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 "WebGLContext.h"
#include "WebGLFramebuffer.h"
#include "WebGLExtensions.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLTexture.h"
#include "WebGLRenderbuffer.h"
#include "GLContext.h"
#include "WebGLContextUtils.h"
using namespace mozilla;
using namespace mozilla::gl;
JSObject*
WebGLFramebuffer::WrapObject(JSContext* cx)
{
return dom::WebGLFramebufferBinding::Wrap(cx, this);
}
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context)
: WebGLBindableName<FBTarget>()
, WebGLContextBoundObject(context)
, mStatus(0)
, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
, mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenFramebuffers(1, &mGLName);
mContext->mFramebuffers.insertBack(this);
mColorAttachments.SetLength(1);
mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
}
WebGLFramebuffer::Attachment::Attachment(FBAttachment aAttachmentPoint)
: mAttachmentPoint(aAttachmentPoint)
, 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).WebGLFormat());
else if (Renderbuffer())
return FormatHasAlpha(Renderbuffer()->InternalFormat());
else 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.WebGLFormat().get();
}
if (attachment.Renderbuffer())
return attachment.Renderbuffer()->InternalFormat();
return LOCAL_GL_NONE;
}
bool
WebGLFramebuffer::Attachment::IsReadableFloat() const
{
const WebGLTexture* tex = Texture();
if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
GLenum type = tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).WebGLType().get();
switch (type) {
case LOCAL_GL_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
return true;
}
return false;
}
const WebGLRenderbuffer* rb = Renderbuffer();
if (rb) {
GLenum format = rb->InternalFormat();
switch (format) {
case LOCAL_GL_RGB16F:
case LOCAL_GL_RGBA16F:
case LOCAL_GL_RGB32F:
case LOCAL_GL_RGBA32F:
return true;
}
return false;
}
// If we arrive here Attachment isn't correct setup because it has
// no texture nor render buffer pointer.
MOZ_ASSERT(false, "Should not get here.");
return false;
}
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
IsValidFBOTextureColorFormat(GLenum internalFormat)
{
/* These formats are internal formats for each texture -- the actual
* low level format, which we might have to do conversions for when
* running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
*
* This function just handles all of them whether desktop GL or ES.
*/
return (
/* linear 8-bit formats */
internalFormat == LOCAL_GL_ALPHA ||
internalFormat == LOCAL_GL_LUMINANCE ||
internalFormat == LOCAL_GL_LUMINANCE_ALPHA ||
internalFormat == LOCAL_GL_RGB ||
internalFormat == LOCAL_GL_RGBA ||
/* sRGB 8-bit formats */
internalFormat == LOCAL_GL_SRGB_EXT ||
internalFormat == LOCAL_GL_SRGB_ALPHA_EXT ||
/* linear float32 formats */
internalFormat == LOCAL_GL_ALPHA32F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE32F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE_ALPHA32F_ARB ||
internalFormat == LOCAL_GL_RGB32F_ARB ||
internalFormat == LOCAL_GL_RGBA32F_ARB ||
/* texture_half_float formats */
internalFormat == LOCAL_GL_ALPHA16F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE16F_ARB ||
internalFormat == LOCAL_GL_LUMINANCE_ALPHA16F_ARB ||
internalFormat == LOCAL_GL_RGB16F_ARB ||
internalFormat == LOCAL_GL_RGBA16F_ARB
);
}
static inline bool
IsValidFBOTextureDepthFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_DEPTH_COMPONENT ||
internalFormat == LOCAL_GL_DEPTH_COMPONENT16 ||
internalFormat == LOCAL_GL_DEPTH_COMPONENT32);
}
static inline bool
IsValidFBOTextureDepthStencilFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_DEPTH_STENCIL ||
internalFormat == LOCAL_GL_DEPTH24_STENCIL8);
}
/* 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
IsValidFBORenderbufferColorFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_RGB565 ||
internalFormat == LOCAL_GL_RGB5_A1 ||
internalFormat == LOCAL_GL_RGBA4 ||
internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT);
}
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
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 webGLFormat = imageInfo.WebGLFormat().get();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
return IsValidFBOTextureDepthFormat(webGLFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
return false; // Textures can't have the correct format for stencil buffers
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
return IsValidFBOTextureDepthStencilFormat(webGLFormat);
}
if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
WebGLContext::kMaxColorAttachments))
{
return IsValidFBOTextureColorFormat(webGLFormat);
}
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))
{
return IsValidFBORenderbufferColorFormat(internalFormat);
}
MOZ_ASSERT(false, "Invalid WebGL attachment point?");
return false;
}
MOZ_ASSERT(false, "Should not get here.");
return false;
}
void
WebGLFramebuffer::Attachment::FinalizeAttachment(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()
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
DetachAttachment(mColorAttachments[i]);
}
DetachAttachment(mDepthAttachment);
DetachAttachment(mStencilAttachment);
DetachAttachment(mDepthStencilAttachment);
}
void
WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachment,
RBTarget rbtarget,
WebGLRenderbuffer* wrb)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
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* a = GetAttachmentOrNull(attachment);
if (!a)
return; // Error generated internally to GetAttachmentOrNull.
