gfx/gl/GLBlitHelper.cpp
author yulia <ystartsev@mozilla.com>
Thu, 18 Oct 2018 14:34:33 +0000
changeset 490315 a6b4461eadf0622f4d4f6ea1ee8389d1c655b336
parent 480569 176dcc5da6fe5f0596a32015e710054b03da88ce
permissions -rw-r--r--
Bug 1495387 - introduce async front instantiation; r=ochameau Depends on D8989 Differential Revision: https://phabricator.services.mozilla.com/D8990

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 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/. */

#include "gfxUtils.h"
#include "GLBlitHelper.h"
#include "GLContext.h"
#include "GLScreenBuffer.h"
#include "ScopedGLHelpers.h"
#include "mozilla/Preferences.h"
#include "ImageContainer.h"
#include "HeapCopyOfStackArray.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/gfx/Logging.h"
#include "mozilla/gfx/Matrix.h"
#include "mozilla/UniquePtr.h"
#include "GPUVideoImage.h"

#ifdef MOZ_WIDGET_ANDROID
#include "GeneratedJNIWrappers.h"
#include "AndroidSurfaceTexture.h"
#include "GLImages.h"
#include "GLLibraryEGL.h"
#endif

#ifdef XP_MACOSX
#include "MacIOSurfaceImage.h"
#include "GLContextCGL.h"
#endif

using mozilla::layers::PlanarYCbCrImage;
using mozilla::layers::PlanarYCbCrData;

namespace mozilla {
namespace gl {

// --

const char* const kFragHeader_Tex2D = "\
    #define SAMPLER sampler2D                                                \n\
    #if __VERSION__ >= 130                                                   \n\
        #define TEXTURE texture                                              \n\
    #else                                                                    \n\
        #define TEXTURE texture2D                                            \n\
    #endif                                                                   \n\
";
const char* const kFragHeader_Tex2DRect = "\
    #define SAMPLER sampler2DRect                                            \n\
    #if __VERSION__ >= 130                                                   \n\
        #define TEXTURE texture                                              \n\
    #else                                                                    \n\
        #define TEXTURE texture2DRect                                        \n\
    #endif                                                                   \n\
";
const char* const kFragHeader_TexExt = "\
    #extension GL_OES_EGL_image_external : require                           \n\
    #if __VERSION__ >= 130                                                   \n\
        #define TEXTURE texture                                              \n\
    #else                                                                    \n\
        #define TEXTURE texture2D                                            \n\
    #endif                                                                   \n\
    #define SAMPLER samplerExternalOES                                       \n\
";

const char* const kFragBody_RGBA = "\
    VARYING vec2 vTexCoord0;                                                 \n\
    uniform SAMPLER uTex0;                                                   \n\
                                                                             \n\
    void main(void)                                                          \n\
    {                                                                        \n\
        FRAG_COLOR = TEXTURE(uTex0, vTexCoord0);                             \n\
    }                                                                        \n\
";
const char* const kFragBody_CrYCb = "\
    VARYING vec2 vTexCoord0;                                                 \n\
    uniform SAMPLER uTex0;                                                   \n\
    uniform MAT4X3 uColorMatrix;                                             \n\
                                                                             \n\
    void main(void)                                                          \n\
    {                                                                        \n\
        vec4 yuv = vec4(TEXTURE(uTex0, vTexCoord0).gbr,                      \n\
                        1.0);                                                \n\
        FRAG_COLOR = vec4((uColorMatrix * yuv).rgb, 1.0);                    \n\
    }                                                                        \n\
";
const char* const kFragBody_NV12 = "\
    VARYING vec2 vTexCoord0;                                                 \n\
    VARYING vec2 vTexCoord1;                                                 \n\
    uniform SAMPLER uTex0;                                                   \n\
    uniform SAMPLER uTex1;                                                   \n\
    uniform MAT4X3 uColorMatrix;                                             \n\
                                                                             \n\
    void main(void)                                                          \n\
    {                                                                        \n\
        vec4 yuv = vec4(TEXTURE(uTex0, vTexCoord0).x,                        \n\
                        TEXTURE(uTex1, vTexCoord1).xy,                       \n\
                        1.0);                                                \n\
        FRAG_COLOR = vec4((uColorMatrix * yuv).rgb, 1.0);                    \n\
    }                                                                        \n\
";
const char* const kFragBody_PlanarYUV = "\
    VARYING vec2 vTexCoord0;                                                 \n\
    VARYING vec2 vTexCoord1;                                                 \n\
    uniform SAMPLER uTex0;                                                   \n\
    uniform SAMPLER uTex1;                                                   \n\
    uniform SAMPLER uTex2;                                                   \n\
    uniform MAT4X3 uColorMatrix;                                             \n\
                                                                             \n\
    void main(void)                                                          \n\
    {                                                                        \n\
        vec4 yuv = vec4(TEXTURE(uTex0, vTexCoord0).x,                        \n\
                        TEXTURE(uTex1, vTexCoord1).x,                        \n\
                        TEXTURE(uTex2, vTexCoord1).x,                        \n\
                        1.0);                                                \n\
        FRAG_COLOR = vec4((uColorMatrix * yuv).rgb, 1.0);                    \n\
    }                                                                        \n\
";

// --

template<uint8_t N>
/*static*/ Mat<N>
Mat<N>::Zero()
{
    Mat<N> ret;
    for (auto& x : ret.m) {
        x = 0.0f;
    }
    return ret;
}

template<uint8_t N>
/*static*/ Mat<N>
Mat<N>::I()
{
    auto ret = Mat<N>::Zero();
    for (uint8_t i = 0; i < N; i++) {
        ret.at(i,i) = 1.0f;
    }
    return ret;
}

template<uint8_t N>
Mat<N>
Mat<N>::operator*(const Mat<N>& r) const
{
    Mat<N> ret;
    for (uint8_t x = 0; x < N; x++) {
        for (uint8_t y = 0; y < N; y++) {
            float sum = 0.0f;
            for (uint8_t i = 0; i < N; i++) {
                sum += at(i,y) * r.at(x,i);
            }
            ret.at(x,y) = sum;
        }
    }
    return ret;
}

