tenfourfox/gfx/layers/opengl/CompositorOGL.h
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

461 lines
15 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_GFX_COMPOSITOROGL_H
#define MOZILLA_GFX_COMPOSITOROGL_H
#include "ContextStateTracker.h"
#include "gfx2DGlue.h"
#include "GLContextTypes.h" // for GLContext, etc
#include "GLDefs.h" // for GLuint, LOCAL_GL_TEXTURE_2D, etc
#include "OGLShaderProgram.h" // for ShaderProgramOGL, etc
#include "Units.h" // for ScreenPoint
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc
#include "mozilla/Attributes.h" // for override, final
#include "mozilla/RefPtr.h" // for already_AddRefed, RefPtr
#include "mozilla/gfx/2D.h" // for DrawTarget
#include "mozilla/gfx/BaseSize.h" // for BaseSize
#include "mozilla/gfx/MatrixFwd.h" // for Matrix4x4
#include "mozilla/gfx/Point.h" // for IntSize, Point
#include "mozilla/gfx/Rect.h" // for Rect, IntRect
#include "mozilla/gfx/Types.h" // for Float, SurfaceFormat, etc
#include "mozilla/layers/Compositor.h" // for SurfaceInitMode, Compositor, etc
#include "mozilla/layers/CompositorTypes.h" // for MaskType::MaskType::NumMaskTypes, etc
#include "mozilla/layers/LayersTypes.h"
#include "nsAutoPtr.h" // for nsRefPtr, nsAutoPtr
#include "nsCOMPtr.h" // for already_AddRefed
#include "nsDebug.h" // for NS_ASSERTION, NS_WARNING
#include "nsISupportsImpl.h" // for MOZ_COUNT_CTOR, etc
#include "nsTArray.h" // for nsAutoTArray, nsTArray, etc
#include "nsThreadUtils.h" // for nsRunnable
#include "nsXULAppAPI.h" // for XRE_GetProcessType
#include "nscore.h" // for NS_IMETHOD
#include "gfxVR.h"
class nsIWidget;
namespace mozilla {
namespace layers {
class CompositingRenderTarget;
class CompositingRenderTargetOGL;
class DataTextureSource;
class GLManagerCompositor;
class TextureSource;
struct Effect;
struct EffectChain;
class GLBlitTextureImageHelper;
/**
* Interface for pools of temporary gl textures for the compositor.
* The textures are fully owned by the pool, so the latter is responsible
* calling fDeleteTextures accordingly.
* Users of GetTexture receive a texture that is only valid for the duration
* of the current frame.
* This is primarily intended for direct texturing APIs that need to attach
* shared objects (such as an EGLImage) to a gl texture.
*/
class CompositorTexturePoolOGL
{
protected:
virtual ~CompositorTexturePoolOGL() {}
public:
NS_INLINE_DECL_REFCOUNTING(CompositorTexturePoolOGL)
virtual void Clear() = 0;
virtual GLuint GetTexture(GLenum aTarget, GLenum aEnum) = 0;
virtual void EndFrame() = 0;
};
/**
* Agressively reuses textures. One gl texture per texture unit in total.
* So far this hasn't shown the best results on b2g.
*/
class PerUnitTexturePoolOGL : public CompositorTexturePoolOGL
{
public:
explicit PerUnitTexturePoolOGL(gl::GLContext* aGL)
: mTextureTarget(0) // zero is never a valid texture target
, mGL(aGL)
{}
virtual ~PerUnitTexturePoolOGL()
{
DestroyTextures();
}
virtual void Clear() override
{
DestroyTextures();
}
virtual GLuint GetTexture(GLenum aTarget, GLenum aUnit) override;
virtual void EndFrame() override {}
protected:
void DestroyTextures();
GLenum mTextureTarget;
nsTArray<GLuint> mTextures;
RefPtr<gl::GLContext> mGL;
};
/**
* Reuse gl textures from a pool of textures that haven't yet been
* used during the current frame.
* All the textures that are not used at the end of a frame are
* deleted.
* This strategy seems to work well with gralloc textures because destroying
* unused textures which are bound to gralloc buffers let drivers know that it
* can unlock the gralloc buffers.
*/
class PerFrameTexturePoolOGL : public CompositorTexturePoolOGL
{
public:
explicit PerFrameTexturePoolOGL(gl::GLContext* aGL)
: mTextureTarget(0) // zero is never a valid texture target
, mGL(aGL)
{}
virtual ~PerFrameTexturePoolOGL()
{
DestroyTextures();
}
virtual void Clear() override
{
DestroyTextures();
}
virtual GLuint GetTexture(GLenum aTarget, GLenum aUnit) override;
virtual void EndFrame() override;
protected:
void DestroyTextures();
GLenum mTextureTarget;
RefPtr<gl::GLContext> mGL;
nsTArray<GLuint> mCreatedTextures;
nsTArray<GLuint> mUnusedTextures;
};
struct CompositorOGLVRObjects {
bool mInitialized;
gfx::VRHMDConfiguration mConfiguration;
GLuint mDistortionVertices[2];
GLuint mDistortionIndices[2];
GLuint mDistortionIndexCount[2];
GLint mAPosition;
GLint mATexCoord0;
GLint mATexCoord1;
GLint mATexCoord2;
GLint mAGenericAttribs;
// The program here implements distortion rendering for VR devices
// (in this case Oculus only). We'll need to extend this to support
// other device types in the future.
