gecko-dev/dom/canvas/WebGLFramebuffer.cpp

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Исходник Ответственный История

Этот файл содержит невидимые символы Юникода!

Этот файл содержит невидимые символы Юникода, которые могут быть отображены не так, как показано ниже. Если это намеренно, можете спокойно проигнорировать это предупреждение. Используйте кнопку Экранировать, чтобы показать скрытые символы.

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 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/. */
#include "WebGLFramebuffer.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
namespace mozilla {
JSObject*
WebGLFramebuffer::WrapObject(JSContext* cx)
{
return dom::WebGLFramebufferBinding::Wrap(cx, this);
}
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* webgl, GLuint fbo)
: WebGLBindableName<FBTarget>(fbo)
, WebGLContextBoundObject(webgl)
, mStatus(0)
, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
, mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
{
mContext->mFramebuffers.insertBack(this);
mColorAttachments.SetLength(1);
mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
}
WebGLFramebuffer::Attachment::Attachment(FBAttachment attachmentPoint)
: mAttachmentPoint(attachmentPoint)
, mTexImageTarget(LOCAL_GL_NONE)
, mNeedsFinalize(false)
{}
WebGLFramebuffer::Attachment::~Attachment()
{}
void
WebGLFramebuffer::Attachment::Reset()
{
mTexturePtr = nullptr;
mRenderbufferPtr = nullptr;
}
bool
WebGLFramebuffer::Attachment::IsDeleteRequested() const
{
return Texture() ? Texture()->IsDeleteRequested()
: Renderbuffer() ? Renderbuffer()->IsDeleteRequested()
: false;
}
bool
WebGLFramebuffer::Attachment::IsDefined() const
{
return Renderbuffer() ||
(Texture() && Texture()->HasImageInfoAt(ImageTarget(), 0));
}
bool
WebGLFramebuffer::Attachment::HasAlpha() const
{
MOZ_ASSERT(HasImage());
if (Texture() &&
Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
{
return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget,
mTexImageLevel).EffectiveInternalFormat());
}
if (Renderbuffer())
return FormatHasAlpha(Renderbuffer()->InternalFormat());
return false;
}
GLenum
WebGLFramebuffer::GetFormatForAttachment(const WebGLFramebuffer::Attachment& attachment) const
{
MOZ_ASSERT(attachment.IsDefined());
MOZ_ASSERT(attachment.Texture() || attachment.Renderbuffer());
if (attachment.Texture()) {
const WebGLTexture& tex = *attachment.Texture();
MOZ_ASSERT(tex.HasImageInfoAt(attachment.ImageTarget(), 0));
const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(),
0);
return imgInfo.EffectiveInternalFormat().get();
}
if (attachment.Renderbuffer())
return attachment.Renderbuffer()->InternalFormat();
return LOCAL_GL_NONE;
}
TexInternalFormat
WebGLFramebuffer::Attachment::EffectiveInternalFormat() const
{
const WebGLTexture* tex = Texture();
if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
return tex->ImageInfoAt(mTexImageTarget,
mTexImageLevel).EffectiveInternalFormat();
}
const WebGLRenderbuffer* rb = Renderbuffer();
if (rb)
return rb->InternalFormat();
return LOCAL_GL_NONE;
}
bool
WebGLFramebuffer::Attachment::IsReadableFloat() const
{
TexInternalFormat internalformat = EffectiveInternalFormat();
MOZ_ASSERT(internalformat != LOCAL_GL_NONE);
TexType type = TypeFromInternalFormat(internalformat);
return type == LOCAL_GL_FLOAT ||
type == LOCAL_GL_HALF_FLOAT;
}
void
WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex,
TexImageTarget target, GLint level)
{
mTexturePtr = tex;
mRenderbufferPtr = nullptr;
mTexImageTarget = target;
mTexImageLevel = level;
mNeedsFinalize = true;
}
void
WebGLFramebuffer::Attachment::SetRenderbuffer(WebGLRenderbuffer* rb)
{
