1/* 2 Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies) 3 4 This library is free software; you can redistribute it and/or 5 modify it under the terms of the GNU Library General Public 6 License as published by the Free Software Foundation; either 7 version 2 of the License, or (at your option) any later version. 8 9 This library is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 12 Library General Public License for more details. 13 14 You should have received a copy of the GNU Library General Public License 15 along with this library; see the file COPYING.LIB. If not, write to 16 the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, 17 Boston, MA 02110-1301, USA. 18 */ 19 20#include "config.h" 21#include "TextureMapperGL.h" 22 23#include "GraphicsContext.h" 24#include "Image.h" 25#include "Timer.h" 26#include <wtf/HashMap.h> 27#include <wtf/PassRefPtr.h> 28#include <wtf/RefCounted.h> 29 30#if defined(TEXMAP_OPENGL_ES_2) 31#include <GLES2/gl2.h> 32#elif OS(MAC_OS_X) 33#include <AGL/agl.h> 34#include <gl.h> 35#else 36#if OS(UNIX) 37#include <GL/glx.h> 38#endif 39#include <GL/gl.h> 40#endif 41 42#ifndef TEXMAP_OPENGL_ES2 43extern "C" { 44 void glUniform1f(GLint, GLfloat); 45 void glUniform1i(GLint, GLint); 46 void glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid*); 47 void glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat); 48 void glShaderSource(GLuint, GLsizei, const char**, const GLint*); 49 GLuint glCreateShader(GLenum); 50 void glShaderSource(GLuint, GLsizei, const char**, const GLint*); 51 void glCompileShader(GLuint); 52 void glDeleteShader(GLuint); 53 void glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat*); 54 GLuint glCreateProgram(); 55 void glAttachShader(GLuint, GLuint); 56 void glLinkProgram(GLuint); 57 void glUseProgram(GLuint); 58 void glDisableVertexAttribArray(GLuint); 59 void glEnableVertexAttribArray(GLuint); 60 void glBindFramebuffer(GLenum target, GLuint framebuffer); 61 void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); 62 void glGenFramebuffers(GLsizei n, GLuint* framebuffers); 63 void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); 64 void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); 65 void glBindBuffer(GLenum, GLuint); 66 void glDeleteBuffers(GLsizei, const GLuint*); 67 void glGenBuffers(GLsizei, GLuint*); 68 void glBufferData(GLenum, GLsizeiptr, const GLvoid*, GLenum); 69 void glBufferSubData(GLenum, GLsizeiptr, GLsizeiptr, const GLvoid*); 70 void glGetProgramInfoLog(GLuint program, GLsizei, GLsizei*, GLchar*); 71 72#if !OS(MAC_OS_X) 73 GLint glGetUniformLocation(GLuint, const GLchar*); 74 GLint glBindAttribLocation(GLuint, GLuint, const GLchar*); 75#endif 76} 77#endif 78 79namespace WebCore { 80 81inline static void debugGLCommand(const char* command, int line) 82{ 83 const GLenum err = glGetError(); 84 if (!err) 85 return; 86 WTFReportError(__FILE__, line, WTF_PRETTY_FUNCTION, "[TextureMapper GL] Command failed: %s (%x)\n", command, err); 87} 88 89#define DEBUG_GL_COMMANDS 90 91#ifdef DEBUG_GL_COMMANDS 92#define GL_CMD(x) {x, debugGLCommand(#x, __LINE__); } 93#else 94#define GL_CMD(x) x 95#endif 96 97static const GLuint gInVertexAttributeIndex = 0; 98 99struct TextureMapperGLData { 100 static struct ShaderInfo { 101 enum ShaderProgramIndex { 102 SimpleProgram, 103 OpacityAndMaskProgram, 104 TargetProgram, 105 106 ProgramCount 107 }; 108 109 enum ShaderVariableIndex { 110 InMatrixVariable, 111 InSourceMatrixVariable, 112 InMaskMatrixVariable, 113 OpacityVariable, 114 SourceTextureVariable, 115 MaskTextureVariable, 116 117 VariableCount 118 }; 119 120 struct ProgramInfo { 121 GLuint id; 122 GLint vars[VariableCount]; 123 }; 124 125 GLint getUniformLocation(ShaderProgramIndex prog, ShaderVariableIndex var, const char* name) 126 { 127 return programs[prog].vars[var] = glGetUniformLocation(programs[prog].id, name); 