gecko-dev/dom/canvas/WebGLFramebuffer.h

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/* -*- Mode: C++; tab-width: 4; 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/. */
#ifndef WEBGL_FRAMEBUFFER_H_
#define WEBGL_FRAMEBUFFER_H_
#include <vector>
#include "mozilla/LinkedList.h"
#include "mozilla/WeakPtr.h"
#include "nsWrapperCache.h"
#include "WebGLObjectModel.h"
#include "WebGLRenderbuffer.h"
#include "WebGLStrongTypes.h"
#include "WebGLTexture.h"
#include "WebGLTypes.h"
namespace mozilla {
class WebGLFramebuffer;
class WebGLRenderbuffer;
class WebGLTexture;
template<typename T>
class PlacementArray;
namespace gl {
class GLContext;
} // namespace gl
class WebGLFBAttachPoint final
{
friend class WebGLFramebuffer;
public:
WebGLFramebuffer* const mFB;
const GLenum mAttachmentPoint;
private:
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
TexImageTarget mTexImageTarget;
GLint mTexImageLayer;
uint32_t mTexImageLevel;
////
WebGLFBAttachPoint();
WebGLFBAttachPoint(WebGLFramebuffer* fb, GLenum attachmentPoint);
explicit WebGLFBAttachPoint(WebGLFBAttachPoint&) = default; // Make this private.
public:
~WebGLFBAttachPoint();
////
void Unlink();
bool IsDefined() const;
bool IsDeleteRequested() const;
const webgl::FormatUsageInfo* Format() const;
uint32_t Samples() const;
bool HasAlpha() const;
bool IsReadableFloat() const;
void Clear(const char* funcName);
void SetTexImage(const char* funcName, WebGLTexture* tex, TexImageTarget target,
GLint level, GLint layer = 0);
void SetRenderbuffer(const char* funcName, WebGLRenderbuffer* rb);
WebGLTexture* Texture() const { return mTexturePtr; }
WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; }
TexImageTarget ImageTarget() const {
return mTexImageTarget;
}
GLint Layer() const {
return mTexImageLayer;
}
uint32_t MipLevel() const {
return mTexImageLevel;
}
void AttachmentName(nsCString* out) const;
bool HasUninitializedImageData() const;
void SetImageDataStatus(WebGLImageDataStatus x) const;
void Size(uint32_t* const out_width, uint32_t* const out_height) const;
bool HasImage() const;
bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const;
void Resolve(gl::GLContext* gl) const;
JS::Value GetParameter(const char* funcName, WebGLContext* webgl, JSContext* cx,
GLenum target, GLenum attachment, GLenum pname,
ErrorResult* const out_error) const;
void OnBackingStoreRespecified(const char* funcName) const;
bool IsEquivalentForFeedback(const WebGLFBAttachPoint& other) const {
if (!IsDefined() || !other.IsDefined())
return false;
#define _(X) X == other.X
return ( _(mRenderbufferPtr) &&
_(mTexturePtr) &&
_(mTexImageTarget.get()) &&
_(mTexImageLevel) &&
_(mTexImageLayer) );
#undef _
}
////
struct Ordered {
const WebGLFBAttachPoint& mRef;
explicit Ordered(const WebGLFBAttachPoint& ref)
: mRef(ref)
{ }
bool operator<(const Ordered& other) const {
MOZ_ASSERT(mRef.IsDefined() && other.mRef.IsDefined());
#define ORDER_BY(X) if (X != other.X) return X < other.X;
ORDER_BY(mRef.mRenderbufferPtr)
ORDER_BY(mRef.mTexturePtr)
ORDER_BY(mRef.mTexImageTarget.get())
ORDER_BY(mRef.mTexImageLevel)
ORDER_BY(mRef.mTexImageLayer)
#undef ORDER_BY
return false;
}
};
};
class WebGLFramebuffer final
: public nsWrapperCache
, public WebGLRefCountedObject<WebGLFramebuffer>
, public LinkedListElement<WebGLFramebuffer>
, public SupportsWeakPtr<WebGLFramebuffer>
{
friend class WebGLContext;
public:
MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLFramebuffer)
const GLuint mGLName;
private:
uint64_t mNumFBStatusInvals;
protected:
#ifdef ANDROID
// Bug 1140459: Some drivers (including our test slaves!) don't
// give reasonable answers for IsRenderbuffer, maybe others.
// This shows up on Android 2.3 emulator.
//
// So we track the `is a Framebuffer` state ourselves.
bool mIsFB;
#endif
////
WebGLFBAttachPoint mDepthAttachment;
WebGLFBAttachPoint mStencilAttachment;
WebGLFBAttachPoint mDepthStencilAttachment;
// In theory, this number can be unbounded based on the driver. However, no driver
// appears to expose more than 8. We might as well stop there too, for now.