Mat3
SubRectMat3(const float x, const float y, const float w, const float h)
{
    auto ret = Mat3::Zero();
    ret.at(0,0) = w;
    ret.at(1,1) = h;
    ret.at(2,0) = x;
    ret.at(2,1) = y;
    ret.at(2,2) = 1.0f;
    return ret;
}

Mat3
SubRectMat3(const gfx::IntRect& subrect, const gfx::IntSize& size)
{
    return SubRectMat3(float(subrect.X()) / size.width,
                       float(subrect.Y()) / size.height,
                       float(subrect.Width()) / size.width,
                       float(subrect.Height()) / size.height);
}

Mat3
SubRectMat3(const gfx::IntRect& bigSubrect, const gfx::IntSize& smallSize,
            const gfx::IntSize& divisors)
{
    const float x = float(bigSubrect.X()) / divisors.width;
    const float y = float(bigSubrect.Y()) / divisors.height;
    const float w = float(bigSubrect.Width()) / divisors.width;
    const float h = float(bigSubrect.Height()) / divisors.height;
    return SubRectMat3(x / smallSize.width,
                       y / smallSize.height,
                       w / smallSize.width,
                       h / smallSize.height);
}

// --

ScopedSaveMultiTex::ScopedSaveMultiTex(GLContext* const gl, const uint8_t texCount,
                                       const GLenum texTarget)
    : mGL(*gl)
    , mTexCount(texCount)
    , mTexTarget(texTarget)
    , mOldTexUnit(mGL.GetIntAs<GLenum>(LOCAL_GL_ACTIVE_TEXTURE))
{
    GLenum texBinding;
    switch (mTexTarget) {
    case LOCAL_GL_TEXTURE_2D:
        texBinding = LOCAL_GL_TEXTURE_BINDING_2D;
        break;
    case LOCAL_GL_TEXTURE_RECTANGLE:
        texBinding = LOCAL_GL_TEXTURE_BINDING_RECTANGLE;
        break;
    case LOCAL_GL_TEXTURE_EXTERNAL:
        texBinding = LOCAL_GL_TEXTURE_BINDING_EXTERNAL;
        break;
    default:
        gfxCriticalError() << "Unhandled texTarget: " << texTarget;
    }

    for (uint8_t i = 0; i < mTexCount; i++) {
        mGL.fActiveTexture(LOCAL_GL_TEXTURE0 + i);
        if (mGL.IsSupported(GLFeature::sampler_objects)) {
            mOldTexSampler[i] = mGL.GetIntAs<GLuint>(LOCAL_GL_SAMPLER_BINDING);
            mGL.fBindSampler(i, 0);
        }
        mOldTex[i] = mGL.GetIntAs<GLuint>(texBinding);
    }
}

ScopedSaveMultiTex::~ScopedSaveMultiTex()
{
    for (uint8_t i = 0; i < mTexCount; i++) {
        mGL.fActiveTexture(LOCAL_GL_TEXTURE0 + i);
        if (mGL.IsSupported(GLFeature::sampler_objects)) {
            mGL.fBindSampler(i, mOldTexSampler[i]);
        }
        mGL.fBindTexture(mTexTarget, mOldTex[i]);
    }
    mGL.fActiveTexture(mOldTexUnit);
}

// --

class ScopedBindArrayBuffer final
{
    GLContext& mGL;
    const GLuint mOldVBO;

public:
    ScopedBindArrayBuffer(GLContext* const gl, const GLuint vbo)
        : mGL(*gl)
        , mOldVBO(mGL.GetIntAs<GLuint>(LOCAL_GL_ARRAY_BUFFER_BINDING))
    {
        mGL.fBindBuffer(LOCAL_GL_ARRAY_BUFFER, vbo);
    }

    ~ScopedBindArrayBuffer()
    {
        mGL.fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mOldVBO);
    }
};

// --

class ScopedShader final
{
    GLContext& mGL;
    const GLuint mName;

public:
    ScopedShader(GLContext* const gl, const GLenum shaderType)
        : mGL(*gl)
        , mName(mGL.fCreateShader(shaderType))
    { }

    ~ScopedShader()
    {
        mGL.fDeleteShader(mName);
    }

    operator GLuint() const { return mName; }
};

// --

class SaveRestoreCurrentProgram final
{
    GLContext& mGL;
    const GLuint mOld;

public:
    explicit SaveRestoreCurrentProgram(GLContext* const gl)
        : mGL(*gl)
        , mOld(mGL.GetIntAs<GLuint>(LOCAL_GL_CURRENT_PROGRAM))
    { }

    ~SaveRestoreCurrentProgram()
    {
        mGL.fUseProgram(mOld);
    }
};

// --

class ScopedDrawBlitState final
{
    GLContext& mGL;

    const bool blend;
    const bool cullFace;
    const bool depthTest;
    const bool dither;
    const bool polyOffsFill;
    const bool sampleAToC;
    const bool sampleCover;
    const bool scissor;
    const bool stencil;
    Maybe<bool> rasterizerDiscard;

    realGLboolean colorMask[4];
    GLint viewport[4];

public:
    ScopedDrawBlitState(GLContext* const gl, const gfx::IntSize& destSize)
        : mGL(*gl)
        , blend       (mGL.PushEnabled(LOCAL_GL_BLEND,                    false))
        , cullFace    (mGL.PushEnabled(LOCAL_GL_CULL_FACE,                false))
        , depthTest   (mGL.PushEnabled(LOCAL_GL_DEPTH_TEST,               false))
        , dither      (mGL.PushEnabled(LOCAL_GL_DITHER,                   true))
        , polyOffsFill(mGL.PushEnabled(LOCAL_GL_POLYGON_OFFSET_FILL,      false))
        , sampleAToC  (mGL.PushEnabled(LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false))
        , sampleCover (mGL.PushEnabled(LOCAL_GL_SAMPLE_COVERAGE,          false))
        , scissor     (mGL.PushEnabled(LOCAL_GL_SCISSOR_TEST,             false))
        , stencil     (mGL.PushEnabled(LOCAL_GL_STENCIL_TEST,             false))
    {
        if (mGL.IsSupported(GLFeature::transform_feedback2)) {
            // Technically transform_feedback2 requires transform_feedback, which actually
            // adds RASTERIZER_DISCARD.
            rasterizerDiscard = Some(mGL.PushEnabled(LOCAL_GL_RASTERIZER_DISCARD, false));
        }

        mGL.fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
        mGL.fColorMask(true, true, true, true);

        mGL.fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
        MOZ_ASSERT(destSize.width && destSize.height);
        mGL.fViewport(0, 0, destSize.width, destSize.height);
    }