128 } 129 130 void createShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource, ShaderProgramIndex index) 131 { 132 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); 133 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 134 GL_CMD(glShaderSource(vertexShader, 1, &vertexShaderSource, 0)) 135 GL_CMD(glShaderSource(fragmentShader, 1, &fragmentShaderSource, 0)) 136 GLuint programID = glCreateProgram(); 137 GL_CMD(glCompileShader(vertexShader)) 138 GL_CMD(glCompileShader(fragmentShader)) 139 GL_CMD(glAttachShader(programID, vertexShader)) 140 GL_CMD(glAttachShader(programID, fragmentShader)) 141 GL_CMD(glBindAttribLocation(programID, gInVertexAttributeIndex, "InVertex")) 142 GL_CMD(glLinkProgram(programID)) 143 programs[index].id = programID; 144#ifdef PRINT_PROGRAM_INFO_LOG 145 char infoLog[1024]; 146 int len; 147 GL_CMD(glGetProgramInfoLog(programID, 1024, &len, infoLog)); 148 LOG(Graphics, "Compiled program for texture mapper. Log: %s\n", infoLog); 149#endif 150 } 151 152 ProgramInfo programs[ProgramCount]; 153 154 } shaderInfo; 155 156 struct DirectlyCompositedImageRepository { 157 struct Entry { 158 GLuint texture; 159 int refCount; 160 }; 161 HashMap<NativeImagePtr, Entry> imageToTexture; 162 163 GLuint findOrCreate(NativeImagePtr image, bool& found) 164 { 165 HashMap<NativeImagePtr, Entry>::iterator it = imageToTexture.find(image); 166 found = false; 167 if (it != imageToTexture.end()) { 168 it->second.refCount++; 169 found = true; 170 return it->second.texture; 171 } 172 Entry entry; 173 GL_CMD(glGenTextures(1, &entry.texture)); 174 entry.refCount = 1; 175 imageToTexture.add(image, entry); 176 return entry.texture; 177 } 178 179 bool deref(NativeImagePtr image) 180 { 181 HashMap<NativeImagePtr, Entry>::iterator it = imageToTexture.find(image); 182 if (it != imageToTexture.end()) { 183 if (it->second.refCount < 2) { 184 imageToTexture.remove(it); 185 return false; 186 } 187 } 188 return true; 189 } 190 191 DirectlyCompositedImageRepository() 192 { 193 } 194 195 ~DirectlyCompositedImageRepository() 196 { 197 for (HashMap<NativeImagePtr, Entry>::iterator it = imageToTexture.begin(); it != imageToTexture.end(); ++it) { 198 GLuint texture = it->second.texture; 199 if (texture) 200 GL_CMD(glDeleteTextures(1, &texture)); 201 } 202 203 } 204 } directlyCompositedImages; 205 206 TextureMapperGLData() 207 : currentProgram(TextureMapperGLData::ShaderInfo::TargetProgram) 208 { } 209 210 TransformationMatrix projectionMatrix; 211 int currentProgram; 212 213#if OS(MAC_OS_X) 214 AGLContext aglContext; 215#elif OS(UNIX) 216 Drawable glxDrawable; 217 GLXContext glxContext; 218#endif 219}; 220 221TextureMapperGLData::ShaderInfo TextureMapperGLData::shaderInfo; 222 223class BitmapTextureGL : public BitmapTexture { 224public: 225 virtual void destroy(); 226 virtual IntSize size() const; 227 virtual bool isValid() const; 228 virtual void reset(const IntSize&, bool opaque); 229 virtual PlatformGraphicsContext* beginPaint(const IntRect& dirtyRect); 230 virtual void endPaint(); 231 virtual void setContentsToImage(Image*); 232 ~BitmapTextureGL() { destroy(); } 233 234private: 235 GLuint m_id; 236 NativeImagePtr m_image; 237 FloatSize m_relativeSize; 238 bool m_opaque; 239 IntSize m_textureSize; 240 RefPtr<RGBA32PremultimpliedBuffer> m_buffer; 241 IntRect m_dirtyRect; 242 GLuint m_fbo; 243 IntSize m_actualSize; 244 bool m_surfaceNeedsReset; 245 TextureMapperGL* m_textureMapper; 246 BitmapTextureGL() 247 : m_id(0) 248 , m_image(0) 249 , m_opaque(false) 250 , m_fbo(0) 251 , m_surfaceNeedsReset(true) 252 , m_textureMapper(0) 253 { 254 } 255 256 friend class TextureMapperGL; 257}; 258 259#define TEXMAP_GET_SHADER_VAR_LOCATION(prog, var) \ 260 if (TextureMapperGLData::shaderInfo.getUniformLocation(TextureMapperGLData::shaderInfo.prog##Program, TextureMapperGLData::shaderInfo.var##Variable, #var) < 