gecko-dev/gfx/gl/GLScreenBuffer.cpp

1044 строки
28 KiB
C++

/* -*- 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 "GLScreenBuffer.h"
#include <cstring>
#include "CompositorTypes.h"
#include "gfxPrefs.h"
#include "GLContext.h"
#include "GLBlitHelper.h"
#include "GLReadTexImageHelper.h"
#include "SharedSurfaceEGL.h"
#include "SharedSurfaceGL.h"
#include "ScopedGLHelpers.h"
#include "gfx2DGlue.h"
#include "../layers/ipc/ShadowLayers.h"
#include "mozilla/layers/TextureForwarder.h"
#include "mozilla/layers/TextureClientSharedSurface.h"
#ifdef XP_WIN
#include "SharedSurfaceANGLE.h" // for SurfaceFactory_ANGLEShareHandle
#include "SharedSurfaceD3D11Interop.h" // for SurfaceFactory_D3D11Interop
#include "mozilla/gfx/DeviceManagerDx.h"
#endif
#ifdef XP_MACOSX
#include "SharedSurfaceIO.h"
#endif
#ifdef GL_PROVIDER_GLX
#include "GLXLibrary.h"
#include "SharedSurfaceGLX.h"
#endif
namespace mozilla {
namespace gl {
using gfx::SurfaceFormat;
UniquePtr<GLScreenBuffer>
GLScreenBuffer::Create(GLContext* gl,
const gfx::IntSize& size,
const SurfaceCaps& caps)
{
UniquePtr<GLScreenBuffer> ret;
if (caps.antialias &&
!gl->IsSupported(GLFeature::framebuffer_multisample))
{
return Move(ret);
}
layers::TextureFlags flags = layers::TextureFlags::ORIGIN_BOTTOM_LEFT;
if (!caps.premultAlpha) {
flags |= layers::TextureFlags::NON_PREMULTIPLIED;
}
UniquePtr<SurfaceFactory> factory = MakeUnique<SurfaceFactory_Basic>(gl, caps, flags);
ret.reset( new GLScreenBuffer(gl, caps, Move(factory)) );
return Move(ret);
}
/* static */ UniquePtr<SurfaceFactory>
GLScreenBuffer::CreateFactory(GLContext* gl,
const SurfaceCaps& caps,
KnowsCompositor* compositorConnection,
const layers::TextureFlags& flags)
{
LayersIPCChannel* ipcChannel = compositorConnection->GetTextureForwarder();
const layers::LayersBackend backend = compositorConnection->GetCompositorBackendType();
const bool useANGLE = compositorConnection->GetCompositorUseANGLE();
const bool useGl = !gfxPrefs::WebGLForceLayersReadback() &&
(backend == layers::LayersBackend::LAYERS_OPENGL ||
(backend == layers::LayersBackend::LAYERS_WR && !useANGLE));
const bool useD3D = !gfxPrefs::WebGLForceLayersReadback() &&
(backend == layers::LayersBackend::LAYERS_D3D11 ||
(backend == layers::LayersBackend::LAYERS_WR && useANGLE));
UniquePtr<SurfaceFactory> factory = nullptr;
if (useGl) {
#if defined(XP_MACOSX)
factory = SurfaceFactory_IOSurface::Create(gl, caps, ipcChannel, flags);
#elif defined(GL_PROVIDER_GLX)
if (sGLXLibrary.UseTextureFromPixmap())
factory = SurfaceFactory_GLXDrawable::Create(gl, caps, ipcChannel, flags);
#elif defined(MOZ_WIDGET_UIKIT)
factory = MakeUnique<SurfaceFactory_GLTexture>(mGLContext, caps, ipcChannel, mFlags);
#elif defined(MOZ_WIDGET_ANDROID)
