2012-12-09 03:58:41 -08:00
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/* -*- 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 WEBGLFRAMEBUFFER_H_
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#define WEBGLFRAMEBUFFER_H_
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#include "WebGLObjectModel.h"
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#include "nsWrapperCache.h"
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#include "mozilla/LinkedList.h"
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namespace mozilla {
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class WebGLTexture;
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class WebGLRenderbuffer;
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namespace gl {
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class GLContext;
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}
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class WebGLFramebuffer MOZ_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 WebGLContextBoundObject
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{
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public:
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WebGLFramebuffer(WebGLContext* context);
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~WebGLFramebuffer() {
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DeleteOnce();
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}
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struct Attachment
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{
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// deleting a texture or renderbuffer immediately detaches it
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WebGLRefPtr<WebGLTexture> mTexturePtr;
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WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
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GLenum mAttachmentPoint;
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GLenum mTexImageTarget;
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GLint mTexImageLevel;
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Attachment(GLenum aAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0)
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: mAttachmentPoint(aAttachmentPoint)
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{}
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bool IsDefined() const {
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return Texture() || Renderbuffer();
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}
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bool IsDeleteRequested() const;
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bool HasAlpha() const;
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void SetTexImage(WebGLTexture* tex, GLenum target, GLint level);
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void SetRenderbuffer(WebGLRenderbuffer* rb) {
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mTexturePtr = nullptr;
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mRenderbufferPtr = rb;
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}
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const WebGLTexture* Texture() const {
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return mTexturePtr;
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}
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WebGLTexture* Texture() {
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return mTexturePtr;
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}
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const WebGLRenderbuffer* Renderbuffer() const {
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return mRenderbufferPtr;
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}
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WebGLRenderbuffer* Renderbuffer() {
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return mRenderbufferPtr;
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}
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GLenum TexImageTarget() const {
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return mTexImageTarget;
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}
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GLint TexImageLevel() const {
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return mTexImageLevel;
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}
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bool HasUninitializedImageData() const;
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void SetImageDataStatus(WebGLImageDataStatus x);
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void Reset() {
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mTexturePtr = nullptr;
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mRenderbufferPtr = nullptr;
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}
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const WebGLRectangleObject& RectangleObject() const;
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bool HasImage() const;
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bool IsComplete() const;
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void FinalizeAttachment(GLenum attachmentLoc) const;
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};
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void Delete();
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bool HasEverBeenBound() { return mHasEverBeenBound; }
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void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
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GLuint GLName() { return mGLName; }
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void FramebufferRenderbuffer(GLenum target,
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GLenum attachment,
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GLenum rbtarget,
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WebGLRenderbuffer* wrb);
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void FramebufferTexture2D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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WebGLTexture* wtex,
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GLint level);
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private:
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const WebGLRectangleObject& GetAnyRectObject() const;
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public:
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bool HasDefinedAttachments() const;
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bool HasIncompleteAttachments() const;
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bool AllImageRectsMatch() const;
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GLenum PrecheckFramebufferStatus() const;
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GLenum CheckFramebufferStatus() const;
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bool HasDepthStencilConflict() const {
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return int(mDepthAttachment.IsDefined()) +
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int(mStencilAttachment.IsDefined()) +
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int(mDepthStencilAttachment.IsDefined()) >= 2;
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}
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size_t ColorAttachmentCount() const {
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return mColorAttachments.Length();
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}
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const Attachment& ColorAttachment(size_t colorAttachmentId) const {
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return mColorAttachments[colorAttachmentId];
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}
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const Attachment& DepthAttachment() const {
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return mDepthAttachment;
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}
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const Attachment& StencilAttachment() const {
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return mStencilAttachment;
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}
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const Attachment& DepthStencilAttachment() const {
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return mDepthStencilAttachment;
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}
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const Attachment& GetAttachment(GLenum attachment) const;
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void DetachTexture(const WebGLTexture* tex);
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void DetachRenderbuffer(const WebGLRenderbuffer* rb);
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const WebGLRectangleObject& RectangleObject() const;
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WebGLContext* GetParentObject() const {
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return Context();
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}
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void FinalizeAttachments() const;
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virtual JSObject* WrapObject(JSContext* cx,
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JS::Handle<JSObject*> scope) MOZ_OVERRIDE;
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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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bool CheckAndInitializeAttachments();
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bool CheckColorAttachmentNumber(GLenum attachment, const char* functionName) const;
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GLuint mGLName;
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bool mHasEverBeenBound;
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void EnsureColorAttachments(size_t colorAttachmentId);
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// we only store pointers to attached renderbuffers, not to attached textures, because
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// we will only need to initialize renderbuffers. Textures are already initialized.
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nsTArray<Attachment> mColorAttachments;
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Attachment mDepthAttachment,
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mStencilAttachment,
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mDepthStencilAttachment;
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};
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} // namespace mozilla
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#endif
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