LCOV - code coverage report
Current view: directory - gfx/layers/opengl - LayerManagerOGLProgram.h (source / functions) Found Hit Coverage
Test: app.info Lines: 254 0 0.0 %
Date: 2012-06-02 Functions: 54 0 0.0 %

       1                 : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
       2                 : /* ***** BEGIN LICENSE BLOCK *****
       3                 :  * Version: MPL 1.1/GPL 2.0/LGPL 2.1
       4                 :  *
       5                 :  * The contents of this file are subject to the Mozilla Public License Version
       6                 :  * 1.1 (the "License"); you may not use this file except in compliance with
       7                 :  * the License. You may obtain a copy of the License at
       8                 :  * http://www.mozilla.org/MPL/
       9                 :  *
      10                 :  * Software distributed under the License is distributed on an "AS IS" basis,
      11                 :  * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
      12                 :  * for the specific language governing rights and limitations under the
      13                 :  * License.
      14                 :  *
      15                 :  * The Original Code is Mozilla Corporation code.
      16                 :  *
      17                 :  * The Initial Developer of the Original Code is Mozilla Foundation.
      18                 :  * Portions created by the Initial Developer are Copyright (C) 2010
      19                 :  * the Initial Developer. All Rights Reserved.
      20                 :  *
      21                 :  * Contributor(s):
      22                 :  *   Vladimir Vukicevic <vladimir@pobox.com>
      23                 :  *
      24                 :  * Alternatively, the contents of this file may be used under the terms of
      25                 :  * either the GNU General Public License Version 2 or later (the "GPL"), or
      26                 :  * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
      27                 :  * in which case the provisions of the GPL or the LGPL are applicable instead
      28                 :  * of those above. If you wish to allow use of your version of this file only
      29                 :  * under the terms of either the GPL or the LGPL, and not to allow others to
      30                 :  * use your version of this file under the terms of the MPL, indicate your
      31                 :  * decision by deleting the provisions above and replace them with the notice
      32                 :  * and other provisions required by the GPL or the LGPL. If you do not delete
      33                 :  * the provisions above, a recipient may use your version of this file under
      34                 :  * the terms of any one of the MPL, the GPL or the LGPL.
      35                 :  *
      36                 :  * ***** END LICENSE BLOCK ***** */
      37                 : 
      38                 : #ifndef GFX_LAYERMANAGEROGLPROGRAM_H
      39                 : #define GFX_LAYERMANAGEROGLPROGRAM_H
      40                 : 
      41                 : #include <string.h>
      42                 : 
      43                 : #include "prenv.h"
      44                 : 
      45                 : #include "nsString.h"
      46                 : #include "GLContext.h"
      47                 : 
      48                 : namespace mozilla {
      49                 : namespace layers {
      50                 : 
      51                 : #if defined(DEBUG)
      52                 : #define CHECK_CURRENT_PROGRAM 1
      53                 : #define ASSERT_THIS_PROGRAM                                             \
      54                 :   do {                                                                  \
      55                 :     NS_ASSERTION(mGL->GetUserData(&sCurrentProgramKey) == this, \
      56                 :                  "SetUniform with wrong program active!");              \
      57                 :   } while (0)
      58                 : #else
      59                 : #define ASSERT_THIS_PROGRAM
      60                 : #endif
      61                 : 
      62                 : class LayerManagerOGLProgram {
      63                 : protected:
      64                 : #ifdef CHECK_CURRENT_PROGRAM
      65                 :   static int sCurrentProgramKey;
      66                 : #endif
      67                 : 
      68                 : public:
      69                 :   typedef mozilla::gl::GLContext GLContext;
      70                 : 
      71                 :   // common attrib locations
      72                 :   enum {
      73                 :     VertexAttrib = 0,
      74                 :     TexCoordAttrib = 1
      75                 :   };