mTexturePtr = nullptr;
mRenderbufferPtr = rb;
mNeedsFinalize = true;
}
bool
WebGLFramebuffer::Attachment::HasUninitializedImageData() const
{
if (!HasImage())
return false;
if (Renderbuffer())
return Renderbuffer()->HasUninitializedImageData();
if (Texture()) {
MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
return Texture()->ImageInfoAt(mTexImageTarget,
mTexImageLevel).HasUninitializedImageData();
}
MOZ_ASSERT(false, "Should not get here.");
return false;
}
void
WebGLFramebuffer::Attachment::SetImageDataStatus(WebGLImageDataStatus newStatus)
{
if (!HasImage())
return;
if (Renderbuffer()) {
Renderbuffer()->SetImageDataStatus(newStatus);
return;
}
if (Texture()) {
Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel,
newStatus);
return;
}
MOZ_ASSERT(false, "Should not get here.");
}
bool
WebGLFramebuffer::Attachment::HasImage() const
{
if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
return true;
if (Renderbuffer())
return true;
return false;
}
const WebGLRectangleObject&
WebGLFramebuffer::Attachment::RectangleObject() const
{
MOZ_ASSERT(HasImage(),
"Make sure it has an image before requesting the rectangle.");
if (Texture()) {
MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
}
if (Renderbuffer())
return *Renderbuffer();
MOZ_CRASH("Should not get here.");
}
// The following IsValidFBOTextureXXX functions check the internal format that
// is used by GL or GL ES texture formats. This corresponds to the state that
// is stored in WebGLTexture::ImageInfo::InternalFormat()
static inline bool
IsValidFBOTextureDepthFormat(GLenum internalformat)
{
return IsGLDepthFormat(internalformat);
}
static inline bool
IsValidFBOTextureDepthStencilFormat(GLenum internalformat)
{
return IsGLDepthStencilFormat(internalformat);
}
// The following IsValidFBORenderbufferXXX functions check the internal format
// that is stored by WebGLRenderbuffer::InternalFormat(). Valid values can be
// found in WebGLContext::RenderbufferStorage.
static inline bool
IsValidFBORenderbufferDepthFormat(GLenum internalFormat)
{
return internalFormat == LOCAL_GL_DEPTH_COMPONENT16;
}
static inline bool
IsValidFBORenderbufferDepthStencilFormat(GLenum internalFormat)
{
return internalFormat == LOCAL_GL_DEPTH_STENCIL;
}
static inline bool
IsValidFBORenderbufferStencilFormat(GLenum internalFormat)
{
return internalFormat == LOCAL_GL_STENCIL_INDEX8;
}
bool
WebGLContext::IsFormatValidForFB(GLenum sizedFormat) const
{
switch (sizedFormat) {
case LOCAL_GL_ALPHA8:
case LOCAL_GL_LUMINANCE8:
case LOCAL_GL_LUMINANCE8_ALPHA8:
case LOCAL_GL_RGB8:
case LOCAL_GL_RGBA8:
case LOCAL_GL_RGB565:
case LOCAL_GL_RGB5_A1:
case LOCAL_GL_RGBA4:
return true;
case LOCAL_GL_SRGB8:
case LOCAL_GL_SRGB8_ALPHA8_EXT:
return IsExtensionEnabled(WebGLExtensionID::EXT_sRGB);
case LOCAL_GL_RGB32F:
case LOCAL_GL_RGBA32F:
return IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float);
case LOCAL_GL_RGB16F:
case LOCAL_GL_RGBA16F:
return IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float);
}
return false;
}
bool
WebGLFramebuffer::Attachment::IsComplete() const
{
if (!HasImage())
return false;
const WebGLRectangleObject& rect = RectangleObject();
if (!rect.Width() ||
!rect.Height())
{
return false;
}
if (Texture()) {
MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
const WebGLTexture::ImageInfo& imageInfo =
Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
GLenum sizedFormat = imageInfo.EffectiveInternalFormat().get();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
return IsValidFBOTextureDepthFormat(sizedFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT) {
// Textures can't have the correct format for stencil buffers.