0) \ 261 LOG_ERROR("Couldn't find variable "#var" in program "#prog"\n"); 262 263#define TEXMAP_BUILD_SHADER(program) \ 264 TextureMapperGLData::shaderInfo.createShaderProgram(vertexShaderSource##program, fragmentShaderSource##program, TextureMapperGLData::shaderInfo.program##Program); 265 266TextureMapperGL::TextureMapperGL() 267 : m_data(new TextureMapperGLData) 268{ 269 static bool shadersCompiled = false; 270 obtainCurrentContext(); 271 if (shadersCompiled) 272 return; 273 shadersCompiled = true; 274#ifndef TEXMAP_OPENGL_ES2 275#define OES2_PRECISION_DEFINITIONS \ 276 "#define lowp\n#define highp\n" 277#else 278#define OES2_PRECISION_DEFINITIONS 279#endif 280 281 const char* fragmentShaderSourceOpacityAndMask = 282 OES2_PRECISION_DEFINITIONS 283" uniform sampler2D SourceTexture, MaskTexture; \n" 284" uniform lowp float Opacity; \n" 285" varying highp vec2 OutTexCoordSource, OutTexCoordMask; \n" 286" void main(void) \n" 287" { \n" 288" lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" 289" lowp vec4 maskColor = texture2D(MaskTexture, OutTexCoordMask); \n" 290" lowp float o = Opacity * maskColor.a; \n" 291" gl_FragColor = vec4(color.rgb * o, color.a * o); \n" 292" } \n"; 293 294 const char* vertexShaderSourceOpacityAndMask = 295 OES2_PRECISION_DEFINITIONS 296" uniform mat4 InMatrix, InSourceMatrix, InMaskMatrix; \n" 297" attribute vec4 InVertex; \n" 298" varying highp vec2 OutTexCoordSource, OutTexCoordMask; \n" 299" void main(void) \n" 300" { \n" 301" OutTexCoordSource = vec2(InSourceMatrix * InVertex); \n" 302" OutTexCoordMask = vec2(InMaskMatrix * InVertex); \n" 303" gl_Position = InMatrix * InVertex; \n" 304" } \n"; 305 306 const char* fragmentShaderSourceSimple = 307 OES2_PRECISION_DEFINITIONS 308" uniform sampler2D SourceTexture; \n" 309" uniform lowp float Opacity; \n" 310" varying highp vec2 OutTexCoordSource; \n" 311" void main(void) \n" 312" { \n" 313" lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" 314" gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity); \n" 315" } \n"; 316 317 const char* vertexShaderSourceSimple = 318 OES2_PRECISION_DEFINITIONS 319" uniform mat4 InMatrix, InSourceMatrix; \n" 320" attribute vec4 InVertex; \n" 321" varying highp vec2 OutTexCoordSource; \n" 322" void main(void) \n" 323" { \n" 324" OutTexCoordSource = vec2(InSourceMatrix * InVertex); \n" 325" gl_Position = InMatrix * InVertex; \n" 326" } \n"; 327 328 const char* fragmentShaderSourceTarget = 329 OES2_PRECISION_DEFINITIONS 330" uniform sampler2D SourceTexture; \n" 331" uniform lowp float Opacity; \n" 332" varying highp vec2 OutTexCoordSource; \n" 333" void main(void) \n" 334" { \n" 335" lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n" 336" gl_FragColor = vec4(color.bgr * Opacity, color.a * Opacity); \n" 337" } \n"; 338 339 const char* vertexShaderSourceTarget = vertexShaderSourceSimple; 340 341 TEXMAP_BUILD_SHADER(Simple) 342 TEXMAP_BUILD_SHADER(OpacityAndMask) 343 TEXMAP_BUILD_SHADER(Target) 344 345 TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMatrix) 346 TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InSourceMatrix) 347 TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMaskMatrix) 348 TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, SourceTexture) 349 TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, MaskTexture) 350 TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, Opacity) 351 352 TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InSourceMatrix) 353 TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InMatrix) 354 TEXMAP_GET_SHADER_VAR_LOCATION(Simple, SourceTexture) 355 TEXMAP_GET_SHADER_VAR_LOCATION(Simple, Opacity) 356 357 TEXMAP_GET_SHADER_VAR_LOCATION(Target, InSourceMatrix) 358 TEXMAP_GET_SHADER_VAR_LOCATION(Target, InMatrix) 359 