      76                 : 
      77               0 :   LayerManagerOGLProgram(GLContext *aGL)
      78               0 :     : mGL(aGL), mProgram(0)
      79               0 :   { }
      80                 : 
      81               0 :   virtual ~LayerManagerOGLProgram() {
      82               0 :     nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
      83               0 :     if (!ctx) {
      84               0 :       ctx = mGL;
      85                 :     }
      86               0 :     ctx->MakeCurrent();
      87               0 :     ctx->fDeleteProgram(mProgram);
      88               0 :   }
      89                 : 
      90               0 :   void Activate() {
      91               0 :     NS_ASSERTION(mProgram != 0, "Attempting to activate a program that's not in use!");
      92               0 :     mGL->fUseProgram(mProgram);
      93                 : #if CHECK_CURRENT_PROGRAM
      94               0 :     mGL->SetUserData(&sCurrentProgramKey, this);
      95                 : #endif
      96               0 :   }
      97                 : 
      98               0 :   void SetUniform(GLuint aUniform, float aFloatValue) {
      99               0 :     ASSERT_THIS_PROGRAM;
     100               0 :     if (aUniform == GLuint(-1))
     101               0 :       return;
     102               0 :     mGL->fUniform1f(aUniform, aFloatValue);
     103                 :   }
     104                 : 
     105               0 :   void SetUniform(GLuint aUniform, const gfxRGBA& aColor) {
     106               0 :     ASSERT_THIS_PROGRAM;
     107               0 :     if (aUniform == GLuint(-1))
     108               0 :       return;
     109               0 :     mGL->fUniform4f(aUniform, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
     110                 :   }
     111                 : 
     112               0 :   void SetUniform(GLuint aUniform, int aLength, float *aFloatValues) {
     113               0 :     ASSERT_THIS_PROGRAM;
     114                 : 
     115               0 :     if (aUniform == GLuint(-1))
     116               0 :       return;
     117                 : 
     118               0 :     if (aLength == 1) {
     119               0 :       mGL->fUniform1fv(aUniform, 1, aFloatValues);
     120               0 :     } else if (aLength == 2) {
     121               0 :       mGL->fUniform2fv(aUniform, 1, aFloatValues);
     122               0 :     } else if (aLength == 3) {
     123               0 :       mGL->fUniform3fv(aUniform, 1, aFloatValues);
     124               0 :     } else if (aLength == 4) {
     125               0 :       mGL->fUniform4fv(aUniform, 1, aFloatValues);
     126                 :     } else {
     127               0 :       NS_NOTREACHED("Bogus aLength param");
     128                 :     }
     129                 :   }
     130                 : 
     131               0 :   void SetUniform(GLuint aUniform, GLint aIntValue) {
     132               0 :     ASSERT_THIS_PROGRAM;
     133               0 :     if (aUniform == GLuint(-1))
     134               0 :       return;
     135               0 :     mGL->fUniform1i(aUniform, aIntValue);
     136                 :   }
     137                 : 
     138               0 :   void SetMatrixUniform(GLuint aUniform, const float *aFloatValues) {
     139               0 :     ASSERT_THIS_PROGRAM;
     140               0 :     if (aUniform == GLuint(-1))
     141               0 :       return;
     142               0 :     mGL->fUniformMatrix4fv(aUniform, 1, false, aFloatValues);
     143                 :   }
     144                 : 
     145                 : protected:
     146                 :   nsRefPtr<GLContext> mGL;
     147                 : 
     148                 :   GLuint mProgram;
     149                 : 
     150               0 :   GLint CreateShader(GLenum aShaderType,
     151                 :                      const char *aShaderSource)
     152                 :   {
     153               0 :     GLint success, len = 0;
     154                 : 
     155               0 :     GLint sh = mGL->fCreateShader(aShaderType);
     156               0 :     mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, NULL);
     157               0 :     mGL->fCompileShader(sh);
     158               0 :     mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
     159               0 :     mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
     160                 :     /* Even if compiling is successful, there may still be warnings.  Print them
     161                 :      * in a debug build.  The > 10 is to catch silly compilers that might put
     162                 :      * some whitespace in the log but otherwise leave it empty.