    ~ScopedDrawBlitState()
    {
        mGL.SetEnabled(LOCAL_GL_BLEND,                    blend       );
        mGL.SetEnabled(LOCAL_GL_CULL_FACE,                cullFace    );
        mGL.SetEnabled(LOCAL_GL_DEPTH_TEST,               depthTest   );
        mGL.SetEnabled(LOCAL_GL_DITHER,                   dither      );
        mGL.SetEnabled(LOCAL_GL_POLYGON_OFFSET_FILL,      polyOffsFill);
        mGL.SetEnabled(LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, sampleAToC  );
        mGL.SetEnabled(LOCAL_GL_SAMPLE_COVERAGE,          sampleCover );
        mGL.SetEnabled(LOCAL_GL_SCISSOR_TEST,             scissor     );
        mGL.SetEnabled(LOCAL_GL_STENCIL_TEST,             stencil     );
        if (rasterizerDiscard) {
            mGL.SetEnabled(LOCAL_GL_RASTERIZER_DISCARD, rasterizerDiscard.value());
        }

        mGL.fColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
        mGL.fViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
    }
};

// --

DrawBlitProg::DrawBlitProg(const GLBlitHelper* const parent, const GLuint prog)
    : mParent(*parent)
    , mProg(prog)
    , mLoc_uDestMatrix(mParent.mGL->fGetUniformLocation(mProg, "uDestMatrix"))
    , mLoc_uTexMatrix0(mParent.mGL->fGetUniformLocation(mProg, "uTexMatrix0"))
    , mLoc_uTexMatrix1(mParent.mGL->fGetUniformLocation(mProg, "uTexMatrix1"))
    , mLoc_uColorMatrix(mParent.mGL->fGetUniformLocation(mProg, "uColorMatrix"))
{
    MOZ_ASSERT(mLoc_uDestMatrix != -1);
    MOZ_ASSERT(mLoc_uTexMatrix0 != -1);
    if (mLoc_uColorMatrix != -1) {
        MOZ_ASSERT(mLoc_uTexMatrix1 != -1);

        const auto& gl = mParent.mGL;
        int32_t numActiveUniforms = 0;
        gl->fGetProgramiv(mProg, LOCAL_GL_ACTIVE_UNIFORMS, &numActiveUniforms);

        const size_t kMaxNameSize = 32;
        char name[kMaxNameSize] = {0};
        GLint size = 0;
        GLenum type = 0;
        for (int32_t i = 0; i < numActiveUniforms; i++) {
            gl->fGetActiveUniform(mProg, i, kMaxNameSize, nullptr, &size, &type, name);
            if (strcmp("uColorMatrix", name) == 0) {
                mType_uColorMatrix = type;
                break;
            }
        }
        MOZ_ASSERT(mType_uColorMatrix);
    }
}

DrawBlitProg::~DrawBlitProg()
{
    const auto& gl = mParent.mGL;
    if (!gl->MakeCurrent())
        return;

    gl->fDeleteProgram(mProg);
}

void
DrawBlitProg::Draw(const BaseArgs& args, const YUVArgs* const argsYUV) const
{
    const auto& gl = mParent.mGL;

    const SaveRestoreCurrentProgram oldProg(gl);
    gl->fUseProgram(mProg);

    // --

    Mat3 destMatrix;
    if (args.destRect) {
        const auto& destRect = args.destRect.value();
        destMatrix = SubRectMat3(destRect.X() / args.destSize.width,
                                 destRect.Y() / args.destSize.height,
                                 destRect.Width() / args.destSize.width,
                                 destRect.Height() / args.destSize.height);
    } else {
        destMatrix = Mat3::I();
    }

    if (args.yFlip) {
        // Apply the y-flip matrix before the destMatrix.
        // That is, flip y=[0-1] to y=[1-0] before we restrict to the destRect.
        destMatrix.at(2,1) += destMatrix.at(1,1);
        destMatrix.at(1,1) *= -1.0f;
    }

    gl->fUniformMatrix3fv(mLoc_uDestMatrix, 1, false, destMatrix.m);
    gl->fUniformMatrix3fv(mLoc_uTexMatrix0, 1, false, args.texMatrix0.m);

    MOZ_ASSERT(bool(argsYUV) == (mLoc_uColorMatrix != -1));
    if (argsYUV) {
        gl->fUniformMatrix3fv(mLoc_uTexMatrix1, 1, false, argsYUV->texMatrix1.m);

        const auto& colorMatrix = gfxUtils::YuvToRgbMatrix4x4ColumnMajor(argsYUV->colorSpace);
        float mat4x3[4*3];
        switch (mType_uColorMatrix) {
        case LOCAL_GL_FLOAT_MAT4:
            gl->fUniformMatrix4fv(mLoc_uColorMatrix, 1, false, colorMatrix);
            break;
        case LOCAL_GL_FLOAT_MAT4x3:
            for (int x = 0; x < 4; x++) {
                for (int y = 0; y < 3; y++) {
                    mat4x3[3*x+y] = colorMatrix[4*x+y];
                }
            }
            gl->fUniformMatrix4x3fv(mLoc_uColorMatrix, 1, false, mat4x3);
            break;
        default:
            gfxCriticalError() << "Bad mType_uColorMatrix: "
                               << gfx::hexa(mType_uColorMatrix);
        }
    }

    // --

    const ScopedDrawBlitState drawState(gl, args.destSize);

