зеркало из https://github.com/mozilla/gecko-dev.git
221 строка
7.2 KiB
C++
221 строка
7.2 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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#include "MozFramebuffer.h"
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#include "GLContext.h"
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#include "mozilla/gfx/Logging.h"
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#include "ScopedGLHelpers.h"
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namespace mozilla {
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namespace gl {
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static void DeleteByTarget(GLContext* const gl, const GLenum target,
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const GLuint name) {
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if (target == LOCAL_GL_RENDERBUFFER) {
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gl->DeleteRenderbuffer(name);
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} else {
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gl->DeleteTexture(name);
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}
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}
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UniquePtr<MozFramebuffer> MozFramebuffer::Create(GLContext* const gl,
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const gfx::IntSize& size,
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const uint32_t samples,
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const bool depthStencil) {
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if (samples && !gl->IsSupported(GLFeature::framebuffer_multisample))
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return nullptr;
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if (uint32_t(size.width) > gl->MaxTexOrRbSize() ||
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uint32_t(size.height) > gl->MaxTexOrRbSize() ||
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samples > gl->MaxSamples()) {
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return nullptr;
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}
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gl->MakeCurrent();
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GLContext::LocalErrorScope errorScope(*gl);
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GLenum colorTarget;
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GLuint colorName;
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if (samples) {
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colorTarget = LOCAL_GL_RENDERBUFFER;
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colorName = gl->CreateRenderbuffer();
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const ScopedBindRenderbuffer bindRB(gl, colorName);
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gl->fRenderbufferStorageMultisample(colorTarget, samples, LOCAL_GL_RGBA8,
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size.width, size.height);
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} else {
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colorTarget = LOCAL_GL_TEXTURE_2D;
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colorName = gl->CreateTexture();
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const ScopedBindTexture bindTex(gl, colorName);
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gl->TexParams_SetClampNoMips();
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gl->fTexImage2D(colorTarget, 0, LOCAL_GL_RGBA, size.width, size.height, 0,
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LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr);
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}
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const auto err = errorScope.GetError();
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if (err) {
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if (err != LOCAL_GL_OUT_OF_MEMORY) {
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gfxCriticalNote << "Unexpected error: " << gfx::hexa(err) << ": "
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<< GLContext::GLErrorToString(err);
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}
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DeleteByTarget(gl, colorTarget, colorName);
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return nullptr;
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}
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return CreateImpl(
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gl, size, samples,
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depthStencil ? DepthAndStencilBuffer::Create(gl, size, samples) : nullptr,
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colorTarget, colorName);
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}
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UniquePtr<MozFramebuffer> MozFramebuffer::CreateForBacking(
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GLContext* const gl, const gfx::IntSize& size, const uint32_t samples,
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bool depthStencil, const GLenum colorTarget, const GLuint colorName) {
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return CreateImpl(
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gl, size, samples,
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depthStencil ? DepthAndStencilBuffer::Create(gl, size, samples) : nullptr,
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colorTarget, colorName);
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}
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/* static */ UniquePtr<MozFramebuffer>
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MozFramebuffer::CreateForBackingWithSharedDepthAndStencil(
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const gfx::IntSize& size, const uint32_t samples, GLenum colorTarget,
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GLuint colorName,
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const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer) {
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auto gl = depthAndStencilBuffer->gl();
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if (!gl || !gl->MakeCurrent()) {
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return nullptr;
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}
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return CreateImpl(gl, size, samples, depthAndStencilBuffer, colorTarget,
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colorName);
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}
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/* static */ UniquePtr<MozFramebuffer> MozFramebuffer::CreateImpl(
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GLContext* const gl, const gfx::IntSize& size, const uint32_t samples,
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const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer,
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const GLenum colorTarget, const GLuint colorName) {
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GLuint fb = gl->CreateFramebuffer();
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const ScopedBindFramebuffer bindFB(gl, fb);
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if (colorTarget == LOCAL_GL_RENDERBUFFER) {
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0, colorTarget,
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colorName);
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} else {
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gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
