gecko-dev/dom/canvas/WebGLFramebuffer.h

238 строки
6.6 KiB
C++

/* -*- 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 "mozilla/LinkedList.h"
#include "mozilla/WeakPtr.h"
#include "nsWrapperCache.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
namespace mozilla {
class WebGLFramebuffer;
class WebGLRenderbuffer;
class WebGLTexture;
namespace gl {
class GLContext;
} // namespace gl
class WebGLFBAttachPoint
{
public:
WebGLFramebuffer* const mFB;
private:
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
FBAttachment mAttachmentPoint;
TexImageTarget mTexImageTarget;
GLint mTexImageLayer;
GLint mTexImageLevel;
public:
WebGLFBAttachPoint(WebGLFramebuffer* fb, FBAttachment attachmentPoint);
~WebGLFBAttachPoint();
void Unlink() {
mRenderbufferPtr = nullptr;
mTexturePtr = nullptr;
}
bool IsDefined() const;
bool IsDeleteRequested() const;
TexInternalFormat EffectiveInternalFormat() const;
bool HasAlpha() const;
bool IsReadableFloat() const;
void Clear() {
SetRenderbuffer(nullptr);
}
void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level);
void SetTexImageLayer(WebGLTexture* tex, TexImageTarget target, GLint level,
GLint layer);
void SetRenderbuffer(WebGLRenderbuffer* rb);
const WebGLTexture* Texture() const {
return mTexturePtr;
}
WebGLTexture* Texture() {
return mTexturePtr;
}
const WebGLRenderbuffer* Renderbuffer() const {
return mRenderbufferPtr;
}
WebGLRenderbuffer* Renderbuffer() {
return mRenderbufferPtr;
}
TexImageTarget ImageTarget() const {
return mTexImageTarget;
}
GLint Layer() const {
return mTexImageLayer;
}
GLint MipLevel() const {
return mTexImageLevel;
}
bool HasUninitializedImageData() const;
void SetImageDataStatus(WebGLImageDataStatus x);
const WebGLRectangleObject& RectangleObject() const;
bool HasImage() const;
bool IsComplete() const;
void FinalizeAttachment(gl::GLContext* gl,
FBAttachment attachmentLoc) const;
JS::Value GetParameter(WebGLContext* context, GLenum pname);
};
class WebGLFramebuffer final
: public nsWrapperCache
, public WebGLRefCountedObject<WebGLFramebuffer>
, public LinkedListElement<WebGLFramebuffer>
, public WebGLContextBoundObject
, public SupportsWeakPtr<WebGLFramebuffer>
{
friend class WebGLContext;
public:
MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLFramebuffer)
const GLuint mGLName;
private:
mutable GLenum mStatus;
GLenum mReadBufferMode;
// No need to chase pointers for the oft-used color0.
WebGLFBAttachPoint mColorAttachment0;
WebGLFBAttachPoint mDepthAttachment;
WebGLFBAttachPoint mStencilAttachment;
WebGLFBAttachPoint mDepthStencilAttachment;
nsTArray<WebGLFBAttachPoint> mMoreColorAttachments;
#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
public:
WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);
private:
~WebGLFramebuffer() {
DeleteOnce();
}
const WebGLRectangleObject& GetAnyRectObject() const;
public:
void Delete();
void FramebufferRenderbuffer(FBAttachment attachment, RBTarget rbtarget,
WebGLRenderbuffer* rb);
void FramebufferTexture2D(FBAttachment attachment,
TexImageTarget texImageTarget, WebGLTexture* tex,
GLint level);
void FramebufferTextureLayer(FBAttachment attachment, WebGLTexture* tex, GLint level,
GLint layer);
bool HasDefinedAttachments() const;
bool HasIncompleteAttachments() const;
bool AllImageRectsMatch() const;
FBStatus PrecheckFramebufferStatus() const;
FBStatus CheckFramebufferStatus() const;
GLenum
GetFormatForAttachment(const WebGLFBAttachPoint& attachment) const;
bool HasDepthStencilConflict() const {
return int(mDepthAttachment.IsDefined()) +
int(mStencilAttachment.IsDefined()) +
int(mDepthStencilAttachment.IsDefined()) >= 2;
}
size_t ColorAttachmentCount() const {
return 1 + mMoreColorAttachments.Length();
}
const WebGLFBAttachPoint& ColorAttachment(size_t colorAttachmentId) const {
MOZ_ASSERT(colorAttachmentId < ColorAttachmentCount());
return colorAttachmentId ? mMoreColorAttachments[colorAttachmentId - 1]
: mColorAttachment0;
}
const WebGLFBAttachPoint& DepthAttachment() const {
return mDepthAttachment;
}
const WebGLFBAttachPoint& StencilAttachment() const {
return mStencilAttachment;
}
const WebGLFBAttachPoint& DepthStencilAttachment() const {
return mDepthStencilAttachment;
}
WebGLFBAttachPoint& GetAttachPoint(FBAttachment attachPointEnum);
void DetachTexture(const WebGLTexture* tex);
void DetachRenderbuffer(const WebGLRenderbuffer* rb);
const WebGLRectangleObject& RectangleObject() const;
WebGLContext* GetParentObject() const {
return Context();
}
void FinalizeAttachments() const;
virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override;
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer)
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer)
// mask mirrors glClear.
bool HasCompletePlanes(GLbitfield mask);
bool CheckAndInitializeAttachments();
bool CheckColorAttachmentNumber(FBAttachment attachment,
const char* funcName) const;
void EnsureColorAttachPoints(size_t colorAttachmentId);
void InvalidateFramebufferStatus() const {
mStatus = 0;
}
bool ValidateForRead(const char* info, TexInternalFormat* const out_format);
JS::Value GetAttachmentParameter(JSContext* cx, GLenum attachment, GLenum pname,
ErrorResult& rv);
};
} // namespace mozilla
#endif // WEBGL_FRAMEBUFFER_H_