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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
#include "CompositorOGL.h"
#include <stddef.h> // for size_t
#include <stdint.h> // for uint32_t, uint8_t
#include <stdlib.h> // for free, malloc
#include "GLContextProvider.h" // for GLContextProvider
#include "GLContext.h" // for GLContext
#include "GLUploadHelpers.h"
#include "Layers.h" // for WriteSnapshotToDumpFile
#include "gfxCrashReporterUtils.h" // for ScopedGfxFeatureReporter
#include "gfxEnv.h" // for gfxEnv
#include "gfxPlatform.h" // for gfxPlatform
#include "gfxRect.h" // for gfxRect
#include "gfxUtils.h" // for gfxUtils, etc
#include "mozilla/ArrayUtils.h" // for ArrayLength
#include "mozilla/Preferences.h" // for Preferences
#include "mozilla/ProfilerLabels.h"
#include "mozilla/StaticPrefs_gfx.h"
#include "mozilla/StaticPrefs_layers.h"
#include "mozilla/StaticPrefs_nglayout.h"
#include "mozilla/gfx/BasePoint.h" // for BasePoint
#include "mozilla/gfx/Matrix.h" // for Matrix4x4, Matrix
#include "mozilla/gfx/Triangle.h" // for Triangle
#include "mozilla/gfx/gfxVars.h" // for gfxVars
#include "mozilla/layers/ImageDataSerializer.h"
#include "mozilla/layers/NativeLayer.h"
#include "mozilla/layers/CompositingRenderTargetOGL.h"
#include "mozilla/layers/Effects.h" // for EffectChain, TexturedEffect, etc
#include "mozilla/layers/TextureHost.h" // for TextureSource, etc
#include "mozilla/layers/TextureHostOGL.h" // for TextureSourceOGL, etc
#include "mozilla/layers/PTextureParent.h" // for OtherPid() on PTextureParent
#include "mozilla/mozalloc.h" // for operator delete, etc
#include "nsAppRunner.h"
#include "nsAString.h"
#include "nsClassHashtable.h"
#include "nsIConsoleService.h" // for nsIConsoleService, etc
#include "nsIWidget.h" // for nsIWidget
#include "nsLiteralString.h" // for NS_LITERAL_STRING
#include "nsMathUtils.h" // for NS_roundf
#include "nsRect.h" // for mozilla::gfx::IntRect
#include "nsServiceManagerUtils.h" // for do_GetService
#include "nsString.h" // for nsString, nsAutoCString, etc
#include "OGLShaderProgram.h" // for ShaderProgramOGL, etc
#include "ScopedGLHelpers.h"
#include "GLReadTexImageHelper.h"
#include "HeapCopyOfStackArray.h"
#include "GLBlitHelper.h"
#include "mozilla/gfx/Swizzle.h"
#ifdef MOZ_WAYLAND
# include "mozilla/widget/GtkCompositorWidget.h"
#endif
#if MOZ_WIDGET_ANDROID
# include "GLContextEGL.h"
# include "GLLibraryEGL.h"
# include "mozilla/java/GeckoSurfaceTextureWrappers.h"
# include "mozilla/layers/AndroidHardwareBuffer.h"
#endif
namespace mozilla {
using namespace gfx;
namespace layers {
using namespace mozilla::gl;
static const GLuint kCoordinateAttributeIndex = 0;
static const GLuint kTexCoordinateAttributeIndex = 1;
class AsyncReadbackBufferOGL final : public AsyncReadbackBuffer {
public:
AsyncReadbackBufferOGL(GLContext* aGL, const IntSize& aSize);
bool MapAndCopyInto(DataSourceSurface* aSurface,
const IntSize& aReadSize) const override;
void Bind() const {
mGL->fBindBuffer(LOCAL_GL_PIXEL_PACK_BUFFER, mBufferHandle);
mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 1);
}
protected:
virtual ~AsyncReadbackBufferOGL();
private:
GLContext* mGL;
GLuint mBufferHandle;
};
AsyncReadbackBufferOGL::AsyncReadbackBufferOGL(GLContext* aGL,
const IntSize& aSize)
: AsyncReadbackBuffer(aSize), mGL(aGL), mBufferHandle(0) {
size_t bufferByteCount = mSize.width * mSize.height * 4;
mGL->fGenBuffers(1, &mBufferHandle);
ScopedPackState scopedPackState(mGL);
Bind();
mGL->fBufferData(LOCAL_GL_PIXEL_PACK_BUFFER, bufferByteCount, nullptr,
LOCAL_GL_STREAM_READ);
}
AsyncReadbackBufferOGL::~AsyncReadbackBufferOGL() {
if (mGL && mGL->MakeCurrent()) {
mGL->fDeleteBuffers(1, &mBufferHandle);
}
}
bool AsyncReadbackBufferOGL::MapAndCopyInto(DataSourceSurface* aSurface,
const IntSize& aReadSize) const {
MOZ_RELEASE_ASSERT(aReadSize <= aSurface->GetSize());
if (!mGL || !mGL->MakeCurrent()) {
return false;
}
ScopedPackState scopedPackState(mGL);
Bind();
const uint8_t* srcData = nullptr;
if (mGL->IsSupported(GLFeature::map_buffer_range)) {
srcData = static_cast<uint8_t*>(mGL->fMapBufferRange(
LOCAL_GL_PIXEL_PACK_BUFFER, 0, aReadSize.height * aReadSize.width * 4,
LOCAL_GL_MAP_READ_BIT));
} else {
srcData = static_cast<uint8_t*>(
mGL->fMapBuffer(LOCAL_GL_PIXEL_PACK_BUFFER, LOCAL_GL_READ_ONLY));
}
if (!srcData) {
return false;
}
int32_t srcStride = mSize.width * 4; // Bind() sets an alignment of 1
DataSourceSurface::ScopedMap map(aSurface, DataSourceSurface::WRITE);
uint8_t* destData = map.GetData();
int32_t destStride = map.GetStride();
SurfaceFormat destFormat = aSurface->GetFormat();
for (int32_t destRow = 0; destRow < aReadSize.height; destRow++) {
// Turn srcData upside down during the copy.
int32_t srcRow = aReadSize.height - 1 - destRow;
const uint8_t* src = &srcData[srcRow * srcStride];
uint8_t* dest = &destData[destRow * destStride];
SwizzleData(src, srcStride, SurfaceFormat::R8G8B8A8, dest, destStride,
destFormat, IntSize(aReadSize.width, 1));
}
mGL->fUnmapBuffer(LOCAL_GL_PIXEL_PACK_BUFFER);
return true;
}
PerUnitTexturePoolOGL::PerUnitTexturePoolOGL(gl::GLContext* aGL)
: mTextureTarget(0), // zero is never a valid texture target
mGL(aGL) {}
PerUnitTexturePoolOGL::~PerUnitTexturePoolOGL() { DestroyTextures(); }
CompositorOGL::CompositorOGL(widget::CompositorWidget* aWidget,
int aSurfaceWidth, int aSurfaceHeight,
bool aUseExternalSurfaceSize)
: Compositor(aWidget),
mWidgetSize(-1, -1),
mSurfaceSize(aSurfaceWidth, aSurfaceHeight),
mFBOTextureTarget(0),
mWindowRenderTarget(nullptr),
mQuadVBO(0),
mTriangleVBO(0),
mPreviousFrameDoneSync(nullptr),
mThisFrameDoneSync(nullptr),
mHasBGRA(0),
mUseExternalSurfaceSize(aUseExternalSurfaceSize),
mFrameInProgress(false),
mDestroyed(false),
mViewportSize(0, 0) {
if (aWidget->GetNativeLayerRoot()) {
// We can only render into native layers, our GLContext won't have a usable
// default framebuffer.
