blob: 081403f003a2c4762bf591dfcb35599a7d88860c [file] [log] [blame]
/*
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef TextureMapperGL_h
#define TextureMapperGL_h
#if USE(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER)
#include "FilterOperation.h"
#include "FloatQuad.h"
#include "GraphicsContext3D.h"
#include "IntSize.h"
#include "TextureMapper.h"
#include "TransformationMatrix.h"
namespace WebCore {
class TextureMapperGLData;
class TextureMapperShaderProgram;
class FilterOperation;
// An OpenGL-ES2 implementation of TextureMapper.
class TextureMapperGL : public TextureMapper {
public:
static PassOwnPtr<TextureMapperGL> create() { return adoptPtr(new TextureMapperGL); }
virtual ~TextureMapperGL();
enum Flag {
ShouldBlend = 0x01,
ShouldFlipTexture = 0x02,
ShouldUseARBTextureRect = 0x04,
ShouldAntialias = 0x08
};
typedef int Flags;
// TextureMapper implementation
virtual void drawBorder(const Color&, float borderWidth, const FloatRect&, const TransformationMatrix&) override;
virtual void drawNumber(int number, const Color&, const FloatPoint&, const TransformationMatrix&) override;
virtual void drawTexture(const BitmapTexture&, const FloatRect&, const TransformationMatrix&, float opacity, unsigned exposedEdges) override;
virtual void drawTexture(Platform3DObject texture, Flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, unsigned exposedEdges = AllEdges);
virtual void drawSolidColor(const FloatRect&, const TransformationMatrix&, const Color&) override;
virtual void bindSurface(BitmapTexture* surface) override;
virtual void beginClip(const TransformationMatrix&, const FloatRect&) override;
virtual void beginPainting(PaintFlags = 0) override;
virtual void endPainting() override;
virtual void endClip() override;
virtual IntRect clipBounds() override;
virtual IntSize maxTextureSize() const override { return IntSize(2000, 2000); }
virtual PassRefPtr<BitmapTexture> createTexture() override;
inline GraphicsContext3D* graphicsContext3D() const { return m_context3D.get(); }
#if ENABLE(CSS_FILTERS)
void drawFiltered(const BitmapTexture& sourceTexture, const BitmapTexture* contentTexture, const FilterOperation&, int pass);
#endif
void setEnableEdgeDistanceAntialiasing(bool enabled) { m_enableEdgeDistanceAntialiasing = enabled; }
private:
struct ClipState {
IntRect scissorBox;
int stencilIndex;
ClipState(const IntRect& scissors = IntRect(), int stencil = 1)
: scissorBox(scissors)
, stencilIndex(stencil)
{ }
};
class ClipStack {
public:
ClipStack()
: clipStateDirty(false)
{ }
// Y-axis should be inverted only when painting into the window.
enum YAxisMode {
DefaultYAxis,
InvertedYAxis
};
void push();
void pop();
void apply(GraphicsContext3D*);
void applyIfNeeded(GraphicsContext3D*);
inline ClipState& current() { return clipState; }
void reset(const IntRect&, YAxisMode);
void intersect(const IntRect&);
void setStencilIndex(int);
inline int getStencilIndex() const
{
return clipState.stencilIndex;
}
inline bool isCurrentScissorBoxEmpty() const
{
return clipState.scissorBox.isEmpty();
}
private:
ClipState clipState;
Vector<ClipState> clipStack;
bool clipStateDirty;
IntSize size;
YAxisMode yAxisMode;
};
TextureMapperGL();
void drawTexturedQuadWithProgram(TextureMapperShaderProgram*, uint32_t texture, Flags, const IntSize&, const FloatRect&, const TransformationMatrix& modelViewMatrix, float opacity);
void draw(const FloatRect&, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram*, GC3Denum drawingMode, Flags);
void drawUnitRect(TextureMapperShaderProgram*, GC3Denum drawingMode);
void drawEdgeTriangles(TextureMapperShaderProgram*);
bool beginScissorClip(const TransformationMatrix&, const FloatRect&);
void bindDefaultSurface();
ClipStack& clipStack();
inline TextureMapperGLData& data() { return *m_data; }
RefPtr<GraphicsContext3D> m_context3D;
TextureMapperGLData* m_data;
ClipStack m_clipStack;
bool m_enableEdgeDistanceAntialiasing;
friend class BitmapTextureGL;
};
class BitmapTextureGL : public BitmapTexture {
public:
virtual IntSize size() const;
virtual bool isValid() const;
virtual bool canReuseWith(const IntSize& contentsSize, Flags = 0);
virtual void didReset();
void bind(TextureMapperGL*);
void initializeStencil();
void initializeDepthBuffer();
~BitmapTextureGL();
virtual uint32_t id() const { return m_id; }
uint32_t textureTarget() const { return GraphicsContext3D::TEXTURE_2D; }
IntSize textureSize() const { return m_textureSize; }
void updateContents(Image*, const IntRect&, const IntPoint&, UpdateContentsFlag);
virtual void updateContents(const void*, const IntRect& target, const IntPoint& sourceOffset, int bytesPerLine, UpdateContentsFlag);
virtual bool isBackedByOpenGL() const { return true; }
#if ENABLE(CSS_FILTERS)
virtual PassRefPtr<BitmapTexture> applyFilters(TextureMapper*, const FilterOperations&) override;
struct FilterInfo {
RefPtr<FilterOperation> filter;
unsigned pass;
RefPtr<BitmapTexture> contentTexture;
FilterInfo(PassRefPtr<FilterOperation> f = 0, unsigned p = 0, PassRefPtr<BitmapTexture> t = 0)
: filter(f)
, pass(p)
, contentTexture(t)
{ }
};
const FilterInfo* filterInfo() const { return &m_filterInfo; }
#endif
private:
void updateContentsNoSwizzle(const void*, const IntRect& target, const IntPoint& sourceOffset, int bytesPerLine, unsigned bytesPerPixel = 4, Platform3DObject glFormat = GraphicsContext3D::RGBA);
Platform3DObject m_id;
IntSize m_textureSize;
IntRect m_dirtyRect;
Platform3DObject m_fbo;
Platform3DObject m_rbo;
Platform3DObject m_depthBufferObject;
bool m_shouldClear;
TextureMapperGL::ClipStack m_clipStack;
RefPtr<GraphicsContext3D> m_context3D;
explicit BitmapTextureGL(TextureMapperGL*);
BitmapTextureGL();
void clearIfNeeded();
void createFboIfNeeded();
#if ENABLE(CSS_FILTERS)
FilterInfo m_filterInfo;
#endif
friend class TextureMapperGL;
};
BitmapTextureGL* toBitmapTextureGL(BitmapTexture*);
}
#endif
#endif