// (http://opengl.gpuinfo.org/gl_stats_caps_single.php?listreportsbycap=GL_MAX_COLOR_ATTACHMENTS)
static const size_t kMaxColorAttachments = 8; // jgilbert's MacBook Pro exposes 8.
WebGLFBAttachPoint mColorAttachments[kMaxColorAttachments];
////
std::vector<const WebGLFBAttachPoint*> mColorDrawBuffers; // Non-null
const WebGLFBAttachPoint* mColorReadBuffer; // Null if NONE
////
struct ResolvedData {
// IsFeedback
std::vector<const WebGLFBAttachPoint*> texDrawBuffers; // Non-null
std::set<WebGLFBAttachPoint::Ordered> drawSet;
std::set<WebGLFBAttachPoint::Ordered> readSet;
explicit ResolvedData(const WebGLFramebuffer& parent);
};
mutable UniquePtr<const ResolvedData> mResolvedCompleteData;
////
public:
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer)
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer)
WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);
WebGLContext* GetParentObject() const { return mContext; }
virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override;
private:
~WebGLFramebuffer() {
DeleteOnce();
}
public:
void Delete();
////
bool HasDuplicateAttachments() const;
bool HasDefinedAttachments() const;
bool HasIncompleteAttachments(nsCString* const out_info) const;
bool AllImageRectsMatch() const;
bool AllImageSamplesMatch() const;
FBStatus PrecheckFramebufferStatus(nsCString* const out_info) const;
protected:
Maybe<WebGLFBAttachPoint*> GetAttachPoint(GLenum attachment); // Fallible
Maybe<WebGLFBAttachPoint*> GetColorAttachPoint(GLenum attachment); // Fallible
void ResolveAttachments() const;
void RefreshDrawBuffers() const;
void RefreshReadBuffer() const;
bool ResolveAttachmentData(const char* funcName) const;
public:
void DetachTexture(const char* funcName, const WebGLTexture* tex);
void DetachRenderbuffer(const char* funcName, const WebGLRenderbuffer* rb);
bool ValidateAndInitAttachments(const char* funcName) const;
bool ValidateClearBufferType(const char* funcName, GLenum buffer, uint32_t drawBuffer,
GLenum funcType) const;
bool ValidateForColorRead(const char* funcName,
const webgl::FormatUsageInfo** out_format,
uint32_t* out_width, uint32_t* out_height) const;
////////////////
// Getters
#define GETTER(X) const decltype(m##X)& X() const { return m##X; }
GETTER(DepthAttachment)
GETTER(StencilAttachment)
GETTER(DepthStencilAttachment)
GETTER(ColorDrawBuffers)
GETTER(ColorReadBuffer)
GETTER(ResolvedCompleteData)
#undef GETTER
const auto& ColorAttachment0() const {
return mColorAttachments[0];
}
const auto& AnyDepthAttachment() const {
if (mDepthStencilAttachment.IsDefined())
return mDepthStencilAttachment;
return mDepthAttachment;
}
const auto& AnyStencilAttachment() const {
if (mDepthStencilAttachment.IsDefined())
return mDepthStencilAttachment;
return mStencilAttachment;
}
////////////////
// Invalidation
bool IsResolvedComplete() const { return bool(mResolvedCompleteData); }
void InvalidateFramebufferStatus(const char* funcName);
void RefreshResolvedData();
////////////////
// WebGL funcs
bool IsCheckFramebufferStatusComplete(const char* const funcName) const {
return CheckFramebufferStatus(funcName) == LOCAL_GL_FRAMEBUFFER_COMPLETE;
}
FBStatus CheckFramebufferStatus(const char* funcName) const;
void FramebufferRenderbuffer(const char* funcName, GLenum attachment, GLenum rbtarget,
WebGLRenderbuffer* rb);
void FramebufferTexture2D(const char* funcName, GLenum attachment,
GLenum texImageTarget, WebGLTexture* tex, GLint level);
void FramebufferTextureLayer(const char* funcName, GLenum attachment,
WebGLTexture* tex, GLint level, GLint layer);
void DrawBuffers(const char* funcName, const dom::Sequence<GLenum>& buffers);
void ReadBuffer(const char* funcName, GLenum attachPoint);
JS::Value GetAttachmentParameter(const char* funcName, JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
ErrorResult* const out_error);
static void BlitFramebuffer(WebGLContext* webgl,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
};
} // namespace mozilla
#endif // WEBGL_FRAMEBUFFER_H_