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https://gitlab.winehq.org/wine/wine-gecko.git
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7b17f0f746
WebGLBindableName represents a GL 'name' (GLuint) that can be bound to part of the GL state machine. Similar code appeared in a number of classes that represent GL bindable names, such as WebGLBuffer, WebGLTexture, WebGLFramebuffer, etc. Cleanup to reduce copy-n-paste code that's needed for creating new objects for WebGL 2. --HG-- extra : source : ad7803e3daf5862099f62f24fdbc83639be1ed5a
283 lines
9.3 KiB
C++
283 lines
9.3 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 WEBGLTEXTURE_H_
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#define WEBGLTEXTURE_H_
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#include "WebGLBindableName.h"
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#include "WebGLFramebufferAttachable.h"
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#include "WebGLObjectModel.h"
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#include "nsWrapperCache.h"
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#include "mozilla/CheckedInt.h"
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#include "mozilla/LinkedList.h"
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#include <algorithm>
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namespace mozilla {
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// Zero is not an integer power of two.
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inline bool is_pot_assuming_nonnegative(GLsizei x)
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{
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return x && (x & (x-1)) == 0;
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}
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// NOTE: When this class is switched to new DOM bindings, update the (then-slow)
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// WrapObject calls in GetParameter and GetFramebufferAttachmentParameter.
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class WebGLTexture MOZ_FINAL
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: public nsWrapperCache
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, public WebGLBindableName
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, public WebGLRefCountedObject<WebGLTexture>
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, public LinkedListElement<WebGLTexture>
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, public WebGLContextBoundObject
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, public WebGLFramebufferAttachable
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{
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public:
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WebGLTexture(WebGLContext *context);
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void Delete();
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WebGLContext *GetParentObject() const {
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return Context();
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}
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virtual JSObject* WrapObject(JSContext *cx) MOZ_OVERRIDE;
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NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLTexture)
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLTexture)
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protected:
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~WebGLTexture() {
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DeleteOnce();
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}
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friend class WebGLContext;
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friend class WebGLFramebuffer;
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// we store information about the various images that are part of
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// this texture (cubemap faces, mipmap levels)
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public:
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class ImageInfo
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: public WebGLRectangleObject
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{
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public:
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ImageInfo()
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: mWebGLFormat(LOCAL_GL_NONE)
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, mWebGLType(LOCAL_GL_NONE)
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, mImageDataStatus(WebGLImageDataStatus::NoImageData)
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{}
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ImageInfo(GLsizei width,
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GLsizei height,
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GLenum webGLFormat,
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GLenum webGLType,
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WebGLImageDataStatus status)
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: WebGLRectangleObject(width, height)
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, mWebGLFormat(webGLFormat)
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, mWebGLType(webGLType)
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, mImageDataStatus(status)
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{
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// shouldn't use this constructor to construct a null ImageInfo
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MOZ_ASSERT(status != WebGLImageDataStatus::NoImageData);
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}
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bool operator==(const ImageInfo& a) const {
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return mImageDataStatus == a.mImageDataStatus &&
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mWidth == a.mWidth &&
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mHeight == a.mHeight &&
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mWebGLFormat == a.mWebGLFormat &&
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mWebGLType == a.mWebGLType;
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}
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bool operator!=(const ImageInfo& a) const {
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return !(*this == a);
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}
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bool IsSquare() const {
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return mWidth == mHeight;
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}
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bool IsPositive() const {
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return mWidth > 0 && mHeight > 0;
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}
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bool IsPowerOfTwo() const {
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return is_pot_assuming_nonnegative(mWidth) &&
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is_pot_assuming_nonnegative(mHeight); // negative sizes should never happen (caught in texImage2D...)
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}
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bool HasUninitializedImageData() const {
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return mImageDataStatus == WebGLImageDataStatus::UninitializedImageData;
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}
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int64_t MemoryUsage() const;
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/*! This is the format passed from JS to WebGL.
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* It can be converted to a value to be passed to driver with
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* DriverFormatsFromFormatAndType().
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*/
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GLenum WebGLFormat() const { return mWebGLFormat; }
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/*! This is the type passed from JS to WebGL.
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* It can be converted to a value to be passed to driver with
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* DriverTypeFromType().
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*/
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GLenum WebGLType() const { return mWebGLType; }
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protected:
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GLenum mWebGLFormat; //!< This is the WebGL/GLES format
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GLenum mWebGLType; //!< This is the WebGL/GLES type
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WebGLImageDataStatus mImageDataStatus;
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friend class WebGLTexture;
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};
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private:
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static size_t FaceForTarget(GLenum target) {
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// Call this out explicitly:
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MOZ_ASSERT(target != LOCAL_GL_TEXTURE_CUBE_MAP);
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MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
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(target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
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target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z));
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return target == LOCAL_GL_TEXTURE_2D ? 0 : target - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X;
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}
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ImageInfo& ImageInfoAtFace(size_t face, GLint level) {
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MOZ_ASSERT(face < mFacesCount, "wrong face index, must be 0 for TEXTURE_2D and at most 5 for cube maps");
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// no need to check level as a wrong value would be caught by ElementAt().
