本文整理汇总了C++中ShaderProgramOGL::SetYCbCrTextureUnits方法的典型用法代码示例。如果您正苦于以下问题:C++ ShaderProgramOGL::SetYCbCrTextureUnits方法的具体用法?C++ ShaderProgramOGL::SetYCbCrTextureUnits怎么用?C++ ShaderProgramOGL::SetYCbCrTextureUnits使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ShaderProgramOGL
的用法示例。
在下文中一共展示了ShaderProgramOGL::SetYCbCrTextureUnits方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: shmemImage
//.........这里部分代码省略.........
gl()->ApplyFilterToBoundTexture(LOCAL_GL_TEXTURE_EXTERNAL, mFilter);
program->Activate();
program->SetLayerQuadRect(nsIntRect(0, 0,
mSize.width, mSize.height));
program->SetLayerTransform(GetEffectiveTransform());
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuad(program);
// Make sure that we release the underlying external image
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_EXTERNAL, 0);
mExternalBufferTexture.Release();
#endif
} else if (mSharedHandle) {
GLContext::SharedHandleDetails handleDetails;
if (!gl()->GetSharedHandleDetails(mShareType, mSharedHandle, handleDetails)) {
NS_ERROR("Failed to get shared handle details");
return;
}
ShaderProgramOGL* program = mOGLManager->GetProgram(handleDetails.mProgramType, GetMaskLayer());
program->Activate();
program->SetLayerTransform(GetEffectiveTransform());
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetTextureUnit(0);
program->SetTextureTransform(handleDetails.mTextureTransform);
program->LoadMask(GetMaskLayer());
MakeTextureIfNeeded(gl(), mTexture);
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(handleDetails.mTarget, mTexture);
if (!gl()->AttachSharedHandle(mShareType, mSharedHandle)) {
NS_ERROR("Failed to bind shared texture handle");
return;
}
gl()->fBlendFuncSeparate(LOCAL_GL_ONE, LOCAL_GL_ONE_MINUS_SRC_ALPHA,
LOCAL_GL_ONE, LOCAL_GL_ONE);
gl()->ApplyFilterToBoundTexture(mFilter);
program->SetLayerQuadRect(nsIntRect(nsIntPoint(0, 0), mSize));
mOGLManager->BindAndDrawQuad(program, mInverted);
gl()->fBindTexture(handleDetails.mTarget, 0);
gl()->DetachSharedHandle(mShareType, mSharedHandle);
} else if (mRGBTexture.IsAllocated()) {
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mRGBTexture.GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *shader = mOGLManager->GetProgram(RGBALayerProgramType, GetMaskLayer());
shader->Activate();
shader->SetLayerQuadRect(nsIntRect(0, 0,
mPictureRect.width,
mPictureRect.height));
shader->SetTextureUnit(0);
shader->SetLayerTransform(GetEffectiveTransform());
shader->SetLayerOpacity(GetEffectiveOpacity());
shader->SetRenderOffset(aOffset);
shader->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(shader,
mPictureRect,
nsIntSize(mSize.width, mSize.height));
} else {
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[1].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *yuvProgram = mOGLManager->GetProgram(YCbCrLayerProgramType, GetMaskLayer());
yuvProgram->Activate();
yuvProgram->SetLayerQuadRect(nsIntRect(0, 0,
mPictureRect.width,
mPictureRect.height));
yuvProgram->SetYCbCrTextureUnits(0, 1, 2);
yuvProgram->SetLayerTransform(GetEffectiveTransform());
yuvProgram->SetLayerOpacity(GetEffectiveOpacity());
yuvProgram->SetRenderOffset(aOffset);
yuvProgram->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(yuvProgram,
mPictureRect,
nsIntSize(mSize.width, mSize.height));
}
}
示例2: autoLock
void
ImageLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
nsRefPtr<ImageContainer> container = GetContainer();
if (!container || mOGLManager->CompositingDisabled())
return;
mOGLManager->MakeCurrent();
AutoLockImage autoLock(container);
Image *image = autoLock.GetImage();
if (!image) {
return;
}
NS_ASSERTION(image->GetFormat() != REMOTE_IMAGE_BITMAP,
"Remote images aren't handled yet in OGL layers!");
if (image->GetFormat() == PLANAR_YCBCR) {
PlanarYCbCrImage *yuvImage =
static_cast<PlanarYCbCrImage*>(image);
if (!yuvImage->IsValid()) {
return;
}
PlanarYCbCrOGLBackendData *data =
static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL));
if (data && data->mTextures->GetGLContext() != gl()) {
// If these textures were allocated by another layer manager,
// clear them out and re-allocate below.
data = nullptr;
yuvImage->SetBackendData(LAYERS_OPENGL, nullptr);
}
if (!data) {
AllocateTexturesYCbCr(yuvImage);
data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL));
}
if (!data || data->mTextures->GetGLContext() != gl()) {
// XXX - Can this ever happen? If so I need to fix this!
return;
}
gl()->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType,
GetMaskLayer());
program->Activate();
program->SetLayerQuadRect(nsIntRect(0, 0,
yuvImage->GetSize().width,
yuvImage->GetSize().height));
program->SetLayerTransform(GetEffectiveTransform());
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetYCbCrTextureUnits(0, 1, 2);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(program,
yuvImage->GetData()->GetPictureRect(),
nsIntSize(yuvImage->GetData()->mYSize.width,
yuvImage->GetData()->mYSize.height));
// We shouldn't need to do this, but do it anyway just in case
// someone else forgets.
