gecko-dev/dom/canvas/WebGLFramebuffer.cpp

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53 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "WebGLFramebuffer.h"
// You know it's going to be fun when these two show up:
#include <algorithm>
#include <iterator>
#include "GLContext.h"
#include "GLScreenBuffer.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "nsPrintfCString.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
namespace mozilla {
static bool ShouldDeferAttachment(const WebGLContext* const webgl,
const GLenum attachPoint) {
if (webgl->IsWebGL2()) return false;
switch (attachPoint) {
case LOCAL_GL_DEPTH_ATTACHMENT:
case LOCAL_GL_STENCIL_ATTACHMENT:
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return true;
default:
return false;
}
}
WebGLFBAttachPoint::WebGLFBAttachPoint(const WebGLContext* const webgl,
const GLenum attachmentPoint)
: mAttachmentPoint(attachmentPoint),
mDeferAttachment(ShouldDeferAttachment(webgl, mAttachmentPoint)) {}
WebGLFBAttachPoint::~WebGLFBAttachPoint() {
MOZ_ASSERT(!mRenderbufferPtr);
MOZ_ASSERT(!mTexturePtr);
}
bool WebGLFBAttachPoint::IsDeleteRequested() const {
return Texture()
? Texture()->IsDeleteRequested()
: Renderbuffer() ? Renderbuffer()->IsDeleteRequested() : false;
}
void WebGLFBAttachPoint::Clear() {
mRenderbufferPtr = nullptr;
mTexturePtr = nullptr;
mTexImageTarget = 0;
mTexImageLevel = 0;
mTexImageLayer = 0;
}
void WebGLFBAttachPoint::SetTexImage(gl::GLContext* const gl,
WebGLTexture* const tex,
TexImageTarget target, GLint level,
GLint layer) {
Clear();
mTexturePtr = tex;
mTexImageTarget = target;
mTexImageLevel = level;
mTexImageLayer = layer;
if (!mDeferAttachment) {
DoAttachment(gl);
}
}
void WebGLFBAttachPoint::SetRenderbuffer(gl::GLContext* const gl,
WebGLRenderbuffer* const rb) {
Clear();
mRenderbufferPtr = rb;
if (!mDeferAttachment) {
DoAttachment(gl);
}
}
const webgl::ImageInfo* WebGLFBAttachPoint::GetImageInfo() const {
if (mTexturePtr)
return &mTexturePtr->ImageInfoAt(mTexImageTarget, mTexImageLevel);
if (mRenderbufferPtr) return &mRenderbufferPtr->ImageInfo();
return nullptr;
}
bool WebGLFBAttachPoint::IsComplete(WebGLContext* webgl,
nsCString* const out_info) const {
MOZ_ASSERT(HasAttachment());
const auto fnWriteErrorInfo = [&](const char* const text) {
WebGLContext::EnumName(mAttachmentPoint, out_info);
out_info->AppendASCII(text);
};
const auto& imageInfo = *GetImageInfo();
if (!imageInfo.mWidth || !imageInfo.mHeight) {
fnWriteErrorInfo("Attachment has no width or height.");
return false;
}
MOZ_ASSERT(imageInfo.IsDefined());
const auto& tex = Texture();
if (tex) {
// ES 3.0 spec, pg 213 has giant blocks of text that bake down to requiring
// that attached tex images are within the valid mip-levels of the texture.
// While it draws distinction to only test non-immutable textures, that's
// because immutable textures are *always* texture-complete. We need to
// check immutable textures though, because checking completeness is also
// when we zero invalidated/no-data tex images.
const bool complete = [&]() {
const bool ensureInit = false;
const auto texCompleteness = tex->CalcCompletenessInfo(ensureInit);
if (!texCompleteness) // OOM
return false;
if (!texCompleteness->levels) return false;
const auto baseLevel = tex->BaseMipmapLevel();
const auto maxLevel = baseLevel + texCompleteness->levels - 1;
return baseLevel <= mTexImageLevel && mTexImageLevel <= maxLevel;
}();
if (!complete) {
fnWriteErrorInfo("Attached texture is not texture-complete.");
return false;
}
}
const auto& formatUsage = imageInfo.mFormat;
if (!formatUsage->IsRenderable()) {
const auto info = nsPrintfCString(
"Attachment has an effective format of %s,"
" which is not renderable.",
formatUsage->format->name);
fnWriteErrorInfo(info.BeginReading());
return false;
}
const auto format = formatUsage->format;
bool hasRequiredBits;
switch (mAttachmentPoint) {
case LOCAL_GL_DEPTH_ATTACHMENT:
hasRequiredBits = format->d;
break;
case LOCAL_GL_STENCIL_ATTACHMENT:
hasRequiredBits = format->s;
break;
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
MOZ_ASSERT(!webgl->IsWebGL2());
hasRequiredBits = (format->d && format->s);
break;
default:
MOZ_ASSERT(mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0);
hasRequiredBits = format->IsColorFormat();
break;
}
if (!hasRequiredBits) {
fnWriteErrorInfo(
"Attachment's format is missing required color/depth/stencil"
" bits.");
return false;
}
if (!webgl->IsWebGL2()) {
bool hasSurplusPlanes = false;
switch (mAttachmentPoint) {
case LOCAL_GL_DEPTH_ATTACHMENT:
hasSurplusPlanes = format->s;
break;
case LOCAL_GL_STENCIL_ATTACHMENT:
hasSurplusPlanes = format->d;
break;
}
if (hasSurplusPlanes) {
fnWriteErrorInfo(
"Attachment has depth or stencil bits when it shouldn't.");
return false;
}
}
return true;
}
void WebGLFBAttachPoint::DoAttachment(gl::GLContext* const gl) const {
if (Renderbuffer()) {
Renderbuffer()->DoFramebufferRenderbuffer(mAttachmentPoint);
return;
}
if (!Texture()) {
MOZ_ASSERT(mAttachmentPoint != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
// WebGL 2 doesn't have a real attachment for this, and WebGL 1 is defered
// and only DoAttachment if HasAttachment.