     163                 :      */
     164               0 :     if (!success
     165                 : #ifdef DEBUG
     166               0 :         || (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
     167                 : #endif
     168                 :         )
     169                 :     {
     170               0 :       nsCAutoString log;
     171               0 :       log.SetCapacity(len);
     172               0 :       mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
     173               0 :       log.SetLength(len);
     174                 : 
     175               0 :       if (!success) {
     176               0 :         printf_stderr("=== SHADER COMPILATION FAILED ===\n");
     177                 :       } else {
     178               0 :         printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
     179                 :       }
     180                 : 
     181               0 :         printf_stderr("=== Source:\n%s\n", aShaderSource);
     182               0 :         printf_stderr("=== Log:\n%s\n", log.get());
     183               0 :         printf_stderr("============\n");
     184                 : 
     185               0 :       if (!success) {
     186               0 :         mGL->fDeleteShader(sh);
     187               0 :         return 0;
     188                 :       }
     189                 :     }
     190                 : 
     191               0 :     return sh;
     192                 :   }
     193                 : 
     194               0 :   bool CreateProgram(const char *aVertexShaderString,
     195                 :                      const char *aFragmentShaderString)
     196                 :   {
     197               0 :     GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
     198               0 :     GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
     199                 : 
     200               0 :     if (!vertexShader || !fragmentShader)
     201               0 :       return false;
     202                 : 
     203               0 :     mProgram = mGL->fCreateProgram();
     204               0 :     mGL->fAttachShader(mProgram, vertexShader);
     205               0 :     mGL->fAttachShader(mProgram, fragmentShader);
     206                 : 
     207                 :     // bind common attribs to consistent indices
     208               0 :     mGL->fBindAttribLocation(mProgram, VertexAttrib, "aVertexCoord");
     209               0 :     mGL->fBindAttribLocation(mProgram, TexCoordAttrib, "aTexCoord");
     210                 : 
     211               0 :     mGL->fLinkProgram(mProgram);
     212                 : 
     213                 :     GLint success, len;
     214               0 :     mGL->fGetProgramiv(mProgram, LOCAL_GL_LINK_STATUS, &success);
     215               0 :     mGL->fGetProgramiv(mProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
     216                 :     /* Even if linking is successful, there may still be warnings.  Print them
     217                 :      * in a debug build.  The > 10 is to catch silly compilers that might put
     218                 :      * some whitespace in the log but otherwise leave it empty.
     219                 :      */
     220               0 :     if (!success
     221                 : #ifdef DEBUG
     222               0 :         || (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
     223                 : #endif
     224                 :         )
     225                 :     {
     226               0 :       nsCAutoString log;
     227               0 :       log.SetCapacity(len);
     228               0 :       mGL->fGetProgramInfoLog(mProgram, len, (GLint*) &len, (char*) log.BeginWriting());
     229               0 :       log.SetLength(len);
     230                 : 
     231               0 :       if (!success) {
     232               0 :         printf_stderr("=== PROGRAM LINKING FAILED ===\n");
     233                 :       } else {
     234               0 :         printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
     235                 :       }
     236               0 :       printf_stderr("=== Log:\n%s\n", log.get());
     237               0 :       printf_stderr("============\n");
     238                 :     }
     239                 : 
     240                 :     // We can mark the shaders for deletion; they're attached to the program
     241                 :     // and will remain attached.