if (XRE_IsParentProcess() && !gfxPrefs::WebGLSurfaceTextureEnabled()) {
factory = SurfaceFactory_EGLImage::Create(gl, caps, ipcChannel, flags);
} else {
factory = SurfaceFactory_SurfaceTexture::Create(gl, caps, ipcChannel, flags);
}
#else
if (gl->GetContextType() == GLContextType::EGL) {
if (XRE_IsParentProcess()) {
factory = SurfaceFactory_EGLImage::Create(gl, caps, ipcChannel, flags);
}
}
#endif
} else if (useD3D) {
#ifdef XP_WIN
// Enable surface sharing only if ANGLE and compositing devices
// are both WARP or both not WARP
gfx::DeviceManagerDx* dm = gfx::DeviceManagerDx::Get();
if (gl->IsANGLE() &&
(gl->IsWARP() == dm->IsWARP()) &&
dm->TextureSharingWorks())
{
factory = SurfaceFactory_ANGLEShareHandle::Create(gl, caps, ipcChannel, flags);
}
if (!factory && gfxPrefs::WebGLDXGLEnabled()) {
factory = SurfaceFactory_D3D11Interop::Create(gl, caps, ipcChannel, flags);
}
#endif
}
#ifdef GL_PROVIDER_GLX
if (!factory && sGLXLibrary.UseTextureFromPixmap()) {
factory = SurfaceFactory_GLXDrawable::Create(gl, caps, ipcChannel, flags);
}
#endif
return factory;
}
GLScreenBuffer::GLScreenBuffer(GLContext* gl,
const SurfaceCaps& caps,
UniquePtr<SurfaceFactory> factory)
: mGL(gl)
, mCaps(caps)
, mFactory(Move(factory))
, mNeedsBlit(true)
, mUserReadBufferMode(LOCAL_GL_BACK)
, mUserDrawBufferMode(LOCAL_GL_BACK)
, mUserDrawFB(0)
, mUserReadFB(0)
, mInternalDrawFB(0)
, mInternalReadFB(0)
#ifdef DEBUG
, mInInternalMode_DrawFB(true)
, mInInternalMode_ReadFB(true)
#endif
{ }
GLScreenBuffer::~GLScreenBuffer()
{
mFactory = nullptr;
mDraw = nullptr;
mRead = nullptr;
if (!mBack)
return;
// Detach mBack cleanly.
mBack->Surf()->ProducerRelease();
}
void
GLScreenBuffer::BindAsFramebuffer(GLContext* const gl, GLenum target) const
{
GLuint drawFB = DrawFB();
GLuint readFB = ReadFB();
if (!gl->IsSupported(GLFeature::split_framebuffer)) {
MOZ_ASSERT(drawFB == readFB);
gl->raw_fBindFramebuffer(target, readFB);
return;
}
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
gl->raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, drawFB);
gl->raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, readFB);
break;
case LOCAL_GL_DRAW_FRAMEBUFFER_EXT:
gl->raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, drawFB);
break;
case LOCAL_GL_READ_FRAMEBUFFER_EXT:
gl->raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, readFB);
break;
default:
MOZ_CRASH("GFX: Bad `target` for BindFramebuffer.");
}
}
void
GLScreenBuffer::BindFB(GLuint fb)
{
GLuint drawFB = DrawFB();
GLuint readFB = ReadFB();
mUserDrawFB = fb;
mUserReadFB = fb;
mInternalDrawFB = (fb == 0) ? drawFB : fb;
mInternalReadFB = (fb == 0) ? readFB : fb;
if (mInternalDrawFB == mInternalReadFB) {
mGL->raw_fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mInternalDrawFB);
} else {
