/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * 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/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0 . */ #include #include #include #include #include #include #include #include #include #include #include namespace { constexpr GLenum constInternalFormat = GL_RGBA8; } // end anonymous namespace // texture with allocated size ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate ) : mnTexture( 0 ), mnWidth( nWidth ), mnHeight( nHeight ), mnFilter( GL_NEAREST ), mnOptStencil( 0 ) { OpenGLVCLContextZone aContextZone; auto& rState = OpenGLContext::getVCLContext()->state(); TextureState::generate(mnTexture); rState.texture().active(0); rState.texture().bind(mnTexture); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); CHECK_GL_ERROR(); if( bAllocate ) { glTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr ); CHECK_GL_ERROR(); } VCL_GL_INFO( "OpenGLTexture " << mnTexture << " " << nWidth << "x" << nHeight << " allocate" ); } // texture with content retrieved from FBO ImplOpenGLTexture::ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight ) : mnTexture( 0 ), mnWidth( nWidth ), mnHeight( nHeight ), mnFilter( GL_NEAREST ), mnOptStencil( 0 ) { OpenGLVCLContextZone aContextZone; // FIXME We need the window height here // nY = GetHeight() - nHeight - nY; auto& rState = OpenGLContext::getVCLContext()->state(); TextureState::generate(mnTexture); rState.texture().active(0); rState.texture().bind(mnTexture); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); CHECK_GL_ERROR(); glCopyTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, nX, nY, nWidth, nHeight, 0 ); CHECK_GL_ERROR(); VCL_GL_INFO( "OpenGLTexture " << mnTexture << " " << nWidth << "x" << nHeight << " from x" << nX << ", y" << nY ); } // texture from buffer data ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData ) : mnTexture( 0 ), mnWidth( nWidth ), mnHeight( nHeight ), mnFilter( GL_NEAREST ), mnOptStencil( 0 ) { OpenGLVCLContextZone aContextZone; auto& rState = OpenGLContext::getVCLContext()->state(); TextureState::generate(mnTexture); rState.texture().active(0); rState.texture().bind(mnTexture); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); CHECK_GL_ERROR(); glTexImage2D( GL_TEXTURE_2D, 0, constInternalFormat, mnWidth, mnHeight, 0, nFormat, nType, pData ); CHECK_GL_ERROR(); VCL_GL_INFO( "OpenGLTexture " << mnTexture << " " << nWidth << "x" << nHeight << " from data" ); } GLuint ImplOpenGLTexture::AddStencil() { assert( mnOptStencil == 0 ); glGenRenderbuffers( 1, &mnOptStencil ); CHECK_GL_ERROR(); glBindRenderbuffer( GL_RENDERBUFFER, mnOptStencil ); CHECK_GL_ERROR(); VCL_GL_INFO( "Allocate stencil " << mnWidth << " x " << mnHeight ); glRenderbufferStorage( GL_RENDERBUFFER, GL_STENCIL_INDEX, mnWidth, mnHeight ); CHECK_GL_ERROR(); glBindRenderbuffer(GL_RENDERBUFFER, 0); CHECK_GL_ERROR(); return mnOptStencil; } ImplOpenGLTexture::~ImplOpenGLTexture() { VCL_GL_INFO( "~OpenGLTexture " << mnTexture ); if( mnTexture != 0 ) { // During shutdown GL is already de-initialized, so we should not try to create a new context. OpenGLZone aZone; rtl::Reference xContext = OpenGLContext::getVCLContext(false); if( xContext.is() ) { // FIXME: this is really not optimal performance-wise. // Check we have been correctly un-bound from all framebuffers. ImplSVData* pSVData = ImplGetSVData(); rtl::Reference pContext = pSVData->maGDIData.mpLastContext; if( pContext.is() ) { pContext->makeCurrent(); pContext->UnbindTextureFromFramebuffers( mnTexture ); } if( mnOptStencil != 0 ) { glDeleteRenderbuffers( 1, &mnOptStencil ); mnOptStencil = 0; } auto& rState = pContext->state(); rState.texture().unbindAndDelete(mnTexture); mnTexture = 0; } else { mnOptStencil = 0; mnTexture = 0; } } } bool ImplOpenGLTexture::InsertBuffer(int nX, int nY, int nWidth, int nHeight, int nFormat, int nType, sal_uInt8 const * pData) { if (!pData || mnTexture == 0) return false; rtl::Reference xContext = OpenGLContext::getVCLContext(); xContext->state().texture().active(0); xContext->state().texture().bind(mnTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); CHECK_GL_ERROR(); glTexSubImage2D(GL_TEXTURE_2D, 0, nX, mnHeight - nY - nHeight, nWidth, nHeight, nFormat, nType, pData); CHECK_GL_ERROR(); VCL_GL_INFO( "OpenGLTexture " << mnTexture << " Insert buff. to " << nX << " " << nY << " size " << nWidth << "x" << nHeight << " from data" ); return true; } bool ImplOpenGLTexture::InitializeSlotMechanism(int nInitialSlotSize) { if (mpSlotReferences) return false; mpSlotReferences.reset(new std::vector(nInitialSlotSize, 0)); return true; } void ImplOpenGLTexture::IncreaseRefCount(int nSlotNumber) { if (mpSlotReferences && nSlotNumber >= 0) { if (nSlotNumber >= int(mpSlotReferences->size())) mpSlotReferences->resize(nSlotNumber + 1, 0); mpSlotReferences->at(nSlotNumber)++; } } void ImplOpenGLTexture::DecreaseRefCount(int nSlotNumber) { if (mpSlotReferences && nSlotNumber >= 0) { if (nSlotNumber >= int(mpSlotReferences->size())) mpSlotReferences->resize(nSlotNumber, 0); mpSlotReferences->at(nSlotNumber)--; if (mpSlotReferences->at(nSlotNumber) == 0 && mFunctSlotDeallocateCallback) { mFunctSlotDeallocateCallback(nSlotNumber); } } } OpenGLTexture::OpenGLTexture() : maRect( 0, 0, 0, 0 ), mpImpl(), mnSlotNumber(-1) { } OpenGLTexture::OpenGLTexture(const std::shared_ptr& rpImpl, tools::Rectangle aRectangle, int nSlotNumber) : maRect(aRectangle) , mpImpl(rpImpl) , mnSlotNumber(nSlotNumber) { if (mpImpl) mpImpl->IncreaseRefCount(nSlotNumber); } OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, bool bAllocate ) : maRect( Point( 0, 0 ), Size( nWidth, nHeight ) ) , mpImpl(new ImplOpenGLTexture(nWidth, nHeight, bAllocate)) , mnSlotNumber(-1) { } OpenGLTexture::OpenGLTexture( int nX, int nY, int nWidth, int nHeight ) : maRect( Point( 0, 0 ), Size( nWidth, nHeight ) ) , mpImpl(new ImplOpenGLTexture(nX, nY, nWidth, nHeight)) , mnSlotNumber(-1) { } OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData ) : maRect( Point( 0, 0 ), Size( nWidth, nHeight ) ) , mpImpl(new ImplOpenGLTexture(nWidth, nHeight, nFormat, nType, pData)) , mnSlotNumber(-1) { } OpenGLTexture::OpenGLTexture(const OpenGLTexture& rTexture) : maRect(rTexture.maRect) , mpImpl(rTexture.mpImpl) , mnSlotNumber(rTexture.mnSlotNumber) { if (mpImpl) mpImpl->IncreaseRefCount(mnSlotNumber); } OpenGLTexture::OpenGLTexture(OpenGLTexture&& rTexture) : maRect(rTexture.maRect) , mpImpl(std::move(rTexture.mpImpl)) , mnSlotNumber(rTexture.mnSlotNumber) { } OpenGLTexture::OpenGLTexture( const OpenGLTexture& rTexture, int nX, int nY, int nWidth, int nHeight ) { maRect = tools::Rectangle( Point( rTexture.maRect.Left() + nX, rTexture.maRect.Top() + nY ), Size( nWidth, nHeight ) ); mpImpl = rTexture.mpImpl; mnSlotNumber = rTexture.mnSlotNumber; if (mpImpl) mpImpl->IncreaseRefCount(mnSlotNumber); VCL_GL_INFO( "Copying texture " << Id() << " [" << maRect.Left() << "," << maRect.Top() << "] " << GetWidth() << "x" << GetHeight() ); } OpenGLTexture::~OpenGLTexture() { if (mpImpl) mpImpl->DecreaseRefCount(mnSlotNumber); } bool OpenGLTexture::IsUnique() const { return !mpImpl || mpImpl.unique(); } GLuint OpenGLTexture::Id() const { if (mpImpl) return mpImpl->mnTexture; return 0; } int OpenGLTexture::GetWidth() const { return maRect.GetWidth(); } int OpenGLTexture::GetHeight() const { return maRect.GetHeight(); } GLuint OpenGLTexture::StencilId() const { return mpImpl ? mpImpl->mnOptStencil : 0; } GLuint OpenGLTexture::AddStencil() { if (mpImpl) return mpImpl->AddStencil(); else return 0; } void OpenGLTexture::GetCoord( GLfloat* pCoord, const SalTwoRect& rPosAry, bool bInverted ) const { VCL_GL_INFO( "Getting coord " << Id() << " [" << maRect.Left() << "," << maRect.Top() << "] " << GetWidth() << "x" << GetHeight() ); if (!IsValid()) { pCoord[0] = pCoord[1] = pCoord[2] = pCoord[3] = 0.0f; pCoord[4] = pCoord[5] = pCoord[6] = pCoord[7] = 0.0f; return; } pCoord[0] = pCoord[2] = (maRect.Left() + rPosAry.mnSrcX) / (double) mpImpl->mnWidth; pCoord[4] = pCoord[6] = (maRect.Left() + rPosAry.mnSrcX + rPosAry.mnSrcWidth) / (double) mpImpl->mnWidth; if( !bInverted ) { pCoord[3] = pCoord[5] = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / (double) mpImpl->mnHeight; pCoord[1] = pCoord[7] = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / (double) mpImpl->mnHeight; } else { pCoord[1] = pCoord[7] = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / (double) mpImpl->mnHeight; pCoord[3] = pCoord[5] = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / (double) mpImpl->mnHeight; } } bool OpenGLTexture::GetTextureRect(const SalTwoRect& rPosAry, bool bInverted, GLfloat& x1, GLfloat& x2, GLfloat& y1, GLfloat& y2) const { if (IsValid()) { double fTextureWidth(mpImpl->mnWidth); double fTextureHeight(mpImpl->mnHeight); x1 = (maRect.Left() + rPosAry.mnSrcX) / fTextureWidth; x2 = (maRect.Left() + rPosAry.mnSrcX + rPosAry.mnSrcWidth) / fTextureWidth; if (bInverted) { y2 = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / fTextureHeight; y1 = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / fTextureHeight; } else { y1 = 1.0f - (maRect.Top() + rPosAry.mnSrcY) / fTextureHeight; y2 = 1.0f - (maRect.Top() + rPosAry.mnSrcY + rPosAry.mnSrcHeight) / fTextureHeight; } return true; } return false; } template <> void OpenGLTexture::FillCoords(std::vector& rCoords, const SalTwoRect& rPosAry) const { GLfloat x1 = 0.0f; GLfloat x2 = 0.0f; GLfloat y1 = 0.0f; GLfloat y2 = 0.0f; GetTextureRect(rPosAry, false/*bInverted*/, x1, x2, y1, y2); rCoords.insert(rCoords.end(), { x1, y2, x1, y1, x2, y1, x2, y2 }); } template <> void OpenGLTexture::FillCoords(std::vector& rCoords, const SalTwoRect& rPosAry) const { GLfloat x1 = 0.0f; GLfloat x2 = 0.0f; GLfloat y1 = 0.0f; GLfloat y2 = 0.0f; GetTextureRect(rPosAry, false/*bInverted*/, x1, x2, y1, y2); rCoords.insert(rCoords.end(), { x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2 }); } void OpenGLTexture::GetWholeCoord( GLfloat* pCoord ) const { if( GetWidth() != mpImpl->mnWidth || GetHeight() != mpImpl->mnHeight ) { pCoord[0] = pCoord[2] = maRect.Left() / (double) mpImpl->mnWidth; pCoord[4] = pCoord[6] = maRect.Right() / (double) mpImpl->mnWidth; pCoord[3] = pCoord[5] = 1.0f - maRect.Top() / (double) mpImpl->mnHeight; pCoord[1] = pCoord[7] = 1.0f - maRect.Bottom() / (double) mpImpl->mnHeight; } else { pCoord[0] = pCoord[2] = 0; pCoord[4] = pCoord[6] = 1; pCoord[1] = pCoord[7] = 0; pCoord[3] = pCoord[5] = 