gecko-dev/dom/canvas/WebGL2ContextFramebuffers.cpp

518 строки
16 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/. */
#include "WebGL2Context.h"
#include "GLContext.h"
#include "WebGLContextUtils.h"
using namespace mozilla;
using namespace mozilla::dom;
// Returns one of FLOAT, INT, UNSIGNED_INT.
// Fixed-points (normalized ints) are considered FLOAT.
static GLenum
ValueTypeForFormat(GLenum internalFormat)
{
switch (internalFormat) {
// Fixed-point
case LOCAL_GL_R8:
case LOCAL_GL_RG8:
case LOCAL_GL_RGB565:
case LOCAL_GL_RGB8:
case LOCAL_GL_RGBA4:
case LOCAL_GL_RGB5_A1:
case LOCAL_GL_RGBA8:
case LOCAL_GL_RGB10_A2:
case LOCAL_GL_ALPHA8:
case LOCAL_GL_LUMINANCE8:
case LOCAL_GL_LUMINANCE8_ALPHA8:
case LOCAL_GL_SRGB8:
case LOCAL_GL_SRGB8_ALPHA8:
case LOCAL_GL_R8_SNORM:
case LOCAL_GL_RG8_SNORM:
case LOCAL_GL_RGB8_SNORM:
case LOCAL_GL_RGBA8_SNORM:
// Floating-point
case LOCAL_GL_R16F:
case LOCAL_GL_RG16F:
case LOCAL_GL_RGB16F:
case LOCAL_GL_RGBA16F:
case LOCAL_GL_ALPHA16F_EXT:
case LOCAL_GL_LUMINANCE16F_EXT:
case LOCAL_GL_LUMINANCE_ALPHA16F_EXT:
case LOCAL_GL_R32F:
case LOCAL_GL_RG32F:
case LOCAL_GL_RGB32F:
case LOCAL_GL_RGBA32F:
case LOCAL_GL_ALPHA32F_EXT:
case LOCAL_GL_LUMINANCE32F_EXT:
case LOCAL_GL_LUMINANCE_ALPHA32F_EXT:
case LOCAL_GL_R11F_G11F_B10F:
case LOCAL_GL_RGB9_E5:
return LOCAL_GL_FLOAT;
// Int
case LOCAL_GL_R8I:
case LOCAL_GL_RG8I:
case LOCAL_GL_RGB8I:
case LOCAL_GL_RGBA8I:
case LOCAL_GL_R16I:
case LOCAL_GL_RG16I:
case LOCAL_GL_RGB16I:
case LOCAL_GL_RGBA16I:
case LOCAL_GL_R32I:
case LOCAL_GL_RG32I:
case LOCAL_GL_RGB32I:
case LOCAL_GL_RGBA32I:
return LOCAL_GL_INT;
// Unsigned int
case LOCAL_GL_R8UI:
case LOCAL_GL_RG8UI:
case LOCAL_GL_RGB8UI:
case LOCAL_GL_RGBA8UI:
case LOCAL_GL_R16UI:
case LOCAL_GL_RG16UI:
case LOCAL_GL_RGB16UI:
case LOCAL_GL_RGBA16UI:
case LOCAL_GL_R32UI:
case LOCAL_GL_RG32UI:
case LOCAL_GL_RGB32UI:
case LOCAL_GL_RGBA32UI:
case LOCAL_GL_RGB10_A2UI:
return LOCAL_GL_UNSIGNED_INT;
default:
MOZ_CRASH("Bad `internalFormat`.");
}
}
// -------------------------------------------------------------------------
// Framebuffer objects
static bool
GetFBInfoForBlit(const WebGLFramebuffer* fb, WebGLContext* webgl,
const char* const fbInfo, GLsizei* const out_samples,
GLenum* const out_colorFormat, GLenum* const out_depthFormat,
GLenum* const out_stencilFormat)
{
auto status = fb->PrecheckFramebufferStatus();
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
webgl->ErrorInvalidOperation("blitFramebuffer: %s is not"
" framebuffer-complete.", fbInfo);
return false;
}
*out_samples = 1; // TODO
if (fb->ColorAttachment(0).IsDefined()) {
const auto& attachement = fb->ColorAttachment(0);
*out_colorFormat = attachement.EffectiveInternalFormat().get();
} else {
*out_colorFormat = 0;
}
if (fb->DepthStencilAttachment().IsDefined()) {
const auto& attachement = fb->DepthStencilAttachment();
*out_depthFormat = attachement.EffectiveInternalFormat().get();
*out_stencilFormat = *out_depthFormat;
} else {
if (fb->DepthAttachment().IsDefined()) {
const auto& attachement = fb->DepthAttachment();
*out_depthFormat = attachement.EffectiveInternalFormat().get();
} else {
*out_depthFormat = 0;
}
if (fb->StencilAttachment().IsDefined()) {
const auto& attachement = fb->StencilAttachment();
*out_stencilFormat = attachement.EffectiveInternalFormat().get();
} else {
*out_stencilFormat = 0;
}
}
return true;
}
void
WebGL2Context::BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
const GLbitfield validBits = LOCAL_GL_COLOR_BUFFER_BIT |
LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT;
if ((mask | validBits) != validBits) {
ErrorInvalidValue("blitFramebuffer: Invalid bit set in mask.");
return;
}
switch (filter) {
case LOCAL_GL_NEAREST:
case LOCAL_GL_LINEAR:
break;
default:
ErrorInvalidEnumInfo("blitFramebuffer: Bad `filter`:", filter);
return;
}
const GLbitfield depthAndStencilBits = LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT;
if (mask & depthAndStencilBits &&
filter != LOCAL_GL_NEAREST)
{
ErrorInvalidOperation("blitFramebuffer: DEPTH_BUFFER_BIT and"
" STENCIL_BUFFER_BIT can only be used with"
" NEAREST filtering.");
return;
}
if (mBoundReadFramebuffer == mBoundDrawFramebuffer) {
// TODO: It's actually more complicated than this. We need to check that
// the underlying buffers are not the same, not the framebuffers
// themselves.
