зеркало из https://github.com/mozilla/pjs.git
Bug 636913 - implement ForceClearFramebufferWithDefaultValues from the existing renderbuffer init code - r=joedrew
This is just moving code around, in preparation for implementing the WebGL buffer clear semantics in the next part.
This commit is contained in:
Родитель
6a041c5b62
Коммит
d749bc79b1
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@ -807,6 +807,73 @@ WebGLContext::GetExtension(const nsAString& aName, nsIWebGLExtension **retval)
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return NS_OK;
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}
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void
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WebGLContext::ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect)
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{
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MakeContextCurrent();
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PRBool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT);
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PRBool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT);
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PRBool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT);
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// prepare GL state for clearing
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gl->fDisable(LOCAL_GL_SCISSOR_TEST);
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gl->fDisable(LOCAL_GL_DITHER);
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gl->PushViewportRect(viewportRect);
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if (initializeColorBuffer) {
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gl->fColorMask(1, 1, 1, 1);
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gl->fClearColor(0.f, 0.f, 0.f, 0.f);
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}
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if (initializeDepthBuffer) {
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gl->fDepthMask(1);
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gl->fClearDepth(1.0f);
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}
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if (initializeStencilBuffer) {
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gl->fStencilMask(0xffffffff);
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gl->fClearStencil(0);
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}
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// do clear
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gl->fClear(mask);
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// restore GL state after clearing
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if (initializeColorBuffer) {
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gl->fColorMask(mColorWriteMask[0],
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mColorWriteMask[1],
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mColorWriteMask[2],
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mColorWriteMask[3]);
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gl->fClearColor(mColorClearValue[0],
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mColorClearValue[1],
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mColorClearValue[2],
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mColorClearValue[3]);
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}
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if (initializeDepthBuffer) {
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gl->fDepthMask(mDepthWriteMask);
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gl->fClearDepth(mDepthClearValue);
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}
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if (initializeStencilBuffer) {
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gl->fStencilMask(mStencilWriteMask);
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gl->fClearStencil(mStencilClearValue);
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}
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gl->PopViewportRect();
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if (mDitherEnabled)
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gl->fEnable(LOCAL_GL_DITHER);
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else
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gl->fDisable(LOCAL_GL_DITHER);
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if (mScissorTestEnabled)
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gl->fEnable(LOCAL_GL_SCISSOR_TEST);
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else
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gl->fDisable(LOCAL_GL_SCISSOR_TEST);
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}
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//
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// XPCOM goop
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//
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@ -375,6 +375,11 @@ public:
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// all context resources to be lost.
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PRUint32 Generation() { return mGeneration.value(); }
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// this is similar to GLContext::ClearSafely, but is more comprehensive
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// (takes care of scissor, stencil write mask, dithering, viewport...)
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// WebGL has more complex needs than GLContext as content controls GL state.