// 0 = TEXTURE_2D, 1 = TEXTURE_RECTANGLE for source
GLuint mDistortionProgram[2];
GLint mUTexture[2];
GLint mUVREyeToSource[2];
GLint mUVRDestionatinScaleAndOffset[2];
GLint mUHeight[2];
};
// If you want to make this class not final, first remove calls to virtual
// methods (Destroy) that are made in the destructor.
class CompositorOGL final : public Compositor
{
typedef mozilla::gl::GLContext GLContext;
friend class GLManagerCompositor;
friend class CompositingRenderTargetOGL;
std::map<ShaderConfigOGL, ShaderProgramOGL*> mPrograms;
public:
explicit CompositorOGL(nsIWidget *aWidget, int aSurfaceWidth = -1, int aSurfaceHeight = -1,
bool aUseExternalSurfaceSize = false);
protected:
virtual ~CompositorOGL();
public:
virtual already_AddRefed<DataTextureSource>
CreateDataTextureSource(TextureFlags aFlags = TextureFlags::NO_FLAGS) override;
virtual bool Initialize() override;
virtual void Destroy() override;
virtual TextureFactoryIdentifier GetTextureFactoryIdentifier() override
{
TextureFactoryIdentifier result =
TextureFactoryIdentifier(LayersBackend::LAYERS_OPENGL,
XRE_GetProcessType(),
GetMaxTextureSize(),
mFBOTextureTarget == LOCAL_GL_TEXTURE_2D,
SupportsPartialTextureUpdate());
result.mSupportedBlendModes += gfx::CompositionOp::OP_SOURCE;
return result;
}
virtual already_AddRefed<CompositingRenderTarget>
CreateRenderTarget(const gfx::IntRect &aRect, SurfaceInitMode aInit) override;
virtual already_AddRefed<CompositingRenderTarget>
CreateRenderTargetFromSource(const gfx::IntRect &aRect,
const CompositingRenderTarget *aSource,
const gfx::IntPoint &aSourcePoint) override;
virtual void SetRenderTarget(CompositingRenderTarget *aSurface) override;
virtual CompositingRenderTarget* GetCurrentRenderTarget() const override;
virtual void DrawQuad(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) override;
virtual void EndFrame() override;
virtual void EndFrameForExternalComposition(const gfx::Matrix& aTransform) override;
virtual bool SupportsPartialTextureUpdate() override;
virtual bool CanUseCanvasLayerForSize(const gfx::IntSize &aSize) override
{
if (!mGLContext)
return false;
int32_t maxSize = GetMaxTextureSize();
return aSize <= gfx::IntSize(maxSize, maxSize);
}
virtual int32_t GetMaxTextureSize() const override;
/**
* Set the size of the EGL surface we're rendering to, if we're rendering to
* an EGL surface.
*/
virtual void SetDestinationSurfaceSize(const gfx::IntSize& aSize) override;
virtual void SetScreenRenderOffset(const ScreenPoint& aOffset) override {
mRenderOffset = aOffset;
}
virtual void MakeCurrent(MakeCurrentFlags aFlags = 0) override;
#ifdef MOZ_DUMP_PAINTING
virtual const char* Name() const override { return "OGL"; }
#endif // MOZ_DUMP_PAINTING
virtual LayersBackend GetBackendType() const override {
return LayersBackend::LAYERS_OPENGL;
}
virtual void Pause() override;
virtual bool Resume() override;
virtual nsIWidget* GetWidget() const override { return mWidget; }
GLContext* gl() const { return mGLContext; }
/**
* Clear the program state. This must be called
* before operating on the GLContext directly. */
void ResetProgram();
gfx::SurfaceFormat GetFBOFormat() const {
return gfx::SurfaceFormat::R8G8B8A8;
}
GLBlitTextureImageHelper* BlitTextureImageHelper();
/**
* The compositor provides with temporary textures for use with direct
* textruing like gralloc texture.