    GLuint oldVAO;
    GLint vaa0Enabled;
    GLint vaa0Size;
    GLenum vaa0Type;
    GLint vaa0Normalized;
    GLsizei vaa0Stride;
    GLvoid* vaa0Pointer;
    if (mParent.mQuadVAO) {
        oldVAO = gl->GetIntAs<GLuint>(LOCAL_GL_VERTEX_ARRAY_BINDING);
        gl->fBindVertexArray(mParent.mQuadVAO);
    } else {
        gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &vaa0Enabled);
        gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &vaa0Size);
        gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint*)&vaa0Type);
        gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &vaa0Normalized);
        gl->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, (GLint*)&vaa0Stride);
        gl->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &vaa0Pointer);

        gl->fEnableVertexAttribArray(0);
        const ScopedBindArrayBuffer bindVBO(gl, mParent.mQuadVBO);
        gl->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, false, 0, 0);
    }

    gl->fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);

    if (mParent.mQuadVAO) {
        gl->fBindVertexArray(oldVAO);
    } else {
        if (vaa0Enabled) {
            gl->fEnableVertexAttribArray(0);
        } else {
            gl->fDisableVertexAttribArray(0);
        }
        gl->fVertexAttribPointer(0, vaa0Size, vaa0Type, bool(vaa0Normalized), vaa0Stride,
                                 vaa0Pointer);
    }
}

// --

GLBlitHelper::GLBlitHelper(GLContext* const gl)
    : mGL(gl)
    , mDrawBlitProg_VertShader(mGL->fCreateShader(LOCAL_GL_VERTEX_SHADER))
    //, mYuvUploads_YSize(0, 0)
    //, mYuvUploads_UVSize(0, 0)
{
    mGL->fGenBuffers(1, &mQuadVBO);
    {
        const ScopedBindArrayBuffer bindVBO(mGL, mQuadVBO);

        const float quadData[] = {
            0, 0,
            1, 0,
            0, 1,
            1, 1
        };
        const HeapCopyOfStackArray<float> heapQuadData(quadData);
        mGL->fBufferData(LOCAL_GL_ARRAY_BUFFER, heapQuadData.ByteLength(),
                         heapQuadData.Data(), LOCAL_GL_STATIC_DRAW);

        if (mGL->IsSupported(GLFeature::vertex_array_object)) {
            const auto prev = mGL->GetIntAs<GLuint>(LOCAL_GL_VERTEX_ARRAY_BINDING);

            mGL->fGenVertexArrays(1, &mQuadVAO);
            mGL->fBindVertexArray(mQuadVAO);
            mGL->fEnableVertexAttribArray(0);
            mGL->fVertexAttribPointer(0, 2, LOCAL_GL_FLOAT, false, 0, 0);

            mGL->fBindVertexArray(prev);
        }
    }

    // --

    const auto glslVersion = mGL->ShadingLanguageVersion();

    // Always use 100 on ES because some devices have OES_EGL_image_external but not
    // OES_EGL_image_external_essl3. We could just use 100 in that particular case, but
    // this is a lot easier and is not harmful to other usages.
    if (mGL->IsGLES()) {
        mDrawBlitProg_VersionLine = nsCString("#version 100\n");
    } else if (glslVersion >= 130) {
        mDrawBlitProg_VersionLine = nsPrintfCString("#version %u\n", glslVersion);
    }

    const char kVertSource[] = "\
        #if __VERSION__ >= 130                                               \n\
            #define ATTRIBUTE in                                             \n\
            #define VARYING out                                              \n\
        #else                                                                \n\
            #define ATTRIBUTE attribute                                      \n\
            #define VARYING varying                                          \n\
        #endif                                                               \n\
                                                                             \n\
        ATTRIBUTE vec2 aVert; // [0.0-1.0]                                   \n\
                                                                             \n\
        uniform mat3 uDestMatrix;                                            \n\
        uniform mat3 uTexMatrix0;                                            \n\
        uniform mat3 uTexMatrix1;                                            \n\
                                                                             \n\
        VARYING vec2 vTexCoord0;                                             \n\
        VARYING vec2 vTexCoord1;                                             \n\
                                                                             \n\
        void main(void)                                                      \n\
        {                                                                    \n\
            vec2 destPos = (uDestMatrix * vec3(aVert, 1.0)).xy;              \n\
            gl_Position = vec4(destPos * 2.0 - 1.0, 0.0, 1.0);               \n\
                                                                             \n\
            vTexCoord0 = (uTexMatrix0 * vec3(aVert, 1.0)).xy;                \n\
            vTexCoord1 = (uTexMatrix1 * vec3(aVert, 1.0)).xy;                \n\
        }                                                                    \n\
    ";
    const char* const parts[] = {
        mDrawBlitProg_VersionLine.get(),
        kVertSource
    };
    mGL->fShaderSource(mDrawBlitProg_VertShader, ArrayLength(parts), parts, nullptr);
    mGL->fCompileShader(mDrawBlitProg_VertShader);
}

GLBlitHelper::~GLBlitHelper()
{
    for (const auto& pair : mDrawBlitProgs) {
        const auto& ptr = pair.second;
        delete ptr;
    }
    mDrawBlitProgs.clear();

    if (!mGL->MakeCurrent())
        return;

    mGL->fDeleteShader(mDrawBlitProg_VertShader);
    mGL->fDeleteBuffers(1, &mQuadVBO);

    if (mQuadVAO) {
        mGL->fDeleteVertexArrays(1, &mQuadVAO);
    }
}

// --

const DrawBlitProg*
GLBlitHelper::GetDrawBlitProg(const DrawBlitProg::Key& key) const
{
    const auto& res = mDrawBlitProgs.insert({key, nullptr});
    auto& pair = *(res.first);
    const auto& didInsert = res.second;
    if (didInsert) {
        pair.second = CreateDrawBlitProg(pair.first);
    }
    return pair.second;
}