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return mImageInfos.ElementAt(level * mFacesCount + face);
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}
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const ImageInfo& ImageInfoAtFace(size_t face, GLint level) const {
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return const_cast<const ImageInfo&>(
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const_cast<WebGLTexture*>(this)->ImageInfoAtFace(face, level)
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);
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}
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public:
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ImageInfo& ImageInfoAt(GLenum imageTarget, GLint level) {
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MOZ_ASSERT(imageTarget);
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size_t face = FaceForTarget(imageTarget);
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return ImageInfoAtFace(face, level);
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}
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const ImageInfo& ImageInfoAt(GLenum imageTarget, GLint level) const {
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return const_cast<WebGLTexture*>(this)->ImageInfoAt(imageTarget, level);
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}
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bool HasImageInfoAt(GLenum imageTarget, GLint level) const {
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MOZ_ASSERT(imageTarget);
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size_t face = FaceForTarget(imageTarget);
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CheckedUint32 checked_index = CheckedUint32(level) * mFacesCount + face;
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return checked_index.isValid() &&
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checked_index.value() < mImageInfos.Length() &&
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ImageInfoAt(imageTarget, level).mImageDataStatus != WebGLImageDataStatus::NoImageData;
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}
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ImageInfo& ImageInfoBase() {
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return ImageInfoAtFace(0, 0);
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}
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const ImageInfo& ImageInfoBase() const {
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return ImageInfoAtFace(0, 0);
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}
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int64_t MemoryUsage() const;
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void SetImageDataStatus(GLenum imageTarget, GLint level, WebGLImageDataStatus newStatus) {
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MOZ_ASSERT(HasImageInfoAt(imageTarget, level));
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ImageInfo& imageInfo = ImageInfoAt(imageTarget, level);
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// there is no way to go from having image data to not having any
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MOZ_ASSERT(newStatus != WebGLImageDataStatus::NoImageData ||
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imageInfo.mImageDataStatus == WebGLImageDataStatus::NoImageData);
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if (imageInfo.mImageDataStatus != newStatus) {
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SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
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}
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imageInfo.mImageDataStatus = newStatus;
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}
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void DoDeferredImageInitialization(GLenum imageTarget, GLint level);
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protected:
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GLenum mMinFilter, mMagFilter, mWrapS, mWrapT;
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size_t mFacesCount, mMaxLevelWithCustomImages;
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nsTArray<ImageInfo> mImageInfos;
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bool mHaveGeneratedMipmap;
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WebGLTextureFakeBlackStatus mFakeBlackStatus;
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void EnsureMaxLevelWithCustomImagesAtLeast(size_t aMaxLevelWithCustomImages) {
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mMaxLevelWithCustomImages = std::max(mMaxLevelWithCustomImages, aMaxLevelWithCustomImages);
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mImageInfos.EnsureLengthAtLeast((mMaxLevelWithCustomImages + 1) * mFacesCount);
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}
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bool CheckFloatTextureFilterParams() const {
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// Without OES_texture_float_linear, only NEAREST and NEAREST_MIMPAMP_NEAREST are supported
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return (mMagFilter == LOCAL_GL_NEAREST) &&
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(mMinFilter == LOCAL_GL_NEAREST || mMinFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST);
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}
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bool AreBothWrapModesClampToEdge() const {
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return mWrapS == LOCAL_GL_CLAMP_TO_EDGE && mWrapT == LOCAL_GL_CLAMP_TO_EDGE;
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}
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bool DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(GLenum texImageTarget) const;
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public:
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void Bind(GLenum aTarget);
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void SetImageInfo(GLenum aTarget, GLint aLevel,
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GLsizei aWidth, GLsizei aHeight,
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GLenum aFormat, GLenum aType, WebGLImageDataStatus aStatus);
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void SetMinFilter(GLenum aMinFilter) {
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mMinFilter = aMinFilter;
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SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
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}
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void SetMagFilter(GLenum aMagFilter) {
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mMagFilter = aMagFilter;
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SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
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}
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void SetWrapS(GLenum aWrapS) {
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mWrapS = aWrapS;
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SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
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}
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void SetWrapT(GLenum aWrapT) {
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mWrapT = aWrapT;
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SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
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}
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GLenum MinFilter() const { return mMinFilter; }
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bool DoesMinFilterRequireMipmap() const {
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return !(mMinFilter == LOCAL_GL_NEAREST || mMinFilter == LOCAL_GL_LINEAR);
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}
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void SetGeneratedMipmap();
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void SetCustomMipmap();
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bool IsFirstImagePowerOfTwo() const {
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return ImageInfoBase().IsPowerOfTwo();
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}
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bool AreAllLevel0ImageInfosEqual() const;
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bool IsMipmapTexture2DComplete() const;
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bool IsCubeComplete() const;
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bool IsMipmapCubeComplete() const;
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void SetFakeBlackStatus(WebGLTextureFakeBlackStatus x);
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// Returns the current fake-black-status, except if it was Unknown,
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// in which case this function resolves it first, so it never returns Unknown.
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WebGLTextureFakeBlackStatus ResolvedFakeBlackStatus();
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};
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} // namespace mozilla
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#endif
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