/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* 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/. */ #ifndef WEBGL_FRAMEBUFFER_H_ #define WEBGL_FRAMEBUFFER_H_ #include "mozilla/LinkedList.h" #include "nsWrapperCache.h" #include "WebGLObjectModel.h" #include "WebGLStrongTypes.h" namespace mozilla { class WebGLRenderbuffer; class WebGLTexture; namespace gl { class GLContext; } class WebGLFramebuffer final : public nsWrapperCache , public WebGLRefCountedObject , public LinkedListElement , public WebGLContextBoundObject , public SupportsWeakPtr { friend class WebGLContext; public: MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLFramebuffer) class AttachPoint { public: WebGLFramebuffer* const mFB; private: WebGLRefPtr mTexturePtr; WebGLRefPtr mRenderbufferPtr; FBAttachment mAttachmentPoint; TexImageTarget mTexImageTarget; GLint mTexImageLevel; public: AttachPoint(WebGLFramebuffer* fb, FBAttachment attachmentPoint); ~AttachPoint(); void Unlink() { mRenderbufferPtr = nullptr; mTexturePtr = nullptr; } bool IsDefined() const; bool IsDeleteRequested() const; TexInternalFormat EffectiveInternalFormat() const; bool HasAlpha() const; bool IsReadableFloat() const; void Clear() { SetRenderbuffer(nullptr); } void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level); void SetRenderbuffer(WebGLRenderbuffer* rb); const WebGLTexture* Texture() const { return mTexturePtr; } WebGLTexture* Texture() { return mTexturePtr; } const WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; } WebGLRenderbuffer* Renderbuffer() { return mRenderbufferPtr; } TexImageTarget ImageTarget() const { return mTexImageTarget; } GLint MipLevel() const { return mTexImageLevel; } bool HasUninitializedImageData() const; void SetImageDataStatus(WebGLImageDataStatus x); const WebGLRectangleObject& RectangleObject() const; bool HasImage() const; bool IsComplete() const; void FinalizeAttachment(gl::GLContext* gl, FBAttachment attachmentLoc) const; }; const GLuint mGLName; private: mutable GLenum mStatus; GLenum mReadBufferMode; // No need to chase pointers for the oft-used color0. AttachPoint mColorAttachment0; AttachPoint mDepthAttachment; AttachPoint mStencilAttachment; AttachPoint mDepthStencilAttachment; nsTArray mMoreColorAttachments; #ifdef ANDROID // Bug 1140459: Some drivers (including our test slaves!) don't // give reasonable answers for IsRenderbuffer, maybe others. // This shows up on Android 2.3 emulator. // // So we track the `is a Framebuffer` state ourselves. bool mIsFB; #endif public: WebGLFramebuffer(WebGLContext* webgl, GLuint fbo); private: ~WebGLFramebuffer() { DeleteOnce(); } const WebGLRectangleObject& GetAnyRectObject() const; public: void Delete(); void FramebufferRenderbuffer(FBAttachment attachment, RBTarget rbtarget, WebGLRenderbuffer* rb); void FramebufferTexture2D(FBAttachment attachment, TexImageTarget texImageTarget, WebGLTexture* tex, GLint level); bool HasDefinedAttachments() const; bool HasIncompleteAttachments() const; bool AllImageRectsMatch() const; FBStatus PrecheckFramebufferStatus() const; FBStatus CheckFramebufferStatus() const; GLenum GetFormatForAttachment(const WebGLFramebuffer::AttachPoint& attachment) const; bool HasDepthStencilConflict() const { return int(mDepthAttachment.IsDefined()) + int(mStencilAttachment.IsDefined()) + int(mDepthStencilAttachment.IsDefined()) >= 2; } size_t ColorAttachmentCount() const { return 1 + mMoreColorAttachments.Length(); } const AttachPoint& ColorAttachment(size_t colorAttachmentId) const { MOZ_ASSERT(colorAttachmentId < ColorAttachmentCount()); return colorAttachmentId ? mMoreColorAttachments[colorAttachmentId - 1] : mColorAttachment0; } const AttachPoint& DepthAttachment() const { return mDepthAttachment; } const AttachPoint& StencilAttachment() const { return mStencilAttachment; } const AttachPoint& DepthStencilAttachment() const { return mDepthStencilAttachment; } AttachPoint& GetAttachPoint(FBAttachment attachPointEnum); void DetachTexture(const WebGLTexture* tex); void DetachRenderbuffer(const WebGLRenderbuffer* rb); const WebGLRectangleObject& RectangleObject() const; WebGLContext* GetParentObject() const { return Context(); } void FinalizeAttachments() const; virtual JSObject* WrapObject(JSContext* cx, JS::Handle aGivenProto) override; NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer) NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer) // mask mirrors glClear. bool HasCompletePlanes(GLbitfield mask); bool CheckAndInitializeAttachments(); bool CheckColorAttachmentNumber(FBAttachment attachment, const char* funcName) const; void EnsureColorAttachPoints(size_t colorAttachmentId); void InvalidateFramebufferStatus() const { mStatus = 0; } bool ValidateForRead(const char* info, TexInternalFormat* const out_format); }; } // namespace mozilla #endif // WEBGL_FRAMEBUFFER_H_