зеркало из https://github.com/mozilla/gecko-dev.git
518 строки
16 KiB
C++
518 строки
16 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* 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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGL2Context.h"
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#include "GLContext.h"
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#include "WebGLContextUtils.h"
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using namespace mozilla;
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using namespace mozilla::dom;
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// Returns one of FLOAT, INT, UNSIGNED_INT.
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// Fixed-points (normalized ints) are considered FLOAT.
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static GLenum
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ValueTypeForFormat(GLenum internalFormat)
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{
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switch (internalFormat) {
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// Fixed-point
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case LOCAL_GL_R8:
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case LOCAL_GL_RG8:
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case LOCAL_GL_RGB565:
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case LOCAL_GL_RGB8:
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case LOCAL_GL_RGBA4:
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case LOCAL_GL_RGB5_A1:
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case LOCAL_GL_RGBA8:
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case LOCAL_GL_RGB10_A2:
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case LOCAL_GL_ALPHA8:
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case LOCAL_GL_LUMINANCE8:
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case LOCAL_GL_LUMINANCE8_ALPHA8:
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case LOCAL_GL_SRGB8:
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case LOCAL_GL_SRGB8_ALPHA8:
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case LOCAL_GL_R8_SNORM:
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case LOCAL_GL_RG8_SNORM:
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case LOCAL_GL_RGB8_SNORM:
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case LOCAL_GL_RGBA8_SNORM:
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// Floating-point
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case LOCAL_GL_R16F:
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case LOCAL_GL_RG16F:
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case LOCAL_GL_RGB16F:
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case LOCAL_GL_RGBA16F:
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case LOCAL_GL_ALPHA16F_EXT:
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case LOCAL_GL_LUMINANCE16F_EXT:
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case LOCAL_GL_LUMINANCE_ALPHA16F_EXT:
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case LOCAL_GL_R32F:
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case LOCAL_GL_RG32F:
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case LOCAL_GL_RGB32F:
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case LOCAL_GL_RGBA32F:
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case LOCAL_GL_ALPHA32F_EXT:
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case LOCAL_GL_LUMINANCE32F_EXT:
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case LOCAL_GL_LUMINANCE_ALPHA32F_EXT:
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case LOCAL_GL_R11F_G11F_B10F:
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case LOCAL_GL_RGB9_E5:
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return LOCAL_GL_FLOAT;
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// Int
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case LOCAL_GL_R8I:
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case LOCAL_GL_RG8I:
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case LOCAL_GL_RGB8I:
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case LOCAL_GL_RGBA8I:
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case LOCAL_GL_R16I:
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case LOCAL_GL_RG16I:
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case LOCAL_GL_RGB16I:
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case LOCAL_GL_RGBA16I:
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case LOCAL_GL_R32I:
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case LOCAL_GL_RG32I:
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case LOCAL_GL_RGB32I:
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case LOCAL_GL_RGBA32I:
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return LOCAL_GL_INT;
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// Unsigned int
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case LOCAL_GL_R8UI:
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case LOCAL_GL_RG8UI:
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case LOCAL_GL_RGB8UI:
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case LOCAL_GL_RGBA8UI:
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case LOCAL_GL_R16UI:
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case LOCAL_GL_RG16UI:
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case LOCAL_GL_RGB16UI:
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case LOCAL_GL_RGBA16UI:
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case LOCAL_GL_R32UI:
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case LOCAL_GL_RG32UI:
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case LOCAL_GL_RGB32UI:
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case LOCAL_GL_RGBA32UI:
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case LOCAL_GL_RGB10_A2UI:
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return LOCAL_GL_UNSIGNED_INT;
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default:
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MOZ_CRASH("Bad `internalFormat`.");
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}
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}
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// -------------------------------------------------------------------------
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// Framebuffer objects
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static bool
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GetFBInfoForBlit(const WebGLFramebuffer* fb, WebGLContext* webgl,
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const char* const fbInfo, GLsizei* const out_samples,
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GLenum* const out_colorFormat, GLenum* const out_depthFormat,
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GLenum* const out_stencilFormat)
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{
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auto status = fb->PrecheckFramebufferStatus();
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if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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webgl->ErrorInvalidOperation("blitFramebuffer: %s is not"
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" framebuffer-complete.", fbInfo);
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return false;
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}
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*out_samples = 1; // TODO
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if (fb->ColorAttachment(0).IsDefined()) {
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const auto& attachement = fb->ColorAttachment(0);
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*out_colorFormat = attachement.EffectiveInternalFormat().get();
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} else {