mCanRenderToDefaultFramebuffer = false;
}
MOZ_COUNT_CTOR(CompositorOGL);
}
CompositorOGL::~CompositorOGL() { MOZ_COUNT_DTOR(CompositorOGL); }
already_AddRefed<mozilla::gl::GLContext> CompositorOGL::CreateContext() {
RefPtr<GLContext> context;
// Used by mock widget to create an offscreen context
nsIWidget* widget = mWidget->RealWidget();
void* widgetOpenGLContext =
widget ? widget->GetNativeData(NS_NATIVE_OPENGL_CONTEXT) : nullptr;
if (widgetOpenGLContext) {
GLContext* alreadyRefed = reinterpret_cast<GLContext*>(widgetOpenGLContext);
return already_AddRefed<GLContext>(alreadyRefed);
}
#ifdef XP_WIN
if (gfxEnv::MOZ_LAYERS_PREFER_EGL()) {
printf_stderr("Trying GL layers...\n");
context = gl::GLContextProviderEGL::CreateForCompositorWidget(
mWidget, /* aHardwareWebRender */ false, /* aForceAccelerated */ false);
}
#endif
// Allow to create offscreen GL context for main Layer Manager
if (!context && gfxEnv::MOZ_LAYERS_PREFER_OFFSCREEN()) {
nsCString discardFailureId;
context = GLContextProvider::CreateHeadless(
{CreateContextFlags::REQUIRE_COMPAT_PROFILE}, &discardFailureId);
if (!context->CreateOffscreenDefaultFb(mSurfaceSize)) {
context = nullptr;
}
}
if (!context) {
context = gl::GLContextProvider::CreateForCompositorWidget(
mWidget,
/* aHardwareWebRender */ false,
gfxVars::RequiresAcceleratedGLContextForCompositorOGL());
}
if (!context) {
NS_WARNING("Failed to create CompositorOGL context");
}
return context.forget();
}
void CompositorOGL::Destroy() {
Compositor::Destroy();
if (mTexturePool) {
mTexturePool->Clear();
mTexturePool = nullptr;
}
if (!mDestroyed) {
mDestroyed = true;
CleanupResources();
}
}
void CompositorOGL::CleanupResources() {
if (!mGLContext) return;
if (mSurfacePoolHandle) {
mSurfacePoolHandle->Pool()->DestroyGLResourcesForContext(mGLContext);
mSurfacePoolHandle = nullptr;
}
RefPtr<GLContext> ctx = mGLContext->GetSharedContext();
if (!ctx) {
ctx = mGLContext;
}
if (!ctx->MakeCurrent()) {
// Leak resources!
mQuadVBO = 0;
mTriangleVBO = 0;
mPreviousFrameDoneSync = nullptr;
mThisFrameDoneSync = nullptr;
mProgramsHolder = nullptr;
mGLContext = nullptr;
mNativeLayersReferenceRT = nullptr;
mFullWindowRenderTarget = nullptr;
return;
}
mProgramsHolder = nullptr;
mNativeLayersReferenceRT = nullptr;
mFullWindowRenderTarget = nullptr;
#ifdef MOZ_WIDGET_GTK
// TextureSources might hold RefPtr<gl::GLContext>.
// All of them needs to be released to destroy GLContext.
// GLContextGLX has to be destroyed before related gtk window is destroyed.
for (auto textureSource : mRegisteredTextureSources) {
textureSource->DeallocateDeviceData();
}
mRegisteredTextureSources.clear();
#endif
ctx->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mQuadVBO) {
ctx->fDeleteBuffers(1, &mQuadVBO);
mQuadVBO = 0;
}
if (mTriangleVBO) {
ctx->fDeleteBuffers(1, &mTriangleVBO);
mTriangleVBO = 0;
}
mGLContext->MakeCurrent();
if (mPreviousFrameDoneSync) {
mGLContext->fDeleteSync(mPreviousFrameDoneSync);
mPreviousFrameDoneSync = nullptr;
}
if (mThisFrameDoneSync) {
mGLContext->fDeleteSync(mThisFrameDoneSync);
mThisFrameDoneSync = nullptr;
}
if (mOwnsGLContext) {
// On the main thread the Widget will be destroyed soon and calling
// MakeCurrent after that could cause a crash (at least with GLX, see bug
// 1059793), unless context is marked as destroyed. There may be some
// textures still alive that will try to call MakeCurrent on the context so
// let's make sure it is marked destroyed now.
mGLContext->MarkDestroyed();
}
mGLContext = nullptr;
}
bool CompositorOGL::Initialize(GLContext* aGLContext,
RefPtr<ShaderProgramOGLsHolder> aProgramsHolder,
nsCString* const out_failureReason) {
MOZ_ASSERT(!mDestroyed);
MOZ_ASSERT(!mGLContext);
mGLContext = aGLContext;
mProgramsHolder = aProgramsHolder;
mOwnsGLContext = false;
return Initialize(out_failureReason);
}
bool CompositorOGL::Initialize(nsCString* const out_failureReason) {
ScopedGfxFeatureReporter reporter("GL Layers");
// Do not allow double initialization
MOZ_ASSERT(mGLContext == nullptr || !mOwnsGLContext,
"Don't reinitialize CompositorOGL");
if (!mGLContext) {
MOZ_ASSERT(mOwnsGLContext);
mGLContext = CreateContext();
}
#ifdef MOZ_WIDGET_ANDROID
if (!mGLContext) {
*out_failureReason = "FEATURE_FAILURE_OPENGL_NO_ANDROID_CONTEXT";
MOZ_CRASH("We need a context on Android");
}
#endif
if (!mGLContext) {
*out_failureReason = "FEATURE_FAILURE_OPENGL_CREATE_CONTEXT";
return false;
}
if (!mProgramsHolder) {
mProgramsHolder = new ShaderProgramOGLsHolder(mGLContext);
}
MakeCurrent();
mHasBGRA = mGLContext->IsExtensionSupported(
gl::GLContext::EXT_texture_format_BGRA8888) ||
mGLContext->IsExtensionSupported(gl::GLContext::EXT_bgra);
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
mGLContext->fEnable(LOCAL_GL_BLEND);
// initialise a common shader to check that we can actually compile a shader
RefPtr<EffectNV12> effect =
new EffectNV12(nullptr, YUVColorSpace::BT601, ColorRange::LIMITED,
ColorDepth::COLOR_8, SamplingFilter::GOOD);
ShaderConfigOGL config = GetShaderConfigFor(effect);
if (!GetShaderProgramFor(config)) {
*out_failureReason = "FEATURE_FAILURE_OPENGL_COMPILE_SHADER";
return false;
}
if (mGLContext->WorkAroundDriverBugs()) {
/**
* We'll test the ability here to bind NPOT textures to a framebuffer, if
* this fails we'll try ARB_texture_rectangle.
