/* -*- 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 "WebGLRenderbuffer.h" #include "GLContext.h" #include "mozilla/dom/WebGLRenderingContextBinding.h" #include "ScopedGLHelpers.h" #include "WebGLContext.h" #include "WebGLTexture.h" namespace mozilla { static GLenum DepthStencilDepthFormat(gl::GLContext* gl) { // We might not be able to get 24-bit, so let's pretend! if (gl->IsGLES() && !gl->IsExtensionSupported(gl::GLContext::OES_depth24)) return LOCAL_GL_DEPTH_COMPONENT16; return LOCAL_GL_DEPTH_COMPONENT24; } static bool SupportsDepthStencil(gl::GLContext* gl) { return gl->IsExtensionSupported(gl::GLContext::EXT_packed_depth_stencil) || gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil); } static bool NeedsDepthStencilEmu(gl::GLContext* gl, GLenum internalFormat) { MOZ_ASSERT(internalFormat != LOCAL_GL_DEPTH_STENCIL); if (internalFormat != LOCAL_GL_DEPTH24_STENCIL8) return false; return !SupportsDepthStencil(gl); } JSObject* WebGLRenderbuffer::WrapObject(JSContext* cx, JS::Handle aGivenProto) { return dom::WebGLRenderbufferBinding::Wrap(cx, this, aGivenProto); } WebGLRenderbuffer::WebGLRenderbuffer(WebGLContext* webgl) : WebGLBindable() , WebGLContextBoundObject(webgl) , mPrimaryRB(0) , mSecondaryRB(0) , mInternalFormat(0) , mInternalFormatForGL(0) , mImageDataStatus(WebGLImageDataStatus::NoImageData) , mSamples(1) { mContext->MakeContextCurrent(); mContext->gl->fGenRenderbuffers(1, &mPrimaryRB); if (!SupportsDepthStencil(mContext->gl)) mContext->gl->fGenRenderbuffers(1, &mSecondaryRB); mContext->mRenderbuffers.insertBack(this); } void WebGLRenderbuffer::Delete() { mContext->MakeContextCurrent(); mContext->gl->fDeleteRenderbuffers(1, &mPrimaryRB); if (mSecondaryRB) mContext->gl->fDeleteRenderbuffers(1, &mSecondaryRB); LinkedListElement::removeFrom(mContext->mRenderbuffers); } int64_t WebGLRenderbuffer::MemoryUsage() const { int64_t pixels = int64_t(Width()) * int64_t(Height()); GLenum primaryFormat = InternalFormatForGL(); // If there is no defined format, we're not taking up any memory if (!primaryFormat) return 0; int64_t secondarySize = 0; if (mSecondaryRB) { if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) { primaryFormat = DepthStencilDepthFormat(mContext->gl); secondarySize = 1*pixels; // STENCIL_INDEX8 } else { secondarySize = 1*1*2; // 1x1xRGBA4 } } int64_t primarySize = 0; switch (primaryFormat) { case LOCAL_GL_STENCIL_INDEX8: primarySize = 1*pixels; break; case LOCAL_GL_RGBA4: case LOCAL_GL_RGB5_A1: case LOCAL_GL_RGB565: case LOCAL_GL_DEPTH_COMPONENT16: primarySize = 2*pixels; break; case LOCAL_GL_RGB8: case LOCAL_GL_DEPTH_COMPONENT24: primarySize = 3*pixels; break; case LOCAL_GL_RGBA8: case LOCAL_GL_SRGB8_ALPHA8_EXT: case LOCAL_GL_DEPTH24_STENCIL8: case LOCAL_GL_DEPTH_COMPONENT32: primarySize = 4*pixels; break; case LOCAL_GL_RGB16F: primarySize = 2*3*pixels; break; case LOCAL_GL_RGBA16F: primarySize = 2*4*pixels; break; case LOCAL_GL_RGB32F: primarySize = 4*3*pixels; break; case LOCAL_GL_RGBA32F: primarySize = 4*4*pixels; break; default: MOZ_ASSERT(false, "Unknown `primaryFormat`."); break; } return primarySize + secondarySize; } void WebGLRenderbuffer::BindRenderbuffer() const { /* Do this explicitly here, since the meaning changes for depth-stencil emu. * Under normal circumstances, there's only one RB: `mPrimaryRB`. * `mSecondaryRB` is used when we have to pretend that the renderbuffer is * DEPTH_STENCIL, when it's actually one DEPTH buffer `mPrimaryRB` and one * STENCIL buffer `mSecondaryRB`. * * In the DEPTH_STENCIL emulation case, we're actually juggling two RBs, but * we can only bind one of them at a time. We choose to unconditionally bind * the depth RB. When we need to ask about the stencil buffer (say, how many * stencil bits we have), we temporarily bind the stencil RB, so that it * looks like we're just asking the question of a combined DEPTH_STENCIL * buffer. */ mContext->gl->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mPrimaryRB); } static void RenderbufferStorageMaybeMultisample(gl::GLContext* gl, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { MOZ_ASSERT_IF(samples >= 1, gl->IsSupported(gl::GLFeature::framebuffer_multisample)); MOZ_ASSERT(samples >= 0); MOZ_ASSERT(samples <= gl->MaxSamples()); if (samples > 0) { gl->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER, samples, internalFormat, width, height); } else { gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, internalFormat, width, height); } } void WebGLRenderbuffer::RenderbufferStorage(GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) const { MOZ_ASSERT(mContext->mBoundRenderbuffer == this); InvalidateStatusOfAttachedFBs(); gl::GLContext* gl = mContext->gl; MOZ_ASSERT(samples >= 0 && samples <= 256); // Sanity check. GLenum primaryFormat = internalFormat; GLenum secondaryFormat = 0; if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) { primaryFormat = DepthStencilDepthFormat(gl); secondaryFormat = LOCAL_GL_STENCIL_INDEX8; } RenderbufferStorageMaybeMultisample(gl, samples, primaryFormat, width, height); if (!mSecondaryRB) { MOZ_ASSERT(!secondaryFormat); return; } // We can't leave the secondary RB unspecified either, since we should // handle the case where we attach a non-depth-stencil RB to a // depth-stencil attachment point, or attach this depth-stencil RB to a // non-depth-stencil attachment point. gl::ScopedBindRenderbuffer autoRB(gl, mSecondaryRB); if (secondaryFormat) { RenderbufferStorageMaybeMultisample(gl, samples, secondaryFormat, width, height); } else { RenderbufferStorageMaybeMultisample(gl, samples, LOCAL_GL_RGBA4, 1, 1); } } void WebGLRenderbuffer::FramebufferRenderbuffer(FBAttachment attachment) const { gl::GLContext* gl = mContext->gl; if (attachment != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachment.get(), LOCAL_GL_RENDERBUFFER, mPrimaryRB); return; } GLuint stencilRB = mPrimaryRB; if (NeedsDepthStencilEmu(mContext->gl, InternalFormatForGL())) { MOZ_ASSERT(mSecondaryRB); stencilRB = mSecondaryRB; } gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, mPrimaryRB); gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, stencilRB); } GLint WebGLRenderbuffer::GetRenderbufferParameter(RBTarget target, RBParam pname) const { gl::GLContext* gl = mContext->gl; switch (pname.get()) { case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: if (NeedsDepthStencilEmu(mContext->gl, InternalFormatForGL())) { if (gl->WorkAroundDriverBugs() && gl->Renderer() == gl::GLRenderer::Tegra) { return 8; } gl::ScopedBindRenderbuffer autoRB(gl, mSecondaryRB); GLint i = 0; gl->fGetRenderbufferParameteriv(target.get(), pname.get(), &i); return i; } // Fall through otherwise. case LOCAL_GL_RENDERBUFFER_WIDTH: case LOCAL_GL_RENDERBUFFER_HEIGHT: case LOCAL_GL_RENDERBUFFER_RED_SIZE: case LOCAL_GL_RENDERBUFFER_GREEN_SIZE: case LOCAL_GL_RENDERBUFFER_BLUE_SIZE: case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE: case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: { GLint i = 0; gl->fGetRenderbufferParameteriv(target.get(), pname.get(), &i); return i; } } MOZ_ASSERT(false, "This function should only be called with valid `pname`."); return 0; } NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLRenderbuffer) NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLRenderbuffer, AddRef) NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLRenderbuffer, Release) } // namespace mozilla