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Bug 1528394 - Reduce includes of GLContext.h. r=lsalzman
Splitting part of OGLShaderProgram.h out into OGLShaderConfig.h makes it easier to keep GLContext.h included in OGLShaderProgram.h for inlining purposes. Differential Revision: https://phabricator.services.mozilla.com/D20017
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Original file line number | Diff line number | Diff line change |
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ | ||
/* vim: set ts=8 sts=2 et sw=2 tw=80: */ | ||
/* This Source Code Form is subject to the terms of the Mozilla Public | ||
* License, v. 2.0. If a copy of the MPL was not distributed with this | ||
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */ | ||
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#ifndef GFX_OGLSHADERCONFIG_H | ||
#define GFX_OGLSHADERCONFIG_H | ||
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#include "gfxTypes.h" | ||
#include "ImageTypes.h" | ||
#include "mozilla/Assertions.h" // for MOZ_ASSERT, etc | ||
#include "mozilla/Pair.h" // for Pair | ||
#include "mozilla/RefPtr.h" // for RefPtr | ||
#include "mozilla/gfx/Matrix.h" // for Matrix4x4 | ||
#include "mozilla/gfx/Rect.h" // for Rect | ||
#include "mozilla/gfx/Types.h" | ||
#include "nsDebug.h" // for NS_ASSERTION | ||
#include "nsPoint.h" // for nsIntPoint | ||
#include "nsTArray.h" // for nsTArray | ||
#include "mozilla/layers/CompositorTypes.h" | ||
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namespace mozilla { | ||
namespace layers { | ||
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enum ShaderFeatures { | ||
ENABLE_RENDER_COLOR = 0x01, | ||
ENABLE_TEXTURE_RECT = 0x02, | ||
ENABLE_TEXTURE_EXTERNAL = 0x04, | ||
ENABLE_TEXTURE_YCBCR = 0x08, | ||
ENABLE_TEXTURE_NV12 = 0x10, | ||
ENABLE_TEXTURE_COMPONENT_ALPHA = 0x20, | ||
ENABLE_TEXTURE_NO_ALPHA = 0x40, | ||
ENABLE_TEXTURE_RB_SWAP = 0x80, | ||
ENABLE_OPACITY = 0x100, | ||
ENABLE_BLUR = 0x200, | ||
ENABLE_COLOR_MATRIX = 0x400, | ||
ENABLE_MASK = 0x800, | ||
ENABLE_NO_PREMUL_ALPHA = 0x1000, | ||
ENABLE_DEAA = 0x2000, | ||
ENABLE_DYNAMIC_GEOMETRY = 0x4000, | ||
ENABLE_MASK_TEXTURE_RECT = 0x8000, | ||
}; | ||
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class KnownUniform { | ||
public: | ||
// this needs to be kept in sync with strings in 'AddUniforms' | ||
enum KnownUniformName { | ||
NotAKnownUniform = -1, | ||
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LayerTransform = 0, | ||
LayerTransformInverse, | ||
MaskTransform, | ||
BackdropTransform, | ||
LayerRects, | ||
MatrixProj, | ||
TextureTransform, | ||
TextureRects, | ||
RenderTargetOffset, | ||
LayerOpacity, | ||
Texture, | ||
YTexture, | ||
CbTexture, | ||
CrTexture, | ||
BlackTexture, | ||
WhiteTexture, | ||
MaskTexture, | ||
BackdropTexture, | ||
RenderColor, | ||
TexCoordMultiplier, | ||
CbCrTexCoordMultiplier, | ||
MaskCoordMultiplier, | ||
TexturePass2, | ||
ColorMatrix, | ||
ColorMatrixVector, | ||
BlurRadius, | ||
BlurOffset, | ||
BlurAlpha, | ||
BlurGaussianKernel, | ||
SSEdges, | ||
ViewportSize, | ||
VisibleCenter, | ||
YuvColorMatrix, | ||
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KnownUniformCount | ||
}; | ||
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KnownUniform() { | ||
mName = NotAKnownUniform; | ||
mNameString = nullptr; | ||
mLocation = -1; | ||
memset(&mValue, 0, sizeof(mValue)); | ||
} | ||
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bool UpdateUniform(int32_t i1) { | ||
if (mLocation == -1) return false; | ||
if (mValue.i1 != i1) { | ||
mValue.i1 = i1; | ||
return true; | ||
} | ||
return false; | ||
} | ||
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bool UpdateUniform(float f1) { | ||
if (mLocation == -1) return false; | ||
if (mValue.f1 != f1) { | ||
mValue.f1 = f1; | ||
return true; | ||
} | ||
return false; | ||
} | ||
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bool UpdateUniform(float f1, float f2) { | ||
if (mLocation == -1) return false; | ||
if (mValue.f16v[0] != f1 || mValue.f16v[1] != f2) { | ||
mValue.f16v[0] = f1; | ||
mValue.f16v[1] = f2; | ||
return true; | ||
} | ||
return false; | ||
} | ||
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bool UpdateUniform(float f1, float f2, float f3, float f4) { | ||
if (mLocation == -1) return false; | ||
if (mValue.f16v[0] != f1 || mValue.f16v[1] != f2 || mValue.f16v[2] != f3 || | ||
mValue.f16v[3] != f4) { | ||
mValue.f16v[0] = f1; | ||
mValue.f16v[1] = f2; | ||
mValue.f16v[2] = f3; | ||
mValue.f16v[3] = f4; | ||
return true; | ||