*/
GLenum textureTargets[] = {LOCAL_GL_TEXTURE_2D, LOCAL_GL_NONE};
if (!mGLContext->IsGLES()) {
// No TEXTURE_RECTANGLE_ARB available on ES2
textureTargets[1] = LOCAL_GL_TEXTURE_RECTANGLE_ARB;
}
mFBOTextureTarget = LOCAL_GL_NONE;
GLuint testFBO = 0;
mGLContext->fGenFramebuffers(1, &testFBO);
GLuint testTexture = 0;
for (uint32_t i = 0; i < ArrayLength(textureTargets); i++) {
GLenum target = textureTargets[i];
if (!target) continue;
mGLContext->fGenTextures(1, &testTexture);
mGLContext->fBindTexture(target, testTexture);
mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_NEAREST);
mGLContext->fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_NEAREST);
mGLContext->fTexImage2D(
target, 0, LOCAL_GL_RGBA, 5, 3, /* sufficiently NPOT */
0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr);
// unbind this texture, in preparation for binding it to the FBO
mGLContext->fBindTexture(target, 0);
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, testFBO);
mGLContext->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0, target,
testTexture, 0);
if (mGLContext->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) ==
LOCAL_GL_FRAMEBUFFER_COMPLETE) {
mFBOTextureTarget = target;
mGLContext->fDeleteTextures(1, &testTexture);
break;
}
mGLContext->fDeleteTextures(1, &testTexture);
}
if (testFBO) {
mGLContext->fDeleteFramebuffers(1, &testFBO);
}
if (mFBOTextureTarget == LOCAL_GL_NONE) {
/* Unable to find a texture target that works with FBOs and NPOT textures
*/
*out_failureReason = "FEATURE_FAILURE_OPENGL_NO_TEXTURE_TARGET";
return false;
}
} else {
// not trying to work around driver bugs, so TEXTURE_2D should just work
mFBOTextureTarget = LOCAL_GL_TEXTURE_2D;
}
// back to default framebuffer, to avoid confusion
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) {
/* If we're using TEXTURE_RECTANGLE, then we must have the ARB
* extension -- the EXT variant does not provide support for
* texture rectangle access inside GLSL (sampler2DRect,
* texture2DRect).
*/
if (!mGLContext->IsExtensionSupported(
gl::GLContext::ARB_texture_rectangle)) {
*out_failureReason = "FEATURE_FAILURE_OPENGL_ARB_EXT";
return false;
}
}
// Create a VBO for triangle vertices.
mGLContext->fGenBuffers(1, &mTriangleVBO);
/* Create a simple quad VBO */
mGLContext->fGenBuffers(1, &mQuadVBO);
// 4 quads, with the number of the quad (vertexID) encoded in w.
GLfloat vertices[] = {
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f,
1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 1.0f, 1.0f, 0.0f, 2.0f,
0.0f, 0.0f, 0.0f, 3.0f, 1.0f, 0.0f, 0.0f, 3.0f, 0.0f, 1.0f, 0.0f, 3.0f,
1.0f, 0.0f, 0.0f, 3.0f, 0.0f, 1.0f, 0.0f, 3.0f, 1.0f, 1.0f, 0.0f, 3.0f,
};
HeapCopyOfStackArray<GLfloat> verticesOnHeap(vertices);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER, verticesOnHeap.ByteLength(),
verticesOnHeap.Data(), LOCAL_GL_STATIC_DRAW);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
nsCOMPtr<nsIConsoleService> console(
do_GetService(NS_CONSOLESERVICE_CONTRACTID));
if (console) {
nsString msg;
msg += nsLiteralString(
u"OpenGL compositor Initialized Succesfully.\nVersion: ");
msg += NS_ConvertUTF8toUTF16(nsDependentCString(
(const char*)mGLContext->fGetString(LOCAL_GL_VERSION)));
msg += u"\nVendor: "_ns;
msg += NS_ConvertUTF8toUTF16(nsDependentCString(
(const char*)mGLContext->fGetString(LOCAL_GL_VENDOR)));
msg += u"\nRenderer: "_ns;
msg += NS_ConvertUTF8toUTF16(nsDependentCString(
(const char*)mGLContext->fGetString(LOCAL_GL_RENDERER)));
msg += u"\nFBO Texture Target: "_ns;
if (mFBOTextureTarget == LOCAL_GL_TEXTURE_2D)
msg += u"TEXTURE_2D"_ns;
else
msg += u"TEXTURE_RECTANGLE"_ns;
console->LogStringMessage(msg.get());
}
reporter.SetSuccessful();
return true;
}
/*
* Returns a size that is equal to, or larger than and closest to,
* aSize where both width and height are powers of two.
* If the OpenGL setup is capable of using non-POT textures,
* then it will just return aSize.
*/
static IntSize CalculatePOTSize(const IntSize& aSize, GLContext* gl) {
if (CanUploadNonPowerOfTwo(gl)) return aSize;
return IntSize(RoundUpPow2(aSize.width), RoundUpPow2(aSize.height));
}
gfx::Rect CompositorOGL::GetTextureCoordinates(gfx::Rect textureRect,
TextureSource* aTexture) {
// If the OpenGL setup does not support non-power-of-two textures then the
// texture's width and height will have been increased to the next
// power-of-two (unless already a power of two). In that case we must scale
// the texture coordinates to account for that.
if (!CanUploadNonPowerOfTwo(mGLContext)) {
const IntSize& textureSize = aTexture->GetSize();
const IntSize potSize = CalculatePOTSize(textureSize, mGLContext);
if (potSize != textureSize) {
const float xScale = (float)textureSize.width / (float)potSize.width;
const float yScale = (float)textureSize.height / (float)potSize.height;
textureRect.Scale(xScale, yScale);
}
}
return textureRect;
}
void CompositorOGL::PrepareViewport(CompositingRenderTargetOGL* aRenderTarget) {
MOZ_ASSERT(aRenderTarget);
// Logical surface size.
const gfx::IntSize& size = aRenderTarget->GetSize();
// Physical surface size.
const gfx::IntSize& phySize = aRenderTarget->GetPhysicalSize();
// Set the viewport correctly.
mGLContext->fViewport(mSurfaceOrigin.x, mSurfaceOrigin.y, phySize.width,
phySize.height);
mViewportSize = size;
if (!aRenderTarget->HasComplexProjection()) {
// We flip the view matrix around so that everything is right-side up; we're
// drawing directly into the window's back buffer, so this keeps things
// looking correct.
// XXX: We keep track of whether the window size changed, so we could skip
// this update if it hadn't changed since the last call.
// Matrix to transform (0, 0, aWidth, aHeight) to viewport space (-1.0, 1.0,
// 2, 2) and flip the contents.