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint,
LOCAL_GL_RENDERBUFFER, 0);
return;
}
const auto& texName = Texture()->mGLName;
switch (mTexImageTarget.get()) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
gl->fFramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
mTexImageTarget.get(), texName, mTexImageLevel);
gl->fFramebufferTexture2D(
LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
mTexImageTarget.get(), texName, mTexImageLevel);
} else {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint,
mTexImageTarget.get(), texName,
mTexImageLevel);
}
break;
case LOCAL_GL_TEXTURE_2D_ARRAY:
case LOCAL_GL_TEXTURE_3D:
gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint,
texName, mTexImageLevel, mTexImageLayer);
break;
}
}
JS::Value WebGLFBAttachPoint::GetParameter(WebGLContext* webgl, JSContext* cx,
GLenum target, GLenum attachment,
GLenum pname,
ErrorResult* const out_error) const {
if (!HasAttachment()) {
// Divergent between GLES 3 and 2.
// GLES 2.0.25 p127:
// "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then
// querying any other pname will generate INVALID_ENUM."
// GLES 3.0.4 p240:
// "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, no
// framebuffer is bound to target. In this case querying pname
// FRAMEBUFFER_ATTACHMENT_OBJECT_NAME will return zero, and all other
// queries will generate an INVALID_OPERATION error."
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return JS::Int32Value(LOCAL_GL_NONE);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
if (webgl->IsWebGL2()) return JS::NullValue();
break;
default:
break;
}
nsCString attachmentName;
WebGLContext::EnumName(attachment, &attachmentName);
if (webgl->IsWebGL2()) {
webgl->ErrorInvalidOperation("No attachment at %s.",
attachmentName.BeginReading());
} else {
webgl->ErrorInvalidEnum("No attachment at %s.",
attachmentName.BeginReading());
}
return JS::NullValue();
}
bool isPNameValid = false;
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return JS::Int32Value(mTexturePtr ? LOCAL_GL_TEXTURE
: LOCAL_GL_RENDERBUFFER);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
return (mTexturePtr ? webgl->WebGLObjectAsJSValue(cx, mTexturePtr.get(),
*out_error)
: webgl->WebGLObjectAsJSValue(
cx, mRenderbufferPtr.get(), *out_error));
//////
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
if (mTexturePtr) return JS::Int32Value(MipLevel());
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
if (mTexturePtr) {
GLenum face = 0;
if (mTexturePtr->Target() == LOCAL_GL_TEXTURE_CUBE_MAP) {
face = ImageTarget().get();
}
return JS::Int32Value(face);
}
break;
//////
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER:
if (webgl->IsWebGL2() && mTexturePtr) {
int32_t layer = 0;
if (ImageTarget() == LOCAL_GL_TEXTURE_2D_ARRAY ||
ImageTarget() == LOCAL_GL_TEXTURE_3D) {
layer = Layer();
}
return JS::Int32Value(layer);
}
break;
//////
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE:
isPNameValid = webgl->IsWebGL2();
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:
isPNameValid = (webgl->IsWebGL2() ||
webgl->IsExtensionEnabled(WebGLExtensionID::EXT_sRGB));
break;
}
if (!isPNameValid) {
webgl->ErrorInvalidEnum("Invalid pname: 0x%04x", pname);
return JS::NullValue();
}
const auto& imageInfo = *GetImageInfo();
const auto& usage = imageInfo.mFormat;
if (!usage) {
if (pname == LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING)
return JS::NumberValue(LOCAL_GL_LINEAR);
return JS::NullValue();
}
auto format = usage->format;
GLint ret = 0;
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE:
ret = format->r;
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE:
ret = format->g;
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE:
ret = format->b;
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE:
ret = format->a;
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE:
ret = format->d;
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE:
ret = format->s;
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:
ret = (format->isSRGB ? LOCAL_GL_SRGB : LOCAL_GL_LINEAR);
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE:
MOZ_ASSERT(attachment != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
if (format->unsizedFormat == webgl::UnsizedFormat::DEPTH_STENCIL) {
MOZ_ASSERT(attachment == LOCAL_GL_DEPTH_ATTACHMENT ||
attachment == LOCAL_GL_STENCIL_ATTACHMENT);
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT) {
switch (format->effectiveFormat) {
case webgl::EffectiveFormat::DEPTH24_STENCIL8:
format =
webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT24);
break;
case webgl::EffectiveFormat::DEPTH32F_STENCIL8:
format =
webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT32F);
break;
default:
MOZ_ASSERT(false, "no matched DS format");
break;
}
} else if (attachment == LOCAL_GL_STENCIL_ATTACHMENT) {
switch (format->effectiveFormat) {
case webgl::EffectiveFormat::DEPTH24_STENCIL8:
case webgl::EffectiveFormat::DEPTH32F_STENCIL8:
format = webgl::GetFormat(webgl::EffectiveFormat::STENCIL_INDEX8);
break;
default:
MOZ_ASSERT(false, "no matched DS format");
break;
}
}
}
switch (format->componentType) {
case webgl::ComponentType::Int:
ret = LOCAL_GL_INT;
break;
case webgl::ComponentType::UInt:
ret = LOCAL_GL_UNSIGNED_INT;
break;
case webgl::ComponentType::NormInt:
ret = LOCAL_GL_SIGNED_NORMALIZED;
break;
case webgl::ComponentType::NormUInt:
ret = LOCAL_GL_UNSIGNED_NORMALIZED;
break;
case webgl::ComponentType::Float:
ret = LOCAL_GL_FLOAT;
break;
}
break;
default:
MOZ_ASSERT(false, "Missing case.");
break;
}
return JS::Int32Value(ret);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// WebGLFramebuffer
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* webgl, GLuint fbo)
: WebGLRefCountedObject(webgl),
mGLName(fbo),
mDepthAttachment(webgl, LOCAL_GL_DEPTH_ATTACHMENT),
mStencilAttachment(webgl, LOCAL_GL_STENCIL_ATTACHMENT),
mDepthStencilAttachment(webgl, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
mContext->mFramebuffers.insertBack(this);
mAttachments.push_back(&mDepthAttachment);
mAttachments.push_back(&mStencilAttachment);
if (!webgl->IsWebGL2()) {
// Only WebGL1 has a separate depth+stencil attachment point.
