gecko/dom/canvas/WebGLFramebuffer.h
Dan Glastonbury 1e7f3c6079 Bug 1002281 - Change WebGLBindableName to make mGLName const. r=jgilbert
Split the two functions into two classes. WebGLRenderBuffer and
WebGLVertexArray are special cases.

--HG--
extra : source : 547e328ef878882bce8df3fc1b1e28926d910f1d
2014-11-17 12:21:04 +10:00

194 lines
5.6 KiB
C++

/* -*- Mode: C++; tab-width: 4; 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/. */
#ifndef WEBGLFRAMEBUFFER_H_
#define WEBGLFRAMEBUFFER_H_
#include "WebGLBindableName.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "nsWrapperCache.h"
#include "mozilla/LinkedList.h"
namespace mozilla {
class WebGLFramebufferAttachable;
class WebGLTexture;
class WebGLRenderbuffer;
namespace gl {
class GLContext;
}
class WebGLFramebuffer MOZ_FINAL
: public nsWrapperCache
, public WebGLBindableName<FBTarget>
, public WebGLRefCountedObject<WebGLFramebuffer>
, public LinkedListElement<WebGLFramebuffer>
, public WebGLContextBoundObject
, public SupportsWeakPtr<WebGLFramebuffer>
{
public:
MOZ_DECLARE_REFCOUNTED_TYPENAME(WebGLFramebuffer)
explicit WebGLFramebuffer(WebGLContext* context, GLuint fbo);
struct Attachment
{
// deleting a texture or renderbuffer immediately detaches it
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
FBAttachment mAttachmentPoint;
TexImageTarget mTexImageTarget;
GLint mTexImageLevel;
mutable bool mNeedsFinalize;
explicit Attachment(FBAttachment aAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0);
~Attachment();
bool IsDefined() const;
bool IsDeleteRequested() const;
TexInternalFormat EffectiveInternalFormat() const;
bool HasAlpha() const;
bool IsReadableFloat() const;
void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level);
void SetRenderbuffer(WebGLRenderbuffer* rb);
const WebGLTexture* Texture() const {
return mTexturePtr;
}
WebGLTexture* Texture() {
return mTexturePtr;
}
const WebGLRenderbuffer* Renderbuffer() const {
return mRenderbufferPtr;
}
WebGLRenderbuffer* Renderbuffer() {
return mRenderbufferPtr;
}
TexImageTarget ImageTarget() const {
return mTexImageTarget;
}
GLint MipLevel() const {
return mTexImageLevel;
}
bool HasUninitializedImageData() const;
void SetImageDataStatus(WebGLImageDataStatus x);
void Reset();
const WebGLRectangleObject& RectangleObject() const;
bool HasImage() const;
bool IsComplete() const;
void FinalizeAttachment(gl::GLContext* gl, FBAttachment attachmentLoc) const;
};
void Delete();
void FramebufferRenderbuffer(FBAttachment attachment,
RBTarget rbtarget,
WebGLRenderbuffer* wrb);
void FramebufferTexture2D(FBAttachment attachment,
TexImageTarget texImageTarget,
WebGLTexture* wtex,
GLint level);
private:
void DetachAttachment(WebGLFramebuffer::Attachment& attachment);
void DetachAllAttachments();
const WebGLRectangleObject& GetAnyRectObject() const;
Attachment* GetAttachmentOrNull(FBAttachment attachment);
public:
bool HasDefinedAttachments() const;
bool HasIncompleteAttachments() const;
bool AllImageRectsMatch() const;
FBStatus PrecheckFramebufferStatus() const;
FBStatus CheckFramebufferStatus() const;
GLenum GetFormatForAttachment(const WebGLFramebuffer::Attachment& attachment) const;
bool HasDepthStencilConflict() const {
return int(mDepthAttachment.IsDefined()) +
int(mStencilAttachment.IsDefined()) +
int(mDepthStencilAttachment.IsDefined()) >= 2;
}
size_t ColorAttachmentCount() const {
return mColorAttachments.Length();
}
const Attachment& ColorAttachment(size_t colorAttachmentId) const {
return mColorAttachments[colorAttachmentId];
}
const Attachment& DepthAttachment() const {
return mDepthAttachment;
}
const Attachment& StencilAttachment() const {
return mStencilAttachment;
}
const Attachment& DepthStencilAttachment() const {
return mDepthStencilAttachment;
}
const Attachment& GetAttachment(FBAttachment attachment) const;
void DetachTexture(const WebGLTexture* tex);
void DetachRenderbuffer(const WebGLRenderbuffer* rb);
const WebGLRectangleObject& RectangleObject() const;
WebGLContext* GetParentObject() const {
return Context();
}
void FinalizeAttachments() const;
virtual JSObject* WrapObject(JSContext* cx) MOZ_OVERRIDE;
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer)
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer)
// mask mirrors glClear.
bool HasCompletePlanes(GLbitfield mask);
bool CheckAndInitializeAttachments();
bool CheckColorAttachmentNumber(FBAttachment attachment, const char* functionName) const;
void EnsureColorAttachments(size_t colorAttachmentId);
void NotifyAttachableChanged() const;
private:
~WebGLFramebuffer() {
DeleteOnce();
}
mutable GLenum mStatus;
// we only store pointers to attached renderbuffers, not to attached textures, because
// we will only need to initialize renderbuffers. Textures are already initialized.
nsTArray<Attachment> mColorAttachments;
Attachment mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment;
};
} // namespace mozilla
#endif