Matrix viewMatrix;
viewMatrix.PreTranslate(-1.0, 1.0);
viewMatrix.PreScale(2.0f / float(size.width), 2.0f / float(size.height));
viewMatrix.PreScale(1.0f, -1.0f);
MOZ_ASSERT(mCurrentRenderTarget, "No destination");
Matrix4x4 matrix3d = Matrix4x4::From2D(viewMatrix);
matrix3d._33 = 0.0f;
mProjMatrix = matrix3d;
mGLContext->fDepthRange(0.0f, 1.0f);
} else {
bool depthEnable;
float zNear, zFar;
aRenderTarget->GetProjection(mProjMatrix, depthEnable, zNear, zFar);
mGLContext->fDepthRange(zNear, zFar);
}
}
already_AddRefed<CompositingRenderTarget> CompositorOGL::CreateRenderTarget(
const IntRect& aRect, SurfaceInitMode aInit) {
MOZ_ASSERT(!aRect.IsZeroArea(),
"Trying to create a render target of invalid size");
if (aRect.IsZeroArea()) {
return nullptr;
}
if (!gl()) {
// CompositingRenderTargetOGL does not work without a gl context.
return nullptr;
}
GLuint tex = 0;
GLuint fbo = 0;
IntRect rect = aRect;
IntSize fboSize;
CreateFBOWithTexture(rect, false, 0, &fbo, &tex, &fboSize);
return CompositingRenderTargetOGL::CreateForNewFBOAndTakeOwnership(
this, tex, fbo, aRect, aRect.TopLeft(), aRect.Size(), mFBOTextureTarget,
aInit);
}
void CompositorOGL::SetRenderTarget(CompositingRenderTarget* aSurface) {
MOZ_ASSERT(aSurface);
CompositingRenderTargetOGL* surface =
static_cast<CompositingRenderTargetOGL*>(aSurface);
if (mCurrentRenderTarget != surface) {
mCurrentRenderTarget = surface;
surface->BindRenderTarget();
}
PrepareViewport(mCurrentRenderTarget);
}
already_AddRefed<CompositingRenderTarget>
CompositorOGL::GetCurrentRenderTarget() const {
return do_AddRef(mCurrentRenderTarget);
}
already_AddRefed<CompositingRenderTarget> CompositorOGL::GetWindowRenderTarget()
const {
return do_AddRef(mWindowRenderTarget);
}
already_AddRefed<AsyncReadbackBuffer> CompositorOGL::CreateAsyncReadbackBuffer(
const IntSize& aSize) {
return MakeAndAddRef<AsyncReadbackBufferOGL>(mGLContext, aSize);
}
bool CompositorOGL::ReadbackRenderTarget(CompositingRenderTarget* aSource,
AsyncReadbackBuffer* aDest) {
IntSize size = aSource->GetSize();
MOZ_RELEASE_ASSERT(aDest->GetSize() == size);
RefPtr<CompositingRenderTarget> previousTarget = GetCurrentRenderTarget();
if (previousTarget != aSource) {
SetRenderTarget(aSource);
}
ScopedPackState scopedPackState(mGLContext);
static_cast<AsyncReadbackBufferOGL*>(aDest)->Bind();
mGLContext->fReadPixels(0, 0, size.width, size.height, LOCAL_GL_RGBA,
LOCAL_GL_UNSIGNED_BYTE, 0);
if (previousTarget != aSource) {
SetRenderTarget(previousTarget);
}
return true;
}
bool CompositorOGL::BlitRenderTarget(CompositingRenderTarget* aSource,
const gfx::IntSize& aSourceSize,
const gfx::IntSize& aDestSize) {
if (!mGLContext->IsSupported(GLFeature::framebuffer_blit)) {
return false;
}
CompositingRenderTargetOGL* source =
static_cast<CompositingRenderTargetOGL*>(aSource);
GLuint srcFBO = source->GetFBO();
GLuint destFBO = mCurrentRenderTarget->GetFBO();
mGLContext->BlitHelper()->BlitFramebufferToFramebuffer(
srcFBO, destFBO, IntRect(IntPoint(), aSourceSize),
IntRect(IntPoint(), aDestSize), LOCAL_GL_LINEAR);
return true;
}
static GLenum GetFrameBufferInternalFormat(
GLContext* gl, GLuint aFrameBuffer,
mozilla::widget::CompositorWidget* aWidget) {
if (aFrameBuffer == 0) { // default framebuffer
return aWidget->GetGLFrameBufferFormat();
}
return LOCAL_GL_RGBA;
}
Maybe<IntRect> CompositorOGL::BeginFrameForWindow(
const nsIntRegion& aInvalidRegion, const Maybe<IntRect>& aClipRect,
const IntRect& aRenderBounds, const nsIntRegion& aOpaqueRegion) {
MOZ_RELEASE_ASSERT(!mTarget, "mTarget not cleared properly");
return BeginFrame(aInvalidRegion, aClipRect, aRenderBounds, aOpaqueRegion);
}
Maybe<IntRect> CompositorOGL::BeginFrame(const nsIntRegion& aInvalidRegion,
const Maybe<IntRect>& aClipRect,
const IntRect& aRenderBounds,
const nsIntRegion& aOpaqueRegion) {
AUTO_PROFILER_LABEL("CompositorOGL::BeginFrame", GRAPHICS);
MOZ_ASSERT(!mFrameInProgress,
"frame still in progress (should have called EndFrame");
IntRect rect;
if (mUseExternalSurfaceSize) {
rect = IntRect(IntPoint(), mSurfaceSize);
} else {
rect = aRenderBounds;
}
// We can't draw anything to something with no area
// so just return
if (rect.IsZeroArea()) {
return Nothing();
}
// If the widget size changed, we have to force a MakeCurrent
// to make sure that GL sees the updated widget size.
if (mWidgetSize.ToUnknownSize() != rect.Size()) {
MakeCurrent(ForceMakeCurrent);
mWidgetSize = LayoutDeviceIntSize::FromUnknownSize(rect.Size());
#ifdef MOZ_WAYLAND
if (mWidget && mWidget->AsGTK()) {
mWidget->AsGTK()->SetEGLNativeWindowSize(mWidgetSize);
}
#endif
} else {
MakeCurrent();
}
#ifdef MOZ_WIDGET_ANDROID
java::GeckoSurfaceTexture::DestroyUnused((int64_t)mGLContext.get());
mGLContext->MakeCurrent(); // DestroyUnused can change the current context!
#endif
// Default blend function implements "OVER"
mGLContext->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
mGLContext->fEnable(LOCAL_GL_BLEND);
RefPtr<CompositingRenderTarget> rt;
if (mCanRenderToDefaultFramebuffer) {
rt = CompositingRenderTargetOGL::CreateForWindow(this, rect.Size());
} else if (mTarget) {
rt = CreateRenderTarget(rect, INIT_MODE_CLEAR);
} else {
MOZ_CRASH("Unexpected call");
}
if (!rt) {
return Nothing();
}
// We're about to actually draw a frame.
mFrameInProgress = true;
SetRenderTarget(rt);
mWindowRenderTarget = mCurrentRenderTarget;
for (auto iter = aInvalidRegion.RectIter(); !iter.Done(); iter.Next()) {
const IntRect& r = iter.Get();
mCurrentFrameInvalidRegion.OrWith(
IntRect(r.X(), FlipY(r.YMost()), r.Width(), r.Height()));
}
// Check to see if there is any transparent dirty region that would require
// clearing. If not, just invalidate the framebuffer if supported.
// TODO: Currently we initialize the clear region to the widget bounds as
// SwapBuffers will update the entire framebuffer. On platforms that support
// damage regions, we could initialize this to mCurrentFrameInvalidRegion.