     242               0 :     mGL->fDeleteShader(vertexShader);
     243               0 :     mGL->fDeleteShader(fragmentShader);
     244                 : 
     245               0 :     if (!success) {
     246               0 :       mGL->fDeleteProgram(mProgram);
     247               0 :       mProgram = 0;
     248               0 :       return false;
     249                 :     }
     250                 : 
     251               0 :     return true;
     252                 :   }
     253                 : 
     254               0 :   void GetAttribLocations(const char **aAttribNames,
     255                 :                           GLint *aAttribLocations)
     256                 :   {
     257               0 :     NS_ASSERTION(mProgram != 0, "GetAttribLocations called with no program!");
     258                 : 
     259               0 :     for (int i = 0; aAttribNames[i] != nsnull; ++i) {
     260               0 :       aAttribLocations[i] = mGL->fGetAttribLocation(mProgram, aAttribNames[i]);
     261                 :     }
     262               0 :   }
     263                 : 
     264               0 :   void GetUniformLocations(const char **aUniformNames,
     265                 :                            GLint *aUniformLocations)
     266                 :   {
     267               0 :     NS_ASSERTION(mProgram != 0, "GetUniformLocations called with no program!");
     268                 : 
     269               0 :     for (int i = 0; aUniformNames[i] != nsnull; ++i) {
     270               0 :       aUniformLocations[i] = mGL->fGetUniformLocation(mProgram, aUniformNames[i]);
     271                 :     }
     272               0 :   }
     273                 : };
     274                 : 
     275                 : /*
     276                 :  * A LayerProgram is the base of all further LayerPrograms.
     277                 :  *
     278                 :  * It has a number of attributes and uniforms common to all layer programs.
     279                 :  *
     280                 :  * Attribute inputs:
     281                 :  *   aVertexCoord  - vertex coordinate
     282                 :  *
     283                 :  * Uniforms:
     284                 :  *   uLayerTransform     - a transform matrix
     285                 :  *   uLayerQuadTransform
     286                 :  *   uMatrixProj         - projection matrix
     287                 :  *   uRenderTargetOffset - a vec4 offset to apply to the transformed coordinates
     288                 :  *   uLayerOpacity       - a float, the layer opacity (final colors will be multiplied by this)
     289                 :  */
     290                 : 
     291                 : class LayerProgram  :
     292                 :   public LayerManagerOGLProgram
     293               0 : {
     294                 : public:
     295                 :   enum {
     296                 :     TransformMatrixUniform = 0,
     297                 :     QuadTransformUniform,
     298                 :     ProjectionMatrixUniform,
     299                 :     OffsetUniform,
     300                 :     LayerOpacityUniform,
     301                 :     NumLayerUniforms
     302                 :   };
     303                 : 
     304                 :   enum {
     305                 :     VertexCoordAttrib = 0,
     306                 :     NumLayerAttribs
     307                 :   };
     308                 : 
     309               0 :   LayerProgram(GLContext *aGL)
     310               0 :     : LayerManagerOGLProgram(aGL)
     311               0 :   { }
     312                 : 
     313               0 :   bool Initialize(const char *aVertexShaderString,
     314                 :                   const char *aFragmentShaderString)
     315                 :   {
     316               0 :     if (!CreateProgram(aVertexShaderString, aFragmentShaderString))
     317               0 :       return false;
     318                 : 
     319                 :     const char *uniformNames[] = {
     320                 :       "uLayerTransform",
     321                 :       "uLayerQuadTransform",
     322                 :       "uMatrixProj",
     323                 :       "uRenderTargetOffset",
     324                 :       "uLayerOpacity",
     325                 :       NULL
     326               0 :     };
     327                 : 
     328               0 :     mUniformLocations.SetLength(NumLayerUniforms);
     329               0 :     GetUniformLocations(uniformNames, &mUniformLocations[0]);
     330                 : 
     331                 :     const char *attribNames[] = {
     332                 :       "aVertexCoord",
     333                 :       NULL
     334               0 :     };
     335                 : 
     336               0 :     mAttribLocations.SetLength(NumLayerAttribs);
     337               0 :     GetAttribLocations(attribNames, &mAttribLocations[0]);
     338                 : 
     339               0 :     return true;
     340                 :   }
     341                 : 
     342               0 :   GLint AttribLocation(int aWhich) {