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*out_colorFormat = 0;
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}
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if (fb->DepthStencilAttachment().IsDefined()) {
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const auto& attachement = fb->DepthStencilAttachment();
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*out_depthFormat = attachement.EffectiveInternalFormat().get();
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*out_stencilFormat = *out_depthFormat;
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} else {
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if (fb->DepthAttachment().IsDefined()) {
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const auto& attachement = fb->DepthAttachment();
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*out_depthFormat = attachement.EffectiveInternalFormat().get();
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} else {
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*out_depthFormat = 0;
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}
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if (fb->StencilAttachment().IsDefined()) {
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const auto& attachement = fb->StencilAttachment();
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*out_stencilFormat = attachement.EffectiveInternalFormat().get();
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} else {
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*out_stencilFormat = 0;
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}
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}
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return true;
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}
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void
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WebGL2Context::BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter)
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{
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const GLbitfield validBits = LOCAL_GL_COLOR_BUFFER_BIT |
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LOCAL_GL_DEPTH_BUFFER_BIT |
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LOCAL_GL_STENCIL_BUFFER_BIT;
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if ((mask | validBits) != validBits) {
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ErrorInvalidValue("blitFramebuffer: Invalid bit set in mask.");
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return;
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}
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switch (filter) {
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case LOCAL_GL_NEAREST:
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case LOCAL_GL_LINEAR:
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break;
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default:
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ErrorInvalidEnumInfo("blitFramebuffer: Bad `filter`:", filter);
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return;
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}
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const GLbitfield depthAndStencilBits = LOCAL_GL_DEPTH_BUFFER_BIT |
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LOCAL_GL_STENCIL_BUFFER_BIT;
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if (mask & depthAndStencilBits &&
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filter != LOCAL_GL_NEAREST)
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{
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ErrorInvalidOperation("blitFramebuffer: DEPTH_BUFFER_BIT and"
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" STENCIL_BUFFER_BIT can only be used with"
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" NEAREST filtering.");
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return;
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}
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if (mBoundReadFramebuffer == mBoundDrawFramebuffer) {
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// TODO: It's actually more complicated than this. We need to check that
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// the underlying buffers are not the same, not the framebuffers
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// themselves.
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ErrorInvalidOperation("blitFramebuffer: Source and destination must"
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" differ.");
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return;
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}
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GLsizei srcSamples;
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GLenum srcColorFormat;
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GLenum srcDepthFormat;
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GLenum srcStencilFormat;
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if (mBoundReadFramebuffer) {
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if (!GetFBInfoForBlit(mBoundReadFramebuffer, this, "READ_FRAMEBUFFER",
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&srcSamples, &srcColorFormat, &srcDepthFormat,
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&srcStencilFormat))
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{
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return;
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}
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} else {
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srcSamples = 1; // Always 1.
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// TODO: Don't hardcode these.
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srcColorFormat = mOptions.alpha ? LOCAL_GL_RGBA8 : LOCAL_GL_RGB8;
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if (mOptions.depth && mOptions.stencil) {
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srcDepthFormat = LOCAL_GL_DEPTH24_STENCIL8;
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srcStencilFormat = srcDepthFormat;
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} else {
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if (mOptions.depth) {
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srcDepthFormat = LOCAL_GL_DEPTH_COMPONENT16;
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}
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if (mOptions.stencil) {
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srcStencilFormat = LOCAL_GL_STENCIL_INDEX8;
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}
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}
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}
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GLsizei dstSamples;
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GLenum dstColorFormat;
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GLenum dstDepthFormat;
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GLenum dstStencilFormat;
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if (mBoundDrawFramebuffer) {
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if (!GetFBInfoForBlit(mBoundDrawFramebuffer, this, "DRAW_FRAMEBUFFER",
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&dstSamples, &dstColorFormat, &dstDepthFormat,
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&dstStencilFormat))
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{
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return;
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}
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} else {
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dstSamples = gl->Screen()->Samples();
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// TODO: Don't hardcode these.
