зеркало из https://github.com/mozilla/gecko-dev.git
336 строки
10 KiB
C++
336 строки
10 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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#ifndef WEBGLOBJECTMODEL_H_
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#define WEBGLOBJECTMODEL_H_
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#include "nsCycleCollectionNoteChild.h"
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#include "nsICanvasRenderingContextInternal.h"
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#include "WebGLTypes.h"
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namespace mozilla {
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class WebGLBuffer;
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class WebGLContext;
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/* Each WebGL object class WebGLFoo wants to:
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* - inherit WebGLRefCountedObject<WebGLFoo>
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* - implement a Delete() method
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* - have its destructor call DeleteOnce()
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*
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* This base class provides two features to WebGL object types:
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* 1. support for OpenGL object reference counting
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* 2. support for OpenGL deletion statuses
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*
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***** 1. OpenGL object reference counting *****
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*
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* WebGL objects such as WebGLTexture's really have two different refcounts:
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* the XPCOM refcount, that is directly exposed to JavaScript, and the OpenGL
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* refcount.
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*
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* For example, when in JavaScript one does: var newname = existingTexture;
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* that increments the XPCOM refcount, but doesn't affect the OpenGL refcount.
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* When one attaches the texture to a framebuffer object, that does increment
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* its OpenGL refcount (and also its XPCOM refcount, to prevent the regular
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* XPCOM refcounting mechanism from destroying objects prematurely).
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*
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* The actual OpenGL refcount is opaque to us (it's internal to the OpenGL
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* implementation) but is affects the WebGL semantics that we have to implement:
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* for example, a WebGLTexture that is attached to a WebGLFramebuffer must not
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* be actually deleted, even if deleteTexture has been called on it, and even
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* if JavaScript doesn't have references to it anymore. We can't just rely on
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* OpenGL to keep alive the underlying OpenGL texture for us, for a variety of
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* reasons, most importantly: we'd need to know when OpenGL objects are actually
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* deleted, and OpenGL doesn't notify us about that, so we would have to query
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* status very often with glIsXxx calls which isn't practical.
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*
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* This means that we have to keep track of the OpenGL refcount ourselves,
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* in addition to the XPCOM refcount.
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*
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* This class implements such a refcount, see the mWebGLRefCnt
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* member. In order to avoid name clashes (with regular XPCOM refcounting)
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* in the derived class, we prefix members with 'WebGL', whence the names
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* WebGLAddRef, WebGLRelease, etc.
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*
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* In practice, WebGLAddRef and WebGLRelease are only called from the
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* WebGLRefPtr class.
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*
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***** 2. OpenGL deletion statuses *****
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*
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* In OpenGL, an object can go through 3 different deletion statuses during its
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* lifetime, which correspond to the 3 enum values for DeletionStatus in this class:
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* - the Default status, which it has from its creation to when the
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* suitable glDeleteXxx function is called on it;
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* - the DeleteRequested status, which is has from when the suitable glDeleteXxx
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* function is called on it to when it is no longer referenced by other OpenGL
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* objects. For example, a texture that is attached to a non-current FBO
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* will enter that status when glDeleteTexture is called on it. For objects
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* with that status, GL_DELETE_STATUS queries return true, but glIsXxx
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* functions still return true.
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* - the Deleted status, which is the status of objects on which the
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* suitable glDeleteXxx function has been called, and that are not referenced
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* by other OpenGL objects.
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*
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* This state is stored in the mDeletionStatus member of this class.
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*
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* When the GL refcount hits zero, if the status is DeleteRequested then we call
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* the Delete() method on the derived class and the status becomes Deleted. This is
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* what the MaybeDelete() function does.
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*
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* The DeleteOnce() function implemented here is a helper to ensure that we don't
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* call Delete() twice on the same object. Since the derived class' destructor
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* needs to call DeleteOnce() which calls Delete(), we can't allow either to be
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* virtual. Strictly speaking, we could let them be virtual if the derived class
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* were final, but that would be impossible to enforce and would lead to strange
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* bugs if it were subclassed.
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*
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* This WebGLRefCountedObject class takes the Derived type
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* as template parameter, as a means to allow DeleteOnce to call Delete()
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* on the Derived class, without either method being virtual. This is a common
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* C++ pattern known as the "curiously recursive template pattern (CRTP)".
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*/
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template<typename Derived>
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class WebGLRefCountedObject
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{
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public:
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enum DeletionStatus { Default, DeleteRequested, Deleted };
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WebGLRefCountedObject()
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: mDeletionStatus(Default)
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{ }
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~WebGLRefCountedObject() {
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MOZ_ASSERT(mWebGLRefCnt == 0, "destroying WebGL object still referenced by other WebGL objects");
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MOZ_ASSERT(mDeletionStatus == Deleted, "Derived class destructor must call DeleteOnce()");
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}
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// called by WebGLRefPtr
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void WebGLAddRef() {
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++mWebGLRefCnt;
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}
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// called by WebGLRefPtr
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void WebGLRelease() {
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MOZ_ASSERT(mWebGLRefCnt > 0, "releasing WebGL object with WebGL refcnt already zero");
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--mWebGLRefCnt;
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MaybeDelete();
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}
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// this is the function that WebGL.deleteXxx() functions want to call
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void RequestDelete() {
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if (mDeletionStatus == Default)
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mDeletionStatus = DeleteRequested;
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MaybeDelete();
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}
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bool IsDeleted() const {
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return mDeletionStatus == Deleted;
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}
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bool IsDeleteRequested() const {
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return mDeletionStatus != Default;
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}
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void DeleteOnce() {
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if (mDeletionStatus != Deleted) {
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static_cast<Derived*>(this)->Delete();
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mDeletionStatus = Deleted;
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}
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}
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private:
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void MaybeDelete() {
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if (mWebGLRefCnt == 0 &&
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mDeletionStatus == DeleteRequested)
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{
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DeleteOnce();
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}
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}
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protected:
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nsAutoRefCnt mWebGLRefCnt;
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DeletionStatus mDeletionStatus;
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};
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/* This WebGLRefPtr class is meant to be used for references between WebGL objects.