IntRegion regionToClear(rect);
regionToClear.SubOut(aOpaqueRegion);
GLbitfield clearBits = LOCAL_GL_DEPTH_BUFFER_BIT;
if (regionToClear.IsEmpty() &&
mGLContext->IsSupported(GLFeature::invalidate_framebuffer)) {
GLenum attachments[] = {LOCAL_GL_COLOR};
mGLContext->fInvalidateFramebuffer(
LOCAL_GL_FRAMEBUFFER, MOZ_ARRAY_LENGTH(attachments), attachments);
} else {
clearBits |= LOCAL_GL_COLOR_BUFFER_BIT;
}
#if defined(MOZ_WIDGET_ANDROID)
if ((mSurfaceOrigin.x > 0) || (mSurfaceOrigin.y > 0)) {
mGLContext->fClearColor(
StaticPrefs::gfx_compositor_override_clear_color_r(),
StaticPrefs::gfx_compositor_override_clear_color_g(),
StaticPrefs::gfx_compositor_override_clear_color_b(),
StaticPrefs::gfx_compositor_override_clear_color_a());
} else {
mGLContext->fClearColor(mClearColor.r, mClearColor.g, mClearColor.b,
mClearColor.a);
}
#else
mGLContext->fClearColor(mClearColor.r, mClearColor.g, mClearColor.b,
mClearColor.a);
#endif // defined(MOZ_WIDGET_ANDROID)
mGLContext->fClear(clearBits);
return Some(rect);
}
void CompositorOGL::CreateFBOWithTexture(const gfx::IntRect& aRect,
bool aCopyFromSource,
GLuint aSourceFrameBuffer,
GLuint* aFBO, GLuint* aTexture,
gfx::IntSize* aAllocSize) {
*aTexture =
CreateTexture(aRect, aCopyFromSource, aSourceFrameBuffer, aAllocSize);
mGLContext->fGenFramebuffers(1, aFBO);
}
// Should be called after calls to fReadPixels or fCopyTexImage2D, and other
// GL read calls.
static void WorkAroundAppleIntelHD3000GraphicsGLDriverBug(GLContext* aGL) {
#ifdef XP_MACOSX
if (aGL->WorkAroundDriverBugs() &&
aGL->Renderer() == GLRenderer::IntelHD3000) {
// Work around a bug in the Apple Intel HD Graphics 3000 driver (bug
// 1586627, filed with Apple as FB7379358). This bug has been found present
// on 10.9.3 and on 10.13.6, so it likely affects all shipped versions of
// this driver. (macOS 10.14 does not support this GPU.)
// The bug manifests as follows: Reading from a framebuffer puts that
// framebuffer into a state such that deleting that framebuffer can break
// other framebuffers in certain cases. More specifically, if you have two
// framebuffers A and B, the following sequence of events breaks subsequent
// drawing to B:
// 1. A becomes "most recently read-from framebuffer".
// 2. B is drawn to.
// 3. A is deleted, and other GL state (such as GL_SCISSOR enabled state)
// is touched.
// 4. B is drawn to again.
// Now all draws to framebuffer B, including the draw from step 4, will
// render at the wrong position and upside down.
//
// When AfterGLReadCall() is called, the currently bound framebuffer is the
// framebuffer that has been read from most recently. So in the presence of
// this bug, deleting this framebuffer has now become dangerous. We work
// around the bug by creating a new short-lived framebuffer, making that new
// framebuffer the most recently read-from framebuffer (using
// glCopyTexImage2D), and then deleting it under controlled circumstances.
// This deletion is not affected by the bug because our deletion call is not
// interleaved with draw calls to another framebuffer and a touching of the
// GL scissor enabled state.
ScopedTexture texForReading(aGL);
{
// Initialize a 1x1 texture.
ScopedBindTexture autoBindTexForReading(aGL, texForReading);
aGL->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 1, 1, 0,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_LINEAR);
aGL->fTexParameteri(LOCAL_GL_TEXTURE_2D, LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_LINEAR);
}
// Make a framebuffer around the texture.
ScopedFramebufferForTexture autoFBForReading(aGL, texForReading);
if (autoFBForReading.IsComplete()) {
// "Read" from the framebuffer, by initializing a new texture using
// glCopyTexImage2D. This flips the bad bit on autoFBForReading.FB().
ScopedBindFramebuffer autoFB(aGL, autoFBForReading.FB());
ScopedTexture texReadingDest(aGL);
ScopedBindTexture autoBindTexReadingDest(aGL, texReadingDest);
aGL->fCopyTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 0, 0, 1, 1,
0);
}
// When autoFBForReading goes out of scope, the "poisoned" framebuffer is
// deleted, and the bad state seems to go away along with it.
}
#endif
}
GLuint CompositorOGL::CreateTexture(const IntRect& aRect, bool aCopyFromSource,
GLuint aSourceFrameBuffer,
IntSize* aAllocSize) {
// we're about to create a framebuffer backed by textures to use as an
// intermediate surface. What to do if its size (as given by aRect) would
// exceed the maximum texture size supported by the GL? The present code
// chooses the compromise of just clamping the framebuffer's size to the max
// supported size. This gives us a lower resolution rendering of the
// intermediate surface (children layers). See bug 827170 for a discussion.
IntRect clampedRect = aRect;
int32_t maxTexSize = GetMaxTextureSize();
clampedRect.SetWidth(std::min(clampedRect.Width(), maxTexSize));
clampedRect.SetHeight(std::min(clampedRect.Height(), maxTexSize));
auto clampedRectWidth = clampedRect.Width();
auto clampedRectHeight = clampedRect.Height();
GLuint tex;
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0);
mGLContext->fGenTextures(1, &tex);
mGLContext->fBindTexture(mFBOTextureTarget, tex);
if (aCopyFromSource) {
GLuint curFBO = mCurrentRenderTarget->GetFBO();
if (curFBO != aSourceFrameBuffer) {
mGLContext->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, aSourceFrameBuffer);
}
// We're going to create an RGBA temporary fbo. But to
// CopyTexImage() from the current framebuffer, the framebuffer's
// format has to be compatible with the new texture's. So we
// check the format of the framebuffer here and take a slow path
// if it's incompatible.
GLenum format =
GetFrameBufferInternalFormat(gl(), aSourceFrameBuffer, mWidget);
bool isFormatCompatibleWithRGBA =
gl()->IsGLES() ? (format == LOCAL_GL_RGBA) : true;
if (isFormatCompatibleWithRGBA) {
mGLContext->fCopyTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA,
clampedRect.X(), FlipY(clampedRect.YMost()),
clampedRectWidth, clampedRectHeight, 0);
WorkAroundAppleIntelHD3000GraphicsGLDriverBug(mGLContext);
} else {
// Curses, incompatible formats. Take a slow path.