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dstColorFormat = mOptions.alpha ? LOCAL_GL_RGBA8 : LOCAL_GL_RGB8;
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if (mOptions.depth && mOptions.stencil) {
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dstDepthFormat = LOCAL_GL_DEPTH24_STENCIL8;
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dstStencilFormat = dstDepthFormat;
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} else {
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if (mOptions.depth) {
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dstDepthFormat = LOCAL_GL_DEPTH_COMPONENT16;
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}
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if (mOptions.stencil) {
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dstStencilFormat = LOCAL_GL_STENCIL_INDEX8;
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}
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}
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}
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if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
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const GLenum srcColorType = srcColorFormat ? ValueTypeForFormat(srcColorFormat)
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: 0;
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const GLenum dstColorType = dstColorFormat ? ValueTypeForFormat(dstColorFormat)
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: 0;
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if (dstColorType != srcColorType) {
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ErrorInvalidOperation("blitFramebuffer: Color buffer value type"
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" mismatch.");
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return;
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}
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const bool srcIsInt = srcColorType == LOCAL_GL_INT ||
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srcColorType == LOCAL_GL_UNSIGNED_INT;
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if (srcIsInt && filter != LOCAL_GL_NEAREST) {
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ErrorInvalidOperation("blitFramebuffer: Integer read buffers can only"
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" be filtered with NEAREST.");
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return;
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}
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}
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/* GLES 3.0.4, p199:
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* Calling BlitFramebuffer will result in an INVALID_OPERATION error if
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* mask includes DEPTH_BUFFER_BIT or STENCIL_BUFFER_BIT, and the source
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* and destination depth and stencil buffer formats do not match.
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*
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* jgilbert: The wording is such that if only DEPTH_BUFFER_BIT is specified,
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* the stencil formats must match. This seems wrong. It could be a spec bug,
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* or I could be missing an interaction in one of the earlier paragraphs.
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*/
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if (mask & LOCAL_GL_DEPTH_BUFFER_BIT &&
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dstDepthFormat != srcDepthFormat)
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{
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ErrorInvalidOperation("blitFramebuffer: Depth buffer formats must match"
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" if selected.");
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return;
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}
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if (mask & LOCAL_GL_STENCIL_BUFFER_BIT &&
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dstStencilFormat != srcStencilFormat)
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{
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ErrorInvalidOperation("blitFramebuffer: Stencil buffer formats must"
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" match if selected.");
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return;
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}
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if (dstSamples != 1) {
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ErrorInvalidOperation("blitFramebuffer: DRAW_FRAMEBUFFER may not have"
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" multiple samples.");
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return;
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}
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if (srcSamples != 1) {
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if (mask & LOCAL_GL_COLOR_BUFFER_BIT &&
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dstColorFormat != srcColorFormat)
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{
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ErrorInvalidOperation("blitFramebuffer: Color buffer formats must"
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" match if selected, when reading from a"
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" multisampled source.");
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return;
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}
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if (dstX0 != srcX0 ||
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dstX1 != srcX1 ||
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dstY0 != srcY0 ||
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dstY1 != srcY1)
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{
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ErrorInvalidOperation("blitFramebuffer: If the source is"
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" multisampled, then the source and dest"
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" regions must match exactly.");
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return;
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}
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}
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MakeContextCurrent();
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gl->fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
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dstX0, dstY0, dstX1, dstY1,
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mask, filter);
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}
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void
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WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat, GLenum pname, JS::MutableHandleValue retval)
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{
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MOZ_CRASH("Not Implemented.");
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}
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// Map attachments intended for the default buffer, to attachments for a non-
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// default buffer.