TEXMAP_GET_SHADER_VAR_LOCATION(Target, SourceTexture) 360 TEXMAP_GET_SHADER_VAR_LOCATION(Target, Opacity) 361} 362 363void TextureMapperGL::drawTexture(const BitmapTexture& texture, const IntRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture) 364{ 365 if (!texture.isValid()) 366 return; 367 368 const BitmapTextureGL& textureGL = static_cast<const BitmapTextureGL&>(texture); 369 370 TextureMapperGLData::ShaderInfo::ShaderProgramIndex program; 371 if (maskTexture) 372 program = TextureMapperGLData::ShaderInfo::OpacityAndMaskProgram; 373 else 374 program = TextureMapperGLData::ShaderInfo::SimpleProgram; 375 376 const TextureMapperGLData::ShaderInfo::ProgramInfo& programInfo = data().shaderInfo.programs[program]; 377 if (data().currentProgram != program) { 378 GL_CMD(glUseProgram(programInfo.id)) 379 GL_CMD(glDisableVertexAttribArray(gInVertexAttributeIndex)) 380 data().currentProgram = program; 381 GL_CMD(glEnableVertexAttribArray(gInVertexAttributeIndex)) 382 } 383 384 GL_CMD(glDisable(GL_DEPTH_TEST)) 385 GL_CMD(glDisable(GL_STENCIL_TEST)) 386 387 GL_CMD(glActiveTexture(GL_TEXTURE0)) 388 GL_CMD(glBindTexture(GL_TEXTURE_2D, textureGL.m_id)) 389 GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0)) 390 const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1}; 391 GL_CMD(glVertexAttribPointer(gInVertexAttributeIndex, 2, GL_FLOAT, GL_FALSE, 0, unitRect)) 392 393 TransformationMatrix matrix = TransformationMatrix(data().projectionMatrix).multiply(modelViewMatrix).multiply(TransformationMatrix( 394 targetRect.width(), 0, 0, 0, 395 0, targetRect.height(), 0, 0, 396 0, 0, 1, 0, 397 targetRect.x(), targetRect.y(), 0, 1)); 398 399 const GLfloat m4[] = { 400 matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(), 401 matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(), 402 matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(), 403 matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44() 404 }; 405 const GLfloat m4src[] = {textureGL.m_relativeSize.width(), 0, 0, 0, 406 0, textureGL.m_relativeSize.height(), 0, 0, 407 0, 0, 1, 0, 408 0, 0, 0, 1}; 409 GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMatrixVariable], 1, GL_FALSE, m4)) 410 GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src)) 411 GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::SourceTextureVariable], 0)) 412 GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::ShaderInfo::OpacityVariable], opacity)) 413 414 if (maskTexture && maskTexture->isValid()) { 415 const BitmapTextureGL* maskTextureGL = static_cast<const BitmapTextureGL*>(maskTexture); 416 GL_CMD(glActiveTexture(GL_TEXTURE1)) 417 GL_CMD(glBindTexture(GL_TEXTURE_2D, maskTextureGL->m_id)) 418 const GLfloat m4mask[] = {maskTextureGL->m_relativeSize.width(), 0, 0, 0, 419 0, maskTextureGL->m_relativeSize.height(), 0, 0, 420 0, 0, 1, 0, 421 0, 0, 0, 1}; 422 GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMaskMatrixVariable], 1, GL_FALSE, m4mask)); 423 GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::MaskTextureVariable], 1)) 424 GL_CMD(glActiveTexture(GL_TEXTURE0)) 425 } 426 427 if (textureGL.m_opaque && opacity > 0.99 && !maskTexture) 428 GL_CMD(glDisable(GL_BLEND)) 429 else { 430 GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)) 431 GL_CMD(glEnable(GL_BLEND)) 432 } 433 434 GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4)) 435} 436 437const char* TextureMapperGL::type() const 438{ 439 return "OpenGL"; 440} 441 442void BitmapTextureGL::reset(const IntSize& newSize, bool opaque) 443{ 444 BitmapTexture::reset(newSize, opaque); 445 m_image = 0; 446 IntSize newTextureSize = nextPowerOfTwo(newSize); 447 bool justCreated = false; 448 if (!m_id) { 449 GL_CMD(glGenTextures(1, &m_id)) 450 justCreated = true; 451 } 452 453 if (justCreated || newTextureSize.width() > m_textureSize.width() || newTextureSize.height() > m_textureSize.height()) { 