return false;
}
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return IsValidFBOTextureDepthStencilFormat(sizedFormat);
if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
WebGLContext::kMaxColorAttachments))
{
WebGLContext* webgl = Texture()->Context();
return webgl->IsFormatValidForFB(sizedFormat);
}
MOZ_ASSERT(false, "Invalid WebGL attachment point?");
return false;
}
if (Renderbuffer()) {
GLenum internalFormat = Renderbuffer()->InternalFormat();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
return IsValidFBORenderbufferDepthFormat(internalFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
return IsValidFBORenderbufferStencilFormat(internalFormat);
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return IsValidFBORenderbufferDepthStencilFormat(internalFormat);
if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
WebGLContext::kMaxColorAttachments))
{
WebGLContext* webgl = Renderbuffer()->Context();
return webgl->IsFormatValidForFB(internalFormat);
}
MOZ_ASSERT(false, "Invalid WebGL attachment point?");
return false;
}
MOZ_ASSERT(false, "Should not get here.");
return false;
}
void
WebGLFramebuffer::Attachment::FinalizeAttachment(gl::GLContext* gl,
FBAttachment attachmentLoc) const
{
if (!mNeedsFinalize)
return;
mNeedsFinalize = false;
if (!HasImage()) {
if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, 0);
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, 0);
} else {
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
attachmentLoc.get(),
LOCAL_GL_RENDERBUFFER, 0);
}
return;
}
MOZ_ASSERT(HasImage());
if (Texture()) {
MOZ_ASSERT(gl == Texture()->Context()->GL());
const GLenum imageTarget = ImageTarget().get();
const GLint mipLevel = MipLevel();
const GLuint glName = Texture()->GLName();
if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT, imageTarget,
glName, mipLevel);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT, imageTarget,
glName, mipLevel);
} else {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
imageTarget, glName, mipLevel);
}
return;
}
if (Renderbuffer()) {
Renderbuffer()->FramebufferRenderbuffer(attachmentLoc);
return;
}
MOZ_ASSERT(false, "Should not get here.");
}
void
WebGLFramebuffer::Delete()
{
DetachAllAttachments();
mColorAttachments.Clear();
mDepthAttachment.Reset();
mStencilAttachment.Reset();
mDepthStencilAttachment.Reset();
mContext->MakeContextCurrent();
mContext->gl->fDeleteFramebuffers(1, &mGLName);
LinkedListElement<WebGLFramebuffer>::removeFrom(mContext->mFramebuffers);
}
void
WebGLFramebuffer::DetachAttachment(WebGLFramebuffer::Attachment& attachment)
{
if (attachment.Texture())
attachment.Texture()->DetachFrom(this, attachment.mAttachmentPoint);
if (attachment.Renderbuffer()) {
attachment.Renderbuffer()->DetachFrom(this,
attachment.mAttachmentPoint);
}
}
void
WebGLFramebuffer::DetachAllAttachments()
{
for (size_t i = 0; i < mColorAttachments.Length(); i++) {
DetachAttachment(mColorAttachments[i]);
}
DetachAttachment(mDepthAttachment);
DetachAttachment(mStencilAttachment);
DetachAttachment(mDepthStencilAttachment);
}
void
WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachPoint,
RBTarget rbtarget,
WebGLRenderbuffer* rb)
{
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer",
rb))
{
return;
}
/* Get the requested attachment. If result is NULL, attachment is invalid
* and an error is generated.
*
* Don't use GetAttachment(...) here because it opt builds it returns
* mColorAttachment[0] for invalid attachment, which we really don't want to
* mess with.
*/
Attachment* attachment = GetAttachmentOrNull(attachPoint);
if (!attachment)
return; // Error generated internally to GetAttachmentOrNull.
// Invalidate cached framebuffer status and inform texture of its new
// attachment.
mStatus = 0;
// Detach current:
if (attachment->Texture())
attachment->Texture()->DetachFrom(this, attachPoint);
else if (attachment->Renderbuffer())
attachment->Renderbuffer()->DetachFrom(this, attachPoint);
// Attach new:
if (rb)
rb->AttachTo(this, attachPoint);
attachment->SetRenderbuffer(rb);
}
void
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachPoint,
TexImageTarget texImageTarget,
WebGLTexture* tex, GLint level)
{
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
tex))
{
return;
}
if (tex) {
bool isTexture2D = tex->Target() == LOCAL_GL_TEXTURE_2D;
bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
if (isTexture2D != isTexTarget2D) {
mContext->ErrorInvalidOperation("framebufferTexture2D: Mismatched"
" texture and texture target.");
return;
}
}
if (level != 0) {
mContext->ErrorInvalidValue("framebufferTexture2D: Level must be 0.");
return;
}
/* Get the requested attachment. If result is NULL, attachment is invalid
* and an error is generated.
*
* Don't use GetAttachment(...) here because it opt builds it returns
* mColorAttachment[0] for invalid attachment, which we really don't want to
* mess with.
