зеркало из https://github.com/mozilla/gecko-dev.git
315 строки
9.5 KiB
C++
315 строки
9.5 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 <vector>
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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 "WebGLRenderbuffer.h"
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#include "WebGLStrongTypes.h"
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#include "WebGLTexture.h"
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#include "WebGLTypes.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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template<typename T>
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class PlacementArray;
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namespace gl {
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class GLContext;
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} // namespace gl
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class WebGLFBAttachPoint final
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{
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friend class WebGLFramebuffer;
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public:
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WebGLFramebuffer* const mFB;
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const GLenum mAttachmentPoint;
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private:
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WebGLRefPtr<WebGLTexture> mTexturePtr;
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WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
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TexImageTarget mTexImageTarget;
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GLint mTexImageLayer;
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uint32_t mTexImageLevel;
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////
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WebGLFBAttachPoint();
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WebGLFBAttachPoint(WebGLFramebuffer* fb, GLenum attachmentPoint);
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explicit WebGLFBAttachPoint(WebGLFBAttachPoint&) = default; // Make this private.
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public:
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~WebGLFBAttachPoint();
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////
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void Unlink();
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bool IsDefined() const;
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bool IsDeleteRequested() const;
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const webgl::FormatUsageInfo* Format() const;
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uint32_t Samples() const;
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bool HasAlpha() const;
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bool IsReadableFloat() const;
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void Clear(const char* funcName);
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void SetTexImage(const char* funcName, WebGLTexture* tex, TexImageTarget target,
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GLint level, GLint layer = 0);
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void SetRenderbuffer(const char* funcName, WebGLRenderbuffer* rb);
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WebGLTexture* Texture() const { return mTexturePtr; }
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WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; }
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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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uint32_t MipLevel() const {
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return mTexImageLevel;
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}
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void AttachmentName(nsCString* out) const;
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bool HasUninitializedImageData() const;
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void SetImageDataStatus(WebGLImageDataStatus x) const;
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void Size(uint32_t* const out_width, uint32_t* const out_height) const;
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bool HasImage() const;
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bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const;
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void Resolve(gl::GLContext* gl) const;
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JS::Value GetParameter(const char* funcName, WebGLContext* webgl, JSContext* cx,
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GLenum target, GLenum attachment, GLenum pname,
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ErrorResult* const out_error) const;
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void OnBackingStoreRespecified(const char* funcName) const;
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bool IsEquivalentForFeedback(const WebGLFBAttachPoint& other) const {
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if (!IsDefined() || !other.IsDefined())
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return false;
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#define _(X) X == other.X
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return ( _(mRenderbufferPtr) &&
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_(mTexturePtr) &&
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_(mTexImageTarget.get()) &&
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_(mTexImageLevel) &&
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_(mTexImageLayer) );
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#undef _
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}
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////
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struct Ordered {
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const WebGLFBAttachPoint& mRef;
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explicit Ordered(const WebGLFBAttachPoint& ref)
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: mRef(ref)
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{ }
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bool operator<(const Ordered& other) const {
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MOZ_ASSERT(mRef.IsDefined() && other.mRef.IsDefined());
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#define ORDER_BY(X) if (X != other.X) return X < other.X;
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ORDER_BY(mRef.mRenderbufferPtr)
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ORDER_BY(mRef.mTexturePtr)
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ORDER_BY(mRef.mTexImageTarget.get())
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ORDER_BY(mRef.mTexImageLevel)
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ORDER_BY(mRef.mTexImageLayer)
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#undef ORDER_BY
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return false;
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}
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};
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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 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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uint64_t mNumFBStatusInvals;
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protected:
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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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////
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WebGLFBAttachPoint mDepthAttachment;
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WebGLFBAttachPoint mStencilAttachment;
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WebGLFBAttachPoint mDepthStencilAttachment;
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// In theory, this number can be unbounded based on the driver. However, no driver
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// appears to expose more than 8. We might as well stop there too, for now.
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// (http://opengl.gpuinfo.org/gl_stats_caps_single.php?listreportsbycap=GL_MAX_COLOR_ATTACHMENTS)
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static const size_t kMaxColorAttachments = 8; // jgilbert's MacBook Pro exposes 8.