     343               0 :     if (aWhich < 0 || aWhich >= int(mAttribLocations.Length()))
     344               0 :       return -1;
     345               0 :     return mAttribLocations[aWhich];
     346                 :   }
     347                 : 
     348               0 :   void SetLayerTransform(const gfx3DMatrix& aMatrix) {
     349               0 :     SetLayerTransform(&aMatrix._11);
     350               0 :   }
     351                 : 
     352               0 :   void SetLayerTransform(const float *aMatrix) {
     353               0 :     SetMatrixUniform(mUniformLocations[TransformMatrixUniform], aMatrix);
     354               0 :   }
     355                 : 
     356               0 :   void SetLayerQuadRect(const nsIntRect& aRect) {
     357               0 :     gfx3DMatrix m;
     358               0 :     m._11 = float(aRect.width);
     359               0 :     m._22 = float(aRect.height);
     360               0 :     m._41 = float(aRect.x);
     361               0 :     m._42 = float(aRect.y);
     362               0 :     SetMatrixUniform(mUniformLocations[QuadTransformUniform], &m._11);
     363               0 :   }
     364                 : 
     365               0 :   void SetProjectionMatrix(const gfx3DMatrix& aMatrix) {
     366               0 :     SetProjectionMatrix(&aMatrix._11);
     367               0 :   }
     368                 : 
     369               0 :   void SetProjectionMatrix(const float *aMatrix) {
     370               0 :     SetMatrixUniform(mUniformLocations[ProjectionMatrixUniform], aMatrix);
     371               0 :   }
     372                 : 
     373               0 :   void SetRenderOffset(const nsIntPoint& aOffset) {
     374               0 :     float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
     375               0 :     SetUniform(mUniformLocations[OffsetUniform], 4, vals);
     376               0 :   }
     377                 : 
     378                 :   void SetRenderOffset(float aX, float aY) {
     379                 :     float vals[4] = { aX, aY, 0.0f, 0.0f };
     380                 :     SetUniform(mUniformLocations[OffsetUniform], 4, vals);
     381                 :   }
     382                 : 
     383               0 :   void SetLayerOpacity(float aOpacity) {
     384               0 :     SetUniform(mUniformLocations[LayerOpacityUniform], aOpacity);
     385               0 :   }
     386                 : 
     387                 : protected:
     388                 :   nsTArray<GLint> mUniformLocations;
     389                 :   nsTArray<GLint> mAttribLocations;
     390                 : };
     391                 : 
     392                 : /*
     393                 :  * A ColorTextureLayerProgram is a LayerProgram that renders
     394                 :  * a single texture.  It adds the following attributes and uniforms:
     395                 :  *
     396                 :  * Attribute inputs:
     397                 :  *   aTexCoord     - texture coordinate
     398                 :  *
     399                 :  * Uniforms:
     400                 :  *   uTexture         - 2D texture unit which to sample
     401                 :  */
     402                 : 
     403                 : class ColorTextureLayerProgram :
     404                 :   public LayerProgram
     405               0 : {
     406                 : public:
     407                 :   enum {
     408                 :     TextureUniform = NumLayerUniforms,
     409                 :     NumUniforms
     410                 :   };
     411                 : 
     412                 :   enum {
     413                 :     TexCoordAttrib = NumLayerAttribs,
     414                 :     NumAttribs
     415                 :   };
     416                 : 
     417               0 :   ColorTextureLayerProgram(GLContext *aGL)
     418               0 :     : LayerProgram(aGL)
     419               0 :   { }
     420                 : 
     421               0 :   bool Initialize(const char *aVertexShaderString,
     422                 :                   const char *aFragmentShaderString)
     423                 :   {
     424               0 :     if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
     425               0 :       return false;
     426                 : 
     427                 :     const char *uniformNames[] = {
     428                 :       "uTexture",
     429                 :       NULL
     430               0 :     };
     431                 : 
     432               0 :     mUniformLocations.SetLength(NumUniforms);
     433               0 :     GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
     434                 : 
     435                 :     const char *attribNames[] = {
     436                 :       "aTexCoord",
     437                 :       NULL
     438               0 :     };
     439                 : 
     440               0 :     mAttribLocations.SetLength(NumAttribs);
     441               0 :     GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
     442                 : 
     443                 :     // this is a one-off that's present in the 2DRect versions of some shaders.