MOZ_ASSERT(mGL->IsSupported(GLFeature::split_framebuffer));
mGL->raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, mInternalDrawFB);
mGL->raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, mInternalReadFB);
}
#ifdef DEBUG
mInInternalMode_DrawFB = false;
mInInternalMode_ReadFB = false;
#endif
}
void
GLScreenBuffer::BindDrawFB(GLuint fb)
{
MOZ_ASSERT(mGL->IsSupported(GLFeature::split_framebuffer));
GLuint drawFB = DrawFB();
mUserDrawFB = fb;
mInternalDrawFB = (fb == 0) ? drawFB : fb;
mGL->raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, mInternalDrawFB);
#ifdef DEBUG
mInInternalMode_DrawFB = false;
#endif
}
void
GLScreenBuffer::BindReadFB(GLuint fb)
{
MOZ_ASSERT(mGL->IsSupported(GLFeature::split_framebuffer));
GLuint readFB = ReadFB();
mUserReadFB = fb;
mInternalReadFB = (fb == 0) ? readFB : fb;
mGL->raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, mInternalReadFB);
#ifdef DEBUG
mInInternalMode_ReadFB = false;
#endif
}
void
GLScreenBuffer::BindFB_Internal(GLuint fb)
{
mInternalDrawFB = mUserDrawFB = fb;
mInternalReadFB = mUserReadFB = fb;
mGL->raw_fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mInternalDrawFB);
#ifdef DEBUG
mInInternalMode_DrawFB = true;
mInInternalMode_ReadFB = true;
#endif
}
void
GLScreenBuffer::BindDrawFB_Internal(GLuint fb)
{
MOZ_ASSERT(mGL->IsSupported(GLFeature::split_framebuffer));
mInternalDrawFB = mUserDrawFB = fb;
mGL->raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, mInternalDrawFB);
#ifdef DEBUG
mInInternalMode_DrawFB = true;
#endif
}
void
GLScreenBuffer::BindReadFB_Internal(GLuint fb)
{
MOZ_ASSERT(mGL->IsSupported(GLFeature::split_framebuffer));
mInternalReadFB = mUserReadFB = fb;
mGL->raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, mInternalReadFB);
#ifdef DEBUG
mInInternalMode_ReadFB = true;
#endif
}
GLuint
GLScreenBuffer::GetDrawFB() const
{
#ifdef DEBUG
MOZ_ASSERT(mGL->IsCurrent());
MOZ_ASSERT(!mInInternalMode_DrawFB);
// Don't need a branch here, because:
// LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT == LOCAL_GL_FRAMEBUFFER_BINDING == 0x8CA6
// We use raw_ here because this is debug code and we need to see what
// the driver thinks.
GLuint actual = 0;
mGL->raw_fGetIntegerv(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT, (GLint*)&actual);
GLuint predicted = mInternalDrawFB;
if (predicted != actual) {
printf_stderr("Misprediction: Bound draw FB predicted: %d. Was: %d.\n",
predicted, actual);
MOZ_ASSERT(false, "Draw FB binding misprediction!");
}
#endif
return mUserDrawFB;
}
GLuint
GLScreenBuffer::GetReadFB() const
{
#ifdef DEBUG
MOZ_ASSERT(mGL->IsCurrent());
MOZ_ASSERT(!mInInternalMode_ReadFB);
// We use raw_ here because this is debug code and we need to see what
// the driver thinks.