mAttachments.push_back(&mDepthStencilAttachment);
}
size_t i = 0;
for (auto& cur : mColorAttachments) {
new (&cur) WebGLFBAttachPoint(webgl, LOCAL_GL_COLOR_ATTACHMENT0 + i);
i++;
mAttachments.push_back(&cur);
}
mColorDrawBuffers.push_back(&mColorAttachments[0]);
mColorReadBuffer = &mColorAttachments[0];
}
void WebGLFramebuffer::Delete() {
InvalidateCaches();
mDepthAttachment.Clear();
mStencilAttachment.Clear();
mDepthStencilAttachment.Clear();
for (auto& cur : mColorAttachments) {
cur.Clear();
}
mContext->gl->fDeleteFramebuffers(1, &mGLName);
LinkedListElement<WebGLFramebuffer>::removeFrom(mContext->mFramebuffers);
}
////
Maybe<WebGLFBAttachPoint*> WebGLFramebuffer::GetColorAttachPoint(
GLenum attachPoint) {
if (attachPoint == LOCAL_GL_NONE) return Some<WebGLFBAttachPoint*>(nullptr);
if (attachPoint < LOCAL_GL_COLOR_ATTACHMENT0) return Nothing();
const size_t colorId = attachPoint - LOCAL_GL_COLOR_ATTACHMENT0;
MOZ_ASSERT(mContext->mGLMaxColorAttachments <= kMaxColorAttachments);
if (colorId >= mContext->mGLMaxColorAttachments) return Nothing();
return Some(&mColorAttachments[colorId]);
}
Maybe<WebGLFBAttachPoint*> WebGLFramebuffer::GetAttachPoint(
GLenum attachPoint) {
switch (attachPoint) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return Some(&mDepthStencilAttachment);
case LOCAL_GL_DEPTH_ATTACHMENT:
return Some(&mDepthAttachment);
case LOCAL_GL_STENCIL_ATTACHMENT:
return Some(&mStencilAttachment);
default:
return GetColorAttachPoint(attachPoint);
}
}
void WebGLFramebuffer::DetachTexture(const WebGLTexture* tex) {
for (const auto& attach : mAttachments) {
if (attach->Texture() == tex) {
attach->Clear();
}
}
InvalidateCaches();
}
void WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb) {
for (const auto& attach : mAttachments) {
if (attach->Renderbuffer() == rb) {
attach->Clear();
}
}
InvalidateCaches();
}
////////////////////////////////////////////////////////////////////////////////
// Completeness
bool WebGLFramebuffer::HasDuplicateAttachments() const {
std::set<WebGLFBAttachPoint::Ordered> uniqueAttachSet;
for (const auto& attach : mColorAttachments) {
if (!attach.HasAttachment()) continue;
const WebGLFBAttachPoint::Ordered ordered(attach);
const bool didInsert = uniqueAttachSet.insert(ordered).second;
if (!didInsert) return true;
}
return false;
}
bool WebGLFramebuffer::HasDefinedAttachments() const {
bool hasAttachments = false;
for (const auto& attach : mAttachments) {
hasAttachments |= attach->HasAttachment();
}
return hasAttachments;
}
bool WebGLFramebuffer::HasIncompleteAttachments(
nsCString* const out_info) const {
bool hasIncomplete = false;
for (const auto& cur : mAttachments) {
if (!cur->HasAttachment())
continue; // Not defined, so can't count as incomplete.
hasIncomplete |= !cur->IsComplete(mContext, out_info);
}
return hasIncomplete;
}
bool WebGLFramebuffer::AllImageRectsMatch() const {
MOZ_ASSERT(HasDefinedAttachments());
DebugOnly<nsCString> fbStatusInfo;
MOZ_ASSERT(!HasIncompleteAttachments(&fbStatusInfo));
bool needsInit = true;
uint32_t width = 0;
uint32_t height = 0;
bool hasMismatch = false;
for (const auto& attach : mAttachments) {
const auto& imageInfo = attach->GetImageInfo();
if (!imageInfo) continue;
const auto& curWidth = imageInfo->mWidth;
const auto& curHeight = imageInfo->mHeight;
if (needsInit) {
needsInit = false;
width = curWidth;
height = curHeight;
continue;
}
hasMismatch |= (curWidth != width || curHeight != height);
}
return !hasMismatch;
}
bool WebGLFramebuffer::AllImageSamplesMatch() const {
MOZ_ASSERT(HasDefinedAttachments());
DebugOnly<nsCString> fbStatusInfo;
MOZ_ASSERT(!HasIncompleteAttachments(&fbStatusInfo));
bool needsInit = true;
uint32_t samples = 0;
bool hasMismatch = false;
for (const auto& attach : mAttachments) {
const auto& imageInfo = attach->GetImageInfo();
if (!imageInfo) continue;
const auto& curSamples = imageInfo->mSamples;
if (needsInit) {
needsInit = false;
samples = curSamples;
continue;
}
hasMismatch |= (curSamples != samples);
};
return !hasMismatch;
}
FBStatus WebGLFramebuffer::PrecheckFramebufferStatus(
nsCString* const out_info) const {
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
if (!HasDefinedAttachments())
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // No
// attachments
if (HasIncompleteAttachments(out_info))
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
if (!AllImageRectsMatch())
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; // Inconsistent sizes
if (!AllImageSamplesMatch())
return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; // Inconsistent samples
if (HasDuplicateAttachments()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
if (mContext->IsWebGL2()) {
MOZ_ASSERT(!mDepthStencilAttachment.HasAttachment());
if (mDepthAttachment.HasAttachment() &&
mStencilAttachment.HasAttachment()) {
if (!mDepthAttachment.IsEquivalentForFeedback(mStencilAttachment))
return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
}
} else {
const auto depthOrStencilCount =
int(mDepthAttachment.HasAttachment()) +
int(mStencilAttachment.HasAttachment()) +
int(mDepthStencilAttachment.HasAttachment());
if (depthOrStencilCount > 1) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
}
return LOCAL_GL_FRAMEBUFFER_COMPLETE;
}
////////////////////////////////////////
// Validation
bool WebGLFramebuffer::ValidateAndInitAttachments(
const GLenum incompleteFbError) const {
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
const auto fbStatus = CheckFramebufferStatus();
if (fbStatus == LOCAL_GL_FRAMEBUFFER_COMPLETE) return true;
mContext->GenerateError(incompleteFbError, "Framebuffer must be complete.");
return false;
}
bool WebGLFramebuffer::ValidateClearBufferType(GLenum buffer,
uint32_t drawBuffer,
GLenum funcType) const {
if (buffer != LOCAL_GL_COLOR) return true;
const auto& attach = mColorAttachments[drawBuffer];
const auto& imageInfo = attach.GetImageInfo();
if (!imageInfo) return true;
if (!count(mColorDrawBuffers.begin(), mColorDrawBuffers.end(), &attach))
return true; // DRAW_BUFFERi set to NONE.
