forked from mirrors/gecko-dev
		
	# ignore-this-changeset --HG-- extra : amend_source : 4d301d3b0b8711c4692392aa76088ba7fd7d1022
		
			
				
	
	
		
			419 lines
		
	
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			419 lines
		
	
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
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 * You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "WebGLTexelConversions.h"
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namespace mozilla {
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using namespace WebGLTexelConversions;
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namespace {
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/** @class WebGLImageConverter
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 *
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 * This class is just a helper to implement WebGLContext::ConvertImage below.
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 *
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 * Design comments:
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 *
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 * WebGLContext::ConvertImage has to handle hundreds of format conversion paths.
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 * It is important to minimize executable code size here. Instead of passing
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 * around a large number of function parameters hundreds of times, we create a
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 * WebGLImageConverter object once, storing these parameters, and then we call
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 * the run() method on it.
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 */
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class WebGLImageConverter {
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  const size_t mWidth, mHeight;
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  const void* const mSrcStart;
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  void* const mDstStart;
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  const ptrdiff_t mSrcStride, mDstStride;
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  bool mAlreadyRun;
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  bool mSuccess;
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  /*
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   * Returns sizeof(texel)/sizeof(type). The point is that we will iterate over
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   * texels with typed pointers and this value will tell us by how much we need
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   * to increment these pointers to advance to the next texel.
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   */
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  template <WebGLTexelFormat Format>
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  static size_t NumElementsPerTexelForFormat() {
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    switch (Format) {
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      case WebGLTexelFormat::A8:
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      case WebGLTexelFormat::A16F:
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      case WebGLTexelFormat::A32F:
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      case WebGLTexelFormat::R8:
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      case WebGLTexelFormat::R16F:
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      case WebGLTexelFormat::R32F:
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      case WebGLTexelFormat::RGB565:
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      case WebGLTexelFormat::RGB11F11F10F:
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      case WebGLTexelFormat::RGBA4444:
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      case WebGLTexelFormat::RGBA5551:
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        return 1;
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      case WebGLTexelFormat::RA8:
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      case WebGLTexelFormat::RA16F:
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      case WebGLTexelFormat::RA32F:
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      case WebGLTexelFormat::RG8:
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      case WebGLTexelFormat::RG16F:
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      case WebGLTexelFormat::RG32F:
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        return 2;
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      case WebGLTexelFormat::RGB8:
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      case WebGLTexelFormat::RGB16F:
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      case WebGLTexelFormat::RGB32F:
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        return 3;
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      case WebGLTexelFormat::RGBA8:
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      case WebGLTexelFormat::RGBA16F:
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      case WebGLTexelFormat::RGBA32F:
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      case WebGLTexelFormat::BGRX8:
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      case WebGLTexelFormat::BGRA8:
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        return 4;
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      default:
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        MOZ_ASSERT(false, "Unknown texel format. Coding mistake?");
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        return 0;
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    }
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  }
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  /*
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   * This is the completely format-specific templatized conversion function,
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   * that will be instantiated hundreds of times for all different combinations.
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   * It is important to avoid generating useless code here. In particular, many
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   * instantiations of this function template will never be called, so we try
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   * to return immediately in these cases to allow the compiler to avoid
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   * generating useless code.
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   */
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  template <WebGLTexelFormat SrcFormat, WebGLTexelFormat DstFormat,
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            WebGLTexelPremultiplicationOp PremultiplicationOp>
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  void run() {
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    // check for never-called cases. We early-return to allow the compiler
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    // to avoid generating this code. It would be tempting to abort() instead,
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    // as returning early does leave the destination surface with uninitialized
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    // data, but that would not allow the compiler to avoid generating this
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    // code. So instead, we return early, so Success() will return false, and
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    // the caller must check that and abort in that case. See
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    // WebGLContext::ConvertImage.
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    if (SrcFormat == DstFormat &&
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        PremultiplicationOp == WebGLTexelPremultiplicationOp::None) {
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      // Should have used a fast exit path earlier, rather than entering this
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      // function. we explicitly return here to allow the compiler to avoid
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      // generating this code
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      return;
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    }
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    // Only textures uploaded from DOM elements or ImageData can allow DstFormat
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    // != SrcFormat. DOM elements can only give BGRA8, BGRX8, A8, RGB565
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    // formats. See DOMElementToImageSurface. ImageData is always RGBA8. So all
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    // other SrcFormat will always satisfy DstFormat==SrcFormat, so we can avoid
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    // compiling the code for all the unreachable paths.