// RGBA
size_t bufferSize = clampedRectWidth * clampedRectHeight * 4;
auto buf = MakeUnique<uint8_t[]>(bufferSize);
mGLContext->fReadPixels(clampedRect.X(), clampedRect.Y(),
clampedRectWidth, clampedRectHeight,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf.get());
WorkAroundAppleIntelHD3000GraphicsGLDriverBug(mGLContext);
mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA,
clampedRectWidth, clampedRectHeight, 0,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, buf.get());
}
GLenum error = mGLContext->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
nsAutoCString msg;
msg.AppendPrintf(
"Texture initialization failed! -- error 0x%x, Source %d, Source "
"format %d, RGBA Compat %d",
error, aSourceFrameBuffer, format, isFormatCompatibleWithRGBA);
NS_ERROR(msg.get());
}
} else {
mGLContext->fTexImage2D(mFBOTextureTarget, 0, LOCAL_GL_RGBA,
clampedRectWidth, clampedRectHeight, 0,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr);
}
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MIN_FILTER,
LOCAL_GL_LINEAR);
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_MAG_FILTER,
LOCAL_GL_LINEAR);
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_S,
LOCAL_GL_CLAMP_TO_EDGE);
mGLContext->fTexParameteri(mFBOTextureTarget, LOCAL_GL_TEXTURE_WRAP_T,
LOCAL_GL_CLAMP_TO_EDGE);
mGLContext->fBindTexture(mFBOTextureTarget, 0);
if (aAllocSize) {
aAllocSize->width = clampedRectWidth;
aAllocSize->height = clampedRectHeight;
}
return tex;
}
ShaderConfigOGL CompositorOGL::GetShaderConfigFor(Effect* aEffect,
bool aDEAAEnabled) const {
ShaderConfigOGL config;
switch (aEffect->mType) {
case EffectTypes::YCBCR: {
config.SetYCbCr(true);
EffectYCbCr* effectYCbCr = static_cast<EffectYCbCr*>(aEffect);
config.SetColorMultiplier(
RescalingFactorForColorDepth(effectYCbCr->mColorDepth));
config.SetTextureTarget(
effectYCbCr->mTexture->AsSourceOGL()->GetTextureTarget());
break;
}
case EffectTypes::NV12:
config.SetNV12(true);
if (gl()->IsExtensionSupported(gl::GLContext::ARB_texture_rectangle)) {
config.SetTextureTarget(LOCAL_GL_TEXTURE_RECTANGLE_ARB);
} else {
config.SetTextureTarget(LOCAL_GL_TEXTURE_2D);
}
break;
default: {
MOZ_ASSERT(aEffect->mType == EffectTypes::RGB);
TexturedEffect* texturedEffect = static_cast<TexturedEffect*>(aEffect);
TextureSourceOGL* source = texturedEffect->mTexture->AsSourceOGL();
MOZ_ASSERT_IF(
source->GetTextureTarget() == LOCAL_GL_TEXTURE_EXTERNAL,
source->GetFormat() == gfx::SurfaceFormat::R8G8B8A8 ||
source->GetFormat() == gfx::SurfaceFormat::R8G8B8X8 ||
source->GetFormat() == gfx::SurfaceFormat::B8G8R8A8 ||
source->GetFormat() == gfx::SurfaceFormat::B8G8R8X8 ||
source->GetFormat() == gfx::SurfaceFormat::R5G6B5_UINT16);
MOZ_ASSERT_IF(
source->GetTextureTarget() == LOCAL_GL_TEXTURE_RECTANGLE_ARB,
source->GetFormat() == gfx::SurfaceFormat::R8G8B8A8 ||
source->GetFormat() == gfx::SurfaceFormat::R8G8B8X8 ||
source->GetFormat() == gfx::SurfaceFormat::R5G6B5_UINT16 ||
source->GetFormat() == gfx::SurfaceFormat::YUV422);
config = ShaderConfigFromTargetAndFormat(source->GetTextureTarget(),
source->GetFormat());
if (!texturedEffect->mPremultiplied) {
config.SetNoPremultipliedAlpha();
}
break;
}
}
config.SetDEAA(aDEAAEnabled);
return config;
}
ShaderProgramOGL* CompositorOGL::GetShaderProgramFor(
const ShaderConfigOGL& aConfig) {
ShaderProgramOGL* shader = mProgramsHolder->GetShaderProgramFor(aConfig);
return shader;
}
void CompositorOGL::ResetProgram() { mProgramsHolder->ResetCurrentProgram(); }
static bool SetBlendMode(GLContext* aGL, gfx::CompositionOp aBlendMode,
bool aIsPremultiplied = true) {
if (BlendOpIsMixBlendMode(aBlendMode)) {
// Mix-blend modes require an extra step (or more) that cannot be expressed
// in the fixed-function blending capabilities of opengl. We handle them
// separately in shaders, and the shaders assume we will use our default
// blend function for compositing (premultiplied OP_OVER).
return false;
}
if (aBlendMode == gfx::CompositionOp::OP_OVER && aIsPremultiplied) {
return false;
}
GLenum srcBlend;
GLenum dstBlend;
GLenum srcAlphaBlend = LOCAL_GL_ONE;
GLenum dstAlphaBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA;
switch (aBlendMode) {
case gfx::CompositionOp::OP_OVER:
MOZ_ASSERT(!aIsPremultiplied);
srcBlend = LOCAL_GL_SRC_ALPHA;
dstBlend = LOCAL_GL_ONE_MINUS_SRC_ALPHA;
break;
case gfx::CompositionOp::OP_SOURCE:
srcBlend = aIsPremultiplied ? LOCAL_GL_ONE : LOCAL_GL_SRC_ALPHA;
dstBlend = LOCAL_GL_ZERO;
srcAlphaBlend = LOCAL_GL_ONE;
dstAlphaBlend = LOCAL_GL_ZERO;
break;
default:
MOZ_ASSERT_UNREACHABLE("Unsupported blend mode!");
return false;
}
aGL->fBlendFuncSeparate(srcBlend, dstBlend, srcAlphaBlend, dstAlphaBlend);
return true;
}
gfx::Point3D CompositorOGL::GetLineCoefficients(const gfx::Point& aPoint1,
const gfx::Point& aPoint2) {
// Return standard coefficients for a line between aPoint1 and aPoint2
// for standard line equation:
//
// Ax + By + C = 0
//
// A = (p1.y – p2.y)
// B = (p2.x – p1.x)
// C = (p1.x * p2.y) – (p2.x * p1.y)
gfx::Point3D coeffecients;
coeffecients.x = aPoint1.y - aPoint2.y;
coeffecients.y = aPoint2.x - aPoint1.x;
coeffecients.z = aPoint1.x * aPoint2.y - aPoint2.x * aPoint1.y;
coeffecients *= 1.0f / sqrtf(coeffecients.x * coeffecients.x +
coeffecients.y * coeffecients.y);
// Offset outwards by 0.5 pixel as the edge is considered to be 1 pixel
// wide and included within the interior of the polygon
coeffecients.z += 0.5f;
return coeffecients;
}
void CompositorOGL::DrawQuad(const Rect& aRect, const IntRect& aClipRect,
const EffectChain& aEffectChain, Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) {
AUTO_PROFILER_LABEL("CompositorOGL::DrawQuad", GRAPHICS);
DrawGeometry(aRect, aRect, aClipRect, aEffectChain, aOpacity, aTransform,
aVisibleRect);
}
template <typename Geometry>
void CompositorOGL::DrawGeometry(const Geometry& aGeometry,
const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const EffectChain& aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect) {
MOZ_ASSERT(mFrameInProgress, "frame not started");
MOZ_ASSERT(mCurrentRenderTarget, "No destination");
MakeCurrent();
// Convert aClipRect into render target space, and intersect it with the
// render target's clip.
IntRect clipRect = aClipRect + mCurrentRenderTarget->GetClipSpaceOrigin();
if (Maybe<IntRect> rtClip = mCurrentRenderTarget->GetClipRect()) {
clipRect = clipRect.Intersect(*rtClip);
}
Rect destRect = aTransform.TransformAndClipBounds(
aRect, Rect(mCurrentRenderTarget->GetRect().Intersect(clipRect)));
if (destRect.IsEmpty()) {
return;
}
// Move clipRect into device space.