GLenum attachType;
switch (imageInfo->mFormat->format->componentType) {
case webgl::ComponentType::Int:
attachType = LOCAL_GL_INT;
break;
case webgl::ComponentType::UInt:
attachType = LOCAL_GL_UNSIGNED_INT;
break;
default:
attachType = LOCAL_GL_FLOAT;
break;
}
if (attachType != funcType) {
mContext->ErrorInvalidOperation(
"This attachment is of type 0x%04x, but"
" this function is of type 0x%04x.",
attachType, funcType);
return false;
}
return true;
}
bool WebGLFramebuffer::ValidateForColorRead(
const webgl::FormatUsageInfo** const out_format, uint32_t* const out_width,
uint32_t* const out_height) const {
if (!mColorReadBuffer) {
mContext->ErrorInvalidOperation("READ_BUFFER must not be NONE.");
return false;
}
const auto& imageInfo = mColorReadBuffer->GetImageInfo();
if (!imageInfo) {
mContext->ErrorInvalidOperation(
"The READ_BUFFER attachment is not defined.");
return false;
}
if (imageInfo->mSamples) {
mContext->ErrorInvalidOperation(
"The READ_BUFFER attachment is multisampled.");
return false;
}
*out_format = imageInfo->mFormat;
*out_width = imageInfo->mWidth;
*out_height = imageInfo->mHeight;
return true;
}
////////////////////////////////////////////////////////////////////////////////
// Resolution and caching
void WebGLFramebuffer::DoDeferredAttachments() const {
if (mContext->IsWebGL2()) return;
const auto& gl = mContext->gl;
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);
const auto fn = [&](const WebGLFBAttachPoint& attach) {
MOZ_ASSERT(attach.mDeferAttachment);
if (attach.HasAttachment()) {
attach.DoAttachment(gl);
}
};
// Only one of these will have an attachment.
fn(mDepthAttachment);
fn(mStencilAttachment);
fn(mDepthStencilAttachment);
}
void WebGLFramebuffer::ResolveAttachmentData() const {
// GLES 3.0.5 p188:
// The result of clearing integer color buffers with `Clear` is undefined.
// Two different approaches:
// On WebGL 2, we have glClearBuffer, and *must* use it for integer buffers,
// so let's just use it for all the buffers. One WebGL 1, we might not have
// glClearBuffer,
// WebGL 1 is easier, because we can just call glClear, possibly with
// glDrawBuffers.
const auto& gl = mContext->gl;
const webgl::ScopedPrepForResourceClear scopedPrep(*mContext);
if (mContext->IsWebGL2()) {
const uint32_t uiZeros[4] = {};
const int32_t iZeros[4] = {};
const float fZeros[4] = {};
const float fOne[] = {1.0f};
for (const auto& cur : mAttachments) {
const auto& imageInfo = cur->GetImageInfo();
if (!imageInfo || imageInfo->mHasData)
continue; // Nothing attached, or already has data.
const auto fnClearBuffer = [&]() {
const auto& format = imageInfo->mFormat->format;
MOZ_ASSERT(format->estimatedBytesPerPixel <= sizeof(uiZeros));
MOZ_ASSERT(format->estimatedBytesPerPixel <= sizeof(iZeros));
MOZ_ASSERT(format->estimatedBytesPerPixel <= sizeof(fZeros));
switch (cur->mAttachmentPoint) {
case LOCAL_GL_DEPTH_ATTACHMENT:
gl->fClearBufferfv(LOCAL_GL_DEPTH, 0, fOne);
break;
case LOCAL_GL_STENCIL_ATTACHMENT:
gl->fClearBufferiv(LOCAL_GL_STENCIL, 0, iZeros);
break;
default:
MOZ_ASSERT(cur->mAttachmentPoint !=
LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
const uint32_t drawBuffer =
cur->mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0;
MOZ_ASSERT(drawBuffer <= 100);
switch (format->componentType) {
case webgl::ComponentType::Int:
gl->fClearBufferiv(LOCAL_GL_COLOR, drawBuffer, iZeros);
break;
case webgl::ComponentType::UInt:
gl->fClearBufferuiv(LOCAL_GL_COLOR, drawBuffer, uiZeros);
break;
default:
gl->fClearBufferfv(LOCAL_GL_COLOR, drawBuffer, fZeros);
break;
}
}
};
if (imageInfo->mDepth > 1) {
// Todo: Use glClearTexImage.
const auto& tex = cur->Texture();
for (uint32_t z = 0; z < imageInfo->mDepth; z++) {
gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER,
cur->mAttachmentPoint, tex->mGLName,
cur->MipLevel(), z);
fnClearBuffer();
}
gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER,
cur->mAttachmentPoint, tex->mGLName,
cur->MipLevel(), cur->Layer());
} else {
fnClearBuffer();
}
imageInfo->mHasData = true;
}
return;
}
uint32_t clearBits = 0;
std::vector<GLenum> drawBufferForClear;
const auto fnGather = [&](const WebGLFBAttachPoint& attach,
const uint32_t attachClearBits) {
const auto& imageInfo = attach.GetImageInfo();
if (!imageInfo || imageInfo->mHasData) return false;
clearBits |= attachClearBits;
imageInfo->mHasData = true; // Just mark it now.
return true;
};
//////
for (const auto& cur : mColorAttachments) {
if (fnGather(cur, LOCAL_GL_COLOR_BUFFER_BIT)) {
const uint32_t id = cur.mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0;
MOZ_ASSERT(id <= 100);
drawBufferForClear.resize(id + 1); // Pads with zeros!
drawBufferForClear[id] = cur.mAttachmentPoint;
}
}
(void)fnGather(mDepthAttachment, LOCAL_GL_DEPTH_BUFFER_BIT);
(void)fnGather(mStencilAttachment, LOCAL_GL_STENCIL_BUFFER_BIT);
(void)fnGather(mDepthStencilAttachment,
LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
//////
if (!clearBits) return;
if (gl->IsSupported(gl::GLFeature::draw_buffers)) {
gl->fDrawBuffers(drawBufferForClear.size(), drawBufferForClear.data());
}
gl->fClear(clearBits);
RefreshDrawBuffers();
}
WebGLFramebuffer::CompletenessInfo::~CompletenessInfo() {
const auto& fb = this->fb;
const auto& webgl = fb.mContext;
fb.mNumFBStatusInvals++;
if (fb.mNumFBStatusInvals > webgl->mMaxAcceptableFBStatusInvals) {
webgl->GeneratePerfWarning(
"FB was invalidated after being complete %u"
" times.",
uint32_t(fb.mNumFBStatusInvals));
}
}
////////////////////////////////////////////////////////////////////////////////
// Entrypoints
FBStatus WebGLFramebuffer::CheckFramebufferStatus() const {
if (mCompletenessInfo) return LOCAL_GL_FRAMEBUFFER_COMPLETE;
// Ok, let's try to resolve it!