ErrorInvalidOperation("blitFramebuffer: Source and destination must"
" differ.");
return;
}
GLsizei srcSamples;
GLenum srcColorFormat;
GLenum srcDepthFormat;
GLenum srcStencilFormat;
if (mBoundReadFramebuffer) {
if (!GetFBInfoForBlit(mBoundReadFramebuffer, this, "READ_FRAMEBUFFER",
&srcSamples, &srcColorFormat, &srcDepthFormat,
&srcStencilFormat))
{
return;
}
} else {
srcSamples = 1; // Always 1.
// TODO: Don't hardcode these.
srcColorFormat = mOptions.alpha ? LOCAL_GL_RGBA8 : LOCAL_GL_RGB8;
if (mOptions.depth && mOptions.stencil) {
srcDepthFormat = LOCAL_GL_DEPTH24_STENCIL8;
srcStencilFormat = srcDepthFormat;
} else {
if (mOptions.depth) {
srcDepthFormat = LOCAL_GL_DEPTH_COMPONENT16;
}
if (mOptions.stencil) {
srcStencilFormat = LOCAL_GL_STENCIL_INDEX8;
}
}
}
GLsizei dstSamples;
GLenum dstColorFormat;
GLenum dstDepthFormat;
GLenum dstStencilFormat;
if (mBoundDrawFramebuffer) {
if (!GetFBInfoForBlit(mBoundDrawFramebuffer, this, "DRAW_FRAMEBUFFER",
&dstSamples, &dstColorFormat, &dstDepthFormat,
&dstStencilFormat))
{
return;
}
} else {
dstSamples = gl->Screen()->Samples();
// TODO: Don't hardcode these.
dstColorFormat = mOptions.alpha ? LOCAL_GL_RGBA8 : LOCAL_GL_RGB8;
if (mOptions.depth && mOptions.stencil) {
dstDepthFormat = LOCAL_GL_DEPTH24_STENCIL8;
dstStencilFormat = dstDepthFormat;
} else {
if (mOptions.depth) {
dstDepthFormat = LOCAL_GL_DEPTH_COMPONENT16;
}
if (mOptions.stencil) {
dstStencilFormat = LOCAL_GL_STENCIL_INDEX8;
}
}
}
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
const GLenum srcColorType = srcColorFormat ? ValueTypeForFormat(srcColorFormat)
: 0;
const GLenum dstColorType = dstColorFormat ? ValueTypeForFormat(dstColorFormat)
: 0;
if (dstColorType != srcColorType) {
ErrorInvalidOperation("blitFramebuffer: Color buffer value type"
" mismatch.");
return;
}
const bool srcIsInt = srcColorType == LOCAL_GL_INT ||
srcColorType == LOCAL_GL_UNSIGNED_INT;
if (srcIsInt && filter != LOCAL_GL_NEAREST) {
ErrorInvalidOperation("blitFramebuffer: Integer read buffers can only"
" be filtered with NEAREST.");
return;
}
}
/* GLES 3.0.4, p199:
* Calling BlitFramebuffer will result in an INVALID_OPERATION error if
* mask includes DEPTH_BUFFER_BIT or STENCIL_BUFFER_BIT, and the source
* and destination depth and stencil buffer formats do not match.
*
* jgilbert: The wording is such that if only DEPTH_BUFFER_BIT is specified,
* the stencil formats must match. This seems wrong. It could be a spec bug,
* or I could be missing an interaction in one of the earlier paragraphs.