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WebGLFBAttachPoint mColorAttachments[kMaxColorAttachments];
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////
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std::vector<const WebGLFBAttachPoint*> mColorDrawBuffers; // Non-null
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const WebGLFBAttachPoint* mColorReadBuffer; // Null if NONE
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////
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struct ResolvedData {
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// IsFeedback
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std::vector<const WebGLFBAttachPoint*> texDrawBuffers; // Non-null
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std::set<WebGLFBAttachPoint::Ordered> drawSet;
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std::set<WebGLFBAttachPoint::Ordered> readSet;
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explicit ResolvedData(const WebGLFramebuffer& parent);
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};
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mutable UniquePtr<const ResolvedData> mResolvedCompleteData;
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////
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public:
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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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WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);
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WebGLContext* GetParentObject() const { return mContext; }
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virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override;
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private:
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~WebGLFramebuffer() {
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DeleteOnce();
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}
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public:
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void Delete();
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////
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bool HasDuplicateAttachments() const;
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bool HasDefinedAttachments() const;
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bool HasIncompleteAttachments(nsCString* const out_info) const;
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bool AllImageRectsMatch() const;
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bool AllImageSamplesMatch() const;
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FBStatus PrecheckFramebufferStatus(nsCString* const out_info) const;
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protected:
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Maybe<WebGLFBAttachPoint*> GetAttachPoint(GLenum attachment); // Fallible
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Maybe<WebGLFBAttachPoint*> GetColorAttachPoint(GLenum attachment); // Fallible
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void ResolveAttachments() const;
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void RefreshDrawBuffers() const;
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void RefreshReadBuffer() const;
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bool ResolveAttachmentData(const char* funcName) const;
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public:
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void DetachTexture(const char* funcName, const WebGLTexture* tex);
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void DetachRenderbuffer(const char* funcName, const WebGLRenderbuffer* rb);
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bool ValidateAndInitAttachments(const char* funcName) const;
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bool ValidateClearBufferType(const char* funcName, GLenum buffer, uint32_t drawBuffer,
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GLenum funcType) const;
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bool ValidateForColorRead(const char* funcName,
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const webgl::FormatUsageInfo** out_format,
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uint32_t* out_width, uint32_t* out_height) const;
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////////////////
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// Getters
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#define GETTER(X) const decltype(m##X)& X() const { return m##X; }
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GETTER(DepthAttachment)
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GETTER(StencilAttachment)
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GETTER(DepthStencilAttachment)
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GETTER(ColorDrawBuffers)
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GETTER(ColorReadBuffer)
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GETTER(ResolvedCompleteData)
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#undef GETTER
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const auto& ColorAttachment0() const {
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return mColorAttachments[0];
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}
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const auto& AnyDepthAttachment() const {
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if (mDepthStencilAttachment.IsDefined())
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return mDepthStencilAttachment;
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return mDepthAttachment;
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}
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const auto& AnyStencilAttachment() const {
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if (mDepthStencilAttachment.IsDefined())
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return mDepthStencilAttachment;
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return mStencilAttachment;
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}
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////////////////
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// Invalidation
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bool IsResolvedComplete() const { return bool(mResolvedCompleteData); }
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void InvalidateFramebufferStatus(const char* funcName);
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void RefreshResolvedData();
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////////////////
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// WebGL funcs
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bool IsCheckFramebufferStatusComplete(const char* const funcName) const {
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return CheckFramebufferStatus(funcName) == LOCAL_GL_FRAMEBUFFER_COMPLETE;
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}
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FBStatus CheckFramebufferStatus(const char* funcName) const;
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void FramebufferRenderbuffer(const char* funcName, GLenum attachment, GLenum rbtarget,
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WebGLRenderbuffer* rb);
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void FramebufferTexture2D(const char* funcName, GLenum attachment,
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GLenum texImageTarget, WebGLTexture* tex, GLint level);
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void FramebufferTextureLayer(const char* funcName, GLenum attachment,
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WebGLTexture* tex, GLint level, GLint layer);
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void DrawBuffers(const char* funcName, const dom::Sequence<GLenum>& buffers);
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void ReadBuffer(const char* funcName, GLenum attachPoint);
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JS::Value GetAttachmentParameter(const char* funcName, JSContext* cx, GLenum target,
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GLenum attachment, GLenum pname,
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ErrorResult* const out_error);
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static void BlitFramebuffer(WebGLContext* webgl,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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};
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} // namespace mozilla
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#endif // WEBGL_FRAMEBUFFER_H_
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