nsCString statusInfo;
FBStatus ret = PrecheckFramebufferStatus(&statusInfo);
do {
if (ret != LOCAL_GL_FRAMEBUFFER_COMPLETE) break;
// Looks good on our end. Let's ask the driver.
gl::GLContext* const gl = mContext->gl;
const ScopedFBRebinder autoFB(mContext);
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLName);
////
DoDeferredAttachments();
RefreshDrawBuffers();
RefreshReadBuffer();
ret = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
////
if (ret != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
const nsPrintfCString text("Bad status according to the driver: 0x%04x",
ret.get());
statusInfo = text;
break;
}
ResolveAttachmentData();
// Sweet, let's cache that.
auto info = CompletenessInfo{*this, UINT32_MAX, UINT32_MAX};
mCompletenessInfo.ResetInvalidators({});
mCompletenessInfo.AddInvalidator(*this);
const auto fnIsFloat32 = [](const webgl::FormatInfo& info) {
if (info.componentType != webgl::ComponentType::Float) return false;
return info.r == 32;
};
for (const auto& cur : mAttachments) {
const auto& tex = cur->Texture();
const auto& rb = cur->Renderbuffer();
if (tex) {
mCompletenessInfo.AddInvalidator(*tex);
info.texAttachments.push_back(cur);
} else if (rb) {
mCompletenessInfo.AddInvalidator(*rb);
} else {
continue;
}
const auto& imageInfo = cur->GetImageInfo();
MOZ_ASSERT(imageInfo);
info.width = std::min(info.width, imageInfo->mWidth);
info.height = std::min(info.height, imageInfo->mHeight);
info.hasFloat32 |= fnIsFloat32(*imageInfo->mFormat->format);
}
mCompletenessInfo = Some(std::move(info));
return LOCAL_GL_FRAMEBUFFER_COMPLETE;
} while (false);
MOZ_ASSERT(ret != LOCAL_GL_FRAMEBUFFER_COMPLETE);
mContext->GenerateWarning("Framebuffer not complete. (status: 0x%04x) %s",
ret.get(), statusInfo.BeginReading());
return ret;
}
////
void WebGLFramebuffer::RefreshDrawBuffers() const {
const auto& gl = mContext->gl;
if (!gl->IsSupported(gl::GLFeature::draw_buffers)) return;
// Prior to GL4.1, having a no-image FB attachment that's selected by
// DrawBuffers yields a framebuffer status of
// FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER. We could workaround this only on
// affected versions, but it's easier be unconditional.
std::vector<GLenum> driverBuffers(mContext->mGLMaxDrawBuffers, LOCAL_GL_NONE);
for (const auto& attach : mColorDrawBuffers) {
if (attach->HasAttachment()) {
const uint32_t index =
attach->mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0;
driverBuffers[index] = attach->mAttachmentPoint;
}
}
gl->fDrawBuffers(driverBuffers.size(), driverBuffers.data());
}
void WebGLFramebuffer::RefreshReadBuffer() const {
const auto& gl = mContext->gl;
if (!gl->IsSupported(gl::GLFeature::read_buffer)) return;
// Prior to GL4.1, having a no-image FB attachment that's selected by
// ReadBuffer yields a framebuffer status of
// FRAMEBUFFER_INCOMPLETE_READ_BUFFER. We could workaround this only on
// affected versions, but it's easier be unconditional.
GLenum driverBuffer = LOCAL_GL_NONE;
if (mColorReadBuffer && mColorReadBuffer->HasAttachment()) {
driverBuffer = mColorReadBuffer->mAttachmentPoint;
}
gl->fReadBuffer(driverBuffer);
}
////
void WebGLFramebuffer::DrawBuffers(const dom::Sequence<GLenum>& buffers) {
if (buffers.Length() > mContext->mGLMaxDrawBuffers) {
// "An INVALID_VALUE error is generated if `n` is greater than
// MAX_DRAW_BUFFERS."
mContext->ErrorInvalidValue(
"`buffers` must have a length <="
" MAX_DRAW_BUFFERS.");
return;
}
std::vector<const WebGLFBAttachPoint*> newColorDrawBuffers;
newColorDrawBuffers.reserve(buffers.Length());
for (size_t i = 0; i < buffers.Length(); i++) {
// "If the GL is bound to a draw framebuffer object, the `i`th buffer listed
// in bufs must be COLOR_ATTACHMENTi or NONE. Specifying a buffer out of
// order, BACK, or COLOR_ATTACHMENTm where `m` is greater than or equal to
// the value of MAX_COLOR_ATTACHMENTS, will generate the error
// INVALID_OPERATION.
// WEBGL_draw_buffers:
// "The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater
// than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter." This
// means that if buffers.Length() isn't larger than MaxDrawBuffers, it won't
// be larger than MaxColorAttachments.
const auto& cur = buffers[i];
if (cur == LOCAL_GL_COLOR_ATTACHMENT0 + i) {
const auto& attach = mColorAttachments[i];
newColorDrawBuffers.push_back(&attach);
} else if (cur != LOCAL_GL_NONE) {
const bool isColorEnum = (cur >= LOCAL_GL_COLOR_ATTACHMENT0 &&
cur < mContext->LastColorAttachmentEnum());
if (cur != LOCAL_GL_BACK && !isColorEnum) {
mContext->ErrorInvalidEnum("Unexpected enum in buffers.");
return;
}
mContext->ErrorInvalidOperation(
"`buffers[i]` must be NONE or"
" COLOR_ATTACHMENTi.");
return;
}
}
////
mColorDrawBuffers.swap(newColorDrawBuffers);
RefreshDrawBuffers(); // Calls glDrawBuffers.