} | ||
return false; | ||
} | ||
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bool UpdateUniform(int cnt, const float* fp) { | ||
if (mLocation == -1) return false; | ||
switch (cnt) { | ||
case 1: | ||
case 2: | ||
case 3: | ||
case 4: | ||
case 9: | ||
case 16: | ||
if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) { | ||
memcpy(mValue.f16v, fp, sizeof(float) * cnt); | ||
return true; | ||
} | ||
return false; | ||
} | ||
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MOZ_ASSERT_UNREACHABLE("cnt must be 1 2 3 4 9 or 16"); | ||
return false; | ||
} | ||
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bool UpdateArrayUniform(int cnt, const float* fp) { | ||
if (mLocation == -1) return false; | ||
if (cnt > 16) { | ||
return false; | ||
} | ||
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if (memcmp(mValue.f16v, fp, sizeof(float) * cnt) != 0) { | ||
memcpy(mValue.f16v, fp, sizeof(float) * cnt); | ||
return true; | ||
} | ||
return false; | ||
} | ||
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bool UpdateArrayUniform(int cnt, const gfx::Point3D* points) { | ||
if (mLocation == -1) return false; | ||
if (cnt > 4) { | ||
return false; | ||
} | ||
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float fp[12]; | ||
float* d = fp; | ||
for (int i = 0; i < cnt; i++) { | ||
// Note: Do not want to make assumptions about .x, .y, .z member packing. | ||
// If gfx::Point3D is updated to make this guarantee, SIMD optimizations | ||
// may be possible | ||
*d++ = points[i].x; | ||
*d++ = points[i].y; | ||
*d++ = points[i].z; | ||
} | ||
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if (memcmp(mValue.f16v, fp, sizeof(float) * cnt * 3) != 0) { | ||
memcpy(mValue.f16v, fp, sizeof(float) * cnt * 3); | ||
return true; | ||
} | ||
return false; | ||
} | ||
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KnownUniformName mName; | ||
const char* mNameString; | ||
int32_t mLocation; | ||
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union { | ||
int i1; | ||
float f1; | ||
float f16v[16]; | ||
} mValue; | ||
}; | ||
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class ShaderConfigOGL { | ||
public: | ||
ShaderConfigOGL() | ||
: mFeatures(0), | ||
mMultiplier(1), | ||
mCompositionOp(gfx::CompositionOp::OP_OVER) {} | ||
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void SetRenderColor(bool aEnabled); | ||
void SetTextureTarget(GLenum aTarget); | ||
void SetMaskTextureTarget(GLenum aTarget); | ||
void SetRBSwap(bool aEnabled); | ||
void SetNoAlpha(bool aEnabled); | ||
void SetOpacity(bool aEnabled); | ||
void SetYCbCr(bool aEnabled); | ||
void SetNV12(bool aEnabled); | ||
void SetComponentAlpha(bool aEnabled); | ||
void SetColorMatrix(bool aEnabled); | ||
void SetBlur(bool aEnabled); | ||
void SetMask(bool aEnabled); | ||
void SetDEAA(bool aEnabled); | ||
void SetCompositionOp(gfx::CompositionOp aOp); | ||
void SetNoPremultipliedAlpha(); | ||
void SetDynamicGeometry(bool aEnabled); | ||
void SetColorMultiplier(uint32_t aMultiplier); | ||
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bool operator<(const ShaderConfigOGL& other) const { | ||
return mFeatures < other.mFeatures || | ||
(mFeatures == other.mFeatures && | ||
(int)mCompositionOp < (int)other.mCompositionOp) || | ||
(mFeatures == other.mFeatures && | ||
(int)mCompositionOp == (int)other.mCompositionOp && | ||
mMultiplier < other.mMultiplier); | ||
} | ||
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public: | ||
void SetFeature(int aBitmask, bool aState) { | ||
if (aState) | ||
mFeatures |= aBitmask; | ||
else | ||
mFeatures &= (~aBitmask); | ||
} | ||
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int mFeatures; | ||
uint32_t mMultiplier; | ||
gfx::CompositionOp mCompositionOp; | ||
}; | ||
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static inline ShaderConfigOGL ShaderConfigFromTargetAndFormat( | ||
GLenum aTarget, gfx::SurfaceFormat aFormat) { | ||
ShaderConfigOGL config; | ||
config.SetTextureTarget(aTarget); | ||
config.SetRBSwap(aFormat == gfx::SurfaceFormat::B8G8R8A8 || | ||
aFormat == gfx::SurfaceFormat::B8G8R8X8); | ||
config.SetNoAlpha(aFormat == gfx::SurfaceFormat::B8G8R8X8 || | ||
aFormat == gfx::SurfaceFormat::R8G8B8X8 || | ||
aFormat == gfx::SurfaceFormat::R5G6B5_UINT16); | ||
return config; | ||
} | ||
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} // namespace layers | ||
} // namespace mozilla | ||
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#endif // GFX_OGLSHADERCONFIG_H |
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