/usr/include/firefox/LayerManagerOGLProgram.h is in firefox-dev 11.0+build1-0ubuntu4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 | /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_LAYERMANAGEROGLPROGRAM_H
#define GFX_LAYERMANAGEROGLPROGRAM_H
#include <string.h>
#include "prenv.h"
#include "nsString.h"
#include "GLContext.h"
namespace mozilla {
namespace layers {
#if defined(DEBUG)
#define CHECK_CURRENT_PROGRAM 1
#define ASSERT_THIS_PROGRAM \
do { \
NS_ASSERTION(mGL->GetUserData(&sCurrentProgramKey) == this, \
"SetUniform with wrong program active!"); \
} while (0)
#else
#define ASSERT_THIS_PROGRAM
#endif
struct UniformValue {
UniformValue() {
memset(this, 0, sizeof(UniformValue));
}
void setInt(const int i) {
value.i[0] = i;
}
void setFloat(const float f) {
value.f[0] = f;
}
void setFloatN(const float *f, const int n) {
memcpy(value.f, f, sizeof(float)*n);
}
void setColor(const gfxRGBA& c) {
value.f[0] = float(c.r);
value.f[1] = float(c.g);
value.f[2] = float(c.b);
value.f[3] = float(c.a);
}
bool equalsInt(const int i) {
return i == value.i[0];
}
bool equalsFloat(const float f) {
return f == value.f[0];
}
bool equalsFloatN(const float *f, const int n) {
return memcmp(f, value.f, sizeof(float)*n) == 0;
}
bool equalsColor(const gfxRGBA& c) {
return value.f[0] == float(c.r) &&
value.f[1] == float(c.g) &&
value.f[2] == float(c.b) &&
value.f[3] == float(c.a);
}
union {
int i[1];
float f[16];
} value;
};
class LayerManagerOGLProgram {
protected:
#ifdef CHECK_CURRENT_PROGRAM
static int sCurrentProgramKey;
#endif
public:
typedef mozilla::gl::GLContext GLContext;
// common attrib locations
enum {
VertexAttrib = 0,
TexCoordAttrib = 1
};
LayerManagerOGLProgram(GLContext *aGL)
: mGL(aGL), mProgram(0)
{ }
virtual ~LayerManagerOGLProgram() {
nsRefPtr<GLContext> ctx = mGL->GetSharedContext();
if (!ctx) {
ctx = mGL;
}
ctx->MakeCurrent();
ctx->fDeleteProgram(mProgram);
}
void Activate() {
NS_ASSERTION(mProgram != 0, "Attempting to activate a program that's not in use!");
mGL->fUseProgram(mProgram);
#if CHECK_CURRENT_PROGRAM
mGL->SetUserData(&sCurrentProgramKey, this);
#endif
}
void SetUniform(GLuint aUniform, float aFloatValue) {
ASSERT_THIS_PROGRAM;
if (aUniform == GLuint(-1))
return;
if (!mUniformValues[aUniform].equalsFloat(aFloatValue)) {
mGL->fUniform1f(aUniform, aFloatValue);
mUniformValues[aUniform].setFloat(aFloatValue);
}
}
void SetUniform(GLuint aUniform, const gfxRGBA& aColor) {
ASSERT_THIS_PROGRAM;
if (aUniform == GLuint(-1))
return;
if (!mUniformValues[aUniform].equalsColor(aColor)) {
mGL->fUniform4f(aUniform, float(aColor.r), float(aColor.g), float(aColor.b), float(aColor.a));
mUniformValues[aUniform].setColor(aColor);
}
}
void SetUniform(GLuint aUniform, int aLength, float *aFloatValues) {
ASSERT_THIS_PROGRAM;
if (aUniform == GLuint(-1))
return;
if (!mUniformValues[aUniform].equalsFloatN(aFloatValues, aLength)) {
if (aLength == 1) {
mGL->fUniform1fv(aUniform, 1, aFloatValues);
} else if (aLength == 2) {
mGL->fUniform2fv(aUniform, 1, aFloatValues);
} else if (aLength == 3) {
mGL->fUniform3fv(aUniform, 1, aFloatValues);
} else if (aLength == 4) {
mGL->fUniform4fv(aUniform, 1, aFloatValues);
} else {
NS_NOTREACHED("Bogus aLength param");
}
mUniformValues[aUniform].setFloatN(aFloatValues, aLength);
}
}
void SetUniform(GLuint aUniform, GLint aIntValue) {
ASSERT_THIS_PROGRAM;
if (aUniform == GLuint(-1))
return;
if (!mUniformValues[aUniform].equalsInt(aIntValue)) {
