gecko/dom/canvas/WebGLFramebuffer.cpp

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/* -*- 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 "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
namespace mozilla {
JSObject*
WebGLFramebuffer::WrapObject(JSContext* cx)
{
return dom::WebGLFramebufferBinding::Wrap(cx, this);
}
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* webgl, GLuint fbo)
: WebGLBindableName<FBTarget>(fbo)
, WebGLContextBoundObject(webgl)
, mStatus(0)
, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
, mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
{
mContext->mFramebuffers.insertBack(this);
mColorAttachments.SetLength(1);
mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
}
WebGLFramebuffer::Attachment::Attachment(FBAttachment attachmentPoint)
: mAttachmentPoint(attachmentPoint)
, 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());
}
if (Renderbuffer())
return FormatHasAlpha(Renderbuffer()->InternalFormat());
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
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
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
WebGLContext::IsFormatValidForFB(GLenum sizedFormat) const
{
switch (sizedFormat) {
case LOCAL_GL_ALPHA8:
case LOCAL_GL_LUMINANCE8:
case LOCAL_GL_LUMINANCE8_ALPHA8:
case LOCAL_GL_RGB8:
case LOCAL_GL_RGBA8:
case LOCAL_GL_RGB565:
case LOCAL_GL_RGB5_A1:
case LOCAL_GL_RGBA4:
return true;
case LOCAL_GL_SRGB8:
case LOCAL_GL_SRGB8_ALPHA8_EXT:
return IsExtensionEnabled(WebGLExtensionID::EXT_sRGB);
case LOCAL_GL_RGB32F:
case LOCAL_GL_RGBA32F:
return IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float);
case LOCAL_GL_RGB16F:
case LOCAL_GL_RGBA16F:
return IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float);
}
return false;
}
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 sizedFormat = imageInfo.EffectiveInternalFormat().get();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
return IsValidFBOTextureDepthFormat(sizedFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT) {
// Textures can't have the correct format for stencil buffers.
return false;
}
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return IsValidFBOTextureDepthStencilFormat(sizedFormat);
if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
WebGLContext::kMaxColorAttachments))
{
WebGLContext* webgl = Texture()->Context();
return webgl->IsFormatValidForFB(sizedFormat);
}
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))
{
WebGLContext* webgl = Renderbuffer()->Context();
return webgl->IsFormatValidForFB(internalFormat);
}
MOZ_ASSERT(false, "Invalid WebGL attachment point?");
return false;
}
MOZ_ASSERT(false, "Should not get here.");
return false;
}
void
WebGLFramebuffer::Attachment::FinalizeAttachment(gl::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<WebGLFramebuffer>::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()
{
for (size_t i = 0; i < mColorAttachments.Length(); i++) {
DetachAttachment(mColorAttachments[i]);
}
DetachAttachment(mDepthAttachment);
DetachAttachment(mStencilAttachment);
DetachAttachment(mDepthStencilAttachment);
}
void
WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachPoint,
RBTarget rbtarget,
WebGLRenderbuffer* rb)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer",
rb))
{
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* attachment = GetAttachmentOrNull(attachPoint);
if (!attachment)
return; // Error generated internally to GetAttachmentOrNull.
// Invalidate cached framebuffer status and inform texture of its new
// attachment.
mStatus = 0;
// Detach current:
if (attachment->Texture())
attachment->Texture()->DetachFrom(this, attachPoint);
else if (attachment->Renderbuffer())
attachment->Renderbuffer()->DetachFrom(this, attachPoint);
// Attach new:
if (rb)
rb->AttachTo(this, attachPoint);
attachment->SetRenderbuffer(rb);
}
void
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachPoint,
TexImageTarget texImageTarget,
WebGLTexture* tex, GLint level)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
tex))
{
return;
}
if (tex) {
bool isTexture2D = tex->Target() == LOCAL_GL_TEXTURE_2D;
bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
if (isTexture2D != isTexTarget2D) {
mContext->ErrorInvalidOperation("framebufferTexture2D: Mismatched"
" texture and texture target.");
return;
}
}
if (level != 0) {
mContext->ErrorInvalidValue("framebufferTexture2D: Level must be 0.");
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* attachment = GetAttachmentOrNull(attachPoint);
if (!attachment)
return; // Error generated internally to GetAttachmentOrNull.