*/
Attachment* attachment = GetAttachmentOrNull(attachPoint);
if (!attachment)
return; // Error generated internally to GetAttachmentOrNull.
// Invalidate cached framebuffer status and inform texture of its new
// attachment.
mStatus = 0;
// Detach current:
if (attachment->Texture())
attachment->Texture()->DetachFrom(this, attachPoint);
else if (attachment->Renderbuffer())
attachment->Renderbuffer()->DetachFrom(this, attachPoint);
// Attach new:
if (tex)
tex->AttachTo(this, attachPoint);
attachment->SetTexImage(tex, texImageTarget, level);
}
WebGLFramebuffer::Attachment*
WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachPoint)
{
switch (attachPoint.get()) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return &mDepthStencilAttachment;
case LOCAL_GL_DEPTH_ATTACHMENT:
return &mDepthAttachment;
case LOCAL_GL_STENCIL_ATTACHMENT:
return &mStencilAttachment;
default:
break;
}
if (!mContext->ValidateFramebufferAttachment(this, attachPoint.get(),
"getAttachmentOrNull"))
{
return nullptr;
}
size_t colorAttachmentId = attachPoint.get() - LOCAL_GL_COLOR_ATTACHMENT0;
EnsureColorAttachments(colorAttachmentId);
return &mColorAttachments[colorAttachmentId];
}
const WebGLFramebuffer::Attachment&
WebGLFramebuffer::GetAttachment(FBAttachment attachPoint) const
{
switch (attachPoint.get()) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return mDepthStencilAttachment;
case LOCAL_GL_DEPTH_ATTACHMENT:
return mDepthAttachment;
case LOCAL_GL_STENCIL_ATTACHMENT:
return mStencilAttachment;
default:
break;
}
if (!mContext->ValidateFramebufferAttachment(this, attachPoint.get(),
"getAttachment"))
{
MOZ_ASSERT(false);
return mColorAttachments[0];
}
size_t colorAttachmentId = attachPoint.get() - LOCAL_GL_COLOR_ATTACHMENT0;
if (colorAttachmentId >= mColorAttachments.Length()) {
MOZ_ASSERT(false);
return mColorAttachments[0];
}
return mColorAttachments[colorAttachmentId];
}
void
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
{
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i,
LOCAL_GL_TEXTURE_2D, nullptr, 0);
// It might be attached in multiple places, so don't break.
}
}
if (mDepthAttachment.Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D,
nullptr, 0);
}
if (mStencilAttachment.Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D,
nullptr, 0);
}
if (mDepthStencilAttachment.Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
LOCAL_GL_TEXTURE_2D, nullptr, 0);
}
}
void
WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb)
{
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_COLOR_ATTACHMENT0+i,
LOCAL_GL_RENDERBUFFER, nullptr);
// It might be attached in multiple places, so don't break.
}
}
if (mDepthAttachment.Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, nullptr);
}
if (mStencilAttachment.Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, nullptr);
}
if (mDepthStencilAttachment.Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, nullptr);
}
}
bool
WebGLFramebuffer::HasDefinedAttachments() const
{
bool hasAttachments = false;
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
hasAttachments |= mColorAttachments[i].IsDefined();
}
hasAttachments |= mDepthAttachment.IsDefined();
hasAttachments |= mStencilAttachment.IsDefined();
hasAttachments |= mDepthStencilAttachment.IsDefined();
return hasAttachments;
}
static bool
IsIncomplete(const WebGLFramebuffer::Attachment& cur)
{
return cur.IsDefined() && !cur.IsComplete();
}
bool
WebGLFramebuffer::HasIncompleteAttachments() const
{
bool hasIncomplete = false;
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
hasIncomplete |= IsIncomplete(mColorAttachments[i]);
}
hasIncomplete |= IsIncomplete(mDepthAttachment);
hasIncomplete |= IsIncomplete(mStencilAttachment);
hasIncomplete |= IsIncomplete(mDepthStencilAttachment);
return hasIncomplete;
}
const WebGLRectangleObject&
WebGLFramebuffer::GetAnyRectObject() const
{
MOZ_ASSERT(HasDefinedAttachments());
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].HasImage())
return mColorAttachments[i].RectangleObject();
}
if (mDepthAttachment.HasImage())
return mDepthAttachment.RectangleObject();
if (mStencilAttachment.HasImage())
return mStencilAttachment.RectangleObject();
if (mDepthStencilAttachment.HasImage())
return mDepthStencilAttachment.RectangleObject();
MOZ_CRASH("Should not get here.");
}
static bool
RectsMatch(const WebGLFramebuffer::Attachment& attachment,
const WebGLRectangleObject& rect)
{
return attachment.RectangleObject().HasSameDimensionsAs(rect);
}
bool
WebGLFramebuffer::AllImageRectsMatch() const
{
MOZ_ASSERT(HasDefinedAttachments());
MOZ_ASSERT(!HasIncompleteAttachments());
const WebGLRectangleObject& rect = GetAnyRectObject();
// Alright, we have *a* rect, let's check all the others.