mGL->fUniform1i(aUniform, aIntValue);
mUniformValues[aUniform].setInt(aIntValue);
}
}
void SetMatrixUniform(GLuint aUniform, const float *aFloatValues) {
ASSERT_THIS_PROGRAM;
if (aUniform == GLuint(-1))
return;
if (!mUniformValues[aUniform].equalsFloatN(aFloatValues, 16)) {
mGL->fUniformMatrix4fv(aUniform, 1, false, aFloatValues);
mUniformValues[aUniform].setFloatN(aFloatValues, 16);
}
}
protected:
nsRefPtr<GLContext> mGL;
GLuint mProgram;
nsTArray<UniformValue> mUniformValues;
GLint CreateShader(GLenum aShaderType,
const char *aShaderSource)
{
GLint success, len = 0;
GLint sh = mGL->fCreateShader(aShaderType);
mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, NULL);
mGL->fCompileShader(sh);
mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
/* Even if compiling is successful, there may still be warnings. Print them
* in a debug build. The > 10 is to catch silly compilers that might put
* some whitespace in the log but otherwise leave it empty.
*/
if (!success
#ifdef DEBUG
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
#endif
)
{
nsCAutoString log;
log.SetCapacity(len);
mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
if (!success) {
printf_stderr("=== SHADER COMPILATION FAILED ===\n");
} else {
printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
}
printf_stderr("=== Source:\n%s\n", aShaderSource);
printf_stderr("=== Log:\n%s\n", log.get());
printf_stderr("============\n");
if (!success) {
mGL->fDeleteShader(sh);
return 0;
}
}
return sh;
}
bool CreateProgram(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
if (!vertexShader || !fragmentShader)
return false;
mProgram = mGL->fCreateProgram();
mGL->fAttachShader(mProgram, vertexShader);
mGL->fAttachShader(mProgram, fragmentShader);
// bind common attribs to consistent indices
mGL->fBindAttribLocation(mProgram, VertexAttrib, "aVertexCoord");
mGL->fBindAttribLocation(mProgram, TexCoordAttrib, "aTexCoord");
mGL->fLinkProgram(mProgram);
GLint success, len;
mGL->fGetProgramiv(mProgram, LOCAL_GL_LINK_STATUS, &success);
mGL->fGetProgramiv(mProgram, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
/* Even if linking is successful, there may still be warnings. Print them
* in a debug build. The > 10 is to catch silly compilers that might put
* some whitespace in the log but otherwise leave it empty.
*/
if (!success
#ifdef DEBUG
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
#endif
)
{
nsCAutoString log;
log.SetCapacity(len);
mGL->fGetProgramInfoLog(mProgram, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
if (!success) {
printf_stderr("=== PROGRAM LINKING FAILED ===\n");
} else {
printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
}
printf_stderr("=== Log:\n%s\n", log.get());
printf_stderr("============\n");
}
// We can mark the shaders for deletion; they're attached to the program
// and will remain attached.
mGL->fDeleteShader(vertexShader);
mGL->fDeleteShader(fragmentShader);
if (!success) {
mGL->fDeleteProgram(mProgram);
mProgram = 0;
return false;
}
// Now query uniforms, so that we can initialize mUniformValues
// note that for simplicity, mUniformLocations is indexed by the
// uniform -location-, and not the uniform -index-. This means
// that it might have a bunch of unused space as locations dense
// like indices are; however, there are unlikely to be enough for
// our shaders for this to become a significant memory issue.