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static void
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TranslateDefaultAttachments(const dom::Sequence<GLenum>& in, dom::Sequence<GLenum>* out)
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{
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for (size_t i = 0; i < in.Length(); i++) {
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switch (in[i]) {
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case LOCAL_GL_COLOR:
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out->AppendElement(LOCAL_GL_COLOR_ATTACHMENT0);
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break;
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case LOCAL_GL_DEPTH:
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out->AppendElement(LOCAL_GL_DEPTH_ATTACHMENT);
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break;
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case LOCAL_GL_STENCIL:
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out->AppendElement(LOCAL_GL_STENCIL_ATTACHMENT);
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break;
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}
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}
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}
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void
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WebGL2Context::InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
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return;
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const WebGLFramebuffer* fb;
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bool isDefaultFB;
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switch (target) {
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case LOCAL_GL_FRAMEBUFFER:
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case LOCAL_GL_DRAW_FRAMEBUFFER:
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fb = mBoundDrawFramebuffer;
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isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
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break;
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case LOCAL_GL_READ_FRAMEBUFFER:
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fb = mBoundReadFramebuffer;
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isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
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break;
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default:
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MOZ_CRASH("Bad target.");
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}
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for (size_t i = 0; i < attachments.Length(); i++) {
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if (!ValidateFramebufferAttachment(fb, attachments[i],
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"invalidateFramebuffer"))
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{
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return;
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}
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}
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// InvalidateFramebuffer is a hint to the driver. Should be OK to
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// skip calls if not supported, for example by OSX 10.9 GL
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// drivers.
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static bool invalidateFBSupported = gl->IsSupported(gl::GLFeature::invalidate_framebuffer);
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if (!invalidateFBSupported)
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return;
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if (!fb && !isDefaultFB) {
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dom::Sequence<GLenum> tmpAttachments;
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TranslateDefaultAttachments(attachments, &tmpAttachments);
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gl->fInvalidateFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements());
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} else {
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gl->fInvalidateFramebuffer(target, attachments.Length(), attachments.Elements());
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}
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}
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void
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WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
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GLint x, GLint y, GLsizei width, GLsizei height)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
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return;
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const WebGLFramebuffer* fb;
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bool isDefaultFB;
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switch (target) {
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case LOCAL_GL_FRAMEBUFFER:
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case LOCAL_GL_DRAW_FRAMEBUFFER:
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fb = mBoundDrawFramebuffer;
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isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
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break;
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case LOCAL_GL_READ_FRAMEBUFFER:
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fb = mBoundReadFramebuffer;
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isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
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break;
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default:
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MOZ_CRASH("Bad target.");
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}
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for (size_t i = 0; i < attachments.Length(); i++) {
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if (!ValidateFramebufferAttachment(fb, attachments[i],
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"invalidateSubFramebuffer"))
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{
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return;
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}
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}
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// InvalidateFramebuffer is a hint to the driver. Should be OK to
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// skip calls if not supported, for example by OSX 10.9 GL
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// drivers.
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static bool invalidateFBSupported = gl->IsSupported(gl::GLFeature::invalidate_framebuffer);
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if (!invalidateFBSupported)
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return;
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if (!fb && !isDefaultFB) {
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dom::Sequence<GLenum> tmpAttachments;
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TranslateDefaultAttachments(attachments, &tmpAttachments);
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gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements(),
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x, y, width, height);
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} else {
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gl->fInvalidateSubFramebuffer(target, attachments.Length(), attachments.Elements(),
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x, y, width, height);
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}
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}
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void
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WebGL2Context::ReadBuffer(GLenum mode)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (mBoundReadFramebuffer) {
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bool isColorAttachment = (mode >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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mode <= LastColorAttachment());
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if (mode != LOCAL_GL_NONE &&
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!isColorAttachment)
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{
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ErrorInvalidEnumInfo("readBuffer: If READ_FRAMEBUFFER is non-null,"
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" `mode` must be COLOR_ATTACHMENTN or NONE."
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" Was:", mode);
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return;
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}
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gl->fReadBuffer(mode);
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return;
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}
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// Operating on the default framebuffer.
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if (mode != LOCAL_GL_NONE &&
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mode != LOCAL_GL_BACK)
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{
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ErrorInvalidEnumInfo("readBuffer: If READ_FRAMEBUFFER is null, `mode`"
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" must be BACK or NONE. Was:", mode);
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return;
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}
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gl->Screen()->SetReadBuffer(mode);
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}
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void
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WebGL2Context::RenderbufferStorageMultisample(GLenum target, GLsizei samples,
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GLenum internalFormat,
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GLsizei width, GLsizei height)
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{
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RenderbufferStorage_base("renderbufferStorageMultisample", target, samples,
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internalFormat, width, height);
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}
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