gecko-dev/gfx/gl/MozFramebuffer.cpp

171 строка
5.7 KiB
C++
Исходник Обычный вид История

/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* 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 "MozFramebuffer.h"
#include "GLContext.h"
#include "ScopedGLHelpers.h"
namespace mozilla {
namespace gl {
static void
DeleteByTarget(GLContext* const gl, const GLenum target, const GLuint name)
{
if (target == LOCAL_GL_RENDERBUFFER) {
gl->DeleteRenderbuffer(name);
} else {
gl->DeleteTexture(name);
}
}
UniquePtr<MozFramebuffer>
MozFramebuffer::Create(GLContext* const gl, const gfx::IntSize& size,
const uint32_t samples, const bool depthStencil)
{
if (samples && !gl->IsSupported(GLFeature::framebuffer_multisample))
return nullptr;
if (uint32_t(size.width) > gl->MaxTexOrRbSize() ||
uint32_t(size.height) > gl->MaxTexOrRbSize() ||
samples > gl->MaxSamples())
{
return nullptr;
}
gl->MakeCurrent();
GLContext::LocalErrorScope errorScope(*gl);
GLenum colorTarget;
GLuint colorName;
if (samples) {
colorTarget = LOCAL_GL_RENDERBUFFER;
colorName = gl->CreateRenderbuffer();
const ScopedBindRenderbuffer bindRB(gl, colorName);
gl->fRenderbufferStorageMultisample(colorTarget, samples, LOCAL_GL_RGBA8,
size.width, size.height);
} else {
colorTarget = LOCAL_GL_TEXTURE_2D;
colorName = gl->CreateTexture();
const ScopedBindTexture bindTex(gl, colorName);
gl->TexParams_SetClampNoMips();
const ScopedBindPBO bindPBO(gl, LOCAL_GL_PIXEL_UNPACK_BUFFER);
gl->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
gl->fTexImage2D(colorTarget, 0, LOCAL_GL_RGBA,
size.width, size.height, 0,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr);
}
const auto err = errorScope.GetError();
if (err) {
MOZ_ASSERT(err == LOCAL_GL_OUT_OF_MEMORY);
DeleteByTarget(gl, colorTarget, colorName);
return nullptr;
}
return CreateWith(gl, size, samples, depthStencil, colorTarget, colorName);
}
UniquePtr<MozFramebuffer>
MozFramebuffer::CreateWith(GLContext* const gl, const gfx::IntSize& size,
const uint32_t samples, const bool depthStencil,
const GLenum colorTarget, const GLuint colorName)
{
UniquePtr<MozFramebuffer> mozFB(new MozFramebuffer(gl, size, samples, depthStencil,
colorTarget, colorName));
const ScopedBindFramebuffer bindFB(gl, mozFB->mFB);
if (colorTarget == LOCAL_GL_RENDERBUFFER) {
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
colorTarget, colorName);
} else {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
colorTarget, colorName, 0);
}
const auto fnAllocRB = [&](GLuint rb, GLenum format) {
const ScopedBindRenderbuffer bindRB(gl, rb);
if (samples) {
gl->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER, samples, format,
size.width, size.height);
} else {
gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, format, size.width,
size.height);
}
return rb;
};
if (depthStencil) {
GLuint depthRB, stencilRB;
{
GLContext::LocalErrorScope errorScope(*gl);
if (gl->IsSupported(GLFeature::packed_depth_stencil)) {
depthRB = fnAllocRB(mozFB->mDepthRB, LOCAL_GL_DEPTH24_STENCIL8);
stencilRB = depthRB; // Ignore unused mStencilRB.
} else {
depthRB = fnAllocRB(mozFB->mDepthRB , LOCAL_GL_DEPTH_COMPONENT24);
stencilRB = fnAllocRB(mozFB->mStencilRB, LOCAL_GL_STENCIL_INDEX8);
}
const auto err = errorScope.GetError();
if (err) {
MOZ_ASSERT(err == LOCAL_GL_OUT_OF_MEMORY);
return nullptr;
}
}
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, depthRB);
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, stencilRB);
}
const auto status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
MOZ_ASSERT(false);
return nullptr;
}
return Move(mozFB);
}
////////////////////
MozFramebuffer::MozFramebuffer(GLContext* const gl, const gfx::IntSize& size,
const uint32_t samples, const bool depthStencil,
const GLenum colorTarget, const GLuint colorName)
: mWeakGL(gl)
, mSize(size)
, mSamples(samples)
, mFB(gl->CreateFramebuffer())
, mColorTarget(colorTarget)
, mColorName(colorName)
, mDepthRB(depthStencil ? gl->CreateRenderbuffer() : 0)
, mStencilRB(depthStencil ? gl->CreateRenderbuffer() : 0)
{
MOZ_ASSERT(mColorTarget);
MOZ_ASSERT(mColorName);
}
MozFramebuffer::~MozFramebuffer()
{
GLContext* const gl = mWeakGL;
if (!gl || !gl->MakeCurrent())
return;
gl->DeleteFramebuffer(mFB);
gl->DeleteRenderbuffer(mDepthRB);
gl->DeleteRenderbuffer(mStencilRB);
DeleteByTarget(gl, mColorTarget, mColorName);
}
} // namespace gl
} // namespace mozilla