GLint count, maxnamelen;
nsCAutoString uname;
GLint maxloc = 0;
mGL->fGetProgramiv(mProgram, LOCAL_GL_ACTIVE_UNIFORMS, &count);
mGL->fGetProgramiv(mProgram, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxnamelen);
uname.SetCapacity(maxnamelen);
for (int i = 0; i < count; ++i) {
GLsizei namelen;
GLint usize;
GLenum utype;
mGL->fGetActiveUniform(mProgram, i, maxnamelen, &namelen, &usize, &utype, uname.BeginWriting());
uname.SetLength(namelen);
GLint uloc = mGL->fGetUniformLocation(mProgram, uname.BeginReading());
if (maxloc < uloc)
maxloc = uloc;
}
// Note +1: the last valid index needs to be 'maxloc', so we need
// to set the array length to 1 more than that.
mUniformValues.SetLength(maxloc+1);
return true;
}
void GetAttribLocations(const char **aAttribNames,
GLint *aAttribLocations)
{
NS_ASSERTION(mProgram != 0, "GetAttribLocations called with no program!");
for (int i = 0; aAttribNames[i] != nsnull; ++i) {
aAttribLocations[i] = mGL->fGetAttribLocation(mProgram, aAttribNames[i]);
}
}
void GetUniformLocations(const char **aUniformNames,
GLint *aUniformLocations)
{
NS_ASSERTION(mProgram != 0, "GetUniformLocations called with no program!");
for (int i = 0; aUniformNames[i] != nsnull; ++i) {
aUniformLocations[i] = mGL->fGetUniformLocation(mProgram, aUniformNames[i]);
}
}
};
/*
* A LayerProgram is the base of all further LayerPrograms.
*
* It has a number of attributes and uniforms common to all layer programs.
*
* Attribute inputs:
* aVertexCoord - vertex coordinate
*
* Uniforms:
* uTransformMatrix - a transform matrix
* uQuadTransform
* uProjMatrix - projection matrix
* uOffset - a vec4 offset to apply to the transformed coordinates
* uLayerOpacity - a float, the layer opacity (final colors will be multiplied by this)
*/
class LayerProgram :
public LayerManagerOGLProgram
{
public:
enum {
TransformMatrixUniform = 0,
QuadTransformUniform,
ProjectionMatrixUniform,
OffsetUniform,
LayerOpacityUniform,
NumLayerUniforms
};
enum {
VertexCoordAttrib = 0,
NumLayerAttribs
};
LayerProgram(GLContext *aGL)
: LayerManagerOGLProgram(aGL)
{ }
bool Initialize(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
if (!CreateProgram(aVertexShaderString, aFragmentShaderString))
return false;
const char *uniformNames[] = {
"uLayerTransform",
"uLayerQuadTransform",
"uMatrixProj",
"uRenderTargetOffset",
"uLayerOpacity",
NULL
};
mUniformLocations.SetLength(NumLayerUniforms);
GetUniformLocations(uniformNames, &mUniformLocations[0]);
const char *attribNames[] = {
"aVertexCoord",
NULL
};
mAttribLocations.SetLength(NumLayerAttribs);
GetAttribLocations(attribNames, &mAttribLocations[0]);
return true;
}
GLint AttribLocation(int aWhich) {
if (aWhich < 0 || aWhich >= int(mAttribLocations.Length()))
return -1;
return mAttribLocations[aWhich];
}
void SetLayerTransform(const gfx3DMatrix& aMatrix) {
SetLayerTransform(&aMatrix._11);
}
void SetLayerTransform(const float *aMatrix) {
SetMatrixUniform(mUniformLocations[TransformMatrixUniform], aMatrix);
}
void SetLayerQuadRect(const nsIntRect& aRect) {
gfx3DMatrix m;
m._11 = float(aRect.width);
m._22 = float(aRect.height);
m._41 = float(aRect.x);
m._42 = float(aRect.y);
SetMatrixUniform(mUniformLocations[QuadTransformUniform], &m._11);
}
void SetProjectionMatrix(const gfx3DMatrix& aMatrix) {
SetProjectionMatrix(&aMatrix._11);
}
void SetProjectionMatrix(const float *aMatrix) {
SetMatrixUniform(mUniformLocations[ProjectionMatrixUniform], aMatrix);
}
void SetRenderOffset(const nsIntPoint& aOffset) {