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    const bool CanSrcFormatComeFromDOMElementOrImageData =
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        SrcFormat == WebGLTexelFormat::BGRA8 ||
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        SrcFormat == WebGLTexelFormat::BGRX8 ||
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        SrcFormat == WebGLTexelFormat::A8 ||
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        SrcFormat == WebGLTexelFormat::RGB565 ||
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        SrcFormat == WebGLTexelFormat::RGBA8;
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    if (!CanSrcFormatComeFromDOMElementOrImageData && SrcFormat != DstFormat) {
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      return;
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    }
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    // Likewise, only textures uploaded from DOM elements or ImageData can
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    // possibly have to be unpremultiplied.
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    if (!CanSrcFormatComeFromDOMElementOrImageData &&
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        PremultiplicationOp == WebGLTexelPremultiplicationOp::Unpremultiply) {
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      return;
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    }
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    // there is no point in premultiplication/unpremultiplication
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    // in the following cases:
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    //  - the source format has no alpha
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    //  - the source format has no color
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    //  - the destination format has no color
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    if (!HasAlpha(SrcFormat) || !HasColor(SrcFormat) || !HasColor(DstFormat)) {
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      if (PremultiplicationOp != WebGLTexelPremultiplicationOp::None) {
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        return;
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      }
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    }
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    // end of early return cases.
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    MOZ_ASSERT(!mAlreadyRun, "converter should be run only once!");
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    mAlreadyRun = true;
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    // gather some compile-time meta-data about the formats at hand.
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    typedef typename DataTypeForFormat<SrcFormat>::Type SrcType;
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    typedef typename DataTypeForFormat<DstFormat>::Type DstType;
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    const WebGLTexelFormat IntermediateSrcFormat =
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        IntermediateFormat<SrcFormat>::Value;
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    const WebGLTexelFormat IntermediateDstFormat =
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        IntermediateFormat<DstFormat>::Value;
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    typedef typename DataTypeForFormat<IntermediateSrcFormat>::Type
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        IntermediateSrcType;
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    typedef typename DataTypeForFormat<IntermediateDstFormat>::Type
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        IntermediateDstType;
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    const size_t NumElementsPerSrcTexel =
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        NumElementsPerTexelForFormat<SrcFormat>();
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    const size_t NumElementsPerDstTexel =
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        NumElementsPerTexelForFormat<DstFormat>();
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    const size_t MaxElementsPerTexel = 4;
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    MOZ_ASSERT(NumElementsPerSrcTexel <= MaxElementsPerTexel,
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               "unhandled format");
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    MOZ_ASSERT(NumElementsPerDstTexel <= MaxElementsPerTexel,
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               "unhandled format");
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    // we assume that the strides are multiples of the sizeof of respective
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    // types. this assumption will allow us to iterate over src and dst images
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    // using typed pointers, e.g. uint8_t* or uint16_t* or float*, instead of
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    // untyped pointers. So this assumption allows us to write cleaner and safer
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    // code, but it might not be true forever and if it eventually becomes
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    // wrong, we'll have to revert to always iterating using uint8_t* pointers
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    // regardless of the types at hand.
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    MOZ_ASSERT(
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        mSrcStride % sizeof(SrcType) == 0 && mDstStride % sizeof(DstType) == 0,
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        "Unsupported: texture stride is not a multiple of sizeof(type)");
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    const ptrdiff_t srcStrideInElements = mSrcStride / sizeof(SrcType);
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    const ptrdiff_t dstStrideInElements = mDstStride / sizeof(DstType);
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    const SrcType* srcRowStart = static_cast<const SrcType*>(mSrcStart);
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    DstType* dstRowStart = static_cast<DstType*>(mDstStart);
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    // the loop performing the texture format conversion
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    for (size_t i = 0; i < mHeight; ++i) {
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      const SrcType* srcRowEnd = srcRowStart + mWidth * NumElementsPerSrcTexel;
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      const SrcType* srcPtr = srcRowStart;
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      DstType* dstPtr = dstRowStart;
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      while (srcPtr != srcRowEnd) {
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        // convert a single texel. We proceed in 3 steps: unpack the source
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        // texel so the corresponding interchange format (e.g. unpack RGB565 to
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        // RGBA8), convert the resulting data type to the destination type (e.g.
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        // convert from RGBA8 to RGBA32F), and finally pack the destination
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        // texel (e.g. pack RGBA32F to RGB32F).
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        IntermediateSrcType unpackedSrc[MaxElementsPerTexel];
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        IntermediateDstType unpackedDst[MaxElementsPerTexel];
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        // unpack a src texel to corresponding intermediate src format.
