gecko-dev/gfx/gl/MozFramebuffer.h

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/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 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 MOZ_FRAMEBUFFER_H_
#define MOZ_FRAMEBUFFER_H_
#include "gfx2DGlue.h"
#include "GLConsts.h"
#include "GLContextTypes.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/WeakPtr.h"
namespace mozilla {
namespace gl {
class DepthAndStencilBuffer final
: public SupportsWeakPtr<DepthAndStencilBuffer> {
const WeakPtr<GLContext> mWeakGL;
const gfx::IntSize mSize;
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DepthAndStencilBuffer)
MOZ_DECLARE_WEAKREFERENCE_TYPENAME(DepthAndStencilBuffer)
const GLuint mDepthRB;
const GLuint mStencilRB;
static RefPtr<DepthAndStencilBuffer> Create(GLContext* const gl,
const gfx::IntSize& size,
const uint32_t samples);
RefPtr<GLContext> gl() const { return mWeakGL.get(); }
// 4 bytes per pixel (24-bit depth + 8-bit stencil).
uint64_t EstimateMemory() const {
return static_cast<uint64_t>(mSize.width) * 4 * mSize.height;
}
protected:
DepthAndStencilBuffer(GLContext* gl, const gfx::IntSize& size, GLuint depthRB,
GLuint stencilRB);
~DepthAndStencilBuffer();
};
class MozFramebuffer final {
const WeakPtr<GLContext> mWeakGL;
public:
const gfx::IntSize mSize;
const uint32_t mSamples;
const GLuint mFB;
const GLenum mColorTarget;
private:
const RefPtr<DepthAndStencilBuffer> mDepthAndStencilBuffer;
const GLuint mColorName;
public:
// Create a new framebuffer with the specified properties.
static UniquePtr<MozFramebuffer> Create(GLContext* gl,
const gfx::IntSize& size,
uint32_t samples, bool depthStencil);
// Create a new framebuffer backed by an existing texture or buffer.
// Assumes that gl is the current context.
static UniquePtr<MozFramebuffer> CreateForBacking(
GLContext* gl, const gfx::IntSize& size, uint32_t samples,
bool depthStencil, GLenum colorTarget, GLuint colorName);
// Create a new framebuffer backed by an existing texture or buffer.
// Use the same GLContext, size, and samples as framebufferToShareWith.
// The new framebuffer will share its depth and stencil buffer with
// framebufferToShareWith. The depth and stencil buffers will be destroyed
// once the last MozFramebuffer using them is destroyed.
static UniquePtr<MozFramebuffer> CreateForBackingWithSharedDepthAndStencil(
const gfx::IntSize& size, const uint32_t samples, GLenum colorTarget,
GLuint colorName,
const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer);
private:
MozFramebuffer(GLContext* gl, const gfx::IntSize& size, GLuint fb,
uint32_t samples,
RefPtr<DepthAndStencilBuffer> depthAndStencilBuffer,
GLenum colorTarget, GLuint colorName);
// gl must be the current context when this is called.
static UniquePtr<MozFramebuffer> CreateImpl(
GLContext* const gl, const gfx::IntSize& size, const uint32_t samples,
const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer,
const GLenum colorTarget, const GLuint colorName);
public:
~MozFramebuffer();
GLuint ColorTex() const {
if (mColorTarget == LOCAL_GL_RENDERBUFFER) return 0;
return mColorName;
}
const auto& GetDepthAndStencilBuffer() const {
return mDepthAndStencilBuffer;
}
bool HasDepth() const;
bool HasStencil() const;
};
} // namespace gl
} // namespace mozilla
#endif // MOZ_FRAMEBUFFER_H_