gecko-dev/dom/canvas/WebGLFramebuffer.cpp

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32 KiB
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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 "WebGLContext.h"
#include "WebGLFramebuffer.h"
#include "WebGLExtensions.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLTexture.h"
#include "WebGLRenderbuffer.h"
#include "GLContext.h"
#include "WebGLContextUtils.h"
using namespace mozilla;
using namespace mozilla::gl;
JSObject*
WebGLFramebuffer::WrapObject(JSContext* cx)
{
return dom::WebGLFramebufferBinding::Wrap(cx, this);
}
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context)
: WebGLBindableName<GLenum>()
, WebGLContextBoundObject(context)
, mStatus(0)
, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
, mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenFramebuffers(1, &mGLName);
mContext->mFramebuffers.insertBack(this);
mColorAttachments.SetLength(1);
mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
}
WebGLFramebuffer::Attachment::Attachment(GLenum aAttachmentPoint)
: mAttachmentPoint(aAttachmentPoint)
, 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).WebGLFormat());
else if (Renderbuffer())
return FormatHasAlpha(Renderbuffer()->InternalFormat());
else 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.WebGLFormat().get();
}
if (attachment.Renderbuffer())
return attachment.Renderbuffer()->InternalFormat();
return LOCAL_GL_NONE;
}
bool
WebGLFramebuffer::Attachment::IsReadableFloat() const
{
const WebGLTexture* tex = Texture();
if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
GLenum type = tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).WebGLType().get();
switch (type) {
case LOCAL_GL_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
return true;
}
return false;
}
const WebGLRenderbuffer* rb = Renderbuffer();
if (rb) {
GLenum format = rb->InternalFormat();
switch (format) {
case LOCAL_GL_RGB16F:
case LOCAL_GL_RGBA16F:
case LOCAL_GL_RGB32F:
case LOCAL_GL_RGBA32F:
return true;
}
return false;
}
// If we arrive here Attachment isn't correct setup because it has
// no texture nor render buffer pointer.
MOZ_ASSERT(false, "Should not get here.");
return false;
}
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
IsValidFBOTextureColorFormat(GLenum internalFormat)
{
/* These formats are internal formats for each texture -- the actual
* low level format, which we might have to do conversions for when
* running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
*
* This function just handles all of them whether desktop GL or ES.
*/
return (
/* linear 8-bit formats */
internalFormat == LOCAL_GL_ALPHA ||
internalFormat == LOCAL_GL_LUMINANCE ||
internalFormat == LOCAL_GL_LUMINANCE_ALPHA ||
internalFormat == LOCAL_GL_RGB ||
internalFormat == LOCAL_GL_RGBA ||
/* sRGB 8-bit formats */
internalFormat == LOCAL_GL_SRGB_EXT ||
internalFormat == LOCAL_GL_SRGB_ALPHA_EXT ||
/* linear float32 formats */
internalFormat == LOCAL_GL_ALPHA32F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE32F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE_ALPHA32F_ARB ||
internalFormat == LOCAL_GL_RGB32F_ARB ||
internalFormat == LOCAL_GL_RGBA32F_ARB ||
/* texture_half_float formats */
internalFormat == LOCAL_GL_ALPHA16F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE16F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE_ALPHA16F_ARB ||
internalFormat == LOCAL_GL_RGB16F_ARB ||
internalFormat == LOCAL_GL_RGBA16F_ARB
);
}
static inline bool
IsValidFBOTextureDepthFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_DEPTH_COMPONENT ||
internalFormat == LOCAL_GL_DEPTH_COMPONENT16 ||
internalFormat == LOCAL_GL_DEPTH_COMPONENT32);
}
static inline bool
IsValidFBOTextureDepthStencilFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_DEPTH_STENCIL ||
internalFormat == LOCAL_GL_DEPTH24_STENCIL8);
}
/* 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
IsValidFBORenderbufferColorFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_RGB565 ||
internalFormat == LOCAL_GL_RGB5_A1 ||
internalFormat == LOCAL_GL_RGBA4 ||
internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT);
}
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
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 webGLFormat = imageInfo.WebGLFormat().get();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
