/* -*- Mode: C++; tab-width: 20; 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/. */ #include "WebGLFramebuffer.h" #include "WebGLContext.h" #include "WebGLContextUtils.h" #include "WebGLExtensions.h" #include "WebGLRenderbuffer.h" #include "WebGLRenderbuffer.h" #include "WebGLTexture.h" #include "WebGLTexture.h" #include "GLContext.h" #include "mozilla/dom/WebGLRenderingContextBinding.h" using namespace mozilla; using namespace mozilla::gl; JSObject* WebGLFramebuffer::WrapObject(JSContext* cx) { return dom::WebGLFramebufferBinding::Wrap(cx, this); } WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context) : WebGLBindableName() , WebGLContextBoundObject(context) , mStatus(0) , mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT) , mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT) , mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { mContext->MakeContextCurrent(); mContext->gl->fGenFramebuffers(1, &mGLName); mContext->mFramebuffers.insertBack(this); mColorAttachments.SetLength(1); mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0; } WebGLFramebuffer::Attachment::Attachment(FBAttachment aAttachmentPoint) : mAttachmentPoint(aAttachmentPoint) , mTexImageTarget(LOCAL_GL_NONE) , mNeedsFinalize(false) {} WebGLFramebuffer::Attachment::~Attachment() {} void WebGLFramebuffer::Attachment::Reset() { mTexturePtr = nullptr; mRenderbufferPtr = nullptr; } bool WebGLFramebuffer::Attachment::IsDeleteRequested() const { return Texture() ? Texture()->IsDeleteRequested() : Renderbuffer() ? Renderbuffer()->IsDeleteRequested() : false; } bool WebGLFramebuffer::Attachment::IsDefined() const { return Renderbuffer() || (Texture() && Texture()->HasImageInfoAt(ImageTarget(), 0)); } bool WebGLFramebuffer::Attachment::HasAlpha() const { MOZ_ASSERT(HasImage()); if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat()); else if (Renderbuffer()) return FormatHasAlpha(Renderbuffer()->InternalFormat()); else return false; } GLenum WebGLFramebuffer::GetFormatForAttachment(const WebGLFramebuffer::Attachment& attachment) const { MOZ_ASSERT(attachment.IsDefined()); MOZ_ASSERT(attachment.Texture() || attachment.Renderbuffer()); if (attachment.Texture()) { const WebGLTexture& tex = *attachment.Texture(); MOZ_ASSERT(tex.HasImageInfoAt(attachment.ImageTarget(), 0)); const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(), 0); return imgInfo.EffectiveInternalFormat().get(); } if (attachment.Renderbuffer()) return attachment.Renderbuffer()->InternalFormat(); return LOCAL_GL_NONE; } TexInternalFormat WebGLFramebuffer::Attachment::EffectiveInternalFormat() const { const WebGLTexture* tex = Texture(); if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) { return tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat(); } const WebGLRenderbuffer* rb = Renderbuffer(); if (rb) { return rb->InternalFormat(); } return LOCAL_GL_NONE; } bool WebGLFramebuffer::Attachment::IsReadableFloat() const { TexInternalFormat internalformat = EffectiveInternalFormat(); MOZ_ASSERT(internalformat != LOCAL_GL_NONE); TexType type = TypeFromInternalFormat(internalformat); return type == LOCAL_GL_FLOAT || type == LOCAL_GL_HALF_FLOAT; } void WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level) { mTexturePtr = tex; mRenderbufferPtr = nullptr; mTexImageTarget = target; mTexImageLevel = level; mNeedsFinalize = true; } void WebGLFramebuffer::Attachment::SetRenderbuffer(WebGLRenderbuffer* rb) { mTexturePtr = nullptr; mRenderbufferPtr = rb; mNeedsFinalize = true; } bool WebGLFramebuffer::Attachment::HasUninitializedImageData() const { if (!HasImage()) return false; if (Renderbuffer()) { return Renderbuffer()->HasUninitializedImageData(); } if (Texture()) { MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel)); return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).HasUninitializedImageData(); } MOZ_ASSERT(false, "Should not get here."); return false; } void WebGLFramebuffer::Attachment::SetImageDataStatus(WebGLImageDataStatus newStatus) { if (!HasImage()) return; if (Renderbuffer()) { Renderbuffer()->SetImageDataStatus(newStatus); return; } if (Texture()) { Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel, newStatus); return; } MOZ_ASSERT(false, "Should