*/
if (mask & LOCAL_GL_DEPTH_BUFFER_BIT &&
dstDepthFormat != srcDepthFormat)
{
ErrorInvalidOperation("blitFramebuffer: Depth buffer formats must match"
" if selected.");
return;
}
if (mask & LOCAL_GL_STENCIL_BUFFER_BIT &&
dstStencilFormat != srcStencilFormat)
{
ErrorInvalidOperation("blitFramebuffer: Stencil buffer formats must"
" match if selected.");
return;
}
if (dstSamples != 1) {
ErrorInvalidOperation("blitFramebuffer: DRAW_FRAMEBUFFER may not have"
" multiple samples.");
return;
}
if (srcSamples != 1) {
if (mask & LOCAL_GL_COLOR_BUFFER_BIT &&
dstColorFormat != srcColorFormat)
{
ErrorInvalidOperation("blitFramebuffer: Color buffer formats must"
" match if selected, when reading from a"
" multisampled source.");
return;
}
if (dstX0 != srcX0 ||
dstX1 != srcX1 ||
dstY0 != srcY0 ||
dstY1 != srcY1)
{
ErrorInvalidOperation("blitFramebuffer: If the source is"
" multisampled, then the source and dest"
" regions must match exactly.");
return;
}
}
MakeContextCurrent();
gl->fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
void
WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat, GLenum pname, JS::MutableHandleValue retval)
{
MOZ_CRASH("Not Implemented.");
}
// Map attachments intended for the default buffer, to attachments for a non-
// default buffer.
static void
TranslateDefaultAttachments(const dom::Sequence<GLenum>& in, dom::Sequence<GLenum>* out)
{
for (size_t i = 0; i < in.Length(); i++) {
switch (in[i]) {
case LOCAL_GL_COLOR:
out->AppendElement(LOCAL_GL_COLOR_ATTACHMENT0);
break;
case LOCAL_GL_DEPTH:
out->AppendElement(LOCAL_GL_DEPTH_ATTACHMENT);
break;
case LOCAL_GL_STENCIL:
out->AppendElement(LOCAL_GL_STENCIL_ATTACHMENT);
break;
}
}
}
void
WebGL2Context::InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
return;
const WebGLFramebuffer* fb;
bool isDefaultFB;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
break;
default:
MOZ_CRASH("Bad target.");
}
for (size_t i = 0; i < attachments.Length(); i++) {
if (!ValidateFramebufferAttachment(fb, attachments[i],
"invalidateFramebuffer"))
{
return;
}
}
// InvalidateFramebuffer is a hint to the driver. Should be OK to
// skip calls if not supported, for example by OSX 10.9 GL
// drivers.
static bool invalidateFBSupported = gl->IsSupported(gl::GLFeature::invalidate_framebuffer);
if (!invalidateFBSupported)
return;
if (!fb && !isDefaultFB) {
dom::Sequence<GLenum> tmpAttachments;
TranslateDefaultAttachments(attachments, &tmpAttachments);
gl->fInvalidateFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements());
} else {
gl->fInvalidateFramebuffer(target, attachments.Length(), attachments.Elements());
}
}
void
WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
return;
const WebGLFramebuffer* fb;
bool isDefaultFB;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
break;
default:
MOZ_CRASH("Bad target.");
}
for (size_t i = 0; i < attachments.Length(); i++) {
if (!ValidateFramebufferAttachment(fb, attachments[i],
"invalidateSubFramebuffer"))
{
return;
}
}
// InvalidateFramebuffer is a hint to the driver. Should be OK to
// skip calls if not supported, for example by OSX 10.9 GL
// drivers.
static bool invalidateFBSupported = gl->IsSupported(gl::GLFeature::invalidate_framebuffer);
if (!invalidateFBSupported)
return;
if (!fb && !isDefaultFB) {
dom::Sequence<GLenum> tmpAttachments;
TranslateDefaultAttachments(attachments, &tmpAttachments);
gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements(),
x, y, width, height);
} else {
gl->fInvalidateSubFramebuffer(target, attachments.Length(), attachments.Elements(),
x, y, width, height);
}
}
void
WebGL2Context::ReadBuffer(GLenum mode)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (mBoundReadFramebuffer) {
bool isColorAttachment = (mode >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mode <= LastColorAttachment());
if (mode != LOCAL_GL_NONE &&
!isColorAttachment)
{
ErrorInvalidEnumInfo("readBuffer: If READ_FRAMEBUFFER is non-null,"
" `mode` must be COLOR_ATTACHMENTN or NONE."
" Was:", mode);
return;
}
gl->fReadBuffer(mode);
return;
}
// Operating on the default framebuffer.
if (mode != LOCAL_GL_NONE &&
mode != LOCAL_GL_BACK)
{
ErrorInvalidEnumInfo("readBuffer: If READ_FRAMEBUFFER is null, `mode`"
" must be BACK or NONE. Was:", mode);
return;
}
gl->Screen()->SetReadBuffer(mode);
}
void
WebGL2Context::RenderbufferStorageMultisample(GLenum target, GLsizei samples,
GLenum internalFormat,
GLsizei width, GLsizei height)
{
RenderbufferStorage_base("renderbufferStorageMultisample", target, samples,
internalFormat, width, height);
}