float vals[4] = { float(aOffset.x), float(aOffset.y), 0.0f, 0.0f };
SetUniform(mUniformLocations[OffsetUniform], 4, vals);
}
void SetRenderOffset(float aX, float aY) {
float vals[4] = { aX, aY, 0.0f, 0.0f };
SetUniform(mUniformLocations[OffsetUniform], 4, vals);
}
void SetLayerOpacity(float aOpacity) {
SetUniform(mUniformLocations[LayerOpacityUniform], aOpacity);
}
protected:
nsTArray<GLint> mUniformLocations;
nsTArray<GLint> mAttribLocations;
};
/*
* A ColorTextureLayerProgram is a LayerProgram that renders
* a single texture. It adds the following attributes and uniforms:
*
* Attribute inputs:
* aTexCoord - texture coordinate
*
* Uniforms:
* uTexture - 2D texture unit which to sample
*/
class ColorTextureLayerProgram :
public LayerProgram
{
public:
enum {
TextureUniform = NumLayerUniforms,
NumUniforms
};
enum {
TexCoordAttrib = NumLayerAttribs,
NumAttribs
};
ColorTextureLayerProgram(GLContext *aGL)
: LayerProgram(aGL)
{ }
bool Initialize(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
return false;
const char *uniformNames[] = {
"uTexture",
NULL
};
mUniformLocations.SetLength(NumUniforms);
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
const char *attribNames[] = {
"aTexCoord",
NULL
};
mAttribLocations.SetLength(NumAttribs);
GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
// this is a one-off that's present in the 2DRect versions of some shaders.
mTexCoordMultiplierUniformLocation =
mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
return true;
}
void SetTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[TextureUniform], aUnit);
}
GLint GetTexCoordMultiplierUniformLocation() {
return mTexCoordMultiplierUniformLocation;
}
protected:
GLint mTexCoordMultiplierUniformLocation;
};
/*
* A YCbCrTextureLayerProgram is a LayerProgram that renders a YCbCr
* image, reading from three texture units. The textures are assumed
* to be single-channel textures.
*
* Attribute inputs:
* aTexCoord - texture coordinate
*
* Uniforms:
* uYTexture - 2D texture unit which to sample Y
* uCbTexture - 2D texture unit which to sample Cb
* uCrTexture - 2D texture unit which to sample Cr
*/
class YCbCrTextureLayerProgram :
public LayerProgram
{
public:
enum {
YTextureUniform = NumLayerUniforms,
CbTextureUniform,
CrTextureUniform,
NumUniforms
};
enum {
TexCoordAttrib = NumLayerAttribs,
NumAttribs
};
YCbCrTextureLayerProgram(GLContext *aGL)
: LayerProgram(aGL)
{ }
bool Initialize(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
return false;
const char *uniformNames[] = {
"uYTexture",
"uCbTexture",
"uCrTexture",
NULL
};
mUniformLocations.SetLength(NumUniforms);
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
const char *attribNames[] = {
"aTexCoord",
NULL
};
mAttribLocations.SetLength(NumAttribs);
GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
return true;
}
void SetYTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[YTextureUniform], aUnit);
}
void SetCbTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[CbTextureUniform], aUnit);
}
void SetCrTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[CrTextureUniform], aUnit);
}
void SetYCbCrTextureUnits(GLint aYUnit, GLint aCbUnit, GLint aCrUnit) {
SetUniform(mUniformLocations[YTextureUniform], aYUnit);
SetUniform(mUniformLocations[CbTextureUniform], aCbUnit);
SetUniform(mUniformLocations[CrTextureUniform], aCrUnit);
}
};
/*
* A ComponentAlphaTextureLayerProgram is a LayerProgram that renders one pass
* of the two-pass component alpha rendering system using two textures.
