зеркало из https://github.com/mozilla/gecko-dev.git
572 строки
18 KiB
C++
572 строки
18 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 "GLScreenBuffer.h"
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#include "WebGLContextUtils.h"
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#include "WebGLFormats.h"
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#include "WebGLFramebuffer.h"
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namespace mozilla {
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static bool
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GetFBInfoForBlit(const WebGLFramebuffer* fb, const char* const fbInfo,
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GLsizei* const out_samples,
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const webgl::FormatInfo** const out_colorFormat,
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const webgl::FormatInfo** const out_depthFormat,
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const webgl::FormatInfo** const out_stencilFormat)
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{
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*out_samples = 1; // TODO
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*out_colorFormat = nullptr;
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*out_depthFormat = nullptr;
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*out_stencilFormat = nullptr;
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if (fb->ColorAttachment(0).IsDefined()) {
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const auto& attachment = fb->ColorAttachment(0);
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*out_colorFormat = attachment.Format()->format;
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}
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if (fb->DepthStencilAttachment().IsDefined()) {
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const auto& attachment = fb->DepthStencilAttachment();
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*out_depthFormat = attachment.Format()->format;
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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& attachment = fb->DepthAttachment();
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*out_depthFormat = attachment.Format()->format;
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}
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if (fb->StencilAttachment().IsDefined()) {
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const auto& attachment = fb->StencilAttachment();
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*out_stencilFormat = attachment.Format()->format;
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}
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}
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return true;
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}
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static void
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GetBackbufferFormats(const WebGLContextOptions& options,
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const webgl::FormatInfo** const out_color,
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const webgl::FormatInfo** const out_depth,
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const webgl::FormatInfo** const out_stencil)
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{
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const auto effFormat = options.alpha ? webgl::EffectiveFormat::RGBA8
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: webgl::EffectiveFormat::RGB8;
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*out_color = webgl::GetFormat(effFormat);
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*out_depth = nullptr;
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*out_stencil = nullptr;
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if (options.depth && options.stencil) {
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*out_depth = webgl::GetFormat(webgl::EffectiveFormat::DEPTH24_STENCIL8);
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*out_stencil = *out_depth;
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} else {
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if (options.depth) {
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*out_depth = webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT16);
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}
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if (options.stencil) {
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*out_stencil = webgl::GetFormat(webgl::EffectiveFormat::STENCIL_INDEX8);
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}
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}
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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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if (IsContextLost())
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return;
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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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const webgl::FormatInfo* srcColorFormat = nullptr;
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const webgl::FormatInfo* srcDepthFormat = nullptr;
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const webgl::FormatInfo* srcStencilFormat = nullptr;
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if (mBoundReadFramebuffer) {
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if (!mBoundReadFramebuffer->ValidateAndInitAttachments("blitFramebuffer's READ_FRAMEBUFFER"))
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return;
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if (!GetFBInfoForBlit(mBoundReadFramebuffer, "READ_FRAMEBUFFER", &srcSamples,
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&srcColorFormat, &srcDepthFormat, &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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GetBackbufferFormats(mOptions, &srcColorFormat, &srcDepthFormat,
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&srcStencilFormat);
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}
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GLsizei dstSamples;
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const webgl::FormatInfo* dstColorFormat = nullptr;
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const webgl::FormatInfo* dstDepthFormat = nullptr;
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const webgl::FormatInfo* dstStencilFormat = nullptr;
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if (mBoundDrawFramebuffer) {
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if (!mBoundDrawFramebuffer->ValidateAndInitAttachments("blitFramebuffer's DRAW_FRAMEBUFFER"))
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return;
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if (!GetFBInfoForBlit(mBoundDrawFramebuffer, "DRAW_FRAMEBUFFER", &dstSamples,
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&dstColorFormat, &dstDepthFormat, &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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GetBackbufferFormats(mOptions, &dstColorFormat, &dstDepthFormat,
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&dstStencilFormat);
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}
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if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
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const auto fnSignlessType = [](const webgl::FormatInfo* format)
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-> webgl::ComponentType
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{
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if (!format)