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        // for example, unpack RGB565 to RGBA8
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        unpack<SrcFormat>(srcPtr, unpackedSrc);
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        // convert the data type to the destination type, if needed.
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        // for example, convert RGBA8 to RGBA32F
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        convertType(unpackedSrc, unpackedDst);
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        // pack the destination texel.
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        // for example, pack RGBA32F to RGB32F
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        pack<DstFormat, PremultiplicationOp>(unpackedDst, dstPtr);
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        srcPtr += NumElementsPerSrcTexel;
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        dstPtr += NumElementsPerDstTexel;
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      }
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      srcRowStart += srcStrideInElements;
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      dstRowStart += dstStrideInElements;
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    }
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    mSuccess = true;
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  }
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  template <WebGLTexelFormat SrcFormat, WebGLTexelFormat DstFormat>
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  void run(WebGLTexelPremultiplicationOp premultiplicationOp) {
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#define WEBGLIMAGECONVERTER_CASE_PREMULTIPLICATIONOP(PremultiplicationOp) \
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  case PremultiplicationOp:                                               \
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    return run<SrcFormat, DstFormat, PremultiplicationOp>();
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    switch (premultiplicationOp) {
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      WEBGLIMAGECONVERTER_CASE_PREMULTIPLICATIONOP(
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          WebGLTexelPremultiplicationOp::None)
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      WEBGLIMAGECONVERTER_CASE_PREMULTIPLICATIONOP(
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          WebGLTexelPremultiplicationOp::Premultiply)
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      WEBGLIMAGECONVERTER_CASE_PREMULTIPLICATIONOP(
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          WebGLTexelPremultiplicationOp::Unpremultiply)
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      default:
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        MOZ_ASSERT(false, "unhandled case. Coding mistake?");
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    }
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#undef WEBGLIMAGECONVERTER_CASE_PREMULTIPLICATIONOP
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  }
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  template <WebGLTexelFormat SrcFormat>
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  void run(WebGLTexelFormat dstFormat,
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           WebGLTexelPremultiplicationOp premultiplicationOp) {
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#define WEBGLIMAGECONVERTER_CASE_DSTFORMAT(DstFormat) \
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  case DstFormat:                                     \
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    return run<SrcFormat, DstFormat>(premultiplicationOp);
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    switch (dstFormat) {
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      // 1-channel formats
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::A8)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::A16F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::A32F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::R8)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::R16F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::R32F)
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      // 2-channel formats
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RA8)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RA16F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RA32F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RG8)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RG16F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RG32F)
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      // 3-channel formats
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGB565)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGB8)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGB11F11F10F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGB16F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGB32F)
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      // 4-channel formats
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGBA4444)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGBA5551)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGBA8)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGBA16F)
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      WEBGLIMAGECONVERTER_CASE_DSTFORMAT(WebGLTexelFormat::RGBA32F)
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      default:
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        MOZ_ASSERT(false, "unhandled case. Coding mistake?");
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    }
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#undef WEBGLIMAGECONVERTER_CASE_DSTFORMAT
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  }
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 public:
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  void run(WebGLTexelFormat srcFormat, WebGLTexelFormat dstFormat,
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           WebGLTexelPremultiplicationOp premultiplicationOp) {
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#define WEBGLIMAGECONVERTER_CASE_SRCFORMAT(SrcFormat) \
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  case SrcFormat:                                     \
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    return run<SrcFormat>(dstFormat, premultiplicationOp);
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    switch (srcFormat) {
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      // 1-channel formats
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::A8)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::A16F)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::A32F)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::R8)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::R16F)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::R32F)
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      // 2-channel formats
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RA8)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RA16F)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RA32F)
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      // 3-channel formats