454 m_textureSize = newTextureSize; 455 GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id)) 456 GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)) 457 GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)) 458 GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)) 459 GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)) 460 GL_CMD(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_textureSize.width(), m_textureSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0)) 461 } 462 m_actualSize = newSize; 463 m_relativeSize = FloatSize(float(newSize.width()) / m_textureSize.width(), float(newSize.height()) / m_textureSize.height()); 464 m_opaque = opaque; 465 m_surfaceNeedsReset = true; 466} 467 468PlatformGraphicsContext* BitmapTextureGL::beginPaint(const IntRect& dirtyRect) 469{ 470 m_buffer = RGBA32PremultimpliedBuffer::create(); 471 m_dirtyRect = dirtyRect; 472 return m_buffer->beginPaint(dirtyRect, m_opaque); 473} 474 475void BitmapTextureGL::endPaint() 476{ 477 if (!m_buffer) 478 return; 479 m_buffer->endPaint(); 480 GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id)) 481 GL_CMD(glTexSubImage2D(GL_TEXTURE_2D, 0, m_dirtyRect.x(), m_dirtyRect.y(), m_dirtyRect.width(), m_dirtyRect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_buffer->data())) 482 m_buffer.clear(); 483} 484 485void BitmapTextureGL::setContentsToImage(Image* image) 486{ 487 NativeImagePtr nativeImage = image ? image->nativeImageForCurrentFrame() : 0; 488 if (!image || !nativeImage) { 489 if (m_image) 490 destroy(); 491 return; 492 } 493 494 if (nativeImage == m_image) 495 return; 496 bool found = false; 497 GLuint newTextureID = m_textureMapper->data().directlyCompositedImages.findOrCreate(nativeImage, found); 498 if (newTextureID != m_id) { 499 destroy(); 500 m_id = newTextureID; 501 reset(image->size(), false); 502 m_image = nativeImage; 503 if (!found) { 504 GraphicsContext context(beginPaint(IntRect(0, 0, m_textureSize.width(), m_textureSize.height()))); 505 context.drawImage(image, ColorSpaceDeviceRGB, IntPoint(0, 0), CompositeCopy); 506 endPaint(); 507 } 508 } 509} 510 511void BitmapTextureGL::destroy() 512{ 513 if (m_id && (!m_image || !m_textureMapper->data().directlyCompositedImages.deref(m_image))) 514 GL_CMD(glDeleteTextures(1, &m_id)) 515 if (m_fbo) 516 GL_CMD(glDeleteFramebuffers(1, &m_fbo)) 517 518 m_fbo = 0; 519 m_id = 0; 520 m_textureSize = IntSize(); 521 m_relativeSize = FloatSize(1, 1); 522} 523 524bool BitmapTextureGL::isValid() const 525{ 526 return m_id; 527} 528 529IntSize BitmapTextureGL::size() const 530{ 531 return m_textureSize; 532} 533 534static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool flip) 535{ 536 return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0, 537 0, (flip ? -2.0 : 2.0) / float(size.height()), 0, 0, 538 0, 0, -0.000001, 0, 539 -1, flip ? 1 : -1, 0, 1); 540} 541 542TextureMapperGL::~TextureMapperGL() 543{ 544 makeContextCurrent(); 545 delete m_data; 546} 547 548bool TextureMapperGL::makeContextCurrent() 549{ 550#if OS(MAC_OS_X) 551 return aglSetCurrentContext(data().aglContext); 552#elif OS(UNIX) 553 Display* display = XOpenDisplay(0); 554 if (!display) 555 return false; 556 return glXMakeCurrent(display, data().glxDrawable, data().glxContext); 557#endif 558} 559 560void TextureMapperGL::obtainCurrentContext() 561{ 562#if OS(MAC_OS_X) 563 data().aglContext = aglGetCurrentContext(); 564#elif OS(UNIX) 565 data().glxDrawable = glXGetCurrentDrawable(); 566 data().glxContext = glXGetCurrentContext(); 567#endif 568} 569 570void TextureMapperGL::bindSurface(BitmapTexture *surfacePointer) 571{ 572 BitmapTextureGL* surface = static_cast<BitmapTextureGL*>(surfacePointer); 573 574 if (!surface) 575 return; 576 577 TransformationMatrix matrix = createProjectionMatrix(surface->size(), false); 578 