IntPoint offset = mCurrentRenderTarget->GetOrigin();
clipRect -= offset;
if (!mTarget && mCurrentRenderTarget->IsWindow()) {
clipRect.MoveBy(mSurfaceOrigin.x, -mSurfaceOrigin.y);
}
ScopedGLState scopedScissorTestState(mGLContext, LOCAL_GL_SCISSOR_TEST, true);
ScopedScissorRect autoScissorRect(mGLContext, clipRect.X(),
FlipY(clipRect.Y() + clipRect.Height()),
clipRect.Width(), clipRect.Height());
// Only apply DEAA to quads that have been transformed such that aliasing
// could be visible
bool bEnableAA = StaticPrefs::layers_deaa_enabled() &&
!aTransform.Is2DIntegerTranslation();
ShaderConfigOGL config =
GetShaderConfigFor(aEffectChain.mPrimaryEffect, bEnableAA);
config.SetOpacity(aOpacity != 1.f);
ApplyPrimitiveConfig(config, aGeometry);
ShaderProgramOGL* program = mProgramsHolder->ActivateProgram(config);
if (!program) {
return;
}
program->SetProjectionMatrix(mProjMatrix);
program->SetLayerTransform(aTransform);
program->SetRenderOffset(offset.x, offset.y);
if (aOpacity != 1.f) program->SetLayerOpacity(aOpacity);
if (config.mFeatures & ENABLE_TEXTURE_RECT) {
TextureSourceOGL* source = nullptr;
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
source = texturedEffect->mTexture->AsSourceOGL();
// This is used by IOSurface that use 0,0...w,h coordinate rather then
// 0,0..1,1.
program->SetTexCoordMultiplier(source->GetSize().width,
source->GetSize().height);
}
// XXX kip - These calculations could be performed once per layer rather than
// for every tile. This might belong in Compositor.cpp once DEAA
// is implemented for DirectX.
if (bEnableAA) {
// Calculate the transformed vertices of aVisibleRect in screen space
// pixels, mirroring the calculations in the vertex shader
Matrix4x4 flatTransform = aTransform;
flatTransform.PostTranslate(-offset.x, -offset.y, 0.0f);
flatTransform *= mProjMatrix;
Rect viewportClip = Rect(-1.0f, -1.0f, 2.0f, 2.0f);
size_t edgeCount = 0;
Point3D coefficients[4];
Point points[Matrix4x4::kTransformAndClipRectMaxVerts];
size_t pointCount =
flatTransform.TransformAndClipRect(aVisibleRect, viewportClip, points);
for (size_t i = 0; i < pointCount; i++) {
points[i] = Point((points[i].x * 0.5f + 0.5f) * mViewportSize.width,
(points[i].y * 0.5f + 0.5f) * mViewportSize.height);
}
if (pointCount > 2) {
// Use shoelace formula on a triangle in the clipped quad to determine if
// winding order is reversed. Iterate through the triangles until one is
// found with a non-zero area.
float winding = 0.0f;
size_t wp = 0;
while (winding == 0.0f && wp < pointCount) {
int wp1 = (wp + 1) % pointCount;
int wp2 = (wp + 2) % pointCount;
winding =
(points[wp1].x - points[wp].x) * (points[wp1].y + points[wp].y) +
(points[wp2].x - points[wp1].x) * (points[wp2].y + points[wp1].y) +
(points[wp].x - points[wp2].x) * (points[wp].y + points[wp2].y);
wp++;
}
bool frontFacing = winding >= 0.0f;
// Calculate the line coefficients used by the DEAA shader to determine
// the sub-pixel coverage of the edge pixels
for (size_t i = 0; i < pointCount; i++) {
const Point& p1 = points[i];
const Point& p2 = points[(i + 1) % pointCount];
// Create a DEAA edge for any non-straight lines, to a maximum of 4
if (p1.x != p2.x && p1.y != p2.y && edgeCount < 4) {
if (frontFacing) {
coefficients[edgeCount++] = GetLineCoefficients(p2, p1);
} else {
coefficients[edgeCount++] = GetLineCoefficients(p1, p2);
}
}
}
}
// The coefficients that are not needed must not cull any fragments.
// We fill these unused coefficients with a clipping plane that has no
// effect.
for (size_t i = edgeCount; i < 4; i++) {
coefficients[i] = Point3D(0.0f, 1.0f, mViewportSize.height);
}
// Set uniforms required by DEAA shader
Matrix4x4 transformInverted = aTransform;
transformInverted.Invert();
program->SetLayerTransformInverse(transformInverted);
program->SetDEAAEdges(coefficients);
program->SetVisibleCenter(aVisibleRect.Center());
program->SetViewportSize(mViewportSize);
}
bool didSetBlendMode = false;
switch (aEffectChain.mPrimaryEffect->mType) {
case EffectTypes::RGB: {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
TextureSource* source = texturedEffect->mTexture;
didSetBlendMode = SetBlendMode(gl(), gfx::CompositionOp::OP_OVER,
texturedEffect->mPremultiplied);
gfx::SamplingFilter samplingFilter = texturedEffect->mSamplingFilter;
source->AsSourceOGL()->BindTexture(LOCAL_GL_TEXTURE0, samplingFilter);
program->SetTextureUnit(0);
Matrix4x4 textureTransform = source->AsSourceOGL()->GetTextureTransform();
program->SetTextureTransform(textureTransform);
BindAndDrawGeometryWithTextureRect(
program, aGeometry, texturedEffect->mTextureCoords, source);
source->AsSourceOGL()->MaybeFenceTexture();
} break;
case EffectTypes::YCBCR: {
EffectYCbCr* effectYCbCr =
static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());
TextureSource* sourceYCbCr = effectYCbCr->mTexture;
const int Y = 0, Cb = 1, Cr = 2;
TextureSourceOGL* sourceY = sourceYCbCr->GetSubSource(Y)->AsSourceOGL();
TextureSourceOGL* sourceCb = sourceYCbCr->GetSubSource(Cb)->AsSourceOGL();
TextureSourceOGL* sourceCr = sourceYCbCr->GetSubSource(Cr)->AsSourceOGL();
if (!sourceY || !sourceCb || !sourceCr) {
NS_WARNING("Invalid layer texture.");
return;
}
sourceY->BindTexture(LOCAL_GL_TEXTURE0, effectYCbCr->mSamplingFilter);
sourceCb->BindTexture(LOCAL_GL_TEXTURE1, effectYCbCr->mSamplingFilter);
sourceCr->BindTexture(LOCAL_GL_TEXTURE2, effectYCbCr->mSamplingFilter);
if (config.mFeatures & ENABLE_TEXTURE_RECT) {
// This is used by IOSurface that use 0,0...w,h coordinate rather then
// 0,0..1,1.
program->SetCbCrTexCoordMultiplier(sourceCb->GetSize().width,
sourceCb->GetSize().height);
}
program->SetYCbCrTextureUnits(Y, Cb, Cr);
program->SetTextureTransform(Matrix4x4());
program->SetYUVColorSpace(effectYCbCr->mYUVColorSpace);
BindAndDrawGeometryWithTextureRect(program, aGeometry,
effectYCbCr->mTextureCoords,
sourceYCbCr->GetSubSource(Y));
sourceY->MaybeFenceTexture();
sourceCb->MaybeFenceTexture();
sourceCr->MaybeFenceTexture();
} break;
case EffectTypes::NV12: {
EffectNV12* effectNV12 =
static_cast<EffectNV12*>(aEffectChain.mPrimaryEffect.get());
TextureSource* sourceNV12 = effectNV12->mTexture;
const int Y = 0, CbCr = 1;
TextureSourceOGL* sourceY = sourceNV12->GetSubSource(Y)->AsSourceOGL();
TextureSourceOGL* sourceCbCr =
sourceNV12->GetSubSource(CbCr)->AsSourceOGL();
if (!sourceY || !sourceCbCr) {
NS_WARNING("Invalid layer texture.");
return;
}
sourceY->BindTexture(LOCAL_GL_TEXTURE0, effectNV12->mSamplingFilter);
sourceCbCr->BindTexture(LOCAL_GL_TEXTURE1, effectNV12->mSamplingFilter);
if (config.mFeatures & ENABLE_TEXTURE_RECT) {
// This is used by IOSurface that use 0,0...w,h coordinate rather then
// 0,0..1,1.