// Invalidate cached framebuffer status and inform texture of its new
// attachment.
mStatus = 0;
// Detach current:
if (attachment->Texture())
attachment->Texture()->DetachFrom(this, attachPoint);
else if (attachment->Renderbuffer())
attachment->Renderbuffer()->DetachFrom(this, attachPoint);
// Attach new:
if (tex)
tex->AttachTo(this, attachPoint);
attachment->SetTexImage(tex, texImageTarget, level);
}
WebGLFramebuffer::Attachment*
WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachPoint)
{
switch (attachPoint.get()) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return &mDepthStencilAttachment;
case LOCAL_GL_DEPTH_ATTACHMENT:
return &mDepthAttachment;
case LOCAL_GL_STENCIL_ATTACHMENT:
return &mStencilAttachment;
default:
break;
}
if (!mContext->ValidateFramebufferAttachment(attachPoint.get(),
"getAttachmentOrNull"))
{
return nullptr;
}
size_t colorAttachmentId = attachPoint.get() - LOCAL_GL_COLOR_ATTACHMENT0;
EnsureColorAttachments(colorAttachmentId);
return &mColorAttachments[colorAttachmentId];
}
const WebGLFramebuffer::Attachment&
WebGLFramebuffer::GetAttachment(FBAttachment attachPoint) const
{
switch (attachPoint.get()) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return mDepthStencilAttachment;
case LOCAL_GL_DEPTH_ATTACHMENT:
return mDepthAttachment;
case LOCAL_GL_STENCIL_ATTACHMENT:
return mStencilAttachment;
default:
break;
}
if (!mContext->ValidateFramebufferAttachment(attachPoint.get(),
"getAttachment"))
{
MOZ_ASSERT(false);
return mColorAttachments[0];
}
size_t colorAttachmentId = attachPoint.get() - LOCAL_GL_COLOR_ATTACHMENT0;
if (colorAttachmentId >= mColorAttachments.Length()) {
MOZ_ASSERT(false);
return mColorAttachments[0];
}
return mColorAttachments[colorAttachmentId];
}
void
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
{
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i,
LOCAL_GL_TEXTURE_2D, nullptr, 0);
// It might be attached in multiple places, so don't break.
}
}
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)
{
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_COLOR_ATTACHMENT0+i,
LOCAL_GL_RENDERBUFFER, nullptr);
// It might be attached in multiple places, so don't break.
}
}
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;
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); 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;
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
hasIncomplete |= IsIncomplete(mColorAttachments[i]);
}
hasIncomplete |= IsIncomplete(mDepthAttachment);
hasIncomplete |= IsIncomplete(mStencilAttachment);
hasIncomplete |= IsIncomplete(mDepthStencilAttachment);
return hasIncomplete;
}
const WebGLRectangleObject&
WebGLFramebuffer::GetAnyRectObject() const
{
MOZ_ASSERT(HasDefinedAttachments());
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); 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;
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); 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.
const 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(gl::GLContext* gl, bool isColorBufferDefined)
{
MOZ_ASSERT(gl, "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 (gl->IsGLES() ||
gl->IsSupported(gl::GLFeature::ES2_compatibility) ||
gl->IsAtLeast(gl::ContextProfile::OpenGL, 420))
{
return;
}
// TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL.
GLenum colorBufferSource = isColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0
: LOCAL_GL_NONE;
gl->fDrawBuffer(colorBufferSource);
gl->fReadBuffer(colorBufferSource);
}
void
WebGLFramebuffer::FinalizeAttachments() const
{
gl::GLContext* gl = mContext->gl;
for (size_t i = 0; i < ColorAttachmentCount(); 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& field)
{
field.mTexturePtr = nullptr;
field.mRenderbufferPtr = nullptr;
}
inline void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
mozilla::WebGLFramebuffer::Attachment& field,
const char* name,
uint32_t flags = 0)
{
CycleCollectionNoteChild(callback, field.mTexturePtr.get(), name, flags);
CycleCollectionNoteChild(callback, field.mRenderbufferPtr.get(), name,
flags);
}
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)
} // namespace mozilla