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGB565)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGB8)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGB16F)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGB32F)
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      // 4-channel formats
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGBA4444)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGBA5551)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGBA8)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGBA16F)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::RGBA32F)
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      // DOM element source formats
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::BGRX8)
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      WEBGLIMAGECONVERTER_CASE_SRCFORMAT(WebGLTexelFormat::BGRA8)
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      default:
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        MOZ_ASSERT(false, "unhandled case. Coding mistake?");
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    }
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#undef WEBGLIMAGECONVERTER_CASE_SRCFORMAT
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  }
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  WebGLImageConverter(size_t width, size_t height, const void* srcStart,
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                      void* dstStart, ptrdiff_t srcStride, ptrdiff_t dstStride)
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      : mWidth(width),
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        mHeight(height),
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        mSrcStart(srcStart),
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        mDstStart(dstStart),
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        mSrcStride(srcStride),
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        mDstStride(dstStride),
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        mAlreadyRun(false),
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        mSuccess(false) {}
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  bool Success() const { return mSuccess; }
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};
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}  // end anonymous namespace
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bool ConvertImage(size_t width, size_t height, const void* srcBegin,
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                  size_t srcStride, gl::OriginPos srcOrigin,
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                  WebGLTexelFormat srcFormat, bool srcPremultiplied,
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                  void* dstBegin, size_t dstStride, gl::OriginPos dstOrigin,
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                  WebGLTexelFormat dstFormat, bool dstPremultiplied,
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                  bool* const out_wasTrivial) {
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  *out_wasTrivial = true;
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  if (srcFormat == WebGLTexelFormat::FormatNotSupportingAnyConversion ||
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      dstFormat == WebGLTexelFormat::FormatNotSupportingAnyConversion) {
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    return false;
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  }
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  if (!width || !height) return true;
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  const bool shouldYFlip = (srcOrigin != dstOrigin);
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  const bool canSkipPremult =
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      (!HasAlpha(srcFormat) || !HasColor(srcFormat) || !HasColor(dstFormat));
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  WebGLTexelPremultiplicationOp premultOp;
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  if (canSkipPremult) {
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    premultOp = WebGLTexelPremultiplicationOp::None;
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  } else if (!srcPremultiplied && dstPremultiplied) {
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    premultOp = WebGLTexelPremultiplicationOp::Premultiply;
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  } else if (srcPremultiplied && !dstPremultiplied) {
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    premultOp = WebGLTexelPremultiplicationOp::Unpremultiply;
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  } else {
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    premultOp = WebGLTexelPremultiplicationOp::None;
 | 
						|
  }
 | 
						|
 | 
						|
  const uint8_t* srcItr = (const uint8_t*)srcBegin;
 | 
						|
  const uint8_t* const srcEnd = srcItr + srcStride * height;
 | 
						|
  uint8_t* dstItr = (uint8_t*)dstBegin;
 | 
						|
  ptrdiff_t dstItrStride = dstStride;
 | 
						|
  if (shouldYFlip) {
 | 
						|
    dstItr = dstItr + dstStride * (height - 1);
 | 
						|
    dstItrStride = -dstItrStride;
 | 
						|
  }
 | 
						|
 | 
						|
  if (srcFormat == dstFormat &&
 | 
						|
      premultOp == WebGLTexelPremultiplicationOp::None) {
 | 
						|
    // Fast exit path: we just have to memcpy all the rows.
 | 
						|
    //
 | 
						|
    // The case where absolutely nothing needs to be done is supposed to have
 | 
						|
    // been handled earlier (in TexImage2D_base, etc).
 | 
						|
    //
 | 
						|
    // So the case we're handling here is when even though no format conversion
 | 
						|
    // is needed, we still might have to flip vertically and/or to adjust to a
 | 
						|
    // different stride.
 | 
						|
 | 
						|
    // We ignore canSkipPremult for this perf trap, since it's an avoidable perf
 | 
						|
    // cliff under the WebGL API user's control.
 | 
						|
    MOZ_ASSERT(
 | 
						|
        (srcPremultiplied != dstPremultiplied || shouldYFlip ||
 | 
						|
         srcStride != dstStride),
 | 
						|
        "Performance trap -- should handle this case earlier to avoid memcpy");
 | 
						|
 | 
						|
    const auto bytesPerPixel = TexelBytesForFormat(srcFormat);
 | 
						|
    const size_t bytesPerRow = bytesPerPixel * width;
 | 
						|
 | 
						|
    while (srcItr != srcEnd) {
 | 
						|
      memcpy(dstItr, srcItr, bytesPerRow);
 | 
						|
      srcItr += srcStride;
 | 
						|
      dstItr += dstItrStride;
 | 
						|
    }
 | 
						|
    return true;
 | 
						|
  }
 | 
						|
 | 
						|
  *out_wasTrivial = false;
 | 
						|
 | 
						|
  WebGLImageConverter converter(width, height, srcItr, dstItr, srcStride,
 | 
						|
                                dstItrStride);
 | 
						|
  converter.run(srcFormat, dstFormat, premultOp);
 | 
						|
 | 
						|
  if (!converter.Success()) {
 | 
						|
    // the dst image may be left uninitialized, so we better not try to
 | 
						|
    // continue even in release builds. This should never happen anyway,
 | 
						|
    // and would be a bug in our code.
 | 
						|
    MOZ_CRASH("programming mistake in WebGL texture conversions");
 | 
						|
  }
 | 
						|
 | 
						|
  return true;
 | 
						|
}
 | 
						|
 | 
						|
}  // end namespace mozilla
 |