const DrawBlitProg*
GLBlitHelper::CreateDrawBlitProg(const DrawBlitProg::Key& key) const
{
    const char kFragHeader_Global[] = "\
        #ifdef GL_ES                                                         \n\
            #ifdef GL_FRAGMENT_PRECISION_HIGH                                \n\
                precision highp float;                                       \n\
            #else                                                            \n\
                precision mediump float;                                     \n\
            #endif                                                           \n\
        #endif                                                               \n\
                                                                             \n\
        #if __VERSION__ >= 130                                               \n\
            #define VARYING in                                               \n\
            #define FRAG_COLOR oFragColor                                    \n\
            out vec4 FRAG_COLOR;                                             \n\
        #else                                                                \n\
            #define VARYING varying                                          \n\
            #define FRAG_COLOR gl_FragColor                                  \n\
        #endif                                                               \n\
                                                                             \n\
        #if __VERSION__ >= 120                                               \n\
            #define MAT4X3 mat4x3                                            \n\
        #else                                                                \n\
            #define MAT4X3 mat4                                              \n\
        #endif                                                               \n\
    ";

    const ScopedShader fs(mGL, LOCAL_GL_FRAGMENT_SHADER);
    const char* const parts[] = {
        mDrawBlitProg_VersionLine.get(),
        key.fragHeader,
        kFragHeader_Global,
        key.fragBody
    };
    mGL->fShaderSource(fs, ArrayLength(parts), parts, nullptr);
    mGL->fCompileShader(fs);

    const auto prog = mGL->fCreateProgram();
    mGL->fAttachShader(prog, mDrawBlitProg_VertShader);
    mGL->fAttachShader(prog, fs);

    mGL->fBindAttribLocation(prog, 0, "aPosition");
    mGL->fLinkProgram(prog);

    GLenum status = 0;
    mGL->fGetProgramiv(prog, LOCAL_GL_LINK_STATUS, (GLint*)&status);
    if (status == LOCAL_GL_TRUE) {
        const SaveRestoreCurrentProgram oldProg(mGL);
        mGL->fUseProgram(prog);
        const char* samplerNames[] = {
            "uTex0",
            "uTex1",
            "uTex2"
        };
        for (int i = 0; i < 3; i++) {
            const auto loc = mGL->fGetUniformLocation(prog, samplerNames[i]);
            if (loc == -1)
                break;
            mGL->fUniform1i(loc, i);
        }

        return new DrawBlitProg(this, prog);
    }

    GLuint progLogLen = 0;
    mGL->fGetProgramiv(prog, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&progLogLen);
    const UniquePtr<char[]> progLog(new char[progLogLen+1]);
    mGL->fGetProgramInfoLog(prog, progLogLen, nullptr, progLog.get());
    progLog[progLogLen] = 0;

    const auto& vs = mDrawBlitProg_VertShader;
    GLuint vsLogLen = 0;
    mGL->fGetShaderiv(vs, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&vsLogLen);
    const UniquePtr<char[]> vsLog(new char[vsLogLen+1]);
    mGL->fGetShaderInfoLog(vs, vsLogLen, nullptr, vsLog.get());
    vsLog[vsLogLen] = 0;

    GLuint fsLogLen = 0;
    mGL->fGetShaderiv(fs, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&fsLogLen);
    const UniquePtr<char[]> fsLog(new char[fsLogLen+1]);
    mGL->fGetShaderInfoLog(fs, fsLogLen, nullptr, fsLog.get());
    fsLog[fsLogLen] = 0;

    gfxCriticalError() << "DrawBlitProg link failed:\n"
                       << "progLog: " << progLog.get() << "\n"
                       << "vsLog: " << vsLog.get() << "\n"
                       << "fsLog: " << fsLog.get() << "\n";
    return nullptr;
}

// -----------------------------------------------------------------------------

bool
GLBlitHelper::BlitImageToFramebuffer(layers::Image* const srcImage,
                                     const gfx::IntSize& destSize,
                                     const OriginPos destOrigin)
{
    switch (srcImage->GetFormat()) {
    case ImageFormat::PLANAR_YCBCR:
        return BlitImage(static_cast<PlanarYCbCrImage*>(srcImage), destSize, destOrigin);

#ifdef MOZ_WIDGET_ANDROID
    case ImageFormat::SURFACE_TEXTURE:
        return BlitImage(static_cast<layers::SurfaceTextureImage*>(srcImage), destSize,
                         destOrigin);
#endif
#ifdef XP_MACOSX
    case ImageFormat::MAC_IOSURFACE:
        return BlitImage(srcImage->AsMacIOSurfaceImage(), destSize, destOrigin);
#endif
#ifdef XP_WIN
    case ImageFormat::GPU_VIDEO:
        return BlitImage(static_cast<layers::GPUVideoImage*>(srcImage), destSize,
                         destOrigin);
    case ImageFormat::D3D11_YCBCR_IMAGE:
        return BlitImage((layers::D3D11YCbCrImage*)srcImage, destSize, destOrigin);
    case ImageFormat::D3D9_RGB32_TEXTURE:
        return false; // todo
#endif
    default:
        gfxCriticalError() << "Unhandled srcImage->GetFormat(): "
                           << uint32_t(srcImage->GetFormat());
        return false;
    }
}

// -------------------------------------

#ifdef MOZ_WIDGET_ANDROID
bool
GLBlitHelper::BlitImage(layers::SurfaceTextureImage* srcImage, const gfx::IntSize& destSize,
                        const OriginPos destOrigin) const
{
    AndroidSurfaceTextureHandle handle = srcImage->GetHandle();
    const auto& surfaceTexture = java::GeckoSurfaceTexture::Lookup(handle);

    if (!surfaceTexture) {
        return false;
    }

    const ScopedBindTextureUnit boundTU(mGL, LOCAL_GL_TEXTURE0);

    if (!surfaceTexture->IsAttachedToGLContext((int64_t)mGL)) {
        GLuint tex;
        mGL->MakeCurrent();
        mGL->fGenTextures(1, &tex);

        if (NS_FAILED(surfaceTexture->AttachToGLContext((int64_t)mGL, tex))) {
            mGL->fDeleteTextures(1, &tex);
            return false;
        }
    }

    const ScopedBindTexture savedTex(mGL, surfaceTexture->GetTexName(), LOCAL_GL_TEXTURE_EXTERNAL);
    surfaceTexture->UpdateTexImage();

    gfx::Matrix4x4 transform4;
    AndroidSurfaceTexture::GetTransformMatrix(java::sdk::SurfaceTexture::Ref::From(surfaceTexture),
                                              &transform4);
    Mat3 transform3;
    transform3.at(0,0) = transform4._11;
    transform3.at(0,1) = transform4._12;
    transform3.at(0,2) = transform4._14;
    transform3.at(1,0) = transform4._21;
    transform3.at(1,1) = transform4._22;
    transform3.at(1,2) = transform4._24;
    transform3.at(2,0) = transform4._41;
    transform3.at(2,1) = transform4._42;
    transform3.at(2,2) = transform4._44;

