зеркало из https://github.com/mozilla/gecko-dev.git
299 строки
9.4 KiB
C++
299 строки
9.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; 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 "WebGLRenderbuffer.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "ScopedGLHelpers.h"
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#include "WebGLContext.h"
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#include "WebGLStrongTypes.h"
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#include "WebGLTexture.h"
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namespace mozilla {
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static GLenum
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DepthStencilDepthFormat(gl::GLContext* gl)
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{
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// We might not be able to get 24-bit, so let's pretend!
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if (gl->IsGLES() && !gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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return LOCAL_GL_DEPTH_COMPONENT16;
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return LOCAL_GL_DEPTH_COMPONENT24;
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}
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static bool
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SupportsDepthStencil(gl::GLContext* gl)
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{
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return gl->IsExtensionSupported(gl::GLContext::EXT_packed_depth_stencil) ||
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gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil);
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}
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static bool
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NeedsDepthStencilEmu(gl::GLContext* gl, GLenum internalFormat)
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{
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MOZ_ASSERT(internalFormat != LOCAL_GL_DEPTH_STENCIL);
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if (internalFormat != LOCAL_GL_DEPTH24_STENCIL8)
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return false;
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return !SupportsDepthStencil(gl);
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}
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JSObject*
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WebGLRenderbuffer::WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto)
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{
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return dom::WebGLRenderbufferBinding::Wrap(cx, this, givenProto);
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}
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WebGLRenderbuffer::WebGLRenderbuffer(WebGLContext* webgl)
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: WebGLContextBoundObject(webgl)
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, mPrimaryRB(0)
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, mSecondaryRB(0)
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, mFormat(nullptr)
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, mImageDataStatus(WebGLImageDataStatus::NoImageData)
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, mSamples(1)
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, mIsUsingSecondary(false)
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#ifdef ANDROID
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, mIsRB(false)
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#endif
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{
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mContext->MakeContextCurrent();
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mContext->gl->fGenRenderbuffers(1, &mPrimaryRB);
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if (!SupportsDepthStencil(mContext->gl))
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mContext->gl->fGenRenderbuffers(1, &mSecondaryRB);
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mContext->mRenderbuffers.insertBack(this);
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}
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void
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WebGLRenderbuffer::Delete()
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{
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mContext->MakeContextCurrent();
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mContext->gl->fDeleteRenderbuffers(1, &mPrimaryRB);
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if (mSecondaryRB)
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mContext->gl->fDeleteRenderbuffers(1, &mSecondaryRB);
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LinkedListElement<WebGLRenderbuffer>::removeFrom(mContext->mRenderbuffers);
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#ifdef ANDROID
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mIsRB = false;
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#endif
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}
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int64_t
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WebGLRenderbuffer::MemoryUsage() const
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{
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// If there is no defined format, we're not taking up any memory
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if (!mFormat)
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return 0;
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auto bytesPerPixel = mFormat->format->estimatedBytesPerPixel;
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uint64_t pixels = uint64_t(mWidth) * uint64_t(mHeight);
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uint64_t totalSize = pixels * bytesPerPixel;
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// If we have the same bytesPerPixel whether or not we have a secondary RB.
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if (mSecondaryRB && !mIsUsingSecondary) {
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totalSize += 2; // 1x1xRGBA4
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}
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return int64_t(totalSize);
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}
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void
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WebGLRenderbuffer::BindRenderbuffer() const
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{
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/* Do this explicitly here, since the meaning changes for depth-stencil emu.
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* Under normal circumstances, there's only one RB: `mPrimaryRB`.
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* `mSecondaryRB` is used when we have to pretend that the renderbuffer is
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* DEPTH_STENCIL, when it's actually one DEPTH buffer `mPrimaryRB` and one
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* STENCIL buffer `mSecondaryRB`.
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*
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* In the DEPTH_STENCIL emulation case, we're actually juggling two RBs, but
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* we can only bind one of them at a time. We choose to unconditionally bind
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* the depth RB. When we need to ask about the stencil buffer (say, how many
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* stencil bits we have), we temporarily bind the stencil RB, so that it
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* looks like we're just asking the question of a combined DEPTH_STENCIL
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* buffer.