     444                 :     mTexCoordMultiplierUniformLocation =
     445               0 :       mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
     446                 : 
     447               0 :     return true;
     448                 :   }
     449                 : 
     450               0 :   void SetTextureUnit(GLint aUnit) {
     451               0 :     SetUniform(mUniformLocations[TextureUniform], aUnit);
     452               0 :   }
     453                 : 
     454               0 :   GLint GetTexCoordMultiplierUniformLocation() {
     455               0 :     return mTexCoordMultiplierUniformLocation;
     456                 :   }
     457                 : 
     458                 : protected:
     459                 :   GLint mTexCoordMultiplierUniformLocation;
     460                 : };
     461                 : 
     462                 : /*
     463                 :  * A YCbCrTextureLayerProgram is a LayerProgram that renders a YCbCr
     464                 :  * image, reading from three texture units.  The textures are assumed
     465                 :  * to be single-channel textures.
     466                 :  *
     467                 :  * Attribute inputs:
     468                 :  *   aTexCoord     - texture coordinate
     469                 :  *
     470                 :  * Uniforms:
     471                 :  *   uYTexture     - 2D texture unit which to sample Y
     472                 :  *   uCbTexture    - 2D texture unit which to sample Cb
     473                 :  *   uCrTexture    - 2D texture unit which to sample Cr
     474                 :  */
     475                 : 
     476                 : class YCbCrTextureLayerProgram :
     477                 :   public LayerProgram
     478               0 : {
     479                 : public:
     480                 :   enum {
     481                 :     YTextureUniform = NumLayerUniforms,
     482                 :     CbTextureUniform,
     483                 :     CrTextureUniform,
     484                 :     NumUniforms
     485                 :   };
     486                 : 
     487                 :   enum {
     488                 :     TexCoordAttrib = NumLayerAttribs,
     489                 :     NumAttribs
     490                 :   };
     491                 : 
     492               0 :   YCbCrTextureLayerProgram(GLContext *aGL)
     493               0 :     : LayerProgram(aGL)
     494               0 :   { }
     495                 : 
     496               0 :   bool Initialize(const char *aVertexShaderString,
     497                 :                   const char *aFragmentShaderString)
     498                 :   {
     499               0 :     if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
     500               0 :       return false;
     501                 : 
     502                 :     const char *uniformNames[] = {
     503                 :       "uYTexture",
     504                 :       "uCbTexture",
     505                 :       "uCrTexture",
     506                 :       NULL
     507               0 :     };
     508                 : 
     509               0 :     mUniformLocations.SetLength(NumUniforms);
     510               0 :     GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
     511                 : 
     512                 :     const char *attribNames[] = {
     513                 :       "aTexCoord",
     514                 :       NULL
     515               0 :     };
     516                 : 
     517               0 :     mAttribLocations.SetLength(NumAttribs);
     518               0 :     GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
     519                 : 
     520               0 :     return true;
     521                 :   }
     522                 : 
     523                 :   void SetYTextureUnit(GLint aUnit) {
     524                 :     SetUniform(mUniformLocations[YTextureUniform], aUnit);
     525                 :   }
     526                 : 
     527                 :   void SetCbTextureUnit(GLint aUnit) {
     528                 :     SetUniform(mUniformLocations[CbTextureUniform], aUnit);
     529                 :   }
     530                 : 
     531                 :   void SetCrTextureUnit(GLint aUnit) {
     532                 :     SetUniform(mUniformLocations[CrTextureUniform], aUnit);
     533                 :   }
     534                 : 
     535               0 :   void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
     536               0 :     SetUniform(mUniformLocations[YTextureUniform], aYUnit);
     537               0 :     SetUniform(mUniformLocations[CbTextureUniform], aCbUnit);
     538               0 :     SetUniform(mUniformLocations[CrTextureUniform], aCrUnit);
     539               0 :   }
     540                 : };
     541                 : 
     542                 : /*
     543                 :  * A ComponentAlphaTextureLayerProgram is a LayerProgram that renders one pass
     544                 :  * of the two-pass component alpha rendering system using two textures.