    // We don't do w-divison, so if these aren't what we expect, we're probably doing
    // something wrong.
    MOZ_ASSERT(transform3.at(0,2) == 0);
    MOZ_ASSERT(transform3.at(1,2) == 0);
    MOZ_ASSERT(transform3.at(2,2) == 1);

    const auto& srcOrigin = srcImage->GetOriginPos();

    // I honestly have no idea why this logic is flipped, but changing the
    // source origin would mean we'd have to flip it in the compositor
    // which makes just as little sense as this.
    const bool yFlip = (srcOrigin == destOrigin);

    const auto& prog = GetDrawBlitProg({kFragHeader_TexExt, kFragBody_RGBA});
    MOZ_RELEASE_ASSERT(prog);

    // There is no padding on these images, so we can use the GetTransformMatrix directly.
    const DrawBlitProg::BaseArgs baseArgs = { transform3, yFlip, destSize, Nothing() };
    prog->Draw(baseArgs, nullptr);

    if (surfaceTexture->IsSingleBuffer()) {
        surfaceTexture->ReleaseTexImage();
    }

    return true;
}
#endif

// -------------------------------------

bool
GuessDivisors(const gfx::IntSize& ySize, const gfx::IntSize& uvSize,
              gfx::IntSize* const out_divisors)
{
    const gfx::IntSize divisors((ySize.width  == uvSize.width ) ? 1 : 2,
                                (ySize.height == uvSize.height) ? 1 : 2);
    if (uvSize.width  * divisors.width != ySize.width ||
        uvSize.height * divisors.height != ySize.height)
    {
        return false;
    }
    *out_divisors = divisors;
    return true;
}

bool
GLBlitHelper::BlitImage(layers::PlanarYCbCrImage* const yuvImage,
                        const gfx::IntSize& destSize, const OriginPos destOrigin)
{
    const auto& prog = GetDrawBlitProg({kFragHeader_Tex2D, kFragBody_PlanarYUV});
    MOZ_RELEASE_ASSERT(prog);

    if (!mYuvUploads[0]) {
        mGL->fGenTextures(3, mYuvUploads);
        const ScopedBindTexture bindTex(mGL, mYuvUploads[0]);
        mGL->TexParams_SetClampNoMips();
        mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[1]);
        mGL->TexParams_SetClampNoMips();
        mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[2]);
        mGL->TexParams_SetClampNoMips();
    }

    // --

    const PlanarYCbCrData* const yuvData = yuvImage->GetData();

    if (yuvData->mYSkip || yuvData->mCbSkip || yuvData->mCrSkip ||
        yuvData->mYSize.width < 0 || yuvData->mYSize.height < 0 ||
        yuvData->mCbCrSize.width < 0 || yuvData->mCbCrSize.height < 0 ||
        yuvData->mYStride < 0 || yuvData->mCbCrStride < 0)
    {
        gfxCriticalError() << "Unusual PlanarYCbCrData: "
                           << yuvData->mYSkip << ","
                           << yuvData->mCbSkip << ","
                           << yuvData->mCrSkip << ", "
                           << yuvData->mYSize.width << ","
                           << yuvData->mYSize.height << ", "
                           << yuvData->mCbCrSize.width << ","
                           << yuvData->mCbCrSize.height << ", "
                           << yuvData->mYStride << ","
                           << yuvData->mCbCrStride;
        return false;
    }

    gfx::IntSize divisors;
    if (!GuessDivisors(yuvData->mYSize, yuvData->mCbCrSize, &divisors)) {
        gfxCriticalError() << "GuessDivisors failed:"
                           << yuvData->mYSize.width << ","
                           << yuvData->mYSize.height << ", "
                           << yuvData->mCbCrSize.width << ","
                           << yuvData->mCbCrSize.height;
        return false;
    }

    // --

    // RED textures aren't valid in GLES2, and ALPHA textures are not valid in desktop GL Core Profiles.
    // So use R8 textures on GL3.0+ and GLES3.0+, but LUMINANCE/LUMINANCE/UNSIGNED_BYTE otherwise.
    GLenum internalFormat;
    GLenum unpackFormat;
    if (mGL->IsAtLeast(gl::ContextProfile::OpenGLCore, 300) ||
        mGL->IsAtLeast(gl::ContextProfile::OpenGLES, 300))
    {
        internalFormat = LOCAL_GL_R8;
        unpackFormat = LOCAL_GL_RED;
    } else {
        internalFormat = LOCAL_GL_LUMINANCE;
        unpackFormat = LOCAL_GL_LUMINANCE;
    }

    // --

    const ScopedSaveMultiTex saveTex(mGL, 3, LOCAL_GL_TEXTURE_2D);
    const ResetUnpackState reset(mGL);
    const gfx::IntSize yTexSize(yuvData->mYStride, yuvData->mYSize.height);
    const gfx::IntSize uvTexSize(yuvData->mCbCrStride, yuvData->mCbCrSize.height);

    if (yTexSize != mYuvUploads_YSize ||
        uvTexSize != mYuvUploads_UVSize)
    {
        mYuvUploads_YSize = yTexSize;
        mYuvUploads_UVSize = uvTexSize;

        mGL->fActiveTexture(LOCAL_GL_TEXTURE0);
        mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[0]);
        mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, internalFormat,
                         yTexSize.width, yTexSize.height, 0,
                         unpackFormat, LOCAL_GL_UNSIGNED_BYTE, nullptr);
        for (int i = 1; i < 3; i++) {
            mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
            mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[i]);
            mGL->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, internalFormat,
                             uvTexSize.width, uvTexSize.height, 0,
                             unpackFormat, LOCAL_GL_UNSIGNED_BYTE, nullptr);
        }
    }