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* For example, a WebGLProgram holds WebGLRefPtr's to the WebGLShader's attached
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* to it.
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*
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* Why the need for a separate refptr class? The only special thing that WebGLRefPtr
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* does is that it increments and decrements the WebGL refcount of
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* WebGLRefCountedObject's, in addition to incrementing and decrementing the
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* usual XPCOM refcount.
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*
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* This means that by using a WebGLRefPtr instead of a nsRefPtr, you ensure that
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* the WebGL refcount is incremented, which means that the object will be kept
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* alive by this reference even if the matching webgl.deleteXxx() function is
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* called on it.
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*/
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template<typename T>
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class WebGLRefPtr
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{
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public:
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WebGLRefPtr()
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: mRawPtr(0)
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{ }
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WebGLRefPtr(const WebGLRefPtr<T>& aSmartPtr)
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: mRawPtr(aSmartPtr.mRawPtr)
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{
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AddRefOnPtr(mRawPtr);
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}
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explicit WebGLRefPtr(T* aRawPtr)
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: mRawPtr(aRawPtr)
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{
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AddRefOnPtr(mRawPtr);
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}
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~WebGLRefPtr() {
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ReleasePtr(mRawPtr);
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}
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WebGLRefPtr<T>&
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operator=(const WebGLRefPtr<T>& rhs)
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{
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assign_with_AddRef(rhs.mRawPtr);
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return *this;
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}
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WebGLRefPtr<T>&
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operator=(T* rhs)
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{
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assign_with_AddRef(rhs);
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return *this;
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}
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T* get() const {
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return static_cast<T*>(mRawPtr);
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}
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operator T*() const {
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return get();
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}
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T* operator->() const {
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MOZ_ASSERT(mRawPtr != 0, "You can't dereference a nullptr WebGLRefPtr with operator->()!");
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return get();
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}
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T& operator*() const {
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MOZ_ASSERT(mRawPtr != 0, "You can't dereference a nullptr WebGLRefPtr with operator*()!");
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return *get();
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}
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private:
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static void AddRefOnPtr(T* rawPtr) {
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if (rawPtr) {
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rawPtr->WebGLAddRef();
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rawPtr->AddRef();
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}
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}
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static void ReleasePtr(T* rawPtr) {
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if (rawPtr) {
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rawPtr->WebGLRelease(); // must be done first before Release(), as Release() might actually destroy the object
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rawPtr->Release();
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}
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}
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void assign_with_AddRef(T* rawPtr) {
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AddRefOnPtr(rawPtr);
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assign_assuming_AddRef(rawPtr);
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}
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void assign_assuming_AddRef(T* newPtr) {
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T* oldPtr = mRawPtr;
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mRawPtr = newPtr;
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ReleasePtr(oldPtr);
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}
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protected:
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T *mRawPtr;
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};
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// This class is a mixin for objects that are tied to a specific
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// context (which is to say, all of them). They provide initialization
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// as well as comparison with the current context.
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class WebGLContextBoundObject
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{
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public:
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explicit WebGLContextBoundObject(WebGLContext* context);
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bool IsCompatibleWithContext(WebGLContext *other);
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WebGLContext *Context() const { return mContext; }
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protected:
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WebGLContext *mContext;
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uint32_t mContextGeneration;
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};
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// this class is a mixin for GL objects that have dimensions
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// that we need to track.
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class WebGLRectangleObject
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{
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public:
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WebGLRectangleObject()
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: mWidth(0), mHeight(0) { }
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WebGLRectangleObject(GLsizei width, GLsizei height)
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: mWidth(width), mHeight(height) { }
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GLsizei Width() const { return mWidth; }
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void width(GLsizei value) { mWidth = value; }
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GLsizei Height() const { return mHeight; }
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void height(GLsizei value) { mHeight = value; }
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void setDimensions(GLsizei width, GLsizei height) {
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mWidth = width;
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mHeight = height;
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}
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void setDimensions(WebGLRectangleObject *rect) {
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if (rect) {
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mWidth = rect->Width();
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mHeight = rect->Height();
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} else {
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mWidth = 0;
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mHeight = 0;
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}
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}
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bool HasSameDimensionsAs(const WebGLRectangleObject& other) const {
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return Width() == other.Width() && Height() == other.Height();
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}
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protected:
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GLsizei mWidth;
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GLsizei mHeight;
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};
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}// namespace mozilla
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template <typename T>
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inline void
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ImplCycleCollectionUnlink(mozilla::WebGLRefPtr<T>& aField)
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{
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aField = nullptr;
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}
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template <typename T>
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inline void
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ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
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mozilla::WebGLRefPtr<T>& aField,
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const char* aName,
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uint32_t aFlags = 0)
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{
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CycleCollectionNoteChild(aCallback, aField.get(), aName, aFlags);
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}
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#endif
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