/* Invalidate cached framebuffer status and inform texture of it's
* new attachment
*/
mStatus = 0;
// Detach current
if (a->Texture())
a->Texture()->DetachFrom(this, attachment);
else if (a->Renderbuffer())
a->Renderbuffer()->DetachFrom(this, attachment);
// Attach new
if (wrb)
wrb->AttachTo(this, attachment);
a->SetRenderbuffer(wrb);
}
void
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachment,
TexImageTarget texImageTarget,
WebGLTexture* wtex,
GLint level)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
return;
if (wtex) {
bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
if (isTexture2D != isTexTarget2D) {
return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
}
}
if (level != 0)
return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
/* 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* a = GetAttachmentOrNull(attachment);
if (!a)
return; // Error generated internally to GetAttachmentOrNull.
/* Invalidate cached framebuffer status and inform texture of it's
* new attachment
*/
mStatus = 0;
// Detach current
if (a->Texture())
a->Texture()->DetachFrom(this, attachment);
else if (a->Renderbuffer())
a->Renderbuffer()->DetachFrom(this, attachment);
// Attach new
if (wtex)
wtex->AttachTo(this, attachment);
a->SetTexImage(wtex, texImageTarget, level);
}
WebGLFramebuffer::Attachment*
WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachment)
{
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return &mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
return &mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
return &mStencilAttachment;
if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachmentOrNull"))
return nullptr;
size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0;
EnsureColorAttachments(colorAttachmentId);
return &mColorAttachments[colorAttachmentId];
}
const WebGLFramebuffer::Attachment&
WebGLFramebuffer::GetAttachment(FBAttachment attachment) const
{
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
return mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
return mStencilAttachment;
if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachment")) {
MOZ_ASSERT(false);
return mColorAttachments[0];
}
size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0;
if (colorAttachmentId >= mColorAttachments.Length()) {
MOZ_ASSERT(false);
return mColorAttachments[0];
}
return mColorAttachments[colorAttachmentId];
}
void
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
if (mColorAttachments[i].Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_TEXTURE_2D, nullptr, 0);
// a texture might be attached more that once while editing the framebuffer
}
}
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)
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
if (mColorAttachments[i].Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_RENDERBUFFER, nullptr);
// a renderbuffer might be attached more that once while editing the framebuffer
}
}
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;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; 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;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
hasIncomplete |= IsIncomplete(mColorAttachments[i]);
}
hasIncomplete |= IsIncomplete(mDepthAttachment);
hasIncomplete |= IsIncomplete(mStencilAttachment);
hasIncomplete |= IsIncomplete(mDepthStencilAttachment);
return hasIncomplete;
}
const WebGLRectangleObject&
WebGLFramebuffer::GetAnyRectObject() const
{
MOZ_ASSERT(HasDefinedAttachments());
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; 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;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; 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.
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(GLContext* aGL, bool aColorBufferDefined)
{
MOZ_ASSERT(aGL, "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 (aGL->IsGLES() ||
aGL->IsSupported(GLFeature::ES2_compatibility) ||
aGL->IsAtLeast(ContextProfile::OpenGL, 420))
{
return;
}
// TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL.
GLenum colorBufferSource = aColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0 : LOCAL_GL_NONE;
aGL->fDrawBuffer(colorBufferSource);
aGL->fReadBuffer(colorBufferSource);
}
void
WebGLFramebuffer::FinalizeAttachments() const
{
GLContext* gl = mContext->gl;
size_t count = ColorAttachmentCount();
for (size_t i = 0; i < count; 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& aField)
{
aField.mTexturePtr = nullptr;
aField.mRenderbufferPtr = nullptr;
}
inline void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
mozilla::WebGLFramebuffer::Attachment& aField,
const char* aName,
uint32_t aFlags = 0)
{
CycleCollectionNoteChild(aCallback, aField.mTexturePtr.get(),
aName, aFlags);
CycleCollectionNoteChild(aCallback, aField.mRenderbufferPtr.get(),
aName, aFlags);
}
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)