summaryrefslogtreecommitdiffstats
path: root/Source/WebCore/platform/graphics/texmap/TextureMapperGL.h
blob: 64bffafe5426f3f97669063673fa7d805b1d596b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
/*
 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)

#include "FloatQuad.h"
#include "GraphicsContext3D.h"
#include "IntSize.h"
#include "TextureMapper.h"
#include "TransformationMatrix.h"

namespace WebCore {

class TextureMapperGLData;
class GraphicsContext;
class TextureMapperShaderProgram;

// An OpenGL-ES2 implementation of TextureMapper.
class TextureMapperGL : public TextureMapper {
public:
    static PassOwnPtr<TextureMapperGL> create() { return adoptPtr(new TextureMapperGL); }
    virtual ~TextureMapperGL();

    enum Flag {
        SupportsBlending = 0x01,
        ShouldFlipTexture = 0x02
    };

    typedef int Flags;

    // TextureMapper implementation
    virtual void drawBorder(const Color&, float borderWidth, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix = TransformationMatrix()) OVERRIDE;
    virtual void drawRepaintCounter(int value, int pointSize, const FloatPoint&, const TransformationMatrix& modelViewMatrix = TransformationMatrix()) OVERRIDE;
    virtual void drawTexture(const BitmapTexture&, const FloatRect&, const TransformationMatrix&, float opacity, const BitmapTexture* maskTexture, unsigned exposedEdges) OVERRIDE;
    virtual void drawTexture(uint32_t texture, Flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture, unsigned exposedEdges = AllEdges);

#if !USE(TEXMAP_OPENGL_ES_2)
    virtual void drawTextureRectangleARB(uint32_t texture, Flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture);
#endif

    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 IntSize maxTextureSize() const OVERRIDE { return IntSize(2000, 2000); }
    virtual PassRefPtr<BitmapTexture> createTexture() OVERRIDE;
    virtual GraphicsContext* graphicsContext() OVERRIDE { return m_context; }
    inline GraphicsContext3D* graphicsContext3D() const { return m_context3D.get(); }
    virtual void setGraphicsContext(GraphicsContext* context) OVERRIDE { m_context = context; }

#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:
        void push();
        void pop();
        void apply(GraphicsContext3D*);
        inline ClipState& current() { return clipState; }
        void init(const IntRect&);

    private:
        ClipState clipState;
        Vector<ClipState> clipStack;
    };

    struct DrawQuad {
        DrawQuad(const FloatRect& originalTargetRect, const FloatQuad& targetRectMappedToUnitSquare = FloatRect(FloatPoint(), FloatSize(1, 1)))
            : originalTargetRect(originalTargetRect)
            , targetRectMappedToUnitSquare(targetRectMappedToUnitSquare)
        {
        }

        FloatRect originalTargetRect;
        FloatQuad targetRectMappedToUnitSquare;
    };

    TextureMapperGL();

    bool drawTextureWithAntialiasing(uint32_t texture, Flags, const FloatRect& originalTargetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture, unsigned exposedEdges);
    void drawTexturedQuadWithProgram(TextureMapperShaderProgram*, uint32_t texture, Flags, const DrawQuad&, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture);
    void drawQuad(const DrawQuad&, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram*, GC3Denum drawingMode, bool needsBlending);

    bool beginScissorClip(const TransformationMatrix&, const FloatRect&);
    void bindDefaultSurface();
    ClipStack& clipStack();
    inline TextureMapperGLData& data() { return *m_data; }
    GraphicsContext* m_context;
    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();
    ~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&);
    virtual void updateContents(const void*, const IntRect& target, const IntPoint& sourceOffset, int bytesPerLine);
    virtual bool isBackedByOpenGL() const { return true; }

#if ENABLE(CSS_FILTERS)
    virtual PassRefPtr<BitmapTexture> applyFilters(TextureMapper*, const BitmapTexture& contentTexture, const FilterOperations&);
#endif

private:
    Platform3DObject m_id;
    IntSize m_textureSize;
    IntRect m_dirtyRect;
    Platform3DObject m_fbo;
    Platform3DObject m_rbo;
    bool m_shouldClear;
    TextureMapperGL::ClipStack m_clipStack;
    RefPtr<GraphicsContext3D> m_context3D;

    BitmapTextureGL(TextureMapperGL*);
    BitmapTextureGL();

    void clearIfNeeded();
    void createFboIfNeeded();

    friend class TextureMapperGL;
};

BitmapTextureGL* toBitmapTextureGL(BitmapTexture*);

}
#endif

#endif