :                         const gfx::Matrix4x4& aTransform,
     166             :                         const gfx::Rect& aVisibleRect) override;
     167             : 
     168             :   virtual void DrawTriangles(const nsTArray<gfx::TexturedTriangle>& aTriangles,
     169             :                              const gfx::Rect& aRect,
     170             :                              const gfx::IntRect& aClipRect,
     171             :                              const EffectChain& aEffectChain,
     172             :                              gfx::Float aOpacity,
     173             :                              const gfx::Matrix4x4& aTransform,
     174             :                              const gfx::Rect& aVisibleRect) override;
     175             : 
     176             :   virtual bool SupportsLayerGeometry() const override;
     177             : 
     178             :   virtual void EndFrame() override;
     179             : 
     180             :   virtual bool SupportsPartialTextureUpdate() override;
     181             : 
     182           0 :   virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override
     183             :   {
     184           0 :     if (!mGLContext)
     185           0 :       return false;
     186           0 :     int32_t maxSize = GetMaxTextureSize();
     187           0 :     return aSize <= gfx::IntSize(maxSize, maxSize);
     188             :   }
     189             : 
     190             :   virtual int32_t GetMaxTextureSize() const override;
     191             : 
     192             :   /**
     193             :    * Set the size of the EGL surface we're rendering to, if we're rendering to
     194             :    * an EGL surface.
     195             :    */
     196             :   virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override;
     197             : 
     198           0 :   virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override {
     199           0 :     mRenderOffset = aOffset;
     200           0 :   }
     201             : 
     202             :   virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override;
     203             : 
     204             : #ifdef MOZ_DUMP_PAINTING
     205           0 :   virtual const char* Name() const override { return "OGL"; }
     206             : #endif // MOZ_DUMP_PAINTING
     207             : 
     208           0 :   virtual LayersBackend GetBackendType() const override {
     209           0 :     return LayersBackend::LAYERS_OPENGL;
     210             :   }
     211             : 
     212             :   virtual void Pause() override;
     213             :   virtual bool Resume() override;
     214             : 
     215           0 :   GLContext* gl() const { return mGLContext; }
     216           0 :   GLContext* GetGLContext() const override { return mGLContext; }
     217             : 
     218             :   /**
     219             :    * Clear the program state. This must be called
     220             :    * before operating on the GLContext directly. */
     221             :   void ResetProgram();
     222             : 
     223           0 :   gfx::SurfaceFormat GetFBOFormat() const {
     224           0 :     return gfx::SurfaceFormat::R8G8B8A8;
     225             :   }
     226             : 
     227             :   GLBlitTextureImageHelper* BlitTextureImageHelper();
     228             : 
     229             :   /**
     230             :    * The compositor provides with temporary textures for use with direct
     231             :    * textruing.
     232             :    */
     233             :   GLuint GetTemporaryTexture(GLenum aTarget, GLenum aUnit);
     234             : 
     235             :   const gfx::Matrix4x4& GetProjMatrix() const {
     236             :     return mProjMatrix;
     237             :   }
     238             : 
     239             :   void SetProjMatrix(const gfx::Matrix4x4& aProjMatrix) {
     240             :     mProjMatrix = aProjMatrix;
     241             :   }
     242             : 
     243             :   const gfx::IntSize GetDestinationSurfaceSize() const {
     244             :     return gfx::IntSize (mSurfaceSize.width, mSurfaceSize.height);
     245             :   }
     246             : 
     247             :   const ScreenPoint& GetScreenRenderOffset() const {
     248             :     return mRenderOffset;
     249             :   }
     250             : 
     251             : private:
     252             :   template<typename Geometry>
     253             :   void DrawGeometry(const Geometry& aGeometry,
     254             :                     const gfx::Rect& aRect,
     255             :                     const gfx::IntRect& aClipRect,
     256             :                     const EffectChain& aEffectChain,
     257             :                     gfx::Float aOpacity,
     258             :                     const gfx::Matrix4x4& aTransform,
     259             :                     const gfx::Rect& aVisibleRect);
     260             : 
     261             :   void PrepareViewport(CompositingRenderTargetOGL *aRenderTarget);
     262             : 
     263             :   /** Widget associated with this compositor */
     264             :   LayoutDeviceIntSize mWidgetSize;
     265             :   RefPtr<GLContext> mGLContext;
     266             :   UniquePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
     267             :   gfx::Matrix4x4 mProjMatrix;
     268             : 
     269             :   /** The size of the surface we are rendering to */
     270             :   gfx::IntSize mSurfaceSize;
     271             : 
     272             :   ScreenPoint mRenderOffset;
     273             : 
     274             :   already_AddRefed<mozilla::gl::GLContext> CreateContext();
     275             : 
     276             :   /** Texture target to use for FBOs */
     277             :   GLenum mFBOTextureTarget;
     278             : 
     279             :   /** Currently bound render target */
     280             :   RefPtr<CompositingRenderTargetOGL> mCurrentRenderTarget;
     281             : #ifdef DEBUG
     282             :   CompositingRenderTargetOGL* mWindowRenderTarget;
     283             : #endif
     284             : 
     285             :   /**
     286             :    * VBO that has some basics in it for a textured quad, including vertex
     287             :    * coords and texcoords.