GLuint actual = 0;
if (mGL->IsSupported(GLFeature::split_framebuffer))
mGL->raw_fGetIntegerv(LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT, (GLint*)&actual);
else
mGL->raw_fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, (GLint*)&actual);
GLuint predicted = mInternalReadFB;
if (predicted != actual) {
printf_stderr("Misprediction: Bound read FB predicted: %d. Was: %d.\n",
predicted, actual);
MOZ_ASSERT(false, "Read FB binding misprediction!");
}
#endif
return mUserReadFB;
}
GLuint
GLScreenBuffer::GetFB() const
{
MOZ_ASSERT(GetDrawFB() == GetReadFB());
return GetDrawFB();
}
void
GLScreenBuffer::DeletingFB(GLuint fb)
{
if (fb == mInternalDrawFB) {
mInternalDrawFB = 0;
mUserDrawFB = 0;
}
if (fb == mInternalReadFB) {
mInternalReadFB = 0;
mUserReadFB = 0;
}
}
void
GLScreenBuffer::AfterDrawCall()
{
if (mUserDrawFB != 0)
return;
RequireBlit();
}
void
GLScreenBuffer::BeforeReadCall()
{
if (mUserReadFB != 0)
return;
AssureBlitted();
}
bool
GLScreenBuffer::CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x,
GLint y, GLsizei width, GLsizei height, GLint border)
{
SharedSurface* surf;
if (GetReadFB() == 0) {
surf = SharedSurf();
} else {
surf = mGL->mFBOMapping[GetReadFB()];
}
if (surf) {
return surf->CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
return false;
}
bool
GLScreenBuffer::ReadPixels(GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
GLvoid* pixels)
{
// If the currently bound framebuffer is backed by a SharedSurface
// then it might want to override how we read pixel data from it.
// This is normally only the default framebuffer, but we can also
// have SharedSurfaces bound to other framebuffers when doing
// readback for BasicLayers.
SharedSurface* surf;
if (GetReadFB() == 0) {
surf = SharedSurf();
} else {
surf = mGL->mFBOMapping[GetReadFB()];
}
if (surf) {
return surf->ReadPixels(x, y, width, height, format, type, pixels);
}
return false;
}
void
GLScreenBuffer::RequireBlit()
{
mNeedsBlit = true;
}
void
GLScreenBuffer::AssureBlitted()
{
if (!mNeedsBlit)
return;
if (mDraw) {
GLuint drawFB = DrawFB();
GLuint readFB = ReadFB();
MOZ_ASSERT(drawFB != 0);
MOZ_ASSERT(drawFB != readFB);
MOZ_ASSERT(mGL->IsSupported(GLFeature::split_framebuffer));
MOZ_ASSERT(mDraw->mSize == mRead->Size());
ScopedBindFramebuffer boundFB(mGL);
ScopedGLState scissor(mGL, LOCAL_GL_SCISSOR_TEST, false);
BindReadFB_Internal(drawFB);
BindDrawFB_Internal(readFB);
if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
const gfx::IntSize& srcSize = mDraw->mSize;
const gfx::IntSize& destSize = mRead->Size();
mGL->raw_fBlitFramebuffer(0, 0, srcSize.width, srcSize.height,
0, 0, destSize.width, destSize.height,
LOCAL_GL_COLOR_BUFFER_BIT,
LOCAL_GL_NEAREST);
} else if (mGL->IsExtensionSupported(GLContext::APPLE_framebuffer_multisample)) {
mGL->fResolveMultisampleFramebufferAPPLE();
} else {
MOZ_CRASH("GFX: No available blit methods.");
}
// Done!
}
mNeedsBlit = false;
}
void
GLScreenBuffer::Morph(UniquePtr<SurfaceFactory> newFactory)
{
MOZ_RELEASE_ASSERT(newFactory, "newFactory must not be null");
mFactory = Move(newFactory);
}
bool
GLScreenBuffer::Attach(SharedSurface* surf, const gfx::IntSize& size)
{
ScopedBindFramebuffer autoFB(mGL);
const bool readNeedsUnlock = (mRead && SharedSurf());
if (readNeedsUnlock) {
SharedSurf()->UnlockProd();
}
surf->LockProd();
if (mRead &&
surf->mAttachType == SharedSurf()->mAttachType &&
size == Size())
{
// Same size, same type, ready for reuse!
mRead->Attach(surf);
} else {
// Else something changed, so resize:
UniquePtr<DrawBuffer> draw;
bool drawOk = true;
/* Don't change out the draw buffer unless we resize. In the
* preserveDrawingBuffer:true case, prior contents of the buffer must
* be retained. If we're using a draw buffer, it's an MSAA buffer, so
* even if we copy the previous frame into the (single-sampled) read
* buffer, if we need to re-resolve from draw to read (as triggered by
* drawing), we'll need the old MSAA content to still be in the draw
* buffer.
