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https://gitlab.winehq.org/wine/wine-gecko.git
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1e7f3c6079
Split the two functions into two classes. WebGLRenderBuffer and WebGLVertexArray are special cases. --HG-- extra : source : 547e328ef878882bce8df3fc1b1e28926d910f1d
194 lines
5.6 KiB
C++
194 lines
5.6 KiB
C++
/* -*- 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 "WebGLBindableName.h"
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#include "WebGLObjectModel.h"
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#include "WebGLStrongTypes.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 WebGLFramebufferAttachable;
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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 WebGLBindableName<FBTarget>
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, public WebGLRefCountedObject<WebGLFramebuffer>
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, public LinkedListElement<WebGLFramebuffer>
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, public WebGLContextBoundObject
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, public SupportsWeakPtr<WebGLFramebuffer>
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{
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public:
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MOZ_DECLARE_REFCOUNTED_TYPENAME(WebGLFramebuffer)
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explicit WebGLFramebuffer(WebGLContext* context, GLuint fbo);
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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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FBAttachment mAttachmentPoint;
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TexImageTarget mTexImageTarget;
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GLint mTexImageLevel;
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mutable bool mNeedsFinalize;
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explicit Attachment(FBAttachment aAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0);
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~Attachment();
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bool IsDefined() const;
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bool IsDeleteRequested() const;
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TexInternalFormat EffectiveInternalFormat() const;
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bool HasAlpha() const;
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bool IsReadableFloat() const;
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void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level);
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void SetRenderbuffer(WebGLRenderbuffer* rb);
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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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TexImageTarget ImageTarget() const {
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return mTexImageTarget;
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}
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GLint MipLevel() 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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const WebGLRectangleObject& RectangleObject() const;
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bool HasImage() const;
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bool IsComplete() const;
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void FinalizeAttachment(gl::GLContext* gl, FBAttachment attachmentLoc) const;
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};
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void Delete();
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void FramebufferRenderbuffer(FBAttachment attachment,
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RBTarget rbtarget,
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WebGLRenderbuffer* wrb);
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void FramebufferTexture2D(FBAttachment attachment,
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TexImageTarget texImageTarget,
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WebGLTexture* wtex,
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GLint level);
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private:
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void DetachAttachment(WebGLFramebuffer::Attachment& attachment);
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void DetachAllAttachments();
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const WebGLRectangleObject& GetAnyRectObject() const;
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Attachment* GetAttachmentOrNull(FBAttachment attachment);
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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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FBStatus PrecheckFramebufferStatus() const;
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FBStatus CheckFramebufferStatus() const;
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GLenum GetFormatForAttachment(const WebGLFramebuffer::Attachment& attachment) 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(FBAttachment 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) 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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// mask mirrors glClear.
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bool HasCompletePlanes(GLbitfield mask);
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bool CheckAndInitializeAttachments();
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bool CheckColorAttachmentNumber(FBAttachment attachment, const char* functionName) const;
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void EnsureColorAttachments(size_t colorAttachmentId);
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void NotifyAttachableChanged() const;
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private:
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~WebGLFramebuffer() {
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DeleteOnce();
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}
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mutable GLenum mStatus;
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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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