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colorTarget, colorName, 0);
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}
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if (depthAndStencilBuffer) {
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gl->fFramebufferRenderbuffer(
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LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER,
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depthAndStencilBuffer->mDepthRB);
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gl->fFramebufferRenderbuffer(
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LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
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LOCAL_GL_RENDERBUFFER, depthAndStencilBuffer->mStencilRB);
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}
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const auto status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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MOZ_ASSERT(false);
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return nullptr;
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}
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return UniquePtr<MozFramebuffer>(new MozFramebuffer(
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gl, size, fb, samples, depthAndStencilBuffer, colorTarget, colorName));
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}
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/* static */ RefPtr<DepthAndStencilBuffer> DepthAndStencilBuffer::Create(
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GLContext* const gl, const gfx::IntSize& size, const uint32_t samples) {
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const auto fnAllocRB = [&](GLenum format) {
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GLuint rb = gl->CreateRenderbuffer();
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const ScopedBindRenderbuffer bindRB(gl, rb);
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if (samples) {
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gl->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER, samples,
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format, size.width, size.height);
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} else {
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gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, format, size.width,
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size.height);
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}
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return rb;
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};
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GLuint depthRB, stencilRB;
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{
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GLContext::LocalErrorScope errorScope(*gl);
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if (gl->IsSupported(GLFeature::packed_depth_stencil)) {
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depthRB = fnAllocRB(LOCAL_GL_DEPTH24_STENCIL8);
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stencilRB = depthRB; // Ignore unused mStencilRB.
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} else {
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depthRB = fnAllocRB(LOCAL_GL_DEPTH_COMPONENT24);
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stencilRB = fnAllocRB(LOCAL_GL_STENCIL_INDEX8);
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}
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const auto err = errorScope.GetError();
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if (err) {
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MOZ_ASSERT(err == LOCAL_GL_OUT_OF_MEMORY);
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return nullptr;
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}
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}
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return new DepthAndStencilBuffer(gl, size, depthRB, stencilRB);
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}
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////////////////////
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MozFramebuffer::MozFramebuffer(
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GLContext* const gl, const gfx::IntSize& size, GLuint fb,
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const uint32_t samples, RefPtr<DepthAndStencilBuffer> depthAndStencilBuffer,
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const GLenum colorTarget, const GLuint colorName)
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: mWeakGL(gl),
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mSize(size),
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mSamples(samples),
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mFB(fb),
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mColorTarget(colorTarget),
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mDepthAndStencilBuffer(std::move(depthAndStencilBuffer)),
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mColorName(colorName) {
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MOZ_ASSERT(mColorTarget);
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MOZ_ASSERT(mColorName);
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}
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MozFramebuffer::~MozFramebuffer() {
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GLContext* const gl = mWeakGL;
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if (!gl || !gl->MakeCurrent()) {
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return;
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}
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gl->DeleteFramebuffer(mFB);
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DeleteByTarget(gl, mColorTarget, mColorName);
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}
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bool MozFramebuffer::HasDepth() const {
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return mDepthAndStencilBuffer && mDepthAndStencilBuffer->mDepthRB;
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}
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bool MozFramebuffer::HasStencil() const {
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return mDepthAndStencilBuffer && mDepthAndStencilBuffer->mStencilRB;
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}
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DepthAndStencilBuffer::DepthAndStencilBuffer(GLContext* gl,
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const gfx::IntSize& size,
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GLuint depthRB, GLuint stencilRB)
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: mWeakGL(gl), mSize(size), mDepthRB(depthRB), mStencilRB(stencilRB) {}
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DepthAndStencilBuffer::~DepthAndStencilBuffer() {
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GLContext* const gl = mWeakGL;
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if (!gl || !gl->MakeCurrent()) {
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return;
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}
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gl->DeleteRenderbuffer(mDepthRB);
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gl->DeleteRenderbuffer(mStencilRB);
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}
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} // namespace gl
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} // namespace mozilla
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