matrix.translate(-surface->offset().x(), -surface->offset().y()); 579 580 if (surface->m_surfaceNeedsReset || !surface->m_fbo) { 581 if (!surface->m_fbo) 582 GL_CMD(glGenFramebuffers(1, &surface->m_fbo)) 583 GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, surface->m_fbo)) 584 GL_CMD(glBindTexture(GL_TEXTURE_2D, 0)) 585 GL_CMD(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->m_id, 0)) 586 GL_CMD(glClearColor(0, 0, 0, 0)) 587 GL_CMD(glClear(GL_COLOR_BUFFER_BIT)) 588 surface->m_surfaceNeedsReset = false; 589 } else { 590 GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, surface->m_fbo)) 591 } 592 593 GL_CMD(glViewport(0, 0, surface->size().width(), surface->size().height())) 594 data().projectionMatrix = matrix; 595} 596 597void TextureMapperGL::setClip(const IntRect& rect) 598{ 599 GL_CMD(glScissor(rect.x(), rect.y(), rect.width(), rect.height())) 600 GL_CMD(glEnable(GL_SCISSOR_TEST)) 601} 602 603 604void TextureMapperGL::paintToTarget(const BitmapTexture& aSurface, const IntSize& surfaceSize, const TransformationMatrix& transform, float opacity, const IntRect& visibleRect) 605{ 606 const BitmapTextureGL& surface = static_cast<const BitmapTextureGL&>(aSurface); 607 608 // Create the model-view-projection matrix to display on screen. 609 TransformationMatrix matrix = createProjectionMatrix(surfaceSize, true).multiply(transform).multiply( 610 TransformationMatrix( 611 surface.m_actualSize.width(), 0, 0, 0, 612 0, surface.m_actualSize.height(), 0, 0, 613 0, 0, 1, 0, 614 surface.offset().x(), surface.offset().y(), 0, 1) 615 ); 616 617 const GLfloat m4[] = { 618 matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(), 619 matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(), 620 matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(), 621 matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44() 622 }; 623 624 const GLfloat m4src[] = {surface.m_relativeSize.width(), 0, 0, 0, 625 0, surface.m_relativeSize.height(), 0, 0, 626 0, 0, 1, 0, 627 0, 0, 0, 1}; 628 629 // We already blended the alpha in; the result is premultiplied. 630 GL_CMD(glUseProgram(data().shaderInfo.programs[TextureMapperGLData::ShaderInfo::TargetProgram].id)) 631 GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, 0)) 632 GL_CMD(glViewport(0, 0, surfaceSize.width(), surfaceSize.height())) 633 GL_CMD(glDisable(GL_STENCIL_TEST)) 634 const TextureMapperGLData::ShaderInfo::ProgramInfo& programInfo = data().shaderInfo.programs[TextureMapperGLData::ShaderInfo::TargetProgram]; 635 GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::ShaderInfo::OpacityVariable], opacity)) 636 GL_CMD(glActiveTexture(GL_TEXTURE0)) 637 GL_CMD(glBindTexture(GL_TEXTURE_2D, surface.m_id)) 638 GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::SourceTextureVariable], 0)) 639 GL_CMD(glEnableVertexAttribArray(gInVertexAttributeIndex)) 640 GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMatrixVariable], 1, GL_FALSE, m4)) 641 GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src)) 642 GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0)) 643 const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1}; 644 GL_CMD(glVertexAttribPointer(gInVertexAttributeIndex, 2, GL_FLOAT, GL_FALSE, 0, unitRect)) 645 GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)) 646 GL_CMD(glEnable(GL_BLEND)) 647 setClip(visibleRect); 648 649 GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4)) 650 GL_CMD(glDisableVertexAttribArray(0)) 651 GL_CMD(glUseProgram(0)) 652 GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0)) 653 data().currentProgram = TextureMapperGLData::ShaderInfo::TargetProgram; 654} 655 656PassRefPtr<BitmapTexture> TextureMapperGL::createTexture() 657{ 658 BitmapTextureGL* texture = new BitmapTextureGL(); 659 texture->m_textureMapper = this; 660 return adoptRef(texture); 661} 662 663}; 664