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C++ ShaderProgramOGL::SetYCbCrTextureUnits方法代码示例

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));
 }
}
开发者ID:Web5design,项目名称:mozilla-central,代码行数:101,代码来源:ImageLayerOGL.cpp

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.........
开发者ID:Web5design,项目名称:mozilla-central,代码行数:101,代码来源:ImageLayerOGL.cpp

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.........
开发者ID:memorais,项目名称:TC2_impl,代码行数:101,代码来源:ImageLayerOGL.cpp

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));
 }
}
开发者ID:TheTypoMaster,项目名称:fennec-777045,代码行数:84,代码来源:ImageLayerOGL.cpp

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.........
开发者ID:mozilla,项目名称:pjs,代码行数:101,代码来源:ImageLayerOGL.cpp


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