not get here."); } bool WebGLFramebuffer::Attachment::HasImage() const { if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) return true; if (Renderbuffer()) return true; return false; } const WebGLRectangleObject& WebGLFramebuffer::Attachment::RectangleObject() const { MOZ_ASSERT(HasImage(), "Make sure it has an image before requesting the rectangle."); if (Texture()) { MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel)); return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel); } if (Renderbuffer()) { return *Renderbuffer(); } MOZ_CRASH("Should not get here."); } /* The following IsValidFBOTextureXXX functions check the internal format that is used by GL or GL ES texture formats. This corresponds to the state that is stored in WebGLTexture::ImageInfo::InternalFormat()*/ static inline bool IsValidFBOTextureColorFormat(TexInternalFormat internalformat) { /* These formats are internal formats for each texture -- the actual * low level format, which we might have to do conversions for when * running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F). * * This function just handles all of them whether desktop GL or ES. */ TexInternalFormat unsizedformat = UnsizedInternalFormatFromInternalFormat(internalformat); return unsizedformat == LOCAL_GL_ALPHA || unsizedformat == LOCAL_GL_LUMINANCE || unsizedformat == LOCAL_GL_LUMINANCE_ALPHA || unsizedformat == LOCAL_GL_RGB || unsizedformat == LOCAL_GL_RGBA || unsizedformat == LOCAL_GL_SRGB || unsizedformat == LOCAL_GL_SRGB_ALPHA; } static inline bool IsValidFBOTextureDepthFormat(GLenum internalformat) { return IsGLDepthFormat(internalformat); } static inline bool IsValidFBOTextureDepthStencilFormat(GLenum internalformat) { return IsGLDepthStencilFormat(internalformat); } /* The following IsValidFBORenderbufferXXX functions check the internal format that is stored by WebGLRenderbuffer::InternalFormat(). Valid values can be found in WebGLContext::RenderbufferStorage. */ static inline bool IsValidFBORenderbufferColorFormat(GLenum internalFormat) { return ( internalFormat == LOCAL_GL_RGB565 || internalFormat == LOCAL_GL_RGB5_A1 || internalFormat == LOCAL_GL_RGBA4 || internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT); } static inline bool IsValidFBORenderbufferDepthFormat(GLenum internalFormat) { return internalFormat == LOCAL_GL_DEPTH_COMPONENT16; } static inline bool IsValidFBORenderbufferDepthStencilFormat(GLenum internalFormat) { return internalFormat == LOCAL_GL_DEPTH_STENCIL; } static inline bool IsValidFBORenderbufferStencilFormat(GLenum internalFormat) { return internalFormat == LOCAL_GL_STENCIL_INDEX8; } bool WebGLFramebuffer::Attachment::IsComplete() const { if (!HasImage()) return false; const WebGLRectangleObject& rect = RectangleObject(); if (!rect.Width() || !rect.Height()) { return false; } if (Texture()) { MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel)); const WebGLTexture::ImageInfo& imageInfo = Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel); GLenum internalformat = imageInfo.EffectiveInternalFormat().get(); if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT) return IsValidFBOTextureDepthFormat(internalformat); if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT) return false; // Textures can't have the correct format for stencil buffers if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { return IsValidFBOTextureDepthStencilFormat(internalformat); } if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 && mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 + WebGLContext::kMaxColorAttachments)) { return IsValidFBOTextureColorFormat(internalformat); } MOZ_ASSERT(false, "Invalid WebGL attachment point?"); return false; } if (Renderbuffer()) { GLenum internalFormat = Renderbuffer()->InternalFormat(); if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT) return IsValidFBORenderbufferDepthFormat(internalFormat); if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT) return IsValidFBORenderbufferStencilFormat(internalFormat); if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) return