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void ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect);
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protected:
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void SetDontKnowIfNeedFakeBlack() {
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mFakeBlackStatus = DontKnowIfNeedFakeBlack;
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@ -1790,97 +1795,37 @@ protected:
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if (mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE)
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return;
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PRBool initializeColorBuffer = mColorAttachment.HasUninitializedRenderbuffer();
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PRBool initializeDepthBuffer = mDepthAttachment.HasUninitializedRenderbuffer() ||
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mDepthStencilAttachment.HasUninitializedRenderbuffer();
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PRBool initializeStencilBuffer = mStencilAttachment.HasUninitializedRenderbuffer() ||
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mDepthStencilAttachment.HasUninitializedRenderbuffer();
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PRUint32 mask = 0;
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realGLboolean savedColorMask[4] = {0};
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realGLboolean savedDepthMask = 0;
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GLuint savedStencilMask = 0;
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GLfloat savedColorClearValue[4] = {0.f};
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GLfloat savedDepthClearValue = 0.f;
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GLint savedStencilClearValue = 0;
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GLuint clearBits = 0;
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if (mColorAttachment.HasUninitializedRenderbuffer())
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mask |= LOCAL_GL_COLOR_BUFFER_BIT;
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realGLboolean wasScissorTestEnabled = mContext->gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST);
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mContext->gl->fDisable(LOCAL_GL_SCISSOR_TEST);
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realGLboolean wasDitherEnabled = mContext->gl->fIsEnabled(LOCAL_GL_DITHER);
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mContext->gl->fDisable(LOCAL_GL_DITHER);
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mContext->gl->PushViewportRect(nsIntRect(0,0,width(),height()));
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if (initializeColorBuffer) {
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mContext->gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, savedColorMask);
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mContext->gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, savedColorClearValue);
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mContext->gl->fColorMask(1, 1, 1, 1);
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mContext->gl->fClearColor(0.f, 0.f, 0.f, 0.f);
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clearBits |= LOCAL_GL_COLOR_BUFFER_BIT;
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if (mDepthAttachment.HasUninitializedRenderbuffer() ||
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mDepthStencilAttachment.HasUninitializedRenderbuffer())
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{
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mask |= LOCAL_GL_DEPTH_BUFFER_BIT;
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}
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if (initializeDepthBuffer) {
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mContext->gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &savedDepthMask);
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mContext->gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &savedDepthClearValue);
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mContext->gl->fDepthMask(1);
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mContext->gl->fClearDepth(0.f);
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clearBits |= LOCAL_GL_DEPTH_BUFFER_BIT;
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}
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if (initializeStencilBuffer) {
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mContext->gl->fGetIntegerv(LOCAL_GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&savedStencilMask));
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mContext->gl->fGetIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &savedStencilClearValue);
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mContext->gl->fStencilMask(0xffffffff);
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mContext->gl->fClearStencil(0);
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clearBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
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if (mStencilAttachment.HasUninitializedRenderbuffer() ||
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mDepthStencilAttachment.HasUninitializedRenderbuffer())
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{
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mask |= LOCAL_GL_STENCIL_BUFFER_BIT;
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}
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// the one useful line of code
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mContext->gl->fClear(clearBits);
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mContext->ForceClearFramebufferWithDefaultValues(mask, nsIntRect(0,0,width(),height()));
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if (initializeColorBuffer) {
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mContext->gl->fColorMask(savedColorMask[0],
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savedColorMask[1],
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savedColorMask[2],
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savedColorMask[3]);
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mContext->gl->fClearColor(savedColorClearValue[0],
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savedColorClearValue[1],
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savedColorClearValue[2],
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savedColorClearValue[3]);
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if (mColorAttachment.HasUninitializedRenderbuffer())
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mColorAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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}
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if (initializeDepthBuffer) {
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mContext->gl->fDepthMask(savedDepthMask);
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mContext->gl->fClearDepth(savedDepthClearValue);
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if (mDepthAttachment.Renderbuffer())
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mDepthAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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}
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if (mDepthAttachment.HasUninitializedRenderbuffer())
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mDepthAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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if (initializeStencilBuffer) {
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mContext->gl->fStencilMask(savedStencilMask);
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mContext->gl->fClearStencil(savedStencilClearValue);
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if (mStencilAttachment.Renderbuffer())
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mStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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}
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if (mStencilAttachment.HasUninitializedRenderbuffer())
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mStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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if (initializeDepthBuffer && initializeStencilBuffer) {
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if (mDepthStencilAttachment.Renderbuffer())
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mDepthStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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}
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mContext->gl->PopViewportRect();
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if (wasDitherEnabled)
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mContext->gl->fEnable(LOCAL_GL_DITHER);
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else
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mContext->gl->fDisable(LOCAL_GL_DITHER);
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if (wasScissorTestEnabled)
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mContext->gl->fEnable(LOCAL_GL_DITHER);
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else
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mContext->gl->fDisable(LOCAL_GL_SCISSOR_TEST);
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if (mDepthStencilAttachment.HasUninitializedRenderbuffer())
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mDepthStencilAttachment.Renderbuffer()->SetInitialized(PR_TRUE);
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}
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WebGLuint mName;
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