bool imageRectsMatch = true;
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].HasImage())
imageRectsMatch &= RectsMatch(mColorAttachments[i], rect);
}
if (mDepthAttachment.HasImage())
imageRectsMatch &= RectsMatch(mDepthAttachment, rect);
if (mStencilAttachment.HasImage())
imageRectsMatch &= RectsMatch(mStencilAttachment, rect);
if (mDepthStencilAttachment.HasImage())
imageRectsMatch &= RectsMatch(mDepthStencilAttachment, rect);
return imageRectsMatch;
}
const WebGLRectangleObject&
WebGLFramebuffer::RectangleObject() const
{
// If we're using this as the RectObj of an FB, we need to be sure the FB
// has a consistent rect.
MOZ_ASSERT(AllImageRectsMatch(), "Did you mean `GetAnyRectObject`?");
return GetAnyRectObject();
}
FBStatus
WebGLFramebuffer::PrecheckFramebufferStatus() const
{
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
if (!HasDefinedAttachments())
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // No attachments
if (HasIncompleteAttachments())
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
if (!AllImageRectsMatch())
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; // Inconsistent sizes
if (HasDepthStencilConflict())
return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
return LOCAL_GL_FRAMEBUFFER_COMPLETE;
}
FBStatus
WebGLFramebuffer::CheckFramebufferStatus() const
{
if (mStatus != 0)
return mStatus;
mStatus = PrecheckFramebufferStatus().get();
if (mStatus != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return mStatus;
// Looks good on our end. Let's ask the driver.
mContext->MakeContextCurrent();
// Ok, attach our chosen flavor of {DEPTH, STENCIL, DEPTH_STENCIL}.
FinalizeAttachments();
mStatus = mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
return mStatus;
}
bool
WebGLFramebuffer::HasCompletePlanes(GLbitfield mask)
{
if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return false;
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
bool hasPlanes = true;
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
hasPlanes &= ColorAttachmentCount() &&
ColorAttachment(0).IsDefined();
}
if (mask & LOCAL_GL_DEPTH_BUFFER_BIT) {
hasPlanes &= DepthAttachment().IsDefined() ||
DepthStencilAttachment().IsDefined();
}
if (mask & LOCAL_GL_STENCIL_BUFFER_BIT) {
hasPlanes &= StencilAttachment().IsDefined() ||
DepthStencilAttachment().IsDefined();
}
return hasPlanes;
}
bool
WebGLFramebuffer::CheckAndInitializeAttachments()
{
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return false;
// Cool! We've checked out ok. Just need to initialize.
const size_t colorAttachmentCount = mColorAttachments.Length();
// Check if we need to initialize anything
{
bool hasUninitializedAttachments = false;
for (size_t i = 0; i < colorAttachmentCount; i++) {
if (mColorAttachments[i].HasImage())
hasUninitializedAttachments |= mColorAttachments[i].HasUninitializedImageData();
}
if (mDepthAttachment.HasImage())
hasUninitializedAttachments |= mDepthAttachment.HasUninitializedImageData();
if (mStencilAttachment.HasImage())
hasUninitializedAttachments |= mStencilAttachment.HasUninitializedImageData();
if (mDepthStencilAttachment.HasImage())
hasUninitializedAttachments |= mDepthStencilAttachment.HasUninitializedImageData();
if (!hasUninitializedAttachments)
return true;
}
// Get buffer-bit-mask and color-attachment-mask-list
uint32_t mask = 0;
bool colorAttachmentsMask[WebGLContext::kMaxColorAttachments] = { false };
MOZ_ASSERT(colorAttachmentCount <= WebGLContext::kMaxColorAttachments);
for (size_t i = 0; i < colorAttachmentCount; i++) {
if (mColorAttachments[i].HasUninitializedImageData()) {
colorAttachmentsMask[i] = true;
mask |= LOCAL_GL_COLOR_BUFFER_BIT;
}
}
if (mDepthAttachment.HasUninitializedImageData() ||
mDepthStencilAttachment.HasUninitializedImageData())
{
mask |= LOCAL_GL_DEPTH_BUFFER_BIT;
}
if (mStencilAttachment.HasUninitializedImageData() ||
mDepthStencilAttachment.HasUninitializedImageData())
{
mask |= LOCAL_GL_STENCIL_BUFFER_BIT;
}
// Clear!