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return webgl::ComponentType::None;
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switch (format->componentType) {
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case webgl::ComponentType::UInt:
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return webgl::ComponentType::Int;
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case webgl::ComponentType::NormUInt:
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return webgl::ComponentType::NormInt;
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default:
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return format->componentType;
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}
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};
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const auto srcType = fnSignlessType(srcColorFormat);
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const auto dstType = fnSignlessType(dstColorFormat);
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if (srcType != dstType) {
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ErrorInvalidOperation("blitFramebuffer: Color buffer format component type"
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" mismatch.");
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return;
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}
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const bool srcIsInt = (srcType == webgl::ComponentType::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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static bool
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ValidateTextureLayerAttachment(GLenum attachment)
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{
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if (LOCAL_GL_COLOR_ATTACHMENT0 <= attachment &&
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attachment <= LOCAL_GL_COLOR_ATTACHMENT15)
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{
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return true;
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}
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switch (attachment) {
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case LOCAL_GL_DEPTH_ATTACHMENT:
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case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
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case LOCAL_GL_STENCIL_ATTACHMENT:
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return true;
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}
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return false;
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}
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void
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WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment,
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WebGLTexture* texture, GLint level, GLint layer)
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{
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if (IsContextLost())
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return;
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if (!ValidateFramebufferTarget(target, "framebufferTextureLayer"))
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return;
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if (!ValidateTextureLayerAttachment(attachment))
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return ErrorInvalidEnumInfo("framebufferTextureLayer: attachment:", attachment);
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if (texture) {
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if (texture->IsDeleted()) {
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return ErrorInvalidValue("framebufferTextureLayer: texture must be a valid "
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"texture object.");
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}
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if (layer < 0)
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return ErrorInvalidValue("framebufferTextureLayer: layer must be >= 0.");
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if (level < 0)
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return ErrorInvalidValue("framebufferTextureLayer: level must be >= 0.");
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switch (texture->Target().get()) {
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case LOCAL_GL_TEXTURE_3D:
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if (uint32_t(layer) >= mImplMax3DTextureSize) {
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return ErrorInvalidValue("framebufferTextureLayer: layer must be < "
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"MAX_3D_TEXTURE_SIZE");
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}
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if (uint32_t(level) > FloorLog2(mImplMax3DTextureSize)) {
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return ErrorInvalidValue("framebufferTextureLayer: layer mube be <= "
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"log2(MAX_3D_TEXTURE_SIZE");
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}
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break;
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case LOCAL_GL_TEXTURE_2D_ARRAY:
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if (uint32_t(layer) >= mImplMaxArrayTextureLayers) {
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return ErrorInvalidValue("framebufferTextureLayer: layer must be < "
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"MAX_ARRAY_TEXTURE_LAYERS");
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}
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if (uint32_t(level) > FloorLog2(mImplMaxTextureSize)) {
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return ErrorInvalidValue("framebufferTextureLayer: layer mube be <= "
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"log2(MAX_TEXTURE_SIZE");
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}
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break;
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default:
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return ErrorInvalidOperation("framebufferTextureLayer: texture must be an "
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"existing 3D texture, or a 2D texture array.");
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}
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}
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WebGLFramebuffer* fb;
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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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break;
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case LOCAL_GL_READ_FRAMEBUFFER:
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fb = mBoundReadFramebuffer;
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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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if (!fb) {
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return ErrorInvalidOperation("framebufferTextureLayer: cannot modify"
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" framebuffer 0.");
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}
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fb->FramebufferTextureLayer(attachment, texture, level, layer);
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}
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JS::Value
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WebGL2Context::GetFramebufferAttachmentParameter(JSContext* cx,
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GLenum target,