program->SetCbCrTexCoordMultiplier(sourceCbCr->GetSize().width,
sourceCbCr->GetSize().height);
}
program->SetNV12TextureUnits(Y, CbCr);
program->SetTextureTransform(Matrix4x4());
program->SetYUVColorSpace(effectNV12->mYUVColorSpace);
BindAndDrawGeometryWithTextureRect(program, aGeometry,
effectNV12->mTextureCoords,
sourceNV12->GetSubSource(Y));
sourceY->MaybeFenceTexture();
sourceCbCr->MaybeFenceTexture();
} break;
default:
MOZ_ASSERT(false, "Unhandled effect type");
break;
}
if (didSetBlendMode) {
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA);
}
// in case rendering has used some other GL context
MakeCurrent();
}
void CompositorOGL::BindAndDrawGeometry(ShaderProgramOGL* aProgram,
const gfx::Rect& aRect) {
BindAndDrawQuad(aProgram, aRect);
}
void CompositorOGL::BindAndDrawGeometry(
ShaderProgramOGL* aProgram,
const nsTArray<gfx::TexturedTriangle>& aTriangles) {
NS_ASSERTION(aProgram->HasInitialized(),
"Shader program not correctly initialized");
const nsTArray<TexturedVertex> vertices =
TexturedTrianglesToVertexArray(aTriangles);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mTriangleVBO);
mGLContext->fBufferData(LOCAL_GL_ARRAY_BUFFER,
vertices.Length() * sizeof(TexturedVertex),
vertices.Elements(), LOCAL_GL_STREAM_DRAW);
const GLsizei stride = 4 * sizeof(GLfloat);
InitializeVAO(kCoordinateAttributeIndex, 2, stride, 0);
InitializeVAO(kTexCoordinateAttributeIndex, 2, stride, 2 * sizeof(GLfloat));
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, vertices.Length());
mGLContext->fDisableVertexAttribArray(kCoordinateAttributeIndex);
mGLContext->fDisableVertexAttribArray(kTexCoordinateAttributeIndex);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
// |aRect| is the rectangle we want to draw to. We will draw it with
// up to 4 draw commands if necessary to avoid wrapping.
// |aTexCoordRect| is the rectangle from the texture that we want to
// draw using the given program.
// |aTexture| is the texture we are drawing. Its actual size can be
// larger than the rectangle given by |texCoordRect|.
void CompositorOGL::BindAndDrawGeometryWithTextureRect(
ShaderProgramOGL* aProg, const Rect& aRect, const Rect& aTexCoordRect,
TextureSource* aTexture) {
Rect scaledTexCoordRect = GetTextureCoordinates(aTexCoordRect, aTexture);
Rect layerRects[4];
Rect textureRects[4];
size_t rects = DecomposeIntoNoRepeatRects(aRect, scaledTexCoordRect,
&layerRects, &textureRects);
BindAndDrawQuads(aProg, rects, layerRects, textureRects);
}
void CompositorOGL::BindAndDrawGeometryWithTextureRect(
ShaderProgramOGL* aProg, const nsTArray<gfx::TexturedTriangle>& aTriangles,
const gfx::Rect& aTexCoordRect, TextureSource* aTexture) {
BindAndDrawGeometry(aProg, aTriangles);
}
void CompositorOGL::BindAndDrawQuads(ShaderProgramOGL* aProg, int aQuads,
const Rect* aLayerRects,
const Rect* aTextureRects) {
NS_ASSERTION(aProg->HasInitialized(),
"Shader program not correctly initialized");
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mQuadVBO);
InitializeVAO(kCoordinateAttributeIndex, 4, 0, 0);
aProg->SetLayerRects(aLayerRects);
if (aProg->GetTextureCount() > 0) {
aProg->SetTextureRects(aTextureRects);
}
// We are using GL_TRIANGLES here because the Mac Intel drivers fail to
// properly process uniform arrays with GL_TRIANGLE_STRIP. Go figure.
mGLContext->fDrawArrays(LOCAL_GL_TRIANGLES, 0, 6 * aQuads);
mGLContext->fDisableVertexAttribArray(kCoordinateAttributeIndex);
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
}
void CompositorOGL::InitializeVAO(const GLuint aAttrib, const GLint aComponents,
const GLsizei aStride, const size_t aOffset) {
mGLContext->fVertexAttribPointer(aAttrib, aComponents, LOCAL_GL_FLOAT,
LOCAL_GL_FALSE, aStride,
reinterpret_cast<GLvoid*>(aOffset));
mGLContext->fEnableVertexAttribArray(aAttrib);
}
void CompositorOGL::EndFrame() {
AUTO_PROFILER_LABEL("CompositorOGL::EndFrame", GRAPHICS);
#ifdef MOZ_DUMP_PAINTING
if (gfxEnv::MOZ_DISABLE_FORCE_PRESENT()) {
LayoutDeviceIntSize size;
if (mUseExternalSurfaceSize) {
size = LayoutDeviceIntSize(mSurfaceSize.width, mSurfaceSize.height);
} else {
size = mWidget->GetClientSize();
}
RefPtr<DrawTarget> target =
gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(
IntSize(size.width, size.height), SurfaceFormat::B8G8R8A8);
if (target) {
CopyToTarget(target, nsIntPoint(), Matrix());
WriteSnapshotToDumpFile(this, target);
}
}
#endif
mFrameInProgress = false;
mShouldInvalidateWindow = false;
if (mTarget) {
CopyToTarget(mTarget, mTargetBounds.TopLeft(), Matrix());
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
mTarget = nullptr;
mWindowRenderTarget = nullptr;
mCurrentRenderTarget = nullptr;
Compositor::EndFrame();
return;
}
mWindowRenderTarget = nullptr;
mCurrentRenderTarget = nullptr;
if (mTexturePool) {
mTexturePool->EndFrame();
}
InsertFrameDoneSync();
mGLContext->SetDamage(mCurrentFrameInvalidRegion);
mGLContext->SwapBuffers();
mGLContext->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
// Unbind all textures
for (GLuint i = 0; i <= 4; i++) {
mGLContext->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_2D, 0);
if (!mGLContext->IsGLES()) {
mGLContext->fBindTexture(LOCAL_GL_TEXTURE_RECTANGLE_ARB, 0);
}
}
mCurrentFrameInvalidRegion.SetEmpty();
Compositor::EndFrame();
}
void CompositorOGL::InsertFrameDoneSync() {
#ifdef XP_MACOSX
// Only do this on macOS.
// On other platforms, SwapBuffers automatically applies back-pressure.
if (mThisFrameDoneSync) {
mGLContext->fDeleteSync(mThisFrameDoneSync);
}
mThisFrameDoneSync =
mGLContext->fFenceSync(LOCAL_GL_SYNC_GPU_COMMANDS_COMPLETE, 0);