return IsValidFBOTextureDepthFormat(webGLFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
return false; // Textures can't have the correct format for stencil buffers
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
return IsValidFBOTextureDepthStencilFormat(webGLFormat);
}
if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint < GLenum(LOCAL_GL_COLOR_ATTACHMENT0 +
WebGLContext::kMaxColorAttachments))
{
return IsValidFBOTextureColorFormat(webGLFormat);
}
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 < GLenum(LOCAL_GL_COLOR_ATTACHMENT0 +
WebGLContext::kMaxColorAttachments))
{
return IsValidFBORenderbufferColorFormat(internalFormat);
}
MOZ_ASSERT(false, "Invalid WebGL attachment point?");
return false;
}
MOZ_ASSERT(false, "Should not get here.");
return false;
}
void
WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, GLenum 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,
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,
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()
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
DetachAttachment(mColorAttachments[i]);
}
DetachAttachment(mDepthAttachment);
DetachAttachment(mStencilAttachment);
DetachAttachment(mDepthStencilAttachment);
}
void
WebGLFramebuffer::FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum rbtarget,
WebGLRenderbuffer* wrb)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
return;
if (target != LOCAL_GL_FRAMEBUFFER)
return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: target", target);
if (rbtarget != LOCAL_GL_RENDERBUFFER)
return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: renderbuffer target:", rbtarget);
/* 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* a = GetAttachmentOrNull(attachment);
if (!a)
return; // Error generated internally to GetAttachmentOrNull.
/* Invalidate cached framebuffer status and inform texture of it's
* new attachment
*/
mStatus = 0;
// Detach current
if (a->Texture())
a->Texture()->DetachFrom(this, attachment);
else if (a->Renderbuffer())
a->Renderbuffer()->DetachFrom(this, attachment);
// Attach new
if (wrb)
wrb->AttachTo(this, attachment);
a->SetRenderbuffer(wrb);
}
void
WebGLFramebuffer::FramebufferTexture2D(GLenum target,
GLenum attachment,
TexImageTarget texImageTarget,
WebGLTexture* wtex,
GLint level)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
return;
if (target != LOCAL_GL_FRAMEBUFFER)
return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: target", target);
if (wtex) {
bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
if (isTexture2D != isTexTarget2D) {
return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
}
}
if (level != 0)
return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
/* 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* a = GetAttachmentOrNull(attachment);
if (!a)
return; // Error generated internally to GetAttachmentOrNull.
/* Invalidate cached framebuffer status and inform texture of it's
* new attachment
*/
mStatus = 0;
// Detach current
if (a->Texture())
a->Texture()->DetachFrom(this, attachment);
else if (a->Renderbuffer())
a->Renderbuffer()->DetachFrom(this, attachment);
// Attach new
if (wtex)
wtex->AttachTo(this, attachment);
a->SetTexImage(wtex, texImageTarget, level);
}
WebGLFramebuffer::Attachment*
WebGLFramebuffer::GetAttachmentOrNull(GLenum attachment)
{
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return &mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
return &mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
return &mStencilAttachment;
if (!CheckColorAttachmentNumber(attachment, "getAttachmentOrNull"))
return nullptr;
size_t colorAttachmentId = attachment - LOCAL_GL_COLOR_ATTACHMENT0;
EnsureColorAttachments(colorAttachmentId);
return &mColorAttachments[colorAttachmentId];
}
const WebGLFramebuffer::Attachment&
WebGLFramebuffer::GetAttachment(GLenum attachment) const
{
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
return mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
return mStencilAttachment;
if (!CheckColorAttachmentNumber(attachment, "getAttachment")) {
MOZ_ASSERT(false);
return mColorAttachments[0];
}
size_t colorAttachmentId = attachment - LOCAL_GL_COLOR_ATTACHMENT0;
if (colorAttachmentId >= mColorAttachments.Length()) {
MOZ_ASSERT(false);
return mColorAttachments[0];
}
return mColorAttachments[colorAttachmentId];