* Doing so lets us use gralloc the way it has been designed to be used
* (see https://wiki.mozilla.org/Platform/GFX/Gralloc)
*/
GLuint GetTemporaryTexture(GLenum aTarget, GLenum aUnit);
const gfx::Matrix4x4& GetProjMatrix() const {
return mProjMatrix;
}
void SetProjMatrix(const gfx::Matrix4x4& aProjMatrix) {
mProjMatrix = aProjMatrix;
}
const gfx::IntSize GetDestinationSurfaceSize() const {
return gfx::IntSize (mSurfaceSize.width, mSurfaceSize.height);
}
const ScreenPoint& GetScreenRenderOffset() const {
return mRenderOffset;
}
private:
virtual gfx::IntSize GetWidgetSize() const override
{
return mWidgetSize;
}
bool InitializeVR();
void DestroyVR(GLContext *gl);
void DrawVRDistortion(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform);
void PrepareViewport(CompositingRenderTargetOGL *aRenderTarget);
/** Widget associated with this compositor */
nsIWidget *mWidget;
gfx::IntSize mWidgetSize;
RefPtr<GLContext> mGLContext;
UniquePtr<GLBlitTextureImageHelper> mBlitTextureImageHelper;
gfx::Matrix4x4 mProjMatrix;
/** The size of the surface we are rendering to */
gfx::IntSize mSurfaceSize;
ScreenPoint mRenderOffset;
already_AddRefed<mozilla::gl::GLContext> CreateContext();
/** Texture target to use for FBOs */
GLenum mFBOTextureTarget;
/** Currently bound render target */
RefPtr<CompositingRenderTargetOGL> mCurrentRenderTarget;
#ifdef DEBUG
CompositingRenderTargetOGL* mWindowRenderTarget;
#endif
/**
* VBO that has some basics in it for a textured quad, including vertex
* coords and texcoords.
*/
GLuint mQuadVBO;
bool mHasBGRA;
/**
* When rendering to some EGL surfaces (e.g. on Android), we rely on being told
* about size changes (via SetSurfaceSize) rather than pulling this information
* from the widget.
*/
bool mUseExternalSurfaceSize;
/**
* Have we had DrawQuad calls since the last frame was rendered?
*/
bool mFrameInProgress;
/*
* Clear aRect on current render target.
*/
virtual void ClearRect(const gfx::Rect& aRect) override;
/* Start a new frame. If aClipRectIn is null and aClipRectOut is non-null,
* sets *aClipRectOut to the screen dimensions.
*/
virtual void BeginFrame(const nsIntRegion& aInvalidRegion,
const gfx::Rect *aClipRectIn,
const gfx::Rect& aRenderBounds,
gfx::Rect *aClipRectOut = nullptr,
gfx::Rect *aRenderBoundsOut = nullptr) override;
ShaderConfigOGL GetShaderConfigFor(Effect *aEffect,
MaskType aMask = MaskType::MaskNone,
gfx::CompositionOp aOp = gfx::CompositionOp::OP_OVER,
bool aColorMatrix = false,
bool aDEAAEnabled = false) const;
ShaderProgramOGL* GetShaderProgramFor(const ShaderConfigOGL &aConfig);
/**
* Create a FBO backed by a texture.
* Note that the texture target type will be
* of the type returned by FBOTextureTarget; different
* shaders are required to sample from the different
* texture types.
*/
void CreateFBOWithTexture(const gfx::IntRect& aRect, bool aCopyFromSource,
GLuint aSourceFrameBuffer,
GLuint *aFBO, GLuint *aTexture);
void BindAndDrawQuads(ShaderProgramOGL *aProg,
int aQuads,
const gfx::Rect* aLayerRect,
const gfx::Rect* aTextureRect);
void BindAndDrawQuad(ShaderProgramOGL *aProg,
const gfx::Rect& aLayerRect,
const gfx::Rect& aTextureRect = gfx::Rect(0.0f, 0.0f, 1.0f, 1.0f)) {
gfx::Rect layerRects[4];
gfx::Rect textureRects[4];
layerRects[0] = aLayerRect;
textureRects[0] = aTextureRect;
BindAndDrawQuads(aProg, 1, layerRects, textureRects);
}
void BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
const gfx::Rect& aRect,
const gfx::Rect& aTexCoordRect,
TextureSource *aTexture);
gfx::Point3D GetLineCoefficients(const gfx::Point& aPoint1,
const gfx::Point& aPoint2);
void ActivateProgram(ShaderProgramOGL *aProg);
void CleanupResources();
/**
* Copies the content of our backbuffer to the set transaction target.
* Does not restore the target FBO, so only call from EndFrame.
*/
void CopyToTarget(gfx::DrawTarget* aTarget, const nsIntPoint& aTopLeft, const gfx::Matrix& aWorldMatrix);
/**
* Implements the flipping of the y-axis to convert from layers/compositor
* coordinates to OpenGL coordinates.
*
* Indeed, the only coordinate system that OpenGL knows has the y-axis
* pointing upwards, but the layers/compositor coordinate system has the
* y-axis pointing downwards, for good reason as Web pages are typically
* scrolled downwards. So, some flipping has to take place; FlippedY does it.
*/
GLint FlipY(GLint y) const { return mViewportSize.height - y; }
RefPtr<CompositorTexturePoolOGL> mTexturePool;
ContextStateTrackerOGL mContextStateTracker;
bool mDestroyed;
/**
* Size of the OpenGL context's primary framebuffer in pixels. Used by
* FlipY for the y-flipping calculation and by the DEAA shader.
*/
gfx::IntSize mViewportSize;
ShaderProgramOGL *mCurrentProgram;
gfx::Rect mRenderBound;
CompositorOGLVRObjects mVR;
};
} // namespace layers
} // namespace mozilla
#endif /* MOZILLA_GFX_COMPOSITOROGL_H */