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GLenum attachment,
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GLenum pname,
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ErrorResult& out_error)
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{
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return WebGLContext::GetFramebufferAttachmentParameter(cx, target, attachment, pname,
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out_error);
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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 bool
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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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if (!out->AppendElement(LOCAL_GL_COLOR_ATTACHMENT0, fallible)) {
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return false;
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}
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break;
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case LOCAL_GL_DEPTH:
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if (!out->AppendElement(LOCAL_GL_DEPTH_ATTACHMENT, fallible)) {
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return false;
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}
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break;
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case LOCAL_GL_STENCIL:
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if (!out->AppendElement(LOCAL_GL_STENCIL_ATTACHMENT, fallible)) {
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return false;
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}
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break;
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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::InvalidateFramebuffer(GLenum target,
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const dom::Sequence<GLenum>& attachments,
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ErrorResult& rv)
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{
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const char funcName[] = "invalidateSubFramebuffer";
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (!ValidateFramebufferTarget(target, funcName))
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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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const bool badColorAttachmentIsInvalidOp = true;
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for (size_t i = 0; i < attachments.Length(); i++) {
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if (!ValidateFramebufferAttachment(fb, attachments[i], funcName,
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badColorAttachmentIsInvalidOp))
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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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if (!gl->IsSupported(gl::GLFeature::invalidate_framebuffer))
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return;
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if (!fb && !isDefaultFB) {
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dom::Sequence<GLenum> tmpAttachments;
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if (!TranslateDefaultAttachments(attachments, &tmpAttachments)) {
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rv.Throw(NS_ERROR_OUT_OF_MEMORY);
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return;
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}
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gl->fInvalidateFramebuffer(target, tmpAttachments.Length(),
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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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ErrorResult& rv)
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{
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const char funcName[] = "invalidateSubFramebuffer";
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (!ValidateFramebufferTarget(target, funcName))
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return;
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if (width < 0 || height < 0) {
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ErrorInvalidValue("%s: width and height must be >= 0.", funcName);
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return;
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}
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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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const bool badColorAttachmentIsInvalidOp = true;
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for (size_t i = 0; i < attachments.Length(); i++) {
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if (!ValidateFramebufferAttachment(fb, attachments[i], funcName,
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badColorAttachmentIsInvalidOp))
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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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if (!gl->IsSupported(gl::GLFeature::invalidate_framebuffer))
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return;
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if (!fb && !isDefaultFB) {
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dom::Sequence<GLenum> tmpAttachments;
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if (!TranslateDefaultAttachments(attachments, &tmpAttachments)) {
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rv.Throw(NS_ERROR_OUT_OF_MEMORY);
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return;
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}
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gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(),
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tmpAttachments.Elements(), x, y, width, height);
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} else {
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gl->fInvalidateSubFramebuffer(target, attachments.Length(),
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attachments.Elements(), 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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const bool isColorAttachment = (mode >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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mode <= LastColorAttachmentEnum());
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if (mode != LOCAL_GL_NONE && mode != LOCAL_GL_BACK && !isColorAttachment) {
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ErrorInvalidEnum("readBuffer: `mode` must be one of NONE, BACK, or "
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"COLOR_ATTACHMENTi. Was %s",
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EnumName(mode));
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return;
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}
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if (mBoundReadFramebuffer) {
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if (mode != LOCAL_GL_NONE &&
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|
!isColorAttachment)
|
|
{
|
|
ErrorInvalidOperation("readBuffer: If READ_FRAMEBUFFER is non-null, `mode` "
|
|
"must be COLOR_ATTACHMENTi or NONE. Was %s",
|
|
EnumName(mode));
|
|
return;
|
|
}
|
|
|
|
MakeContextCurrent();
|
|
gl->fReadBuffer(mode);
|
|
return;
|
|
}
|
|
|
|
// Operating on the default framebuffer.
|
|
if (mode != LOCAL_GL_NONE &&
|
|
mode != LOCAL_GL_BACK)
|
|
{
|
|
ErrorInvalidOperation("readBuffer: If READ_FRAMEBUFFER is null, `mode`"
|
|
" must be BACK or NONE. Was %s",
|
|
EnumName(mode));
|
|
return;
|
|
}
|
|
|
|
gl->Screen()->SetReadBuffer(mode);
|
|
}
|
|
|
|
} // namespace mozilla
|