IsValidFBORenderbufferDepthStencilFormat(internalFormat); if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 && mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 + WebGLContext::kMaxColorAttachments)) { return IsValidFBORenderbufferColorFormat(internalFormat); } MOZ_ASSERT(false, "Invalid WebGL attachment point?"); return false; } MOZ_ASSERT(false, "Should not get here."); return false; } void WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, FBAttachment attachmentLoc) const { if (!mNeedsFinalize) return; mNeedsFinalize = false; if (!HasImage()) { if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, 0); gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, 0); } else { gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(), LOCAL_GL_RENDERBUFFER, 0); } return; } MOZ_ASSERT(HasImage()); if (Texture()) { MOZ_ASSERT(gl == Texture()->Context()->gl); const GLenum imageTarget = ImageTarget().get(); const GLint mipLevel = MipLevel(); const GLuint glName = Texture()->GLName(); if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, imageTarget, glName, mipLevel); gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, imageTarget, glName, mipLevel); } else { gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(), imageTarget, glName, mipLevel); } return; } if (Renderbuffer()) { Renderbuffer()->FramebufferRenderbuffer(attachmentLoc); return; } MOZ_ASSERT(false, "Should not get here."); } void WebGLFramebuffer::Delete() { DetachAllAttachments(); mColorAttachments.Clear(); mDepthAttachment.Reset(); mStencilAttachment.Reset(); mDepthStencilAttachment.Reset(); mContext->MakeContextCurrent(); mContext->gl->fDeleteFramebuffers(1, &mGLName); LinkedListElement::removeFrom(mContext->mFramebuffers); } void WebGLFramebuffer::DetachAttachment(WebGLFramebuffer::Attachment& attachment) { if (attachment.Texture()) attachment.Texture()->DetachFrom(this, attachment.mAttachmentPoint); if (attachment.Renderbuffer()) attachment.Renderbuffer()->DetachFrom(this, attachment.mAttachmentPoint); } void WebGLFramebuffer::DetachAllAttachments() { size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { DetachAttachment(mColorAttachments[i]); } DetachAttachment(mDepthAttachment); DetachAttachment(mStencilAttachment); DetachAttachment(mDepthStencilAttachment); } void WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachment, RBTarget rbtarget, WebGLRenderbuffer* wrb) { MOZ_ASSERT(mContext->mBoundFramebuffer == this); if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb)) return; /* Get the requested attachment. If result is NULL, attachment is * invalid and an error is generated. * * Don't use GetAttachment(...) here because it opt builds it * returns mColorAttachment[0] for invalid attachment, which we * really don't want to mess with. */ Attachment* a = GetAttachmentOrNull(attachment); if (!a) return; // Error generated internally to GetAttachmentOrNull. /* Invalidate cached framebuffer status and inform texture of it's * new attachment */ mStatus = 0; // Detach current if (a->Texture()) a->Texture()->DetachFrom(this, attachment); else if (a->Renderbuffer()) a->Renderbuffer()->DetachFrom(this, attachment); // Attach new if (wrb) wrb->AttachTo(this, attachment); a->SetRenderbuffer(wrb); } void WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachment, TexImageTarget texImageTarget, WebGLTexture* wtex, GLint level) { MOZ_ASSERT(mContext->mBoundFramebuffer == this); if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex)) return; if (wtex) { bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D; bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D; if (isTexture2D != isTexTarget2D) { return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target"); } } if (level != 0) return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0"); /* Get the requested attachment. If result is NULL, attachment is * invalid and an error is generated. * * Don't use GetAttachment(...) here because it opt builds it * returns mColorAttachment[0] for invalid attachment, which we * really don't want to mess with. */ Attachment* a = GetAttachmentOrNull(attachment); if (!a) return; // Error generated internally to GetAttachmentOrNull. /* Invalidate cached framebuffer status and inform texture of it's * new attachment */ mStatus = 0; // Detach current if (a->Texture()) a->Texture()->DetachFrom(this, attachment); else if (a->Renderbuffer()) a->Renderbuffer()->DetachFrom(this, attachment); // Attach new if (wtex) wtex->AttachTo(this, attachment); a->SetTexImage(wtex, texImageTarget, level); } WebGLFramebuffer::Attachment* WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachment) { if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) return &mDepthStencilAttachment; if (attachment == LOCAL_GL_DEPTH_ATTACHMENT) return &mDepthAttachment; if (attachment == LOCAL_GL_STENCIL_ATTACHMENT) return &mStencilAttachment; if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachmentOrNull")) return nullptr; size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0; EnsureColorAttachments(colorAttachmentId); return &mColorAttachments[colorAttachmentId]; } const WebGLFramebuffer::Attachment& WebGLFramebuffer::GetAttachment(FBAttachment attachment) const { if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) return mDepthStencilAttachment; if (attachment == LOCAL_GL_DEPTH_ATTACHMENT) return mDepthAttachment; if (attachment == LOCAL_GL_STENCIL_ATTACHMENT) return mStencilAttachment; if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachment")) { MOZ_ASSERT(false); return mColorAttachments[0]; } size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0; if (colorAttachmentId >= mColorAttachments.Length()) { MOZ_ASSERT(false); return mColorAttachments[0]; } return mColorAttachments[colorAttachmentId]; } void WebGLFramebuffer::DetachTexture(const WebGLTexture* tex) { size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { if (mColorAttachments[i].Texture() == tex) { FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_TEXTURE_2D, nullptr, 0); // a texture might be attached more that once while editing the framebuffer } } if (mDepthAttachment.Texture() == tex) FramebufferTexture2D(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0); if (mStencilAttachment.Texture() == tex) FramebufferTexture2D(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0); if (mDepthStencilAttachment.Texture() == tex) FramebufferTexture2D(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0); } void WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb) { size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { if (mColorAttachments[i].Renderbuffer() == rb) { FramebufferRenderbuffer(LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_RENDERBUFFER, nullptr); // a renderbuffer might be attached more that once while editing the framebuffer } } if (mDepthAttachment.Renderbuffer() == rb) FramebufferRenderbuffer(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr); if (mStencilAttachment.Renderbuffer() == rb) FramebufferRenderbuffer(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr); if (mDepthStencilAttachment.Renderbuffer() == rb) FramebufferRenderbuffer(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr); } bool WebGLFramebuffer::HasDefinedAttachments() const { bool hasAttachments = false; size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { hasAttachments |= mColorAttachments[i].IsDefined(); } hasAttachments |= mDepthAttachment.IsDefined(); hasAttachments |= mStencilAttachment.IsDefined(); hasAttachments |= mDepthStencilAttachment.IsDefined(); return hasAttachments; } static bool IsIncomplete(const WebGLFramebuffer::Attachment& cur) { return cur.IsDefined() && !cur.IsComplete(); } bool WebGLFramebuffer::HasIncompleteAttachments() const { bool hasIncomplete = false; size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { hasIncomplete |= IsIncomplete(mColorAttachments[i]); } hasIncomplete |= IsIncomplete(mDepthAttachment); hasIncomplete |= IsIncomplete(mStencilAttachment); hasIncomplete |= IsIncomplete(mDepthStencilAttachment); return hasIncomplete; } const WebGLRectangleObject& WebGLFramebuffer::GetAnyRectObject() const { MOZ_ASSERT(HasDefinedAttachments()); size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { if (mColorAttachments[i].HasImage()) return mColorAttachments[i].RectangleObject(); } if (mDepthAttachment.HasImage()) return