     288             :    */
     289             :   GLuint mQuadVBO;
     290             : 
     291             : 
     292             :   /**
     293             :   * VBO that stores dynamic triangle geometry.
     294             :   */
     295             :   GLuint mTriangleVBO;
     296             : 
     297             :   bool mHasBGRA;
     298             : 
     299             :   /**
     300             :    * When rendering to some EGL surfaces (e.g. on Android), we rely on being told
     301             :    * about size changes (via SetSurfaceSize) rather than pulling this information
     302             :    * from the widget.
     303             :    */
     304             :   bool mUseExternalSurfaceSize;
     305             : 
     306             :   /**
     307             :    * Have we had DrawQuad calls since the last frame was rendered?
     308             :    */
     309             :   bool mFrameInProgress;
     310             : 
     311             :   /*
     312             :    * Clear aRect on current render target.
     313             :    */
     314             :   virtual void ClearRect(const gfx::Rect& aRect) override;
     315             : 
     316             :   /* Start a new frame. If aClipRectIn is null and aClipRectOut is non-null,
     317             :    * sets *aClipRectOut to the screen dimensions.
     318             :    */
     319             :   virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
     320             :                           const gfx::IntRect *aClipRectIn,
     321             :                           const gfx::IntRect& aRenderBounds,
     322             :                           const nsIntRegion& aOpaqueRegion,
     323             :                           gfx::IntRect *aClipRectOut = nullptr,
     324             :                           gfx::IntRect *aRenderBoundsOut = nullptr) override;
     325             : 
     326             :   ShaderConfigOGL GetShaderConfigFor(Effect *aEffect,
     327             :                                      MaskType aMask = MaskType::MaskNone,
     328             :                                      gfx::CompositionOp aOp = gfx::CompositionOp::OP_OVER,
     329             :                                      bool aColorMatrix = false,
     330             :                                      bool aDEAAEnabled = false) const;
     331             : 
     332             :   ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL &aConfig);
     333             : 
     334           0 :   void ApplyPrimitiveConfig(ShaderConfigOGL& aConfig,
     335             :                             const gfx::Rect&)
     336             :   {
     337           0 :     aConfig.SetDynamicGeometry(false);
     338           0 :   }
     339             : 
     340           0 :   void ApplyPrimitiveConfig(ShaderConfigOGL& aConfig,
     341             :                             const nsTArray<gfx::TexturedTriangle>&)
     342             :   {
     343           0 :     aConfig.SetDynamicGeometry(true);
     344           0 :   }
     345             : 
     346             :   /**
     347             :    * Create a FBO backed by a texture.
     348             :    * Note that the texture target type will be
     349             :    * of the type returned by FBOTextureTarget; different
     350             :    * shaders are required to sample from the different
     351             :    * texture types.
