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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* 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/. */
#include "ExternalBlitter.h"
#include "GeckoSurfaceTexture.h"
#include "vrb/ConcreteClass.h"
#include "vrb/private/ResourceGLState.h"
#include "vrb/gl.h"
#include "vrb/GLError.h"
#include "vrb/Logger.h"
#include "vrb/ShaderUtil.h"
#include <map>
namespace {
const char* sVertexShader = R"SHADER(
attribute vec4 a_position;
attribute vec2 a_uv;
varying vec2 v_uv;
void main(void) {
v_uv = a_uv;
gl_Position = a_position;
}
)SHADER";
const char* sFragmentShader = R"SHADER(
#extension GL_OES_EGL_image_external : require
precision mediump float;
uniform samplerExternalOES u_texture0;
varying vec2 v_uv;
void main() {
gl_FragColor = texture2D(u_texture0, v_uv);
}
)SHADER";
const GLfloat sVerticies[] = {
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
}
namespace crow {
struct ExternalBlitter::State : public vrb::ResourceGL::State {
GLuint vertexShader;
GLuint fragmentShader;
GLuint program;
GLint aPosition;
GLint aUV;
GLint uTexture0;
device::EyeRect eyes[device::EyeCount];
GeckoSurfaceTexturePtr surface;
GLfloat leftUV[8];
GLfloat rightUV[8];
std::map<const int32_t, GeckoSurfaceTexturePtr> surfaceMap;
State()
: vertexShader(0)
, fragmentShader(0)
, program(0)
, aPosition(0)
, aUV(0)
, uTexture0(0)
, leftUV{0.0f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.5f, 1.0f}
, rightUV{0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f}
{}
};
ExternalBlitterPtr
ExternalBlitter::Create(vrb::CreationContextPtr& aContext) {
return std::make_shared<vrb::ConcreteClass<ExternalBlitter, ExternalBlitter::State> >(aContext);
}
void
ExternalBlitter::StartFrame(const int32_t aSurfaceHandle, const device::EyeRect& aLeftEye,
const device::EyeRect& aRightEye) {
std::map<const int32_t, GeckoSurfaceTexturePtr>::iterator iter = m.surfaceMap.find(aSurfaceHandle);
if (iter == m.surfaceMap.end()) {
VRB_LOG("Creating GeckoSurfaceTexture for handle: %d", aSurfaceHandle);
m.surface = GeckoSurfaceTexture::Create(aSurfaceHandle);
m.surfaceMap[aSurfaceHandle] = m.surface;
} else {
m.surface = iter->second;
}
if (!m.surface) {
VRB_ERROR("Failed to find GeckoSurfaceTexture for handle: %d", aSurfaceHandle);
return;
}
EGLContext ctx = eglGetCurrentContext();
if (!m.surface->IsAttachedToGLContext(ctx)) {
m.surface->AttachToGLContext(ctx);
}
m.surface->UpdateTexImage();
m.eyes[device::EyeIndex(device::Eye::Left)] = aLeftEye;
m.eyes[device::EyeIndex(device::Eye::Right)] = aRightEye;
}
void
ExternalBlitter::Draw(const device::Eye aEye) {
if (!m.program || !m.surface) {
VRB_ERROR("ExternalBlitter::Draw FAILED!");
return;
}
const GLboolean enabled = glIsEnabled(GL_DEPTH_TEST);
if (enabled) {
VRB_GL_CHECK(glDisable(GL_DEPTH_TEST));
}
VRB_GL_CHECK(glUseProgram(m.program));
VRB_GL_CHECK(glActiveTexture(GL_TEXTURE0));
VRB_GL_CHECK(glBindTexture(GL_TEXTURE_EXTERNAL_OES, m.surface->GetTextureName()));
//m.defaultT->Bind();
VRB_GL_CHECK(glUniform1i(m.uTexture0, 0));
VRB_GL_CHECK(glVertexAttribPointer((GLuint)m.aPosition, 3, GL_FLOAT, GL_FALSE, 0, sVerticies));
VRB_GL_CHECK(glEnableVertexAttribArray((GLuint)m.aPosition));
GLfloat* data = (aEye == device::Eye::Left ? &m.leftUV[0] : &m.rightUV[0]);
VRB_GL_CHECK(glVertexAttribPointer((GLuint)m.aUV, 2, GL_FLOAT, GL_FALSE, 0, data));
VRB_GL_CHECK(glEnableVertexAttribArray((GLuint)m.aUV));
VRB_GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
if (enabled) {
VRB_GL_CHECK(glEnable(GL_DEPTH_TEST));
}
}
void
ExternalBlitter::EndFrame() {
if (m.surface) {
// We need to detach the SurfaceTexture to prevent the Gecko WebGL compositor from getting blocked.
m.surface->ReleaseTexImage();
m.surface = nullptr;
}
}
void
ExternalBlitter::StopPresenting() {
if (m.surface) {
m.surface->ReleaseTexImage();
m.surface = nullptr;
}
m.surfaceMap.clear();
}
void
ExternalBlitter::CancelFrame(const int32_t aSurfaceHandle) {
GeckoSurfaceTexturePtr surface;
auto iter = m.surfaceMap.find(aSurfaceHandle);
if (iter != m.surfaceMap.end()) {
surface = iter->second;
} else {
surface = GeckoSurfaceTexture::Create(aSurfaceHandle);
m.surfaceMap[aSurfaceHandle] = surface;
}
if (surface) {
EGLContext ctx = eglGetCurrentContext();
if (!surface->IsAttachedToGLContext(ctx)) {
surface->AttachToGLContext(ctx);
}
surface->UpdateTexImage();
surface->ReleaseTexImage();
}
}
ExternalBlitter::ExternalBlitter(State& aState, vrb::CreationContextPtr& aContext)
: vrb::ResourceGL(aState, aContext)
, m(aState)
{}
void
ExternalBlitter::InitializeGL() {
m.vertexShader = vrb::LoadShader(GL_VERTEX_SHADER, sVertexShader);
m.fragmentShader = vrb::LoadShader(GL_FRAGMENT_SHADER, sFragmentShader);
if (m.vertexShader && m.fragmentShader) {
m.program = vrb::CreateProgram(m.vertexShader, m.fragmentShader);
}
if (m.program) {
m.aPosition = vrb::GetAttributeLocation(m.program, "a_position");
m.aUV = vrb::GetAttributeLocation(m.program, "a_uv");
m.uTexture0 = vrb::GetUniformLocation(m.program, "u_texture0");
}
}
void
ExternalBlitter::ShutdownGL() {
if (m.program) {
VRB_GL_CHECK(glDeleteProgram(m.program));
m.program = 0;
}
if (m.vertexShader) {
VRB_GL_CHECK(glDeleteShader(m.vertexShader));
m.vertexShader = 0;
}
if (m.vertexShader) {
VRB_GL_CHECK(glDeleteShader(m.fragmentShader));
m.fragmentShader = 0;
}
}
} // namespace crow