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*/
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mContext->gl->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mPrimaryRB);
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}
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static void
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RenderbufferStorageMaybeMultisample(gl::GLContext* gl, GLsizei samples,
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GLenum internalFormat, GLsizei width,
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GLsizei height)
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{
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MOZ_ASSERT_IF(samples >= 1, gl->IsSupported(gl::GLFeature::framebuffer_multisample));
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MOZ_ASSERT(samples >= 0);
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MOZ_ASSERT(samples <= gl->MaxSamples());
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// certain OpenGL ES renderbuffer formats may not exist on desktop OpenGL
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GLenum internalFormatForGL = internalFormat;
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switch (internalFormat) {
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case LOCAL_GL_RGBA4:
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case LOCAL_GL_RGB5_A1:
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// 16-bit RGBA formats are not supported on desktop GL
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if (!gl->IsGLES())
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internalFormatForGL = LOCAL_GL_RGBA8;
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break;
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case LOCAL_GL_RGB565:
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// the RGB565 format is not supported on desktop GL
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if (!gl->IsGLES())
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internalFormatForGL = LOCAL_GL_RGB8;
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break;
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case LOCAL_GL_DEPTH_COMPONENT16:
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if (!gl->IsGLES() || gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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internalFormatForGL = LOCAL_GL_DEPTH_COMPONENT24;
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else if (gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil))
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internalFormatForGL = LOCAL_GL_DEPTH24_STENCIL8;
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break;
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case LOCAL_GL_DEPTH_STENCIL:
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// We emulate this in WebGLRenderbuffer if we don't have the requisite extension.
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internalFormatForGL = LOCAL_GL_DEPTH24_STENCIL8;
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break;
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default:
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break;
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}
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if (samples > 0) {
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gl->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER, samples,
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internalFormatForGL, width, height);
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} else {
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gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, internalFormatForGL, width,
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height);
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}
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}
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void
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WebGLRenderbuffer::RenderbufferStorage(GLsizei samples,
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const webgl::FormatUsageInfo* format,
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GLsizei width, GLsizei height)
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{
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MOZ_ASSERT(mContext->mBoundRenderbuffer == this);
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gl::GLContext* gl = mContext->gl;
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MOZ_ASSERT(samples >= 0 && samples <= 256); // Sanity check.
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GLenum primaryFormat = format->format->sizedFormat;
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GLenum secondaryFormat = 0;
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if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) {
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primaryFormat = DepthStencilDepthFormat(gl);
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secondaryFormat = LOCAL_GL_STENCIL_INDEX8;
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}
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RenderbufferStorageMaybeMultisample(gl, samples, primaryFormat, width,
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height);
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if (mSecondaryRB) {
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// We can't leave the secondary RB unspecified either, since we should
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// handle the case where we attach a non-depth-stencil RB to a
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// depth-stencil attachment point, or attach this depth-stencil RB to a
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// non-depth-stencil attachment point.
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gl::ScopedBindRenderbuffer autoRB(gl, mSecondaryRB);
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if (secondaryFormat) {
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RenderbufferStorageMaybeMultisample(gl, samples, secondaryFormat, width,
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height);
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} else {
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RenderbufferStorageMaybeMultisample(gl, samples, LOCAL_GL_RGBA4, 1, 1);
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}
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}
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mSamples = samples;
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mFormat = format;
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mWidth = width;
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mHeight = height;
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mImageDataStatus = WebGLImageDataStatus::UninitializedImageData;
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mIsUsingSecondary = bool(secondaryFormat);
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InvalidateStatusOfAttachedFBs();
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}
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void
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WebGLRenderbuffer::FramebufferRenderbuffer(GLenum attachment) const
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{
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gl::GLContext* gl = mContext->gl;
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if (attachment != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachment,
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LOCAL_GL_RENDERBUFFER, mPrimaryRB);
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return;
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}
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GLuint stencilRB = mPrimaryRB;
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if (mIsUsingSecondary) {
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MOZ_ASSERT(mSecondaryRB);
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stencilRB = mSecondaryRB;
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}
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_DEPTH_ATTACHMENT,
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LOCAL_GL_RENDERBUFFER, mPrimaryRB);
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_STENCIL_ATTACHMENT,
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LOCAL_GL_RENDERBUFFER, stencilRB);
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}
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GLint
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WebGLRenderbuffer::GetRenderbufferParameter(RBTarget target,
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RBParam pname) const
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{
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gl::GLContext* gl = mContext->gl;
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switch (pname.get()) {
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case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE:
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if (!mFormat)
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return 0;
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if (!mFormat->format->hasStencil)
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return 0;
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return 8;
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case LOCAL_GL_RENDERBUFFER_WIDTH:
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case LOCAL_GL_RENDERBUFFER_HEIGHT:
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case LOCAL_GL_RENDERBUFFER_RED_SIZE:
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case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
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case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
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case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
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case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE:
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{
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GLint i = 0;
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gl->fGetRenderbufferParameteriv(target.get(), pname.get(), &i);
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return i;
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}
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case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT:
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{
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GLenum ret = 0;
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if (mFormat) {
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ret = mFormat->format->sizedFormat;
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if (!mContext->IsWebGL2() && ret == LOCAL_GL_DEPTH24_STENCIL8) {
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ret = LOCAL_GL_DEPTH_STENCIL;
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}
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}
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return ret;
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}
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}
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MOZ_ASSERT(false,
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"This function should only be called with valid `pname`.");
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return 0;
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}
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLRenderbuffer)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLRenderbuffer, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLRenderbuffer, Release)
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} // namespace mozilla
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