     352             :    */
     353             :   void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
     354             :                             GLuint aSourceFrameBuffer,
     355             :                             GLuint *aFBO, GLuint *aTexture,
     356             :                             gfx::IntSize* aAllocSize = nullptr);
     357             : 
     358             :   GLuint CreateTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
     359             :                        GLuint aSourceFrameBuffer,
     360             :                        gfx::IntSize* aAllocSize = nullptr);
     361             : 
     362             :   gfx::Point3D GetLineCoefficients(const gfx::Point& aPoint1,
     363             :                                    const gfx::Point& aPoint2);
     364             : 
     365             :   void ActivateProgram(ShaderProgramOGL *aProg);
     366             : 
     367             :   void CleanupResources();
     368             : 
     369             :   void BindAndDrawQuads(ShaderProgramOGL *aProg,
     370             :                         int aQuads,
     371             :                         const gfx::Rect* aLayerRect,
     372             :                         const gfx::Rect* aTextureRect);
     373             : 
     374           0 :   void BindAndDrawQuad(ShaderProgramOGL *aProg,
     375             :                        const gfx::Rect& aLayerRect,
     376             :                        const gfx::Rect& aTextureRect =
     377             :                          gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f))
     378             :   {
     379           0 :     gfx::Rect layerRects[4];
     380           0 :     gfx::Rect textureRects[4];
     381           0 :     layerRects[0] = aLayerRect;
     382           0 :     textureRects[0] = aTextureRect;
     383           0 :     BindAndDrawQuads(aProg, 1, layerRects, textureRects);
     384           0 :   }
     385             : 
     386             :   void BindAndDrawGeometry(ShaderProgramOGL* aProgram,
     387             :                            const gfx::Rect& aRect);
     388             : 
     389             :   void BindAndDrawGeometry(ShaderProgramOGL* aProgram,
     390             :                            const nsTArray<gfx::TexturedTriangle>& aTriangles);
     391             : 
     392             :   void BindAndDrawGeometryWithTextureRect(ShaderProgramOGL *aProg,
     393             :                                           const gfx::Rect& aRect,
     394             :                                           const gfx::Rect& aTexCoordRect,
     395             :                                           TextureSource *aTexture);
     396             : 
     397             :   void BindAndDrawGeometryWithTextureRect(ShaderProgramOGL *aProg,
     398             :                                           const nsTArray<gfx::TexturedTriangle>& aTriangles,
     399             :                                           const gfx::Rect& aTexCoordRect,
     400             :                                           TextureSource *aTexture);
     401             : 
     402             :   void InitializeVAO(const GLuint aAttribIndex, const GLint aComponents,
     403             :                      const GLsizei aStride, const size_t aOffset);
     404             : 
     405             :   gfx::Rect GetTextureCoordinates(gfx::Rect textureRect,
     406             :                                   TextureSource* aTexture);
     407             : 
     408             :   /**
     409             :    * Bind the texture behind the current render target as the backdrop for a
     410             :    * mix-blend shader.
     411             :    */
     412             :   void BindBackdrop(ShaderProgramOGL* aProgram, GLuint aBackdrop, GLenum aTexUnit);
     413             : 
     414             :   /**
     415             :    * Copies the content of our backbuffer to the set transaction target.
     416             :    * Does not restore the target FBO, so only call from EndFrame.
     417             :    */
     418             :   void CopyToTarget(gfx::DrawTarget* aTarget, const nsIntPoint& aTopLeft, const gfx::Matrix& aWorldMatrix);
     419             : 
     420             :   /**
     421             :    * Implements the flipping of the y-axis to convert from layers/compositor
     422             :    * coordinates to OpenGL coordinates.
     423             :    *
     424             :    * Indeed, the only coordinate system that OpenGL knows has the y-axis
     425             :    * pointing upwards, but the layers/compositor coordinate system has the
     426             :    * y-axis pointing downwards, for good reason as Web pages are typically
     427             :    * scrolled downwards. So, some flipping has to take place; FlippedY does it.
     428             :    */
     429           0 :   GLint FlipY(GLint y) const { return mViewportSize.height - y; }
     430             : 
     431             :   RefPtr<CompositorTexturePoolOGL> mTexturePool;
     432             : 
     433             :   ContextStateTrackerOGL mContextStateTracker;
     434             : 
     435             :   bool mDestroyed;
     436             : 
     437             :   /**
     438             :    * Size of the OpenGL context's primary framebuffer in pixels. Used by
     439             :    * FlipY for the y-flipping calculation and by the DEAA shader.
     440             :    */
     441             :   gfx::IntSize mViewportSize;
     442             : 
     443             :   ShaderProgramOGL *mCurrentProgram;
     444             : };
     445             : 
     446             : } // namespace layers
     447             : } // namespace mozilla
     448             : 
     449             : #endif /* MOZILLA_GFX_COMPOSITOROGL_H */

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