}
void WebGLFramebuffer::ReadBuffer(GLenum attachPoint) {
const auto& maybeAttach = GetColorAttachPoint(attachPoint);
if (!maybeAttach) {
const char text[] =
"`mode` must be a COLOR_ATTACHMENTi, for 0 <= i <"
" MAX_DRAW_BUFFERS.";
if (attachPoint == LOCAL_GL_BACK) {
mContext->ErrorInvalidOperation(text);
} else {
mContext->ErrorInvalidEnum(text);
}
return;
}
const auto& attach = maybeAttach.value(); // Might be nullptr.
////
mColorReadBuffer = attach;
RefreshReadBuffer(); // Calls glReadBuffer.
}
////
void WebGLFramebuffer::FramebufferRenderbuffer(GLenum attachEnum,
GLenum rbtarget,
WebGLRenderbuffer* rb) {
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
// `attachment`
const auto maybeAttach = GetAttachPoint(attachEnum);
if (!maybeAttach || !maybeAttach.value()) {
mContext->ErrorInvalidEnum("Bad `attachment`: 0x%x.", attachEnum);
return;
}
const auto& attach = maybeAttach.value();
// `rbTarget`
if (rbtarget != LOCAL_GL_RENDERBUFFER) {
mContext->ErrorInvalidEnumInfo("rbtarget", rbtarget);
return;
}
// `rb`
if (rb) {
if (!mContext->ValidateObject("rb", *rb)) return;
if (!rb->mHasBeenBound) {
mContext->ErrorInvalidOperation(
"bindRenderbuffer must be called before"
" attachment to %04x",
attachEnum);
return;
}
}
// End of validation.
const auto& gl = mContext->gl;
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLName);
if (mContext->IsWebGL2() && attachEnum == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
mDepthAttachment.SetRenderbuffer(gl, rb);
mStencilAttachment.SetRenderbuffer(gl, rb);
} else {
attach->SetRenderbuffer(gl, rb);
}
InvalidateCaches();
}
void WebGLFramebuffer::FramebufferTexture2D(GLenum attachEnum,
GLenum texImageTarget,
WebGLTexture* tex, GLint level) {
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
// `attachment`
const auto maybeAttach = GetAttachPoint(attachEnum);
if (!maybeAttach || !maybeAttach.value()) {
mContext->ErrorInvalidEnum("Bad `attachment`: 0x%x.", attachEnum);
return;
}
const auto& attach = maybeAttach.value();
// `texImageTarget`
if (texImageTarget != LOCAL_GL_TEXTURE_2D &&
(texImageTarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
texImageTarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)) {
mContext->ErrorInvalidEnumInfo("texImageTarget", texImageTarget);
return;
}
// `texture`
if (tex) {
if (!mContext->ValidateObject("texture", *tex)) return;
if (!tex->Target()) {
mContext->ErrorInvalidOperation("`texture` has never been bound.");
return;
}
const TexTarget destTexTarget = TexImageTargetToTexTarget(texImageTarget);
if (tex->Target() != destTexTarget) {
mContext->ErrorInvalidOperation("Mismatched texture and texture target.");
return;
}
}
// `level`
if (level < 0)
return mContext->ErrorInvalidValue("`level` must not be negative.");
if (mContext->IsWebGL2() ||
mContext->IsExtensionEnabled(WebGLExtensionID::OES_fbo_render_mipmap)) {
/* GLES 3.0.4 p208:
* If textarget is one of TEXTURE_CUBE_MAP_POSITIVE_X,
* TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z,
* TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_Y,
* or TEXTURE_CUBE_MAP_NEGATIVE_Z, then level must be greater
* than or equal to zero and less than or equal to log2 of the
* value of MAX_CUBE_MAP_TEXTURE_SIZE. If textarget is TEXTURE_2D,
* level must be greater than or equal to zero and no larger than
* log2 of the value of MAX_TEXTURE_SIZE. Otherwise, an
* INVALID_VALUE error is generated.
*/
if (texImageTarget == LOCAL_GL_TEXTURE_2D) {
if (uint32_t(level) > FloorLog2(mContext->mGLMaxTextureSize))
return mContext->ErrorInvalidValue("`level` is too large.");
} else {
MOZ_ASSERT(texImageTarget >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
texImageTarget <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
if (uint32_t(level) > FloorLog2(mContext->mGLMaxCubeMapTextureSize))
return mContext->ErrorInvalidValue("`level` is too large.");
}
} else if (level != 0) {
return mContext->ErrorInvalidValue("`level` must be 0.");
}
// End of validation.
const auto& gl = mContext->gl;
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLName);
if (mContext->IsWebGL2() && attachEnum == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
mDepthAttachment.SetTexImage(gl, tex, texImageTarget, level);
mStencilAttachment.SetTexImage(gl, tex, texImageTarget, level);
} else {
attach->SetTexImage(gl, tex, texImageTarget, level);
}
InvalidateCaches();
}
void WebGLFramebuffer::FramebufferTextureLayer(GLenum attachEnum,
WebGLTexture* tex, GLint level,
GLint layer) {
MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
mContext->mBoundReadFramebuffer == this);
// `attachment`
const auto maybeAttach = GetAttachPoint(attachEnum);
if (!maybeAttach || !maybeAttach.value()) {
mContext->ErrorInvalidEnum("Bad `attachment`: 0x%x.", attachEnum);
return;
}
const auto& attach = maybeAttach.value();
// `level`, `layer`
if (layer < 0) return mContext->ErrorInvalidValue("`layer` must be >= 0.");
if (level < 0) return mContext->ErrorInvalidValue("`level` must be >= 0.");
// `texture`
GLenum texImageTarget = LOCAL_GL_TEXTURE_3D;
if (tex) {
if (!mContext->ValidateObject("texture", *tex)) return;
if (!tex->Target()) {
mContext->ErrorInvalidOperation("`texture` has never been bound.");
return;
}
texImageTarget = tex->Target().get();
switch (texImageTarget) {
case LOCAL_GL_TEXTURE_3D:
if (uint32_t(layer) >= mContext->mGLMax3DTextureSize) {
mContext->ErrorInvalidValue("`layer` must be < %s.",
"MAX_3D_TEXTURE_SIZE");
return;
}
if (uint32_t(level) > FloorLog2(mContext->mGLMax3DTextureSize)) {
mContext->ErrorInvalidValue("`level` must be <= log2(%s).",
"MAX_3D_TEXTURE_SIZE");
return;
}
break;
case LOCAL_GL_TEXTURE_2D_ARRAY:
if (uint32_t(layer) >= mContext->mGLMaxArrayTextureLayers) {
mContext->ErrorInvalidValue("`layer` must be < %s.",
"MAX_ARRAY_TEXTURE_LAYERS");
return;
}
if (uint32_t(level) > FloorLog2(mContext->mGLMaxTextureSize)) {
mContext->ErrorInvalidValue("`level` must be <= log2(%s).",
"MAX_TEXTURE_SIZE");
return;
}
break;
default:
mContext->ErrorInvalidOperation(
"`texture` must be a TEXTURE_3D or"
" TEXTURE_2D_ARRAY.");
return;
}
}
// End of validation.
const auto& gl = mContext->gl;
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLName);
if (mContext->IsWebGL2() && attachEnum == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
mDepthAttachment.SetTexImage(gl, tex, texImageTarget, level, layer);
mStencilAttachment.SetTexImage(gl, tex, texImageTarget, level, layer);
} else {
attach->SetTexImage(gl, tex, texImageTarget, level, layer);
}
InvalidateCaches();
}
JS::Value WebGLFramebuffer::GetAttachmentParameter(
JSContext* cx, GLenum target, GLenum attachEnum, GLenum pname,
ErrorResult* const out_error) {
const auto maybeAttach = GetAttachPoint(attachEnum);
if (!maybeAttach || attachEnum == LOCAL_GL_NONE) {
mContext->ErrorInvalidEnum(
"Can only query COLOR_ATTACHMENTi,"
" DEPTH_ATTACHMENT, DEPTH_STENCIL_ATTACHMENT, or"
" STENCIL_ATTACHMENT for a framebuffer.");
return JS::NullValue();
}
auto attach = maybeAttach.value();
if (mContext->IsWebGL2() && attachEnum == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
// There are a couple special rules for this one.
if (pname == LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE) {
mContext->ErrorInvalidOperation(
"Querying"
" FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE"
" against DEPTH_STENCIL_ATTACHMENT is an"
" error.");
return JS::NullValue();
}
if (mDepthAttachment.Renderbuffer() != mStencilAttachment.Renderbuffer() ||
mDepthAttachment.Texture() != mStencilAttachment.Texture()) {
mContext->ErrorInvalidOperation(
"DEPTH_ATTACHMENT and STENCIL_ATTACHMENT"
" have different objects bound.");
return JS::NullValue();
}
attach = &mDepthAttachment;
}
return attach->GetParameter(mContext, cx, target, attachEnum, pname,
out_error);
}
////////////////////
static void GetBackbufferFormats(const WebGLContext* webgl,
const webgl::FormatInfo** const out_color,
const webgl::FormatInfo** const out_depth,
const webgl::FormatInfo** const out_stencil) {
const auto& options = webgl->Options();
const auto effFormat = (options.alpha ? webgl::EffectiveFormat::RGBA8
: webgl::EffectiveFormat::RGB8);
*out_color = webgl::GetFormat(effFormat);
*out_depth = nullptr;
*out_stencil = nullptr;
if (options.depth && options.stencil) {
*out_depth = webgl::GetFormat(webgl::EffectiveFormat::DEPTH24_STENCIL8);
*out_stencil = *out_depth;
} else {
if (options.depth) {
*out_depth = webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT16);
}
if (options.stencil) {
*out_stencil = webgl::GetFormat(webgl::EffectiveFormat::STENCIL_INDEX8);
}
}
}
/*static*/
void WebGLFramebuffer::BlitFramebuffer(WebGLContext* webgl, GLint srcX0,
GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1,
GLint dstY1, GLbitfield mask,
GLenum filter) {
const GLbitfield depthAndStencilBits =
LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT;
if (bool(mask & depthAndStencilBits) && filter == LOCAL_GL_LINEAR) {
webgl->ErrorInvalidOperation(
"DEPTH_BUFFER_BIT and STENCIL_BUFFER_BIT can"
" only be used with NEAREST filtering.");
return;
}
const auto& srcFB = webgl->mBoundReadFramebuffer;
const auto& dstFB = webgl->mBoundDrawFramebuffer;
////
// Collect data
const auto fnGetFormat =
[](const WebGLFBAttachPoint& cur,
bool* const out_hasSamples) -> const webgl::FormatInfo* {
const auto& imageInfo = cur.GetImageInfo();
if (!imageInfo) return nullptr; // No attachment.
*out_hasSamples = bool(imageInfo->mSamples);
return imageInfo->mFormat->format;
};
bool srcHasSamples = false;
bool srcIsFilterable = true;
const webgl::FormatInfo* srcColorFormat;
const webgl::FormatInfo* srcDepthFormat;
const webgl::FormatInfo* srcStencilFormat;
if (srcFB) {
srcColorFormat = nullptr;
if (srcFB->mColorReadBuffer) {
const auto& imageInfo = srcFB->mColorReadBuffer->GetImageInfo();
if (imageInfo) {
srcIsFilterable &= imageInfo->mFormat->isFilterable;
}
srcColorFormat = fnGetFormat(*(srcFB->mColorReadBuffer), &srcHasSamples);
}
srcDepthFormat = fnGetFormat(srcFB->DepthAttachment(), &srcHasSamples);
srcStencilFormat = fnGetFormat(srcFB->StencilAttachment(), &srcHasSamples);
MOZ_ASSERT(!srcFB->DepthStencilAttachment().HasAttachment());
} else {
srcHasSamples = false; // Always false.
