зеркало из https://github.com/mozilla/gecko-dev.git
112 строки
3.7 KiB
C++
112 строки
3.7 KiB
C++
/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 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 MOZ_FRAMEBUFFER_H_
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#define MOZ_FRAMEBUFFER_H_
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#include "gfx2DGlue.h"
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#include "GLConsts.h"
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#include "GLContextTypes.h"
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#include "mozilla/UniquePtr.h"
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#include "mozilla/WeakPtr.h"
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namespace mozilla {
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namespace gl {
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class DepthAndStencilBuffer final
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: public SupportsWeakPtr<DepthAndStencilBuffer> {
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const WeakPtr<GLContext> mWeakGL;
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const gfx::IntSize mSize;
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DepthAndStencilBuffer)
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MOZ_DECLARE_WEAKREFERENCE_TYPENAME(DepthAndStencilBuffer)
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const GLuint mDepthRB;
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const GLuint mStencilRB;
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static RefPtr<DepthAndStencilBuffer> Create(GLContext* const gl,
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const gfx::IntSize& size,
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const uint32_t samples);
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RefPtr<GLContext> gl() const { return mWeakGL.get(); }
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// 4 bytes per pixel (24-bit depth + 8-bit stencil).
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uint64_t EstimateMemory() const {
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return static_cast<uint64_t>(mSize.width) * 4 * mSize.height;
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}
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protected:
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DepthAndStencilBuffer(GLContext* gl, const gfx::IntSize& size, GLuint depthRB,
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GLuint stencilRB);
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~DepthAndStencilBuffer();
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};
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class MozFramebuffer final {
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const WeakPtr<GLContext> mWeakGL;
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public:
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const gfx::IntSize mSize;
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const uint32_t mSamples;
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const GLuint mFB;
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const GLenum mColorTarget;
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private:
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const RefPtr<DepthAndStencilBuffer> mDepthAndStencilBuffer;
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const GLuint mColorName;
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public:
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// Create a new framebuffer with the specified properties.
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static UniquePtr<MozFramebuffer> Create(GLContext* gl,
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const gfx::IntSize& size,
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uint32_t samples, bool depthStencil);
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// Create a new framebuffer backed by an existing texture or buffer.
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// Assumes that gl is the current context.
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static UniquePtr<MozFramebuffer> CreateForBacking(
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GLContext* gl, const gfx::IntSize& size, uint32_t samples,
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bool depthStencil, GLenum colorTarget, GLuint colorName);
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// Create a new framebuffer backed by an existing texture or buffer.
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// Use the same GLContext, size, and samples as framebufferToShareWith.
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// The new framebuffer will share its depth and stencil buffer with
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// framebufferToShareWith. The depth and stencil buffers will be destroyed
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// once the last MozFramebuffer using them is destroyed.
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static UniquePtr<MozFramebuffer> CreateForBackingWithSharedDepthAndStencil(
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const gfx::IntSize& size, const uint32_t samples, GLenum colorTarget,
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GLuint colorName,
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const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer);
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private:
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MozFramebuffer(GLContext* gl, const gfx::IntSize& size, GLuint fb,
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uint32_t samples,
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RefPtr<DepthAndStencilBuffer> depthAndStencilBuffer,
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GLenum colorTarget, GLuint colorName);
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// gl must be the current context when this is called.
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static UniquePtr<MozFramebuffer> CreateImpl(
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GLContext* const gl, const gfx::IntSize& size, const uint32_t samples,
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const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer,
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const GLenum colorTarget, const GLuint colorName);
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public:
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~MozFramebuffer();
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GLuint ColorTex() const {
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if (mColorTarget == LOCAL_GL_RENDERBUFFER) return 0;
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return mColorName;
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}
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const auto& GetDepthAndStencilBuffer() const {
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return mDepthAndStencilBuffer;
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}
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bool HasDepth() const;
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bool HasStencil() const;
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};
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} // namespace gl
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} // namespace mozilla
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#endif // MOZ_FRAMEBUFFER_H_
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