gecko-dev/gfx/gl/GLScreenBuffer.h

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/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 4; -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/* GLScreenBuffer is the abstraction for the "default framebuffer" used
* by an offscreen GLContext. Since it's only for offscreen GLContext's,
* it's only useful for things like WebGL, and is NOT used by the
* compositor's GLContext. Remember that GLContext provides an abstraction
* so that even if you want to draw to the 'screen', even if that's not
* actually the screen, just draw to 0. This GLScreenBuffer class takes the
* logic handling out of GLContext.
*/
#ifndef SCREEN_BUFFER_H_
#define SCREEN_BUFFER_H_
#include "GLContextTypes.h"
#include "GLDefs.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/gfx/Point.h"
#include "mozilla/UniquePtr.h"
#include "SharedSurface.h"
#include "SurfaceTypes.h"
namespace mozilla {
namespace layers {
class KnowsCompositor;
class LayersIPCChannel;
class SharedSurfaceTextureClient;
} // namespace layers
namespace gl {
class GLContext;
class SharedSurface;
class ShSurfHandle;
class SurfaceFactory;
class ReadBuffer {
public:
// Infallible, always non-null.
static UniquePtr<ReadBuffer> Create(GLContext* gl, const SurfaceCaps& caps,
const GLFormats& formats,
SharedSurface* surf);
protected:
GLContext* const mGL;
public:
const GLuint mFB;
protected:
// mFB has the following attachments:
const GLuint mDepthRB;
const GLuint mStencilRB;
// note no mColorRB here: this is provided by mSurf.
SharedSurface* mSurf;
ReadBuffer(GLContext* gl, GLuint fb, GLuint depthRB, GLuint stencilRB,
SharedSurface* surf)
: mGL(gl),
mFB(fb),
mDepthRB(depthRB),
mStencilRB(stencilRB),
mSurf(surf) {}
public:
virtual ~ReadBuffer();
// Cannot attach a surf of a different AttachType or Size than before.
void Attach(SharedSurface* surf);
const gfx::IntSize& Size() const;
SharedSurface* SharedSurf() const { return mSurf; }
void SetReadBuffer(GLenum mode) const;
};
class GLScreenBuffer {
public:
// Infallible.
static UniquePtr<GLScreenBuffer> Create(GLContext* gl,
const gfx::IntSize& size,
const SurfaceCaps& caps);
static UniquePtr<SurfaceFactory> CreateFactory(
GLContext* gl, const SurfaceCaps& caps,
layers::KnowsCompositor* compositorConnection,
const layers::TextureFlags& flags);
protected:
GLContext* const mGL; // Owns us.
public:
const SurfaceCaps mCaps;
protected:
UniquePtr<SurfaceFactory> mFactory;
RefPtr<layers::SharedSurfaceTextureClient> mBack;
RefPtr<layers::SharedSurfaceTextureClient> mFront;
UniquePtr<ReadBuffer> mRead;
bool mNeedsBlit;
GLenum mUserReadBufferMode;
GLenum mUserDrawBufferMode;
// Below are the parts that help us pretend to be framebuffer 0:
GLuint mUserDrawFB;
GLuint mUserReadFB;
GLuint mInternalDrawFB;
GLuint mInternalReadFB;
#ifdef DEBUG
bool mInInternalMode_DrawFB;
bool mInInternalMode_ReadFB;
#endif
GLScreenBuffer(GLContext* gl, const SurfaceCaps& caps,
UniquePtr<SurfaceFactory> factory);
public:
virtual ~GLScreenBuffer();
SurfaceFactory* Factory() const { return mFactory.get(); }
const RefPtr<layers::SharedSurfaceTextureClient>& Front() const {
return mFront;
}
SharedSurface* SharedSurf() const {
MOZ_ASSERT(mRead);
return mRead->SharedSurf();
}
bool ShouldPreserveBuffer() const { return mCaps.preserve; }
GLuint DrawFB() const { return ReadFB(); }
GLuint ReadFB() const { return mRead->mFB; }
uint32_t DepthBits() const;
void DeletingFB(GLuint fb);
const gfx::IntSize& Size() const {
MOZ_ASSERT(mRead);
return mRead->Size();
}
bool IsReadBufferReady() const { return mRead.get() != nullptr; }
void BindAsFramebuffer(GLContext* const gl, GLenum target) const;
void RequireBlit();
void AssureBlitted();
void AfterDrawCall();
void BeforeReadCall();
bool CopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
void SetReadBuffer(GLenum userMode);
void SetDrawBuffer(GLenum userMode);
GLenum GetReadBufferMode() const { return mUserReadBufferMode; }
GLenum GetDrawBufferMode() const { return mUserDrawBufferMode; }
/**
* Attempts to read pixels from the current bound framebuffer, if
* it is backed by a SharedSurface.
*
* Returns true if the pixel data has been read back, false
* otherwise.
*/
bool ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid* pixels);
// Morph changes the factory used to create surfaces.
void Morph(UniquePtr<SurfaceFactory> newFactory);
protected:
// Returns false on error or inability to resize.
bool Swap(const gfx::IntSize& size);
public:
bool PublishFrame(const gfx::IntSize& size);
bool Resize(const gfx::IntSize& size);
protected:
bool Attach(SharedSurface* surf, const gfx::IntSize& size);
UniquePtr<ReadBuffer> CreateRead(SharedSurface* surf);
public:
/* `fb` in these functions is the framebuffer the GLContext is hoping to
* bind. When this is 0, we intercept the call and bind our own
* framebuffers. As a client of these functions, just bind 0 when you want
* to draw to the default framebuffer/'screen'.
*/
void BindFB(GLuint fb);
void BindDrawFB(GLuint fb);
void BindReadFB(GLuint fb);
GLuint GetFB() const;
GLuint GetDrawFB() const;
GLuint GetReadFB() const;
// Here `fb` is the actual framebuffer you want bound. Binding 0 will
// bind the (generally useless) default framebuffer.
void BindFB_Internal(GLuint fb);
void BindDrawFB_Internal(GLuint fb);
void BindReadFB_Internal(GLuint fb);
bool IsDrawFramebufferDefault() const;
bool IsReadFramebufferDefault() const;
};
} // namespace gl
} // namespace mozilla
#endif // SCREEN_BUFFER_H_