1; } } GLenum OpenGLTexture::GetFilter() const { if( mpImpl ) return mpImpl->mnFilter; return GL_NEAREST; } bool OpenGLTexture::CopyData(int nWidth, int nHeight, int nFormat, int nType, sal_uInt8 const * pData) { if (!pData || !IsValid()) return false; int nX = maRect.Left(); int nY = maRect.Top(); return mpImpl->InsertBuffer(nX, nY, nWidth, nHeight, nFormat, nType, pData); } void OpenGLTexture::SetFilter( GLenum nFilter ) { if( mpImpl ) { mpImpl->mnFilter = nFilter; glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nFilter ); CHECK_GL_ERROR(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nFilter ); CHECK_GL_ERROR(); } } void OpenGLTexture::Bind() { if (IsValid()) { OpenGLContext::getVCLContext()->state().texture().bind(mpImpl->mnTexture); } else VCL_GL_INFO( "OpenGLTexture::Binding invalid texture" ); CHECK_GL_ERROR(); } void OpenGLTexture::Unbind() { if (IsValid()) { OpenGLContext::getVCLContext()->state().texture().unbind(mpImpl->mnTexture); } } void OpenGLTexture::SaveToFile(const OUString& rFileName) { std::vector aBuffer(GetWidth() * GetHeight() * 4); Read(GL_BGRA, GL_UNSIGNED_BYTE, aBuffer.data()); BitmapEx aBitmap = OpenGLHelper::ConvertBGRABufferToBitmapEx(aBuffer.data(), GetWidth(), GetHeight()); try { vcl::PNGWriter aWriter(aBitmap); SvFileStream sOutput(rFileName, StreamMode::WRITE); aWriter.Write(sOutput); sOutput.Close(); } catch (...) { SAL_WARN("vcl.opengl", "Error writing png to " << rFileName); } } void OpenGLTexture::Read( GLenum nFormat, GLenum nType, sal_uInt8* pData ) { if (!IsValid()) { SAL_WARN( "vcl.opengl", "Can't read invalid texture" ); return; } OpenGLVCLContextZone aContextZone; VCL_GL_INFO( "Reading texture " << Id() << " " << GetWidth() << "x" << GetHeight() ); if( GetWidth() == mpImpl->mnWidth && GetHeight() == mpImpl->mnHeight ) { Bind(); glPixelStorei( GL_PACK_ALIGNMENT, 1 ); CHECK_GL_ERROR(); // XXX: Call not available with GLES 2.0 glGetTexImage( GL_TEXTURE_2D, 0, nFormat, nType, pData ); CHECK_GL_ERROR(); Unbind(); } else { long nWidth = maRect.GetWidth(); long nHeight = maRect.GetHeight(); long nX = maRect.Left(); long nY = mpImpl->mnHeight - maRect.Top() - nHeight; // Retrieve current context ImplSVData* pSVData = ImplGetSVData(); rtl::Reference pContext = pSVData->maGDIData.mpLastContext; OpenGLFramebuffer* pFramebuffer = pContext->AcquireFramebuffer(*this); glPixelStorei(GL_PACK_ALIGNMENT, 1); CHECK_GL_ERROR(); glReadPixels(nX, nY, nWidth, nHeight, nFormat, nType, pData); CHECK_GL_ERROR(); OpenGLContext::ReleaseFramebuffer(pFramebuffer); } } OpenGLTexture::operator bool() const { return IsValid(); } OpenGLTexture& OpenGLTexture::operator=(const OpenGLTexture& rTexture) { if (rTexture.mpImpl) rTexture.mpImpl->IncreaseRefCount(rTexture.mnSlotNumber); if (mpImpl) mpImpl->DecreaseRefCount(mnSlotNumber); maRect = rTexture.maRect; mpImpl = rTexture.mpImpl; mnSlotNumber = rTexture.mnSlotNumber; return *this; } OpenGLTexture& OpenGLTexture::operator=(OpenGLTexture&& rTexture) { if (mpImpl) mpImpl->DecreaseRefCount(mnSlotNumber); maRect = rTexture.maRect; mpImpl = std::move(rTexture.mpImpl); mnSlotNumber = rTexture.mnSlotNumber; return *this; } bool OpenGLTexture::operator==( const OpenGLTexture& rTexture ) const { return (mpImpl == rTexture.mpImpl && maRect == rTexture.maRect && mnSlotNumber == rTexture.mnSlotNumber); } bool OpenGLTexture::operator!=( const OpenGLTexture& rTexture ) const { return !( *this == rTexture ); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */