gecko/content/canvas/src/WebGLFramebuffer.h

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGLFRAMEBUFFER_H_
#define WEBGLFRAMEBUFFER_H_
#include "WebGLObjectModel.h"
#include "nsWrapperCache.h"
#include "mozilla/LinkedList.h"
namespace mozilla {
class WebGLTexture;
class WebGLRenderbuffer;
namespace gl {
class GLContext;
}
class WebGLFramebuffer MOZ_FINAL
: public nsWrapperCache
, public WebGLRefCountedObject<WebGLFramebuffer>
, public LinkedListElement<WebGLFramebuffer>
, public WebGLContextBoundObject
{
public:
WebGLFramebuffer(WebGLContext* context);
~WebGLFramebuffer() {
DeleteOnce();
}
struct Attachment
{
// deleting a texture or renderbuffer immediately detaches it
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
GLenum mAttachmentPoint;
GLenum mTexImageTarget;
GLint mTexImageLevel;
Attachment(GLenum aAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0)
: mAttachmentPoint(aAttachmentPoint)
{}
bool IsDefined() const {
return Texture() || Renderbuffer();
}
bool IsDeleteRequested() const;
bool HasAlpha() const;
void SetTexImage(WebGLTexture* tex, GLenum target, GLint level);
void SetRenderbuffer(WebGLRenderbuffer* rb) {
mTexturePtr = nullptr;
mRenderbufferPtr = rb;
}
const WebGLTexture* Texture() const {
return mTexturePtr;
}
WebGLTexture* Texture() {
return mTexturePtr;
}
const WebGLRenderbuffer* Renderbuffer() const {
return mRenderbufferPtr;
}
WebGLRenderbuffer* Renderbuffer() {
return mRenderbufferPtr;
}
GLenum TexImageTarget() const {
return mTexImageTarget;
}
GLint TexImageLevel() const {
return mTexImageLevel;
}
bool HasUninitializedImageData() const;
void SetImageDataStatus(WebGLImageDataStatus x);
void Reset() {
mTexturePtr = nullptr;
mRenderbufferPtr = nullptr;
}
const WebGLRectangleObject& RectangleObject() const;
bool HasImage() const;
bool IsComplete() const;
void FinalizeAttachment(GLenum attachmentLoc) const;
};
void Delete();
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
GLuint GLName() { return mGLName; }
void FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum rbtarget,
WebGLRenderbuffer* wrb);
void FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture* wtex,
GLint level);
private:
const WebGLRectangleObject& GetAnyRectObject() const;
public:
bool HasDefinedAttachments() const;
bool HasIncompleteAttachments() const;
bool AllImageRectsMatch() const;
GLenum PrecheckFramebufferStatus() const;
GLenum CheckFramebufferStatus() const;
bool HasDepthStencilConflict() const {
return int(mDepthAttachment.IsDefined()) +
int(mStencilAttachment.IsDefined()) +
int(mDepthStencilAttachment.IsDefined()) >= 2;
}
size_t ColorAttachmentCount() const {
return mColorAttachments.Length();
}
const Attachment& ColorAttachment(size_t colorAttachmentId) const {
return mColorAttachments[colorAttachmentId];
}
const Attachment& DepthAttachment() const {
return mDepthAttachment;
}
const Attachment& StencilAttachment() const {
return mStencilAttachment;
}
const Attachment& DepthStencilAttachment() const {
return mDepthStencilAttachment;
}
const Attachment& GetAttachment(GLenum attachment) const;
void DetachTexture(const WebGLTexture* tex);
void DetachRenderbuffer(const WebGLRenderbuffer* rb);
const WebGLRectangleObject& RectangleObject() const;
WebGLContext* GetParentObject() const {
return Context();
}
void FinalizeAttachments() const;
virtual JSObject* WrapObject(JSContext* cx,
JS::Handle<JSObject*> scope) MOZ_OVERRIDE;
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer)
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer)
bool CheckAndInitializeAttachments();
bool CheckColorAttachmentNumber(GLenum attachment, const char* functionName) const;
GLuint mGLName;
bool mHasEverBeenBound;
void EnsureColorAttachments(size_t colorAttachmentId);
// we only store pointers to attached renderbuffers, not to attached textures, because
// we will only need to initialize renderbuffers. Textures are already initialized.
nsTArray<Attachment> mColorAttachments;
Attachment mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment;
};
} // namespace mozilla
#endif