зеркало из https://github.com/mozilla/gecko-dev.git
271 строка
7.5 KiB
C++
271 строка
7.5 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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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/WeakPtr.h"
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#include "GLScreenBuffer.h"
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#include "WebGLObjectModel.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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class MozFramebuffer;
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} // namespace gl
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namespace webgl {
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struct FbAttachInfo final {
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WebGLRenderbuffer* rb = nullptr;
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WebGLTexture* tex = nullptr;
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uint32_t mipLevel = 0;
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uint32_t zLayer = 0;
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uint32_t zLayerCount = 1;
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bool isMultiview = false;
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};
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} // namespace webgl
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class WebGLFBAttachPoint final {
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friend class WebGLFramebuffer;
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public:
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const GLenum mAttachmentPoint = 0;
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const bool mDeferAttachment = false;
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private:
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RefPtr<WebGLTexture> mTexturePtr;
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RefPtr<WebGLRenderbuffer> mRenderbufferPtr;
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uint32_t mTexImageLayer = 0;
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uint8_t mTexImageZLayerCount = 1;
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uint8_t mTexImageLevel = 0;
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bool mIsMultiview = false;
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////
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WebGLFBAttachPoint();
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explicit WebGLFBAttachPoint(WebGLFBAttachPoint&); // Make this private.
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WebGLFBAttachPoint(const WebGLContext* webgl, GLenum attachmentPoint);
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public:
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~WebGLFBAttachPoint();
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////
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bool HasAttachment() const {
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return bool(mTexturePtr) | bool(mRenderbufferPtr);
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}
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void Clear();
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void Set(gl::GLContext* gl, const webgl::FbAttachInfo&);
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WebGLTexture* Texture() const { return mTexturePtr; }
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WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; }
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auto Layer() const { return mTexImageLayer; }
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auto ZLayerCount() const { return mTexImageZLayerCount; }
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auto MipLevel() const { return mTexImageLevel; }
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const auto& IsMultiview() const { return mIsMultiview; }
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void AttachmentName(nsCString* out) const;
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const webgl::ImageInfo* GetImageInfo() const;
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bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const;
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void DoAttachment(gl::GLContext* gl) const;
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Maybe<double> GetParameter(WebGLContext* webgl, GLenum attachment,
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GLenum pname) const;
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bool IsEquivalentForFeedback(const WebGLFBAttachPoint& other) const {
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if (!HasAttachment() | !other.HasAttachment()) return false;
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#define _(X) (X == other.X)
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return (_(mRenderbufferPtr) && _(mTexturePtr) && _(mTexImageLevel) &&
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_(mTexImageLayer) && _(mTexImageZLayerCount));
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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) : mRef(ref) {}
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bool operator<(const Ordered& other) const {
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MOZ_ASSERT(mRef.HasAttachment() && other.mRef.HasAttachment());
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#define ORDER_BY(X) \
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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.mTexImageLevel)
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ORDER_BY(mRef.mTexImageLayer)
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ORDER_BY(mRef.mTexImageZLayerCount)
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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 : public WebGLContextBoundObject,
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public SupportsWeakPtr<WebGLFramebuffer>,
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public CacheInvalidator {
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public:
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MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLFramebuffer, override)
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MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLFramebuffer)
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const GLuint mGLName;
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bool mHasBeenBound = false;
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const UniquePtr<gl::MozFramebuffer> mOpaque;
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gl::SwapChain mOpaqueSwapChain;
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bool mInOpaqueRAF = false;
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private:
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mutable uint64_t mNumFBStatusInvals = 0;
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////
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protected:
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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
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// driver appears to expose more than 8. We might as well stop there too, for
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// 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 =
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8; // jgilbert's MacBook Pro exposes 8.
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WebGLFBAttachPoint mColorAttachments[kMaxColorAttachments];
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////
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std::vector<WebGLFBAttachPoint*> mAttachments; // Non-null.
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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 CompletenessInfo final {
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const WebGLFramebuffer* fb = nullptr;
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uint32_t width = 0;
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uint32_t height = 0;
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bool hasFloat32 = false;
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uint8_t zLayerCount = 1;
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bool isMultiview = false;
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// IsFeedback
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std::vector<const WebGLFBAttachPoint*> texAttachments; // Non-null
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~CompletenessInfo();
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};
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friend struct CompletenessInfo;
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mutable CacheMaybe<const CompletenessInfo> mCompletenessInfo;
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////
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public:
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WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);
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WebGLFramebuffer(WebGLContext* webgl, UniquePtr<gl::MozFramebuffer> fbo);
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~WebGLFramebuffer() override;
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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(
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GLenum attachment); // Fallible
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void DoDeferredAttachments() const;
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void RefreshDrawBuffers() const;
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void RefreshReadBuffer() const;
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void ResolveAttachmentData() const;
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public:
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void DetachTexture(const WebGLTexture* tex);
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void DetachRenderbuffer(const WebGLRenderbuffer* rb);
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bool ValidateAndInitAttachments(GLenum incompleteFbError) const;
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bool ValidateClearBufferType(GLenum buffer, uint32_t drawBuffer,
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webgl::AttribBaseType funcType) const;
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bool ValidateForColorRead(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) \
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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(Attachments)
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GETTER(ColorDrawBuffers)
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GETTER(ColorReadBuffer)
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#undef GETTER
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const auto& ColorAttachment0() const { return mColorAttachments[0]; }
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bool IsDrawBufferEnabled(uint32_t slotId) const;
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////////////////
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// Invalidation
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const auto* GetCompletenessInfo() const { return mCompletenessInfo.get(); }
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////////////////
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// WebGL funcs
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bool IsCheckFramebufferStatusComplete() const {
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return CheckFramebufferStatus() == LOCAL_GL_FRAMEBUFFER_COMPLETE;
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}
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FBStatus CheckFramebufferStatus() const;
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bool FramebufferAttach(GLenum attachEnum,
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const webgl::FbAttachInfo& toAttach);
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void DrawBuffers(const std::vector<GLenum>& buffers);
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void ReadBuffer(GLenum attachPoint);
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Maybe<double> GetAttachmentParameter(GLenum attachment, GLenum pname);
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static void BlitFramebuffer(WebGLContext* webgl, GLint srcX0, GLint srcY0,
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GLint srcX1, GLint srcY1, GLint dstX0,
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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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