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
} else if (image->GetFormat() == CAIRO_SURFACE) {
CairoImage *cairoImage =
static_cast<CairoImage*>(image);
if (!cairoImage->mSurface) {
return;
}
NS_ASSERTION(cairoImage->mSurface->GetContentType() != gfxASurface::CONTENT_ALPHA,
"Image layer has alpha image");
CairoOGLBackendData *data =
static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LAYERS_OPENGL));
if (data && data->mTexture.GetGLContext() != gl()) {
// If this texture was allocated by another layer manager, clear
// it out and re-allocate below.
data = nullptr;
cairoImage->SetBackendData(LAYERS_OPENGL, nullptr);
//.........这里部分代码省略.........
示例3: autoLock
void
ImageLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
nsRefPtr<ImageContainer> container = GetContainer();
if (!container || mOGLManager->CompositingDisabled())
return;
mOGLManager->MakeCurrent();
AutoLockImage autoLock(container);
Image *image = autoLock.GetImage();
if (!image) {
return;
}
NS_ASSERTION(image->GetFormat() != REMOTE_IMAGE_BITMAP,
"Remote images aren't handled yet in OGL layers!");
if (image->GetFormat() == PLANAR_YCBCR) {
PlanarYCbCrImage *yuvImage =
static_cast<PlanarYCbCrImage*>(image);
if (!yuvImage->IsValid()) {
return;
}
PlanarYCbCrOGLBackendData *data =
static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL));
if (data && data->mTextures->GetGLContext() != gl()) {
// If these textures were allocated by another layer manager,
// clear them out and re-allocate below.
data = nullptr;
yuvImage->SetBackendData(LAYERS_OPENGL, nullptr);
}
if (!data) {
AllocateTexturesYCbCr(yuvImage);
data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LAYERS_OPENGL));
}
if (!data || data->mTextures->GetGLContext() != gl()) {
// XXX - Can this ever happen? If so I need to fix this!
return;
}
gl()->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType,
GetMaskLayer());
program->Activate();
program->SetLayerQuadRect(nsIntRect(0, 0,
yuvImage->GetSize().width,
yuvImage->GetSize().height));
program->SetLayerTransform(GetEffectiveTransform());
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetYCbCrTextureUnits(0, 1, 2);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(program,
yuvImage->GetData()->GetPictureRect(),
nsIntSize(yuvImage->GetData()->mYSize.width,
yuvImage->GetData()->mYSize.height));
// We shouldn't need to do this, but do it anyway just in case
// someone else forgets.
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
} else if (image->GetFormat() == CAIRO_SURFACE) {
CairoImage *cairoImage =
static_cast<CairoImage*>(image);
if (!cairoImage->mSurface) {
return;
}
NS_ASSERTION(cairoImage->mSurface->GetContentType() != gfxASurface::CONTENT_ALPHA,
"Image layer has alpha image");
CairoOGLBackendData *data =
static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LAYERS_OPENGL));
if (data && data->mTexture.GetGLContext() != gl()) {
// If this texture was allocated by another layer manager, clear
// it out and re-allocate below.
data = nullptr;
cairoImage->SetBackendData(LAYERS_OPENGL, nullptr);
//.........这里部分代码省略.........