    // --

    mGL->fActiveTexture(LOCAL_GL_TEXTURE0);
    mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[0]);
    mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0,
                        yTexSize.width, yTexSize.height,
                        unpackFormat, LOCAL_GL_UNSIGNED_BYTE, yuvData->mYChannel);
    mGL->fActiveTexture(LOCAL_GL_TEXTURE1);
    mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[1]);
    mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0,
                        uvTexSize.width, uvTexSize.height,
                        unpackFormat, LOCAL_GL_UNSIGNED_BYTE, yuvData->mCbChannel);
    mGL->fActiveTexture(LOCAL_GL_TEXTURE2);
    mGL->fBindTexture(LOCAL_GL_TEXTURE_2D, mYuvUploads[2]);
    mGL->fTexSubImage2D(LOCAL_GL_TEXTURE_2D, 0, 0, 0,
                        uvTexSize.width, uvTexSize.height,
                        unpackFormat, LOCAL_GL_UNSIGNED_BYTE, yuvData->mCrChannel);

    // --

    const auto& clipRect = yuvData->GetPictureRect();
    const auto srcOrigin = OriginPos::BottomLeft;
    const bool yFlip = (destOrigin != srcOrigin);

    const DrawBlitProg::BaseArgs baseArgs = {
        SubRectMat3(clipRect, yTexSize),
        yFlip, destSize, Nothing()
    };
    const DrawBlitProg::YUVArgs yuvArgs = {
        SubRectMat3(clipRect, uvTexSize, divisors),
        yuvData->mYUVColorSpace
    };
    prog->Draw(baseArgs, &yuvArgs);
    return true;
}

// -------------------------------------

#ifdef XP_MACOSX
bool
GLBlitHelper::BlitImage(layers::MacIOSurfaceImage* const srcImage,
                        const gfx::IntSize& destSize, const OriginPos destOrigin) const
{
    MacIOSurface* const iosurf = srcImage->GetSurface();
    if (mGL->GetContextType() != GLContextType::CGL) {
        MOZ_ASSERT(false);
        return false;
    }
    const auto glCGL = static_cast<GLContextCGL*>(mGL);
    const auto cglContext = glCGL->GetCGLContext();

    const auto& srcOrigin = OriginPos::BottomLeft;

    DrawBlitProg::BaseArgs baseArgs;
    baseArgs.yFlip = (destOrigin != srcOrigin);
    baseArgs.destSize = destSize;

    DrawBlitProg::YUVArgs yuvArgs;
    yuvArgs.colorSpace = YUVColorSpace::BT601;

    const DrawBlitProg::YUVArgs* pYuvArgs = nullptr;

    auto planes = iosurf->GetPlaneCount();
    if (!planes) {
        planes = 1; // Bad API. No cookie.
    }

    const GLenum texTarget = LOCAL_GL_TEXTURE_RECTANGLE;
    const char* const fragHeader = kFragHeader_Tex2DRect;

    const ScopedSaveMultiTex saveTex(mGL, planes, texTarget);
    const ScopedTexture tex0(mGL);
    const ScopedTexture tex1(mGL);
    const ScopedTexture tex2(mGL);
    const GLuint texs[3] = {
        tex0,
        tex1,
        tex2
    };

    const auto pixelFormat = iosurf->GetPixelFormat();
    const auto formatChars = (const char*)&pixelFormat;
    const char formatStr[] = {
        formatChars[3],
        formatChars[2],
        formatChars[1],
        formatChars[0],
        0
    };
    if (mGL->ShouldSpew()) {
        printf_stderr("iosurf format: %s (0x%08x)\n", formatStr, uint32_t(pixelFormat));
    }

    const char* fragBody;
    GLenum internalFormats[3] = {0, 0, 0};
    GLenum unpackFormats[3] = {0, 0, 0};
    GLenum unpackTypes[3] = { LOCAL_GL_UNSIGNED_BYTE,
                              LOCAL_GL_UNSIGNED_BYTE,
                              LOCAL_GL_UNSIGNED_BYTE };
    switch (planes) {
    case 1:
        fragBody = kFragBody_RGBA;
        internalFormats[0] = LOCAL_GL_RGBA;
        unpackFormats[0] = LOCAL_GL_RGBA;
        break;
    case 2:
        fragBody = kFragBody_NV12;
        if (mGL->Version() >= 300) {
            internalFormats[0] = LOCAL_GL_R8;
            unpackFormats[0] = LOCAL_GL_RED;
            internalFormats[1] = LOCAL_GL_RG8;
            unpackFormats[1] = LOCAL_GL_RG;
        } else {
            internalFormats[0] = LOCAL_GL_LUMINANCE;
            unpackFormats[0] = LOCAL_GL_LUMINANCE;
            internalFormats[1] = LOCAL_GL_LUMINANCE_ALPHA;
            unpackFormats[1] = LOCAL_GL_LUMINANCE_ALPHA;
        }
        pYuvArgs = &yuvArgs;
        break;
    case 3:
        fragBody = kFragBody_PlanarYUV;
        if (mGL->Version() >= 300) {
            internalFormats[0] = LOCAL_GL_R8;
            unpackFormats[0] = LOCAL_GL_RED;
        } else {
            internalFormats[0] = LOCAL_GL_LUMINANCE;
            unpackFormats[0] = LOCAL_GL_LUMINANCE;
        }
        internalFormats[1] = internalFormats[0];
        internalFormats[2] = internalFormats[0];
        unpackFormats[1] = unpackFormats[0];
        unpackFormats[2] = unpackFormats[0];
        pYuvArgs = &yuvArgs;
        break;
    default:
        gfxCriticalError() << "Unexpected plane count: " << planes;
        return false;
    }

    if (pixelFormat == '2vuy') {
        fragBody = kFragBody_CrYCb;
        // APPLE_rgb_422 adds RGB_RAW_422_APPLE for `internalFormat`, but only RGB seems
        // to work?
        internalFormats[0] = LOCAL_GL_RGB;
        unpackFormats[0] = LOCAL_GL_RGB_422_APPLE;
        unpackTypes[0] = LOCAL_GL_UNSIGNED_SHORT_8_8_APPLE;
        pYuvArgs = &yuvArgs;
    }