     545                 :  * It adds the following attributes and uniforms:
     546                 :  *
     547                 :  * Attribute inputs:
     548                 :  *   aTexCoord     - texture coordinate
     549                 :  *
     550                 :  * Uniforms:
     551                 :  *   uBlackTexture    - 2D texture on top of an opaque black background
     552                 :  *   uWhiteTexture    - 2D texture on top of an opaque white background
     553                 :  */
     554                 : 
     555                 : class ComponentAlphaTextureLayerProgram :
     556                 :   public LayerProgram
     557               0 : {
     558                 : public:
     559                 :   enum {
     560                 :     BlackTextureUniform = NumLayerUniforms,
     561                 :     WhiteTextureUniform,
     562                 :     NumUniforms
     563                 :   };
     564                 : 
     565                 :   enum {
     566                 :     TexCoordAttrib = NumLayerAttribs,
     567                 :     NumAttribs
     568                 :   };
     569                 : 
     570               0 :   ComponentAlphaTextureLayerProgram(GLContext *aGL)
     571               0 :     : LayerProgram(aGL)
     572               0 :   { }
     573                 : 
     574               0 :   bool Initialize(const char *aVertexShaderString,
     575                 :                   const char *aFragmentShaderString)
     576                 :   {
     577               0 :     if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
     578               0 :       return false;
     579                 : 
     580                 :     const char *uniformNames[] = {
     581                 :       "uBlackTexture",
     582                 :       "uWhiteTexture",
     583                 :       NULL
     584               0 :     };
     585                 : 
     586               0 :     mUniformLocations.SetLength(NumUniforms);
     587               0 :     GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
     588                 : 
     589                 :     const char *attribNames[] = {
     590                 :       "aTexCoord",
     591                 :       NULL
     592               0 :     };
     593                 : 
     594               0 :     mAttribLocations.SetLength(NumAttribs);
     595               0 :     GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
     596                 : 
     597               0 :     return true;
     598                 :   }
     599                 : 
     600               0 :   void SetBlackTextureUnit(GLint aUnit) {
     601               0 :     SetUniform(mUniformLocations[BlackTextureUniform], aUnit);
     602               0 :   }
     603                 : 
     604               0 :   void SetWhiteTextureUnit(GLint aUnit) {
     605               0 :     SetUniform(mUniformLocations[WhiteTextureUniform], aUnit);
     606               0 :   }
     607                 : };
     608                 : 
     609                 : /*
     610                 :  * A SolidColorLayerProgram is a LayerProgram that renders
     611                 :  * a solid color.  It adds the following attributes and uniforms:
     612                 :  *
     613                 :  * Uniforms:
     614                 :  *   uRenderColor      - solid color to render;
     615                 :  *      This should be with premultiplied opacity, as it's written
     616                 :  *      to the color buffer directly.  Layer Opacity is ignored.