示例4: texBind
void
ShadowImageLayerOGL::RenderLayer(int aPreviousFrameBuffer,
const nsIntPoint& aOffset)
{
mOGLManager->MakeCurrent();
if (mImageContainerID) {
ImageContainerParent::SetCompositorIDForImage(mImageContainerID,
mOGLManager->GetCompositorID());
PRUint32 imgVersion = ImageContainerParent::GetSharedImageVersion(mImageContainerID);
if (imgVersion != mImageVersion) {
SharedImage* img = ImageContainerParent::GetSharedImage(mImageContainerID);
if (img && (img->type() == SharedImage::TYUVImage)) {
UploadSharedYUVToTexture(img->get_YUVImage());
mImageVersion = imgVersion;
}
}
}
if (mTexImage) {
NS_ASSERTION(mTexImage->GetContentType() != gfxASurface::CONTENT_ALPHA,
"Image layer has alpha image");
ShaderProgramOGL *colorProgram =
mOGLManager->GetProgram(mTexImage->GetShaderProgramType(), GetMaskLayer());
colorProgram->Activate();
colorProgram->SetTextureUnit(0);
colorProgram->SetLayerTransform(GetEffectiveTransform());
colorProgram->SetLayerOpacity(GetEffectiveOpacity());
colorProgram->SetRenderOffset(aOffset);
colorProgram->LoadMask(GetMaskLayer());
mTexImage->SetFilter(mFilter);
mTexImage->BeginTileIteration();
if (gl()->CanUploadNonPowerOfTwo()) {
do {
TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0);
colorProgram->SetLayerQuadRect(mTexImage->GetTileRect());
mOGLManager->BindAndDrawQuad(colorProgram);
} while (mTexImage->NextTile());
} else {
do {
TextureImage::ScopedBindTextureAndApplyFilter texBind(mTexImage, LOCAL_GL_TEXTURE0);
colorProgram->SetLayerQuadRect(mTexImage->GetTileRect());
// We can't use BindAndDrawQuad because that always uploads the whole texture from 0.0f -> 1.0f
// in x and y. We use BindAndDrawQuadWithTextureRect to actually draw a subrect of the texture
mOGLManager->BindAndDrawQuadWithTextureRect(colorProgram,
nsIntRect(0, 0, mTexImage->GetTileRect().width,
mTexImage->GetTileRect().height),
mTexImage->GetTileRect().Size());
} while (mTexImage->NextTile());
}
} else {
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[1].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, mYUVTexture[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *yuvProgram = mOGLManager->GetProgram(YCbCrLayerProgramType, GetMaskLayer());
yuvProgram->Activate();
yuvProgram->SetLayerQuadRect(nsIntRect(0, 0,
mPictureRect.width,
mPictureRect.height));
yuvProgram->SetYCbCrTextureUnits(0, 1, 2);
yuvProgram->SetLayerTransform(GetEffectiveTransform());
yuvProgram->SetLayerOpacity(GetEffectiveOpacity());
yuvProgram->SetRenderOffset(aOffset);
yuvProgram->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(yuvProgram,
mPictureRect,
nsIntSize(mSize.width, mSize.height));
}
}
示例5: autoLock
void
ImageLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
nsRefPtr<ImageContainer> container = GetContainer();
if (!container || mOGLManager->CompositingDisabled())
return;
mOGLManager->MakeCurrent();
AutoLockImage autoLock(container);
Image *image = autoLock.GetImage();
if (!image) {
return;
}
NS_ASSERTION(image->GetFormat() != Image::REMOTE_IMAGE_BITMAP,
"Remote images aren't handled yet in OGL layers!");
NS_ASSERTION(mScaleMode == SCALE_NONE,
"Scale modes other than none not handled yet in OGL layers!");
if (image->GetFormat() == Image::PLANAR_YCBCR) {
PlanarYCbCrImage *yuvImage =
static_cast<PlanarYCbCrImage*>(image);
if (!yuvImage->mBufferSize) {
return;
}
PlanarYCbCrOGLBackendData *data =
static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_OPENGL));
if (data && data->mTextures->GetGLContext() != gl()) {
// If these textures were allocated by another layer manager,
// clear them out and re-allocate below.
data = nsnull;
yuvImage->SetBackendData(LayerManager::LAYERS_OPENGL, nsnull);
}
if (!data) {
AllocateTexturesYCbCr(yuvImage);
data = static_cast<PlanarYCbCrOGLBackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_OPENGL));
}
if (!data || data->mTextures->GetGLContext() != gl()) {
// XXX - Can this ever happen? If so I need to fix this!
return;
}
gl()->MakeCurrent();
gl()->fActiveTexture(LOCAL_GL_TEXTURE2);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[2].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE1);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[1].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
gl()->fBindTexture(LOCAL_GL_TEXTURE_2D, data->mTextures[0].GetTextureID());
gl()->ApplyFilterToBoundTexture(mFilter);
ShaderProgramOGL *program = mOGLManager->GetProgram(YCbCrLayerProgramType,
GetMaskLayer());
program->Activate();
program->SetLayerQuadRect(nsIntRect(0, 0,
yuvImage->mSize.width,
yuvImage->mSize.height));
program->SetLayerTransform(GetEffectiveTransform());
program->SetLayerOpacity(GetEffectiveOpacity());
program->SetRenderOffset(aOffset);
program->SetYCbCrTextureUnits(0, 1, 2);
program->LoadMask(GetMaskLayer());
mOGLManager->BindAndDrawQuadWithTextureRect(program,
yuvImage->mData.GetPictureRect(),
nsIntSize(yuvImage->mData.mYSize.width,
yuvImage->mData.mYSize.height));
// We shouldn't need to do this, but do it anyway just in case
// someone else forgets.
gl()->fActiveTexture(LOCAL_GL_TEXTURE0);
} else if (image->GetFormat() == Image::CAIRO_SURFACE) {
CairoImage *cairoImage =
static_cast<CairoImage*>(image);
if (!cairoImage->mSurface) {
return;
}
NS_ASSERTION(cairoImage->mSurface->GetContentType() != gfxASurface::CONTENT_ALPHA,
"Image layer has alpha image");
CairoOGLBackendData *data =
static_cast<CairoOGLBackendData*>(cairoImage->GetBackendData(LayerManager::LAYERS_OPENGL));
if (data && data->mTexture.GetGLContext() != gl()) {
// If this texture was allocated by another layer manager, clear
// it out and re-allocate below.
//.........这里部分代码省略.........