Bug 636913 - implement ForceClearFramebufferWithDefaultValues from the existing renderbuffer init code - r=joedrew

This is just moving code around, in preparation for implementing the WebGL buffer clear semantics in the next part.
This commit is contained in:
Benoit Jacob 2011-05-20 15:53:53 -04:00
Родитель 3280977bbe
Коммит ba4e1c35b5
2 изменённых файлов: 91 добавлений и 79 удалений

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@ -807,6 +807,73 @@ WebGLContext::GetExtension(const nsAString& aName, nsIWebGLExtension **retval)
return NS_OK;
}
void
WebGLContext::ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect)
{
MakeContextCurrent();
PRBool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT);
PRBool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT);
PRBool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT);
// prepare GL state for clearing
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
gl->fDisable(LOCAL_GL_DITHER);
gl->PushViewportRect(viewportRect);
if (initializeColorBuffer) {
gl->fColorMask(1, 1, 1, 1);
gl->fClearColor(0.f, 0.f, 0.f, 0.f);
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {
gl->fStencilMask(0xffffffff);
gl->fClearStencil(0);
}
// do clear
gl->fClear(mask);
// restore GL state after clearing
if (initializeColorBuffer) {
gl->fColorMask(mColorWriteMask[0],
mColorWriteMask[1],
mColorWriteMask[2],
mColorWriteMask[3]);
gl->fClearColor(mColorClearValue[0],
mColorClearValue[1],
mColorClearValue[2],
mColorClearValue[3]);
}
if (initializeDepthBuffer) {
gl->fDepthMask(mDepthWriteMask);
gl->fClearDepth(mDepthClearValue);
}
if (initializeStencilBuffer) {
gl->fStencilMask(mStencilWriteMask);
gl->fClearStencil(mStencilClearValue);
}
gl->PopViewportRect();
if (mDitherEnabled)
gl->fEnable(LOCAL_GL_DITHER);
else
gl->fDisable(LOCAL_GL_DITHER);
if (mScissorTestEnabled)
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
else
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
//
// XPCOM goop
//

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@ -375,6 +375,11 @@ public:
// all context resources to be lost.
PRUint32 Generation() { return mGeneration.value(); }
// this is similar to GLContext::ClearSafely, but is more comprehensive
// (takes care of scissor, stencil write mask, dithering, viewport...)
// WebGL has more complex needs than GLContext as content controls GL state.
void ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect);
protected:
void SetDontKnowIfNeedFakeBlack() {
mFakeBlackStatus = DontKnowIfNeedFakeBlack;
@ -1790,97 +1795,37 @@ protected:
if (mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return;
PRBool initializeColorBuffer = mColorAttachment.HasUninitializedRenderbuffer();
PRBool initializeDepthBuffer = mDepthAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer();
PRBool initializeStencilBuffer = mStencilAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer();
PRUint32 mask = 0;
realGLboolean savedColorMask[4] = {0};
realGLboolean savedDepthMask = 0;
GLuint savedStencilMask = 0;
GLfloat savedColorClearValue[4] = {0.f};
GLfloat savedDepthClearValue = 0.f;
GLint savedStencilClearValue = 0;
GLuint clearBits = 0;
if (mColorAttachment.HasUninitializedRenderbuffer())
mask |= LOCAL_GL_COLOR_BUFFER_BIT;
realGLboolean wasScissorTestEnabled = mContext->gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST);
mContext->gl->fDisable(LOCAL_GL_SCISSOR_TEST);
realGLboolean wasDitherEnabled = mContext->gl->fIsEnabled(LOCAL_GL_DITHER);
mContext->gl->fDisable(LOCAL_GL_DITHER);
mContext->gl->PushViewportRect(nsIntRect(0,0,width(),height()));
if (initializeColorBuffer) {
mContext->gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, savedColorMask);
mContext->gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, savedColorClearValue);
mContext->gl->fColorMask(1, 1, 1, 1);
mContext->gl->fClearColor(0.f, 0.f, 0.f, 0.f);
clearBits |= LOCAL_GL_COLOR_BUFFER_BIT;
if (mDepthAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer())
{
mask |= LOCAL_GL_DEPTH_BUFFER_BIT;
}
if (initializeDepthBuffer) {
mContext->gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &savedDepthMask);
mContext->gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &savedDepthClearValue);
mContext->gl->fDepthMask(1);
mContext->gl->fClearDepth(0.f);
clearBits |= LOCAL_GL_DEPTH_BUFFER_BIT;
}
if (initializeStencilBuffer) {
mContext->gl->fGetIntegerv(LOCAL_GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&savedStencilMask));
mContext->gl->fGetIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &savedStencilClearValue);
mContext->gl->fStencilMask(0xffffffff);
mContext->gl->fClearStencil(0);
clearBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
if (mStencilAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer())
{
mask |= LOCAL_GL_STENCIL_BUFFER_BIT;
}
// the one useful line of code
mContext->gl->fClear(clearBits);
mContext->ForceClearFramebufferWithDefaultValues(mask, nsIntRect(0,0,width(),height()));
if (initializeColorBuffer) {
mContext->gl->fColorMask(savedColorMask[0],
savedColorMask[1],
savedColorMask[2],
savedColorMask[3]);
mContext->gl->fClearColor(savedColorClearValue[0],
savedColorClearValue[1],
savedColorClearValue[2],
savedColorClearValue[3]);
if (mColorAttachment.HasUninitializedRenderbuffer())
mColorAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
}
if (initializeDepthBuffer) {
mContext->gl->fDepthMask(savedDepthMask);
mContext->gl->fClearDepth(savedDepthClearValue);
if (mDepthAttachment.Renderbuffer())
mDepthAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
}
if (mDepthAttachment.HasUninitializedRenderbuffer())
mDepthAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
if (initializeStencilBuffer) {
mContext->gl->fStencilMask(savedStencilMask);
mContext->gl->fClearStencil(savedStencilClearValue);
if (mStencilAttachment.Renderbuffer())
mStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
}
if (mStencilAttachment.HasUninitializedRenderbuffer())
mStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
if (initializeDepthBuffer && initializeStencilBuffer) {
if (mDepthStencilAttachment.Renderbuffer())
mDepthStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
}
mContext->gl->PopViewportRect();
if (wasDitherEnabled)
mContext->gl->fEnable(LOCAL_GL_DITHER);
else
mContext->gl->fDisable(LOCAL_GL_DITHER);
if (wasScissorTestEnabled)
mContext->gl->fEnable(LOCAL_GL_DITHER);
else
mContext->gl->fDisable(LOCAL_GL_SCISSOR_TEST);
if (mDepthStencilAttachment.HasUninitializedRenderbuffer())
mDepthStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
}
WebGLuint mName;