}
void
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
if (mColorAttachments[i].Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_TEXTURE_2D, nullptr, 0);
// a texture might be attached more that once while editing the framebuffer
}
}
if (mDepthAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mDepthStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
}
void
WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb)
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
if (mColorAttachments[i].Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_RENDERBUFFER, nullptr);
// a renderbuffer might be attached more that once while editing the framebuffer
}
}
if (mDepthAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mDepthStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
}
bool
WebGLFramebuffer::HasDefinedAttachments() const
{
bool hasAttachments = false;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; 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;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
hasIncomplete |= IsIncomplete(mColorAttachments[i]);
}
hasIncomplete |= IsIncomplete(mDepthAttachment);
hasIncomplete |= IsIncomplete(mStencilAttachment);
hasIncomplete |= IsIncomplete(mDepthStencilAttachment);
return hasIncomplete;
}
const WebGLRectangleObject&
WebGLFramebuffer::GetAnyRectObject() const
{
MOZ_ASSERT(HasDefinedAttachments());
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; 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;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; 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();
}
GLenum
WebGLFramebuffer::PrecheckFramebufferStatus() const
{
MOZ_ASSERT(mContext->mBoundFramebuffer == 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;
}
GLenum
WebGLFramebuffer::CheckFramebufferStatus() const
{
if (mStatus != 0)
return mStatus;
mStatus = PrecheckFramebufferStatus();
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->mBoundFramebuffer == 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->mBoundFramebuffer == this);
if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return false;
// Cool! We've checked out ok. Just need to initialize.
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;
}
bool WebGLFramebuffer::CheckColorAttachmentNumber(GLenum attachment, const char* functionName) const
{
const char* const errorFormating = "%s: attachment: invalid enum value 0x%x";
if (mContext->IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) {
if (attachment < LOCAL_GL_COLOR_ATTACHMENT0 ||
attachment >= GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mContext->mGLMaxColorAttachments))
{
mContext->ErrorInvalidEnum(errorFormating, functionName, attachment);
return false;
}
} else if (attachment != LOCAL_GL_COLOR_ATTACHMENT0) {
if (attachment > LOCAL_GL_COLOR_ATTACHMENT0 &&
attachment <= LOCAL_GL_COLOR_ATTACHMENT15)
{
mContext->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x. "
"Try the WEBGL_draw_buffers extension if supported.", functionName, attachment);
return false;
} else {
mContext->ErrorInvalidEnum(errorFormating, functionName, attachment);
return false;
}
}
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(GLContext* aGL, bool aColorBufferDefined)
{
MOZ_ASSERT(aGL, "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 (aGL->IsGLES() ||
aGL->IsSupported(GLFeature::ES2_compatibility) ||
aGL->IsAtLeast(ContextProfile::OpenGL, 420))
{
return;
}
// TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL.
GLenum colorBufferSource = aColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0 : LOCAL_GL_NONE;
aGL->fDrawBuffer(colorBufferSource);
aGL->fReadBuffer(colorBufferSource);
}
void
WebGLFramebuffer::FinalizeAttachments() const
{
GLContext* gl = mContext->gl;
size_t count = ColorAttachmentCount();
for (size_t i = 0; i < count; 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& aField)
{
aField.mTexturePtr = nullptr;
aField.mRenderbufferPtr = nullptr;
}
inline void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
mozilla::WebGLFramebuffer::Attachment& aField,
const char* aName,
uint32_t aFlags = 0)
{
CycleCollectionNoteChild(aCallback, aField.mTexturePtr.get(),
aName, aFlags);
CycleCollectionNoteChild(aCallback, aField.mRenderbufferPtr.get(),
aName, aFlags);
}
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)