*/
if (!mDraw || size != Size())
drawOk = CreateDraw(size, &draw); // Can be null.
UniquePtr<ReadBuffer> read = CreateRead(surf);
bool readOk = !!read;
if (!drawOk || !readOk) {
surf->UnlockProd();
if (readNeedsUnlock) {
SharedSurf()->LockProd();
}
return false;
}
if (draw)
mDraw = Move(draw);
mRead = Move(read);
}
// Check that we're all set up.
MOZ_ASSERT(SharedSurf() == surf);
// Update the ReadBuffer mode.
if (mGL->IsSupported(gl::GLFeature::read_buffer)) {
BindFB(0);
mRead->SetReadBuffer(mUserReadBufferMode);
}
// Update the DrawBuffer mode.
if (mGL->IsSupported(gl::GLFeature::draw_buffers)) {
BindFB(0);
SetDrawBuffer(mUserDrawBufferMode);
}
RequireBlit();
return true;
}
bool
GLScreenBuffer::Swap(const gfx::IntSize& size)
{
RefPtr<SharedSurfaceTextureClient> newBack = mFactory->NewTexClient(size);
if (!newBack)
return false;
// In the case of DXGL interop, the new surface needs to be acquired before
// it is attached so that the interop surface is locked, which populates
// the GL renderbuffer. This results in the renderbuffer being ready and
// attachment to framebuffer succeeds in Attach() call.
newBack->Surf()->ProducerAcquire();
if (!Attach(newBack->Surf(), size)) {
newBack->Surf()->ProducerRelease();
return false;
}
// Attach was successful.
mFront = mBack;
mBack = newBack;
if (ShouldPreserveBuffer() &&
mFront &&
mBack &&
!mDraw)
{
auto src = mFront->Surf();
auto dest = mBack->Surf();
//uint32_t srcPixel = ReadPixel(src);
//uint32_t destPixel = ReadPixel(dest);
//printf_stderr("Before: src: 0x%08x, dest: 0x%08x\n", srcPixel, destPixel);
#ifdef DEBUG
GLContext::LocalErrorScope errorScope(*mGL);
#endif
SharedSurface::ProdCopy(src, dest, mFactory.get());
#ifdef DEBUG
MOZ_ASSERT(!errorScope.GetError());
#endif
//srcPixel = ReadPixel(src);
//destPixel = ReadPixel(dest);
//printf_stderr("After: src: 0x%08x, dest: 0x%08x\n", srcPixel, destPixel);
}
// XXX: We would prefer to fence earlier on platforms that don't need
// the full ProducerAcquire/ProducerRelease semantics, so that the fence
// doesn't include the copy operation. Unfortunately, the current API
// doesn't expose a good way to do that.
