зеркало из https://github.com/mozilla/gecko-dev.git
227 строки
6.1 KiB
C++
227 строки
6.1 KiB
C++
/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 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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/* GLScreenBuffer is the abstraction for the "default framebuffer" used
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* by an offscreen GLContext. Since it's only for offscreen GLContext's,
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* it's only useful for things like WebGL, and is NOT used by the
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* compositor's GLContext. Remember that GLContext provides an abstraction
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* so that even if you want to draw to the 'screen', even if that's not
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* actually the screen, just draw to 0. This GLScreenBuffer class takes the
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* logic handling out of GLContext.
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*/
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#ifndef SCREEN_BUFFER_H_
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#define SCREEN_BUFFER_H_
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#include "GLContextTypes.h"
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#include "GLDefs.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/gfx/Point.h"
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#include "mozilla/UniquePtr.h"
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#include "SharedSurface.h"
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#include "SurfaceTypes.h"
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namespace mozilla {
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namespace layers {
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class KnowsCompositor;
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class LayersIPCChannel;
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class SharedSurfaceTextureClient;
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} // namespace layers
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namespace gl {
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class GLContext;
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class SharedSurface;
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class ShSurfHandle;
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class SurfaceFactory;
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class ReadBuffer {
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public:
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// Infallible, always non-null.
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static UniquePtr<ReadBuffer> Create(GLContext* gl, const SurfaceCaps& caps,
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const GLFormats& formats,
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SharedSurface* surf);
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protected:
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GLContext* const mGL;
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public:
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const GLuint mFB;
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protected:
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// mFB has the following attachments:
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const GLuint mDepthRB;
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const GLuint mStencilRB;
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// note no mColorRB here: this is provided by mSurf.
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SharedSurface* mSurf;
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ReadBuffer(GLContext* gl, GLuint fb, GLuint depthRB, GLuint stencilRB,
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SharedSurface* surf)
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: mGL(gl),
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mFB(fb),
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mDepthRB(depthRB),
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mStencilRB(stencilRB),
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mSurf(surf) {}
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public:
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virtual ~ReadBuffer();
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// Cannot attach a surf of a different AttachType or Size than before.
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void Attach(SharedSurface* surf);
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const gfx::IntSize& Size() const;
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SharedSurface* SharedSurf() const { return mSurf; }
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void SetReadBuffer(GLenum mode) const;
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};
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class GLScreenBuffer {
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public:
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// Infallible.
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static UniquePtr<GLScreenBuffer> Create(GLContext* gl,
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const gfx::IntSize& size,
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const SurfaceCaps& caps);
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static UniquePtr<SurfaceFactory> CreateFactory(
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GLContext* gl, const SurfaceCaps& caps,
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layers::KnowsCompositor* compositorConnection,
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const layers::TextureFlags& flags);
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protected:
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GLContext* const mGL; // Owns us.
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public:
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const SurfaceCaps mCaps;
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protected:
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UniquePtr<SurfaceFactory> mFactory;
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RefPtr<layers::SharedSurfaceTextureClient> mBack;
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RefPtr<layers::SharedSurfaceTextureClient> mFront;
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UniquePtr<ReadBuffer> mRead;
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bool mNeedsBlit;
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GLenum mUserReadBufferMode;
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GLenum mUserDrawBufferMode;
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// Below are the parts that help us pretend to be framebuffer 0:
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GLuint mUserDrawFB;
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GLuint mUserReadFB;
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GLuint mInternalDrawFB;
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GLuint mInternalReadFB;
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#ifdef DEBUG
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bool mInInternalMode_DrawFB;
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bool mInInternalMode_ReadFB;
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#endif
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GLScreenBuffer(GLContext* gl, const SurfaceCaps& caps,
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UniquePtr<SurfaceFactory> factory);
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public:
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virtual ~GLScreenBuffer();
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SurfaceFactory* Factory() const { return mFactory.get(); }
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const RefPtr<layers::SharedSurfaceTextureClient>& Front() const {
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return mFront;
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}
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SharedSurface* SharedSurf() const {
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MOZ_ASSERT(mRead);
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return mRead->SharedSurf();
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}
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bool ShouldPreserveBuffer() const { return mCaps.preserve; }
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GLuint DrawFB() const { return ReadFB(); }
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GLuint ReadFB() const { return mRead->mFB; }
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uint32_t DepthBits() const;
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void DeletingFB(GLuint fb);
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const gfx::IntSize& Size() const {
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MOZ_ASSERT(mRead);
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return mRead->Size();
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}
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bool IsReadBufferReady() const { return mRead.get() != nullptr; }
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void BindAsFramebuffer(GLContext* const gl, GLenum target) const;
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void RequireBlit();
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void AssureBlitted();
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void AfterDrawCall();
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void BeforeReadCall();
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bool CopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
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GLint x, GLint y, GLsizei width, GLsizei height,
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GLint border);
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void SetReadBuffer(GLenum userMode);
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void SetDrawBuffer(GLenum userMode);
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GLenum GetReadBufferMode() const { return mUserReadBufferMode; }
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GLenum GetDrawBufferMode() const { return mUserDrawBufferMode; }
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/**
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* Attempts to read pixels from the current bound framebuffer, if
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* it is backed by a SharedSurface.
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*
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* Returns true if the pixel data has been read back, false
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* otherwise.
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*/
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bool ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
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GLenum format, GLenum type, GLvoid* pixels);
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// Morph changes the factory used to create surfaces.
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void Morph(UniquePtr<SurfaceFactory> newFactory);
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protected:
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// Returns false on error or inability to resize.
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bool Swap(const gfx::IntSize& size);
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public:
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bool PublishFrame(const gfx::IntSize& size);
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bool Resize(const gfx::IntSize& size);
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protected:
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bool Attach(SharedSurface* surf, const gfx::IntSize& size);
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UniquePtr<ReadBuffer> CreateRead(SharedSurface* surf);
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public:
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/* `fb` in these functions is the framebuffer the GLContext is hoping to
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* bind. When this is 0, we intercept the call and bind our own
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* framebuffers. As a client of these functions, just bind 0 when you want
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* to draw to the default framebuffer/'screen'.
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*/
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void BindFB(GLuint fb);
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void BindDrawFB(GLuint fb);
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void BindReadFB(GLuint fb);
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GLuint GetFB() const;
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GLuint GetDrawFB() const;
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GLuint GetReadFB() const;
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// Here `fb` is the actual framebuffer you want bound. Binding 0 will
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// bind the (generally useless) default framebuffer.
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void BindFB_Internal(GLuint fb);
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void BindDrawFB_Internal(GLuint fb);
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void BindReadFB_Internal(GLuint fb);
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bool IsDrawFramebufferDefault() const;
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bool IsReadFramebufferDefault() const;
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};
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} // namespace gl
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} // namespace mozilla
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#endif // SCREEN_BUFFER_H_
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