    for (uint32_t p = 0; p < planes; p++) {
        mGL->fActiveTexture(LOCAL_GL_TEXTURE0 + p);
        mGL->fBindTexture(texTarget, texs[p]);
        mGL->TexParams_SetClampNoMips(texTarget);

        const auto width = iosurf->GetDevicePixelWidth(p);
        const auto height = iosurf->GetDevicePixelHeight(p);
        auto err = iosurf->CGLTexImageIOSurface2D(cglContext, texTarget,
                                                  internalFormats[p], width, height,
                                                  unpackFormats[p], unpackTypes[p], p);
        if (err) {
            const nsPrintfCString errStr("CGLTexImageIOSurface2D(context, target, 0x%04x,"
                                         " %u, %u, 0x%04x, 0x%04x, iosurfPtr, %u) -> %i",
                                         internalFormats[p], uint32_t(width),
                                         uint32_t(height), unpackFormats[p],
                                         unpackTypes[p], p, err);
            gfxCriticalError() << errStr.get() << " (iosurf format: " << formatStr << ")";
            return false;
        }

        if (p == 0) {
            baseArgs.texMatrix0 = SubRectMat3(0, 0, width, height);
            yuvArgs.texMatrix1 = SubRectMat3(0, 0, width / 2.0, height / 2.0);
        }
    }

    const auto& prog = GetDrawBlitProg({fragHeader, fragBody});
    if (!prog)
        return false;

    prog->Draw(baseArgs, pYuvArgs);
    return true;
}
#endif

// -----------------------------------------------------------------------------

void
GLBlitHelper::DrawBlitTextureToFramebuffer(const GLuint srcTex,
                                           const gfx::IntSize& srcSize,
                                           const gfx::IntSize& destSize,
                                           const GLenum srcTarget) const
{
    const char* fragHeader;
    Mat3 texMatrix0;
    switch (srcTarget) {
    case LOCAL_GL_TEXTURE_2D:
        fragHeader = kFragHeader_Tex2D;
        texMatrix0 = Mat3::I();
        break;
    case LOCAL_GL_TEXTURE_RECTANGLE_ARB:
        fragHeader = kFragHeader_Tex2DRect;
        texMatrix0 = SubRectMat3(0, 0, srcSize.width, srcSize.height);
        break;
    default:
        gfxCriticalError() << "Unexpected srcTarget: " << srcTarget;
        return;
    }
    const auto& prog = GetDrawBlitProg({ fragHeader, kFragBody_RGBA});
    MOZ_ASSERT(prog);

    const ScopedSaveMultiTex saveTex(mGL, 1, srcTarget);
    mGL->fBindTexture(srcTarget, srcTex);

    const bool yFlip = false;
    const DrawBlitProg::BaseArgs baseArgs = { texMatrix0, yFlip, destSize, Nothing() };
    prog->Draw(baseArgs);
}

// -----------------------------------------------------------------------------

void
GLBlitHelper::BlitFramebuffer(const gfx::IntSize& srcSize,
                              const gfx::IntSize& destSize,
                              GLuint filter) const
{
    MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));

    const ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
    mGL->fBlitFramebuffer(0, 0,  srcSize.width,  srcSize.height,
                          0, 0, destSize.width, destSize.height,
                          LOCAL_GL_COLOR_BUFFER_BIT,
                          filter);
}

// --

void
GLBlitHelper::BlitFramebufferToFramebuffer(const GLuint srcFB, const GLuint destFB,
                                           const gfx::IntSize& srcSize,
                                           const gfx::IntSize& destSize,
                                           GLuint filter) const
{
    MOZ_ASSERT(mGL->IsSupported(GLFeature::framebuffer_blit));
    MOZ_ASSERT(!srcFB || mGL->fIsFramebuffer(srcFB));
    MOZ_ASSERT(!destFB || mGL->fIsFramebuffer(destFB));

    const ScopedBindFramebuffer boundFB(mGL);
    mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, srcFB);
    mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, destFB);

    BlitFramebuffer(srcSize, destSize, filter);
}

void
GLBlitHelper::BlitTextureToFramebuffer(GLuint srcTex, const gfx::IntSize& srcSize,
                                       const gfx::IntSize& destSize,
                                       GLenum srcTarget) const
{
    MOZ_ASSERT(mGL->fIsTexture(srcTex));

    if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
        const ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
        const ScopedBindFramebuffer bindFB(mGL);
        mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, srcWrapper.FB());
        BlitFramebuffer(srcSize, destSize);
        return;
    }

    DrawBlitTextureToFramebuffer(srcTex, srcSize, destSize, srcTarget);
}

void
GLBlitHelper::BlitFramebufferToTexture(GLuint destTex,
                                       const gfx::IntSize& srcSize,
                                       const gfx::IntSize& destSize,
                                       GLenum destTarget) const
{
    MOZ_ASSERT(mGL->fIsTexture(destTex));

    if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
        const ScopedFramebufferForTexture destWrapper(mGL, destTex, destTarget);
        const ScopedBindFramebuffer bindFB(mGL);
        mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, destWrapper.FB());
        BlitFramebuffer(srcSize, destSize);
        return;
    }

    ScopedBindTexture autoTex(mGL, destTex, destTarget);
    ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
    mGL->fCopyTexSubImage2D(destTarget, 0,
                            0, 0,
                            0, 0,
                            srcSize.width, srcSize.height);
}

void
GLBlitHelper::BlitTextureToTexture(GLuint srcTex, GLuint destTex,
                                   const gfx::IntSize& srcSize,
                                   const gfx::IntSize& destSize,
                                   GLenum srcTarget, GLenum destTarget) const
{
    MOZ_ASSERT(mGL->fIsTexture(srcTex));
    MOZ_ASSERT(mGL->fIsTexture(destTex));

    // Start down the CopyTexSubImage path, not the DrawBlit path.
    const ScopedFramebufferForTexture srcWrapper(mGL, srcTex, srcTarget);
    const ScopedBindFramebuffer bindFB(mGL, srcWrapper.FB());
    BlitFramebufferToTexture(destTex, srcSize, destSize, destTarget);
}

} // namespace gl
} // namespace mozilla