if (mFront) {
mFront->Surf()->ProducerRelease();
}
return true;
}
bool
GLScreenBuffer::PublishFrame(const gfx::IntSize& size)
{
AssureBlitted();
bool good = Swap(size);
return good;
}
bool
GLScreenBuffer::Resize(const gfx::IntSize& size)
{
RefPtr<SharedSurfaceTextureClient> newBack = mFactory->NewTexClient(size);
if (!newBack)
return false;
if (!Attach(newBack->Surf(), size))
return false;
if (mBack)
mBack->Surf()->ProducerRelease();
mBack = newBack;
mBack->Surf()->ProducerAcquire();
return true;
}
bool
GLScreenBuffer::CreateDraw(const gfx::IntSize& size,
UniquePtr<DrawBuffer>* out_buffer)
{
GLContext* gl = mFactory->mGL;
const GLFormats& formats = mFactory->mFormats;
const SurfaceCaps& caps = mFactory->DrawCaps();
return DrawBuffer::Create(gl, caps, formats, size, out_buffer);
}
UniquePtr<ReadBuffer>
GLScreenBuffer::CreateRead(SharedSurface* surf)
{
GLContext* gl = mFactory->mGL;
const GLFormats& formats = mFactory->mFormats;
const SurfaceCaps& caps = mFactory->ReadCaps();
return ReadBuffer::Create(gl, caps, formats, surf);
}
void
GLScreenBuffer::SetDrawBuffer(GLenum mode)
{
MOZ_ASSERT(mGL->IsSupported(gl::GLFeature::draw_buffers));
MOZ_ASSERT(GetDrawFB() == 0);
if (!mGL->IsSupported(GLFeature::draw_buffers))
return;
mUserDrawBufferMode = mode;
GLuint fb = mDraw ? mDraw->mFB : mRead->mFB;
GLenum internalMode;
switch (mode) {
case LOCAL_GL_BACK:
internalMode = (fb == 0) ? LOCAL_GL_BACK
: LOCAL_GL_COLOR_ATTACHMENT0;
break;
case LOCAL_GL_NONE:
internalMode = LOCAL_GL_NONE;
break;
default:
MOZ_CRASH("GFX: Bad value.");
}
mGL->MakeCurrent();
mGL->fDrawBuffers(1, &internalMode);
}
void
GLScreenBuffer::SetReadBuffer(GLenum mode)
{
MOZ_ASSERT(mGL->IsSupported(gl::GLFeature::read_buffer));
MOZ_ASSERT(GetReadFB() == 0);
mUserReadBufferMode = mode;
mRead->SetReadBuffer(mUserReadBufferMode);
}
bool
GLScreenBuffer::IsDrawFramebufferDefault() const
{
if (!mDraw)
return IsReadFramebufferDefault();
return mDraw->mFB == 0;
}
bool
GLScreenBuffer::IsReadFramebufferDefault() const
{
return SharedSurf()->mAttachType == AttachmentType::Screen;
}
uint32_t
GLScreenBuffer::DepthBits() const
{
const GLFormats& formats = mFactory->mFormats;
if (formats.depth == LOCAL_GL_DEPTH_COMPONENT16)
return 16;
return 24;
}
////////////////////////////////////////////////////////////////////////
// Utils
static void
RenderbufferStorageBySamples(GLContext* aGL, GLsizei aSamples,
GLenum aInternalFormat, const gfx::IntSize& aSize)
{
if (aSamples) {
aGL->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER,
aSamples,
aInternalFormat,
aSize.width, aSize.height);
} else {
aGL->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
aInternalFormat,
aSize.width, aSize.height);
}
}
static GLuint
CreateRenderbuffer(GLContext* aGL, GLenum aFormat, GLsizei aSamples,
const gfx::IntSize& aSize)
{
GLuint rb = 0;
aGL->fGenRenderbuffers(1, &rb);
ScopedBindRenderbuffer autoRB(aGL, rb);
RenderbufferStorageBySamples(aGL, aSamples, aFormat, aSize);
return rb;
}
static void
CreateRenderbuffersForOffscreen(GLContext* aGL, const GLFormats& aFormats,
const gfx::IntSize& aSize, bool aMultisample,
GLuint* aColorMSRB, GLuint* aDepthRB,
GLuint* aStencilRB)
{
GLsizei samples = aMultisample ? aFormats.samples : 0;
if (aColorMSRB) {
MOZ_ASSERT(aFormats.samples > 0);
MOZ_ASSERT(aFormats.color_rbFormat);
GLenum colorFormat = aFormats.color_rbFormat;
if (aGL->IsANGLE()) {
MOZ_ASSERT(colorFormat == LOCAL_GL_RGBA8);
colorFormat = LOCAL_GL_BGRA8_EXT;
}
*aColorMSRB = CreateRenderbuffer(aGL, colorFormat, samples, aSize);
}
if (aDepthRB &&
aStencilRB &&
aFormats.depthStencil)
{
*aDepthRB = CreateRenderbuffer(aGL, aFormats.depthStencil, samples, aSize);
*aStencilRB = *aDepthRB;
} else {
if (aDepthRB) {
MOZ_ASSERT(aFormats.depth);
*aDepthRB = CreateRenderbuffer(aGL, aFormats.depth, samples, aSize);
}
if (aStencilRB) {
MOZ_ASSERT(aFormats.stencil);
*aStencilRB = CreateRenderbuffer(aGL, aFormats.stencil, samples, aSize);
}
}
}
////////////////////////////////////////////////////////////////////////
// DrawBuffer
bool
DrawBuffer::Create(GLContext* const gl,
const SurfaceCaps& caps,
const GLFormats& formats,
const gfx::IntSize& size,
UniquePtr<DrawBuffer>* out_buffer)
{
MOZ_ASSERT(out_buffer);
*out_buffer = nullptr;
if (!caps.color) {
MOZ_ASSERT(!caps.alpha && !caps.depth && !caps.stencil);
// Nothing is needed.