mDepthAttachment.RectangleObject(); if (mStencilAttachment.HasImage()) return mStencilAttachment.RectangleObject(); if (mDepthStencilAttachment.HasImage()) return mDepthStencilAttachment.RectangleObject(); MOZ_CRASH("Should not get here."); } static bool RectsMatch(const WebGLFramebuffer::Attachment& attachment, const WebGLRectangleObject& rect) { return attachment.RectangleObject().HasSameDimensionsAs(rect); } bool WebGLFramebuffer::AllImageRectsMatch() const { MOZ_ASSERT(HasDefinedAttachments()); MOZ_ASSERT(!HasIncompleteAttachments()); const WebGLRectangleObject& rect = GetAnyRectObject(); // Alright, we have *a* rect, let's check all the others. bool imageRectsMatch = true; size_t count = mColorAttachments.Length(); for (size_t i = 0; i < count; i++) { if (mColorAttachments[i].HasImage()) imageRectsMatch &= RectsMatch(mColorAttachments[i], rect); } if (mDepthAttachment.HasImage()) imageRectsMatch &= RectsMatch(mDepthAttachment, rect); if (mStencilAttachment.HasImage()) imageRectsMatch &= RectsMatch(mStencilAttachment, rect); if (mDepthStencilAttachment.HasImage()) imageRectsMatch &= RectsMatch(mDepthStencilAttachment, rect); return imageRectsMatch; } const WebGLRectangleObject& WebGLFramebuffer::RectangleObject() const { // If we're using this as the RectObj of an FB, we need to be sure the FB // has a consistent rect. MOZ_ASSERT(AllImageRectsMatch(), "Did you mean `GetAnyRectObject`?"); return GetAnyRectObject(); } FBStatus WebGLFramebuffer::PrecheckFramebufferStatus() const { MOZ_ASSERT(mContext->mBoundFramebuffer == this); if (!HasDefinedAttachments()) return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // No attachments if (HasIncompleteAttachments()) return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; if (!AllImageRectsMatch()) return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; // Inconsistent sizes if (HasDepthStencilConflict()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; return LOCAL_GL_FRAMEBUFFER_COMPLETE; } FBStatus WebGLFramebuffer::CheckFramebufferStatus() const { if (mStatus != 0) return mStatus; mStatus = PrecheckFramebufferStatus().get(); if (mStatus != LOCAL_GL_FRAMEBUFFER_COMPLETE) return mStatus; // Looks good on our end. Let's ask the driver. mContext->MakeContextCurrent(); // Ok, attach our chosen flavor of {DEPTH, STENCIL, DEPTH_STENCIL}. FinalizeAttachments(); mStatus = mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); return mStatus; } bool WebGLFramebuffer::HasCompletePlanes(GLbitfield mask) { if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE) return false; MOZ_ASSERT(mContext->mBoundFramebuffer == this); bool hasPlanes = true; if (mask & LOCAL_GL_COLOR_BUFFER_BIT) { hasPlanes &= ColorAttachmentCount() && ColorAttachment(0).IsDefined(); } if (mask & LOCAL_GL_DEPTH_BUFFER_BIT) { hasPlanes &= DepthAttachment().IsDefined() || DepthStencilAttachment().IsDefined(); } if (mask & LOCAL_GL_STENCIL_BUFFER_BIT) { hasPlanes &= StencilAttachment().IsDefined() || DepthStencilAttachment().IsDefined(); } return hasPlanes; } bool WebGLFramebuffer::CheckAndInitializeAttachments() { MOZ_ASSERT(mContext->mBoundFramebuffer == this); if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE) return false; // Cool! We've checked out ok. Just need to initialize. size_t colorAttachmentCount = mColorAttachments.Length(); // Check if we need to initialize anything { bool hasUninitializedAttachments = false; for (size_t i = 0; i < colorAttachmentCount; i++) { if (mColorAttachments[i].HasImage()) hasUninitializedAttachments |= mColorAttachments[i].HasUninitializedImageData(); } if (mDepthAttachment.HasImage()) hasUninitializedAttachments |= mDepthAttachment.HasUninitializedImageData(); if (mStencilAttachment.HasImage()) hasUninitializedAttachments |= mStencilAttachment.HasUninitializedImageData(); if (mDepthStencilAttachment.HasImage()) hasUninitializedAttachments |= mDepthStencilAttachment.HasUninitializedImageData(); if (!hasUninitializedAttachments) return true; } // Get buffer-bit-mask and color-attachment-mask-list uint32_t mask = 0; bool colorAttachmentsMask[WebGLContext::kMaxColorAttachments] = { false }; MOZ_ASSERT(colorAttachmentCount <= WebGLContext::kMaxColorAttachments); for (size_t i = 0; i < colorAttachmentCount; i++) { if (mColorAttachments[i].HasUninitializedImageData()) { colorAttachmentsMask[i] = true; mask |= LOCAL_GL_COLOR_BUFFER_BIT; } } if (mDepthAttachment.HasUninitializedImageData() || mDepthStencilAttachment.HasUninitializedImageData()) { mask |= LOCAL_GL_DEPTH_BUFFER_BIT; } if (mStencilAttachment.HasUninitializedImageData() || mDepthStencilAttachment.HasUninitializedImageData()) { mask |= LOCAL_GL_STENCIL_BUFFER_BIT; } // Clear! mContext->ForceClearFramebufferWithDefaultValues(mask, colorAttachmentsMask); // Mark all the uninitialized images as initialized. for (size_t i = 0; i < colorAttachmentCount; i++) { if (mColorAttachments[i].HasUninitializedImageData()) mColorAttachments[i].SetImageDataStatus(WebGLImageDataStatus::InitializedImageData); } if (mDepthAttachment.HasUninitializedImageData()) mDepthAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData); if (mStencilAttachment.HasUninitializedImageData()) mStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData); if (mDepthStencilAttachment.HasUninitializedImageData()) mDepthStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData); return true; } void WebGLFramebuffer::EnsureColorAttachments(size_t colorAttachmentId) { MOZ_ASSERT(colorAttachmentId < WebGLContext::kMaxColorAttachments); size_t currentAttachmentCount = mColorAttachments.Length(); if (colorAttachmentId < currentAttachmentCount) return; mColorAttachments.SetLength(colorAttachmentId + 1); for (size_t i = colorAttachmentId; i >= currentAttachmentCount; i--) { mColorAttachments[i].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0 + i; } } void WebGLFramebuffer::NotifyAttachableChanged() const { // Attachment has changed, so invalidate cached status mStatus = 0; } static void FinalizeDrawAndReadBuffers(GLContext* aGL, bool aColorBufferDefined) { MOZ_ASSERT(aGL, "Expected a valid GLContext ptr."); // GLES don't support DrawBuffer()/ReadBuffer. // According to http://www.opengl.org/wiki/Framebuffer_Object // // Each draw buffers must either specify color attachment points that have images // attached or must be GL_NONE​. (GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER​ when false). // // If the read buffer is set, then it must specify an attachment point that has an // image attached. (GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER​ when false). // // Note that this test is not performed if OpenGL 4.2 or ARB_ES2_compatibility is // available. if (aGL->IsGLES() || aGL->IsSupported(GLFeature::ES2_compatibility) || aGL->IsAtLeast(ContextProfile::OpenGL, 420)) { return; } // TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL. GLenum colorBufferSource = aColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0 : LOCAL_GL_NONE; aGL->fDrawBuffer(colorBufferSource); aGL->fReadBuffer(colorBufferSource); } void WebGLFramebuffer::FinalizeAttachments() const { GLContext* gl = mContext->gl; size_t count = ColorAttachmentCount(); for (size_t i = 0; i < count; i++) { ColorAttachment(i).FinalizeAttachment(gl, LOCAL_GL_COLOR_ATTACHMENT0 + i); } DepthAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_ATTACHMENT); StencilAttachment().FinalizeAttachment(gl, LOCAL_GL_STENCIL_ATTACHMENT); DepthStencilAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT); FinalizeDrawAndReadBuffers(gl, ColorAttachment(0).IsDefined()); } inline void ImplCycleCollectionUnlink(mozilla::WebGLFramebuffer::Attachment& aField) { aField.mTexturePtr = nullptr; aField.mRenderbufferPtr = nullptr; } inline void ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback, mozilla::WebGLFramebuffer::Attachment& aField, const char* aName, uint32_t aFlags = 0) { CycleCollectionNoteChild(aCallback, aField.mTexturePtr.get(), aName, aFlags); CycleCollectionNoteChild(aCallback, aField.mRenderbufferPtr.get(), aName, aFlags); } NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLFramebuffer, mColorAttachments, mDepthAttachment, mStencilAttachment, mDepthStencilAttachment) NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLFramebuffer, AddRef) NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLFramebuffer, Release)