зеркало из https://github.com/mozilla/gecko-dev.git
233 строки
6.4 KiB
C++
233 строки
6.4 KiB
C++
/* -*- Mode: C++; tab-width: 4; 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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#ifndef WEBGL_FRAMEBUFFER_H_
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#define WEBGL_FRAMEBUFFER_H_
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#include "mozilla/LinkedList.h"
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#include "mozilla/WeakPtr.h"
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#include "nsWrapperCache.h"
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#include "WebGLObjectModel.h"
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#include "WebGLStrongTypes.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLTexture.h"
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namespace mozilla {
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class WebGLFramebuffer;
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class WebGLRenderbuffer;
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class WebGLTexture;
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namespace gl {
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class GLContext;
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} // namespace gl
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class WebGLFBAttachPoint
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{
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public:
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WebGLFramebuffer* const mFB;
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private:
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WebGLRefPtr<WebGLTexture> mTexturePtr;
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WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
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FBAttachment mAttachmentPoint;
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TexImageTarget mTexImageTarget;
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GLint mTexImageLayer;
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GLint mTexImageLevel;
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public:
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WebGLFBAttachPoint(WebGLFramebuffer* fb, FBAttachment attachmentPoint);
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~WebGLFBAttachPoint();
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void Unlink() {
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mRenderbufferPtr = nullptr;
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mTexturePtr = nullptr;
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}
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bool IsDefined() const;
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bool IsDeleteRequested() const;
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TexInternalFormat EffectiveInternalFormat() const;
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bool HasAlpha() const;
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bool IsReadableFloat() const;
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void Clear() {
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SetRenderbuffer(nullptr);
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}
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void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level);
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void SetTexImageLayer(WebGLTexture* tex, TexImageTarget target, GLint level,
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GLint layer);
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void SetRenderbuffer(WebGLRenderbuffer* rb);
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const WebGLTexture* Texture() const {
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return mTexturePtr;
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}
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WebGLTexture* Texture() {
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return mTexturePtr;
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}
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const WebGLRenderbuffer* Renderbuffer() const {
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return mRenderbufferPtr;
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}
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WebGLRenderbuffer* Renderbuffer() {
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return mRenderbufferPtr;
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}
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TexImageTarget ImageTarget() const {
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return mTexImageTarget;
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}
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GLint Layer() const {
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return mTexImageLayer;
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}
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GLint MipLevel() const {
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return mTexImageLevel;
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}
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bool HasUninitializedImageData() const;
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void SetImageDataStatus(WebGLImageDataStatus x);
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const WebGLRectangleObject& RectangleObject() const;
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bool HasImage() const;
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bool IsComplete() const;
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void FinalizeAttachment(gl::GLContext* gl,
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FBAttachment attachmentLoc) const;
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};
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class WebGLFramebuffer final
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: public nsWrapperCache
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, public WebGLRefCountedObject<WebGLFramebuffer>
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, public LinkedListElement<WebGLFramebuffer>
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, public WebGLContextBoundObject
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, public SupportsWeakPtr<WebGLFramebuffer>
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{
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friend class WebGLContext;
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public:
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MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLFramebuffer)
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const GLuint mGLName;
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private:
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mutable GLenum mStatus;
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GLenum mReadBufferMode;
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// No need to chase pointers for the oft-used color0.
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WebGLFBAttachPoint mColorAttachment0;
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WebGLFBAttachPoint mDepthAttachment;
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WebGLFBAttachPoint mStencilAttachment;
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WebGLFBAttachPoint mDepthStencilAttachment;
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nsTArray<WebGLFBAttachPoint> mMoreColorAttachments;
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#ifdef ANDROID
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// Bug 1140459: Some drivers (including our test slaves!) don't
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// give reasonable answers for IsRenderbuffer, maybe others.
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// This shows up on Android 2.3 emulator.
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//
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// So we track the `is a Framebuffer` state ourselves.
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bool mIsFB;
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#endif
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public:
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WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);
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private:
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~WebGLFramebuffer() {
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DeleteOnce();
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}
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const WebGLRectangleObject& GetAnyRectObject() const;
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public:
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void Delete();
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void FramebufferRenderbuffer(FBAttachment attachment, RBTarget rbtarget,
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WebGLRenderbuffer* rb);
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void FramebufferTexture2D(FBAttachment attachment,
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TexImageTarget texImageTarget, WebGLTexture* tex,
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GLint level);
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void FramebufferTextureLayer(FBAttachment attachment, WebGLTexture* tex, GLint level,
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GLint layer);
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bool HasDefinedAttachments() const;
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bool HasIncompleteAttachments() const;
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bool AllImageRectsMatch() const;
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FBStatus PrecheckFramebufferStatus() const;
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FBStatus CheckFramebufferStatus() const;
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GLenum
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GetFormatForAttachment(const WebGLFBAttachPoint& attachment) const;
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bool HasDepthStencilConflict() const {
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return int(mDepthAttachment.IsDefined()) +
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int(mStencilAttachment.IsDefined()) +
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int(mDepthStencilAttachment.IsDefined()) >= 2;
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}
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size_t ColorAttachmentCount() const {
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return 1 + mMoreColorAttachments.Length();
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}
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const WebGLFBAttachPoint& ColorAttachment(size_t colorAttachmentId) const {
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MOZ_ASSERT(colorAttachmentId < ColorAttachmentCount());
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return colorAttachmentId ? mMoreColorAttachments[colorAttachmentId - 1]
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: mColorAttachment0;
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}
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const WebGLFBAttachPoint& DepthAttachment() const {
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return mDepthAttachment;
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}
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const WebGLFBAttachPoint& StencilAttachment() const {
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return mStencilAttachment;
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}
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const WebGLFBAttachPoint& DepthStencilAttachment() const {
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return mDepthStencilAttachment;
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}
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WebGLFBAttachPoint& GetAttachPoint(FBAttachment attachPointEnum);
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void DetachTexture(const WebGLTexture* tex);
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void DetachRenderbuffer(const WebGLRenderbuffer* rb);
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const WebGLRectangleObject& RectangleObject() const;
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WebGLContext* GetParentObject() const {
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return Context();
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}
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void FinalizeAttachments() const;
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virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override;
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NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer)
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer)
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// mask mirrors glClear.
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bool HasCompletePlanes(GLbitfield mask);
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bool CheckAndInitializeAttachments();
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bool CheckColorAttachmentNumber(FBAttachment attachment,
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const char* funcName) const;
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void EnsureColorAttachPoints(size_t colorAttachmentId);
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void InvalidateFramebufferStatus() const {
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mStatus = 0;
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}
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bool ValidateForRead(const char* info, TexInternalFormat* const out_format);
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};
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} // namespace mozilla
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#endif // WEBGL_FRAMEBUFFER_H_
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