return true;
}
if (caps.antialias) {
if (formats.samples == 0)
return false; // Can't create it.
MOZ_ASSERT(uint32_t(formats.samples) <= gl->MaxSamples());
}
GLuint colorMSRB = 0;
GLuint depthRB = 0;
GLuint stencilRB = 0;
GLuint* pColorMSRB = caps.antialias ? &colorMSRB : nullptr;
GLuint* pDepthRB = caps.depth ? &depthRB : nullptr;
GLuint* pStencilRB = caps.stencil ? &stencilRB : nullptr;
if (!formats.color_rbFormat)
pColorMSRB = nullptr;
if (pDepthRB && pStencilRB) {
if (!formats.depth && !formats.depthStencil)
pDepthRB = nullptr;
if (!formats.stencil && !formats.depthStencil)
pStencilRB = nullptr;
} else {
if (!formats.depth)
pDepthRB = nullptr;
if (!formats.stencil)
pStencilRB = nullptr;
}
GLContext::LocalErrorScope localError(*gl);
CreateRenderbuffersForOffscreen(gl, formats, size, caps.antialias,
pColorMSRB, pDepthRB, pStencilRB);
GLuint fb = 0;
gl->fGenFramebuffers(1, &fb);
gl->AttachBuffersToFB(0, colorMSRB, depthRB, stencilRB, fb);
const GLsizei samples = formats.samples;
UniquePtr<DrawBuffer> ret( new DrawBuffer(gl, size, samples, fb, colorMSRB,
depthRB, stencilRB) );
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_OUT_OF_MEMORY);
if (err || !gl->IsFramebufferComplete(fb))
return false;
*out_buffer = Move(ret);
return true;
}
DrawBuffer::~DrawBuffer()
{
if (!mGL->MakeCurrent())
return;
GLuint fb = mFB;
GLuint rbs[] = {
mColorMSRB,
mDepthRB,
(mStencilRB != mDepthRB) ? mStencilRB : 0, // Don't double-delete DEPTH_STENCIL RBs.
};
mGL->fDeleteFramebuffers(1, &fb);
mGL->fDeleteRenderbuffers(3, rbs);
}
////////////////////////////////////////////////////////////////////////
// ReadBuffer
UniquePtr<ReadBuffer>
ReadBuffer::Create(GLContext* gl,
const SurfaceCaps& caps,
const GLFormats& formats,
SharedSurface* surf)
{
MOZ_ASSERT(surf);
if (surf->mAttachType == AttachmentType::Screen) {
// Don't need anything. Our read buffer will be the 'screen'.