GetBackbufferFormats(webgl, &srcColorFormat, &srcDepthFormat,
&srcStencilFormat);
}
////
bool dstHasSamples = false;
const webgl::FormatInfo* dstDepthFormat;
const webgl::FormatInfo* dstStencilFormat;
bool dstHasColor = false;
bool colorFormatsMatch = true;
bool colorTypesMatch = true;
const auto fnCheckColorFormat = [&](const webgl::FormatInfo* dstFormat) {
MOZ_ASSERT(dstFormat->r || dstFormat->g || dstFormat->b || dstFormat->a);
dstHasColor = true;
colorFormatsMatch &= (dstFormat == srcColorFormat);
colorTypesMatch &=
srcColorFormat && (dstFormat->baseType == srcColorFormat->baseType);
};
if (dstFB) {
for (const auto& cur : dstFB->mColorDrawBuffers) {
const auto& format = fnGetFormat(*cur, &dstHasSamples);
if (!format) continue;
fnCheckColorFormat(format);
}
dstDepthFormat = fnGetFormat(dstFB->DepthAttachment(), &dstHasSamples);
dstStencilFormat = fnGetFormat(dstFB->StencilAttachment(), &dstHasSamples);
MOZ_ASSERT(!dstFB->DepthStencilAttachment().HasAttachment());
} else {
dstHasSamples = webgl->Options().antialias;
const webgl::FormatInfo* dstColorFormat;
GetBackbufferFormats(webgl, &dstColorFormat, &dstDepthFormat,
&dstStencilFormat);
fnCheckColorFormat(dstColorFormat);
}
////
// Clear unused buffer bits
if (mask & LOCAL_GL_COLOR_BUFFER_BIT && !srcColorFormat && !dstHasColor) {
mask ^= LOCAL_GL_COLOR_BUFFER_BIT;
}
if (mask & LOCAL_GL_DEPTH_BUFFER_BIT && !srcDepthFormat && !dstDepthFormat) {
mask ^= LOCAL_GL_DEPTH_BUFFER_BIT;
}
if (mask & LOCAL_GL_STENCIL_BUFFER_BIT && !srcStencilFormat &&
!dstStencilFormat) {
mask ^= LOCAL_GL_STENCIL_BUFFER_BIT;
}
////
// Validation
if (dstHasSamples) {
webgl->ErrorInvalidOperation(
"DRAW_FRAMEBUFFER may not have multiple"
" samples.");
return;
}
bool requireFilterable = (filter == LOCAL_GL_LINEAR);
if (srcHasSamples) {
requireFilterable = false; // It picks one.
if (mask & LOCAL_GL_COLOR_BUFFER_BIT && dstHasColor && !colorFormatsMatch) {
webgl->ErrorInvalidOperation(
"Color buffer formats must match if"
" selected, when reading from a multisampled"
" source.");
return;
}
if (dstX0 != srcX0 || dstX1 != srcX1 || dstY0 != srcY0 || dstY1 != srcY1) {
webgl->ErrorInvalidOperation(
"If the source is multisampled, then the"
" source and dest regions must match exactly.");
return;
}
}
// -
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
if (requireFilterable && !srcIsFilterable) {
webgl->ErrorInvalidOperation(
"`filter` is LINEAR and READ_BUFFER"
" contains integer data.");
return;
}
if (!colorTypesMatch) {
webgl->ErrorInvalidOperation(
"Color component types (float/uint/"
"int) must match.");
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 &&
dstDepthFormat != srcDepthFormat) {
webgl->ErrorInvalidOperation(
"Depth buffer formats must match if selected.");
return;
}
if (mask & LOCAL_GL_STENCIL_BUFFER_BIT && dstStencilFormat &&
dstStencilFormat != srcStencilFormat) {
webgl->ErrorInvalidOperation(
"Stencil buffer formats must match if selected.");
return;
}
////
// Check for feedback
if (srcFB && dstFB) {
const WebGLFBAttachPoint* feedback = nullptr;
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
MOZ_ASSERT(srcFB->mColorReadBuffer->HasAttachment());
for (const auto& cur : dstFB->mColorDrawBuffers) {
if (srcFB->mColorReadBuffer->IsEquivalentForFeedback(*cur)) {
feedback = cur;
break;
}
}
}
if (mask & LOCAL_GL_DEPTH_BUFFER_BIT &&
srcFB->DepthAttachment().IsEquivalentForFeedback(
dstFB->DepthAttachment())) {
feedback = &dstFB->DepthAttachment();
}
if (mask & LOCAL_GL_STENCIL_BUFFER_BIT &&
srcFB->StencilAttachment().IsEquivalentForFeedback(
dstFB->StencilAttachment())) {
feedback = &dstFB->StencilAttachment();
}
if (feedback) {
webgl->ErrorInvalidOperation(
"Feedback detected into DRAW_FRAMEBUFFER's"
" 0x%04x attachment.",
feedback->mAttachmentPoint);
return;
}
} else if (!srcFB && !dstFB) {
webgl->ErrorInvalidOperation("Feedback with default framebuffer.");
return;
}
////
const auto& gl = webgl->gl;
const ScopedDrawCallWrapper wrapper(*webgl);
gl->fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
mask, filter);
// -
// glBlitFramebuffer ignores glColorMask!
if (!webgl->mBoundDrawFramebuffer && webgl->mNeedsFakeNoAlpha) {
if (!webgl->mScissorTestEnabled) {
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
}
if (webgl->mRasterizerDiscardEnabled) {
gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
}
const WebGLContext::ScissorRect dstRect = {
std::min(dstX0, dstX1), std::min(dstY0, dstY1), abs(dstX1 - dstX0),
abs(dstY1 - dstY0)};
dstRect.Apply(*gl);
gl->fClearColor(0, 0, 0, 1);
webgl->DoColorMask(0x8);
gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT);
if (!webgl->mScissorTestEnabled) {
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
if (webgl->mRasterizerDiscardEnabled) {
gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
}
webgl->mScissorRect.Apply(*gl);
gl->fClearColor(webgl->mColorClearValue[0], webgl->mColorClearValue[1],
webgl->mColorClearValue[2], webgl->mColorClearValue[3]);
}
}
////////////////////////////////////////////////////////////////////////////////
// Goop.
JSObject* WebGLFramebuffer::WrapObject(JSContext* cx,
JS::Handle<JSObject*> givenProto) {
return dom::WebGLFramebuffer_Binding::Wrap(cx, this, givenProto);
}
inline void ImplCycleCollectionUnlink(mozilla::WebGLFBAttachPoint& field) {
field.Unlink();
}
inline void ImplCycleCollectionTraverse(
nsCycleCollectionTraversalCallback& callback,
const mozilla::WebGLFBAttachPoint& field, const char* name,
uint32_t flags = 0) {
CycleCollectionNoteChild(callback, field.Texture(), name, flags);
CycleCollectionNoteChild(callback, field.Renderbuffer(), name, flags);
}
template <typename C>
inline void ImplCycleCollectionUnlink(C& field) {
for (auto& cur : field) {
cur.Unlink();
}
}
template <typename C>
inline void ImplCycleCollectionTraverse(
nsCycleCollectionTraversalCallback& callback, const C& field,
const char* name, uint32_t flags = 0) {
for (auto& cur : field) {
ImplCycleCollectionTraverse(callback, cur, name, flags);
}
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLFramebuffer, mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment,
mColorAttachments)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLFramebuffer, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLFramebuffer, Release)
} // namespace mozilla