     617                 :  */
     618                 : 
     619                 : class SolidColorLayerProgram :
     620                 :   public LayerProgram
     621               0 : {
     622                 : public:
     623                 :   enum {
     624                 :     RenderColorUniform = NumLayerUniforms,
     625                 :     NumUniforms
     626                 :   };
     627                 : 
     628                 :   enum {
     629                 :     NumAttribs = NumLayerAttribs
     630                 :   };
     631                 : 
     632               0 :   SolidColorLayerProgram(GLContext *aGL)
     633               0 :     : LayerProgram(aGL)
     634               0 :   { }
     635                 : 
     636               0 :   bool Initialize(const char *aVertexShaderString,
     637                 :                   const char *aFragmentShaderString)
     638                 :   {
     639               0 :     if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
     640               0 :       return false;
     641                 : 
     642                 :     const char *uniformNames[] = {
     643                 :       "uRenderColor",
     644                 :       NULL
     645               0 :     };
     646                 : 
     647               0 :     mUniformLocations.SetLength(NumUniforms);
     648               0 :     GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
     649                 : 
     650               0 :     return true;
     651                 :   }
     652                 : 
     653               0 :   void SetRenderColor(const gfxRGBA& aColor) {
     654               0 :     SetUniform(mUniformLocations[RenderColorUniform], aColor);
     655               0 :   }
     656                 : };
     657                 : 
     658                 : /*
     659                 :  * A CopyProgram is an OpenGL program that copies a 4-channel texture
     660                 :  * to the destination, making no attempt to transform any incoming
     661                 :  * vertices.  It has the following attributes and uniforms:
     662                 :  *
     663                 :  * Attribute inputs:
     664                 :  *   aVertexCoord  - vertex coordinate
     665                 :  *   aTexCoord     - texture coordinate
     666                 :  *
     667                 :  * Uniforms:
     668                 :  *   uTexture      - 2D texture unit which to sample
     669                 :  */
     670                 : 
     671                 : class CopyProgram :
     672                 :   public LayerManagerOGLProgram
     673               0 : {
     674                 : public:
     675                 :   enum {
     676                 :     TextureUniform = 0,
     677                 :     NumUniforms
     678                 :   };
     679                 : 
     680                 :   enum {
     681                 :     VertexCoordAttrib = 0,
     682                 :     TexCoordAttrib,
     683                 :     NumAttribs
     684                 :   };
     685                 : 
     686               0 :   CopyProgram(GLContext *aGL)
     687               0 :     : LayerManagerOGLProgram(aGL)
     688               0 :   { }
     689                 : 
     690               0 :   bool Initialize(const char *aVertexShaderString,
     691                 :                   const char *aFragmentShaderString)
     692                 :   {
     693               0 :     if (!CreateProgram(aVertexShaderString, aFragmentShaderString))
     694               0 :       return false;
     695                 : 
     696                 :     const char *uniformNames[] = {
     697                 :       "uTexture",
     698                 :       NULL
     699               0 :     };
     700                 : 
     701               0 :     mUniformLocations.SetLength(NumUniforms);
     702               0 :     GetUniformLocations(uniformNames, &mUniformLocations[0]);
     703                 : 
     704                 :     const char *attribNames[] = {
     705                 :       "aVertexCoord",
     706                 :       "aTexCoord",
     707                 :       NULL
     708               0 :     };
     709                 : 
     710               0 :     mAttribLocations.SetLength(NumAttribs);
     711               0 :     GetAttribLocations(attribNames, &mAttribLocations[0]);
     712                 : 
     713                 :     // this is a one-off that's present in the 2DRect versions of some shaders.
     714                 :     mTexCoordMultiplierUniformLocation =
     715               0 :       mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
     716                 : 
     717               0 :     return true;
     718                 :   }
     719                 : 
     720               0 :   GLint AttribLocation(int aWhich) {
     721               0 :     if (aWhich < 0 || aWhich >= int(mAttribLocations.Length()))
     722               0 :       return -1;
     723               0 :     return mAttribLocations[aWhich];
     724                 :   }
     725                 : 
     726               0 :   void SetTextureUnit(GLint aUnit) {
     727               0 :     SetUniform(mUniformLocations[TextureUniform], aUnit);
     728               0 :   }
     729                 : 
     730               0 :   GLint GetTexCoordMultiplierUniformLocation() {
     731               0 :     return mTexCoordMultiplierUniformLocation;
     732                 :   }
     733                 : 
     734                 : protected:
     735                 :   nsTArray<GLint> mUniformLocations;
     736                 :   nsTArray<GLint> mAttribLocations;
     737                 : 
     738                 :   GLint mTexCoordMultiplierUniformLocation;
     739                 : };
     740                 : 
     741                 : } /* layers */
     742                 : } /* mozilla */
     743                 : 
     744                 : #endif /* GFX_LAYERMANAGEROGLPROGRAM_H */

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