return UniquePtr<ReadBuffer>( new ReadBuffer(gl, 0, 0, 0,
surf) );
}
GLuint depthRB = 0;
GLuint stencilRB = 0;
GLuint* pDepthRB = caps.depth ? &depthRB : nullptr;
GLuint* pStencilRB = caps.stencil ? &stencilRB : nullptr;
GLContext::LocalErrorScope localError(*gl);
CreateRenderbuffersForOffscreen(gl, formats, surf->mSize, caps.antialias,
nullptr, pDepthRB, pStencilRB);
GLuint colorTex = 0;
GLuint colorRB = 0;
GLenum target = 0;
switch (surf->mAttachType) {
case AttachmentType::GLTexture:
colorTex = surf->ProdTexture();
target = surf->ProdTextureTarget();
break;
case AttachmentType::GLRenderbuffer:
colorRB = surf->ProdRenderbuffer();
break;
default:
MOZ_CRASH("GFX: Unknown attachment type, create?");
}
MOZ_ASSERT(colorTex || colorRB);
GLuint fb = 0;
gl->fGenFramebuffers(1, &fb);
gl->AttachBuffersToFB(colorTex, colorRB, depthRB, stencilRB, fb, target);
gl->mFBOMapping[fb] = surf;
UniquePtr<ReadBuffer> ret( new ReadBuffer(gl, fb, depthRB,
stencilRB, surf) );
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_OUT_OF_MEMORY);
if (err)
return nullptr;
const bool needsAcquire = !surf->IsProducerAcquired();
if (needsAcquire) {
surf->ProducerReadAcquire();
}
const bool isComplete = gl->IsFramebufferComplete(fb);
if (needsAcquire) {
surf->ProducerReadRelease();
}
if (!isComplete)
return nullptr;
return Move(ret);
}
ReadBuffer::~ReadBuffer()
{
if (!mGL->MakeCurrent())
return;
GLuint fb = mFB;
GLuint rbs[] = {
mDepthRB,
(mStencilRB != mDepthRB) ? mStencilRB : 0, // Don't double-delete DEPTH_STENCIL RBs.
};
mGL->fDeleteFramebuffers(1, &fb);
mGL->fDeleteRenderbuffers(2, rbs);
mGL->mFBOMapping.erase(mFB);
}
void
ReadBuffer::Attach(SharedSurface* surf)
{
MOZ_ASSERT(surf && mSurf);
MOZ_ASSERT(surf->mAttachType == mSurf->mAttachType);
MOZ_ASSERT(surf->mSize == mSurf->mSize);
// Nothing else is needed for AttachType Screen.
if (surf->mAttachType != AttachmentType::Screen) {
GLuint colorTex = 0;
GLuint colorRB = 0;
GLenum target = 0;
switch (surf->mAttachType) {
case AttachmentType::GLTexture:
colorTex = surf->ProdTexture();
target = surf->ProdTextureTarget();
break;
case AttachmentType::GLRenderbuffer:
colorRB = surf->ProdRenderbuffer();
break;
default:
MOZ_CRASH("GFX: Unknown attachment type, attach?");
}
mGL->AttachBuffersToFB(colorTex, colorRB, 0, 0, mFB, target);
mGL->mFBOMapping[mFB] = surf;
MOZ_ASSERT(mGL->IsFramebufferComplete(mFB));
}
mSurf = surf;
}
const gfx::IntSize&
ReadBuffer::Size() const
{
return mSurf->mSize;
}
void
ReadBuffer::SetReadBuffer(GLenum userMode) const
{
if (!mGL->IsSupported(GLFeature::read_buffer))
return;
GLenum internalMode;
switch (userMode) {
case LOCAL_GL_BACK:
case LOCAL_GL_FRONT:
internalMode = (mFB == 0) ? userMode
: LOCAL_GL_COLOR_ATTACHMENT0;
break;
case LOCAL_GL_NONE:
internalMode = LOCAL_GL_NONE;
break;
default:
MOZ_CRASH("GFX: Bad value.");
}
mGL->MakeCurrent();
mGL->fReadBuffer(internalMode);
}
} /* namespace gl */
} /* namespace mozilla */