mContext->ForceClearFramebufferWithDefaultValues(mask, colorAttachmentsMask);
// Mark all the uninitialized images as initialized.
for (size_t i = 0; i < colorAttachmentCount; i++) {
if (mColorAttachments[i].HasUninitializedImageData())
mColorAttachments[i].SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
}
if (mDepthAttachment.HasUninitializedImageData())
mDepthAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
if (mStencilAttachment.HasUninitializedImageData())
mStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
if (mDepthStencilAttachment.HasUninitializedImageData())
mDepthStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
return true;
}
void WebGLFramebuffer::EnsureColorAttachments(size_t colorAttachmentId)
{
MOZ_ASSERT(colorAttachmentId < WebGLContext::kMaxColorAttachments);
size_t currentAttachmentCount = mColorAttachments.Length();
if (colorAttachmentId < currentAttachmentCount)
return;
mColorAttachments.SetLength(colorAttachmentId + 1);
for (size_t i = colorAttachmentId; i >= currentAttachmentCount; i--) {
mColorAttachments[i].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0 + i;
}
}
void
WebGLFramebuffer::NotifyAttachableChanged() const
{
// Attachment has changed, so invalidate cached status
mStatus = 0;
}
static void
FinalizeDrawAndReadBuffers(gl::GLContext* gl, bool isColorBufferDefined)
{
MOZ_ASSERT(gl, "Expected a valid GLContext ptr.");
// GLES don't support DrawBuffer()/ReadBuffer.
// According to http://www.opengl.org/wiki/Framebuffer_Object
//
// Each draw buffers must either specify color attachment points that have images
// attached or must be GL_NONE. (GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER when false).
//
// If the read buffer is set, then it must specify an attachment point that has an
// image attached. (GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER when false).
//
// Note that this test is not performed if OpenGL 4.2 or ARB_ES2_compatibility is
// available.
if (gl->IsGLES() ||
gl->IsSupported(gl::GLFeature::ES2_compatibility) ||
gl->IsAtLeast(gl::ContextProfile::OpenGL, 420))
{
return;
}
// TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL.
GLenum colorBufferSource = isColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0
: LOCAL_GL_NONE;
gl->fDrawBuffer(colorBufferSource);
gl->fReadBuffer(colorBufferSource);
}
void
WebGLFramebuffer::FinalizeAttachments() const
{
gl::GLContext* gl = mContext->gl;
for (size_t i = 0; i < ColorAttachmentCount(); i++) {
ColorAttachment(i).FinalizeAttachment(gl, LOCAL_GL_COLOR_ATTACHMENT0+i);
}
DepthAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_ATTACHMENT);
StencilAttachment().FinalizeAttachment(gl, LOCAL_GL_STENCIL_ATTACHMENT);
DepthStencilAttachment().FinalizeAttachment(gl,
LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
FinalizeDrawAndReadBuffers(gl, ColorAttachment(0).IsDefined());
}
inline void
ImplCycleCollectionUnlink(mozilla::WebGLFramebuffer::Attachment& field)
{
field.mTexturePtr = nullptr;
field.mRenderbufferPtr = nullptr;
}
inline void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
mozilla::WebGLFramebuffer::Attachment& field,
const char* name,
uint32_t flags = 0)
{
CycleCollectionNoteChild(callback, field.mTexturePtr.get(), name, flags);
CycleCollectionNoteChild(callback, field.mRenderbufferPtr.get(), name,
flags);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLFramebuffer,
mColorAttachments,
mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLFramebuffer, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLFramebuffer, Release)
} // namespace mozilla