* It adds the following attributes and uniforms:
*
* Attribute inputs:
* aTexCoord - texture coordinate
*
* Uniforms:
* uBlackTexture - 2D texture on top of an opaque black background
* uWhiteTexture - 2D texture on top of an opaque white background
*/
class ComponentAlphaTextureLayerProgram :
public LayerProgram
{
public:
enum {
BlackTextureUniform = NumLayerUniforms,
WhiteTextureUniform,
NumUniforms
};
enum {
TexCoordAttrib = NumLayerAttribs,
NumAttribs
};
ComponentAlphaTextureLayerProgram(GLContext *aGL)
: LayerProgram(aGL)
{ }
bool Initialize(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
return false;
const char *uniformNames[] = {
"uBlackTexture",
"uWhiteTexture",
NULL
};
mUniformLocations.SetLength(NumUniforms);
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
const char *attribNames[] = {
"aTexCoord",
NULL
};
mAttribLocations.SetLength(NumAttribs);
GetAttribLocations(attribNames, &mAttribLocations[NumLayerAttribs]);
return true;
}
void SetBlackTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[BlackTextureUniform], aUnit);
}
void SetWhiteTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[WhiteTextureUniform], aUnit);
}
};
/*
* A SolidColorLayerProgram is a LayerProgram that renders
* a solid color. It adds the following attributes and uniforms:
*
* Uniforms:
* uRenderColor - solid color to render;
* This should be with premultiplied opacity, as it's written
* to the color buffer directly. Layer Opacity is ignored.
*/
class SolidColorLayerProgram :
public LayerProgram
{
public:
enum {
RenderColorUniform = NumLayerUniforms,
NumUniforms
};
enum {
NumAttribs = NumLayerAttribs
};
SolidColorLayerProgram(GLContext *aGL)
: LayerProgram(aGL)
{ }
bool Initialize(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
if (!LayerProgram::Initialize(aVertexShaderString, aFragmentShaderString))
return false;
const char *uniformNames[] = {
"uRenderColor",
NULL
};
mUniformLocations.SetLength(NumUniforms);
GetUniformLocations(uniformNames, &mUniformLocations[NumLayerUniforms]);
return true;
}
void SetRenderColor(const gfxRGBA& aColor) {
SetUniform(mUniformLocations[RenderColorUniform], aColor);
}
};
/*
* A CopyProgram is an OpenGL program that copies a 4-channel texture
* to the destination, making no attempt to transform any incoming
* vertices. It has the following attributes and uniforms:
*
* Attribute inputs:
* aVertex - vertex coordinate
* aTexCoord - texture coordinate
*
* Uniforms:
* uTexture - 2D texture unit which to sample
*/
class CopyProgram :
public LayerManagerOGLProgram
{
public:
enum {
TextureUniform = 0,
NumUniforms
};
enum {
VertexCoordAttrib = 0,
TexCoordAttrib,
NumAttribs
};
CopyProgram(GLContext *aGL)
: LayerManagerOGLProgram(aGL)
{ }
bool Initialize(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
if (!CreateProgram(aVertexShaderString, aFragmentShaderString))
return false;
const char *uniformNames[] = {
"uTexture",
NULL
};
mUniformLocations.SetLength(NumUniforms);
GetUniformLocations(uniformNames, &mUniformLocations[0]);
const char *attribNames[] = {
"aVertexCoord",
"aTexCoord",
NULL
};
mAttribLocations.SetLength(NumAttribs);
GetAttribLocations(attribNames, &mAttribLocations[0]);
// this is a one-off that's present in the 2DRect versions of some shaders.
mTexCoordMultiplierUniformLocation =
mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
return true;
}
GLint AttribLocation(int aWhich) {
if (aWhich < 0 || aWhich >= int(mAttribLocations.Length()))
return -1;
return mAttribLocations[aWhich];
}
void SetTextureUnit(GLint aUnit) {
SetUniform(mUniformLocations[TextureUniform], aUnit);
}
GLint GetTexCoordMultiplierUniformLocation() {
return mTexCoordMultiplierUniformLocation;
}
protected:
nsTArray<GLint> mUniformLocations;
nsTArray<GLint> mAttribLocations;
GLint mTexCoordMultiplierUniformLocation;
};
} /* layers */
} /* mozilla */
#endif /* GFX_LAYERMANAGEROGLPROGRAM_H */
|