mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
959 lines
29 KiB
C++
959 lines
29 KiB
C++
/* -*- Mode: C++; tab-width: 20; 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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#include "WebGLFramebuffer.h"
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#include "WebGLContext.h"
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#include "WebGLContextUtils.h"
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#include "WebGLExtensions.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLTexture.h"
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#include "WebGLTexture.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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using namespace mozilla;
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using namespace mozilla::gl;
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JSObject*
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WebGLFramebuffer::WrapObject(JSContext* cx)
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{
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return dom::WebGLFramebufferBinding::Wrap(cx, this);
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}
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WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context)
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: WebGLBindableName<FBTarget>()
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, WebGLContextBoundObject(context)
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, mStatus(0)
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, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
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, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
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, mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
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{
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mContext->MakeContextCurrent();
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mContext->gl->fGenFramebuffers(1, &mGLName);
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mContext->mFramebuffers.insertBack(this);
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mColorAttachments.SetLength(1);
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mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
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}
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WebGLFramebuffer::Attachment::Attachment(FBAttachment aAttachmentPoint)
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: mAttachmentPoint(aAttachmentPoint)
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, mTexImageTarget(LOCAL_GL_NONE)
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, mNeedsFinalize(false)
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{}
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WebGLFramebuffer::Attachment::~Attachment()
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{}
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void
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WebGLFramebuffer::Attachment::Reset()
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{
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mTexturePtr = nullptr;
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mRenderbufferPtr = nullptr;
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}
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bool
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WebGLFramebuffer::Attachment::IsDeleteRequested() const
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{
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return Texture() ? Texture()->IsDeleteRequested()
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: Renderbuffer() ? Renderbuffer()->IsDeleteRequested()
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: false;
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}
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bool
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WebGLFramebuffer::Attachment::IsDefined() const
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{
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return Renderbuffer() ||
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(Texture() && Texture()->HasImageInfoAt(ImageTarget(), 0));
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}
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bool
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WebGLFramebuffer::Attachment::HasAlpha() const
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{
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MOZ_ASSERT(HasImage());
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if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
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return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat());
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else if (Renderbuffer())
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return FormatHasAlpha(Renderbuffer()->InternalFormat());
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else return false;
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}
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GLenum
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WebGLFramebuffer::GetFormatForAttachment(const WebGLFramebuffer::Attachment& attachment) const
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{
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MOZ_ASSERT(attachment.IsDefined());
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MOZ_ASSERT(attachment.Texture() || attachment.Renderbuffer());
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if (attachment.Texture()) {
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const WebGLTexture& tex = *attachment.Texture();
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MOZ_ASSERT(tex.HasImageInfoAt(attachment.ImageTarget(), 0));
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const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(), 0);
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return imgInfo.EffectiveInternalFormat().get();
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}
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if (attachment.Renderbuffer())
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return attachment.Renderbuffer()->InternalFormat();
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return LOCAL_GL_NONE;
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}
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TexInternalFormat
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WebGLFramebuffer::Attachment::EffectiveInternalFormat() const
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{
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const WebGLTexture* tex = Texture();
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if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
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return tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat();
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}
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const WebGLRenderbuffer* rb = Renderbuffer();
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if (rb) {
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return rb->InternalFormat();
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}
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return LOCAL_GL_NONE;
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}
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bool
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WebGLFramebuffer::Attachment::IsReadableFloat() const
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{
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TexInternalFormat internalformat = EffectiveInternalFormat();
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MOZ_ASSERT(internalformat != LOCAL_GL_NONE);
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TexType type = TypeFromInternalFormat(internalformat);
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return type == LOCAL_GL_FLOAT ||
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type == LOCAL_GL_HALF_FLOAT;
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}
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void
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WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level)
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{
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mTexturePtr = tex;
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mRenderbufferPtr = nullptr;
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mTexImageTarget = target;
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mTexImageLevel = level;
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mNeedsFinalize = true;
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}
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void
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WebGLFramebuffer::Attachment::SetRenderbuffer(WebGLRenderbuffer* rb)
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{
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mTexturePtr = nullptr;
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mRenderbufferPtr = rb;
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mNeedsFinalize = true;
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}
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bool
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WebGLFramebuffer::Attachment::HasUninitializedImageData() const
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{
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if (!HasImage())
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return false;
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if (Renderbuffer()) {
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return Renderbuffer()->HasUninitializedImageData();
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}
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if (Texture()) {
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MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).HasUninitializedImageData();
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}
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MOZ_ASSERT(false, "Should not get here.");
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return false;
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}
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void
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WebGLFramebuffer::Attachment::SetImageDataStatus(WebGLImageDataStatus newStatus)
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{
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if (!HasImage())
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return;
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if (Renderbuffer()) {
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Renderbuffer()->SetImageDataStatus(newStatus);
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return;
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}
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if (Texture()) {
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Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel, newStatus);
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return;
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}
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MOZ_ASSERT(false, "Should not get here.");
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}
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bool
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WebGLFramebuffer::Attachment::HasImage() const
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{
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if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
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return true;
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if (Renderbuffer())
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return true;
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return false;
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}
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const WebGLRectangleObject&
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WebGLFramebuffer::Attachment::RectangleObject() const
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{
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MOZ_ASSERT(HasImage(), "Make sure it has an image before requesting the rectangle.");
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if (Texture()) {
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MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
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}
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if (Renderbuffer()) {
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return *Renderbuffer();
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}
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MOZ_CRASH("Should not get here.");
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}
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/* The following IsValidFBOTextureXXX functions check the internal
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format that is used by GL or GL ES texture formats. This
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corresponds to the state that is stored in
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WebGLTexture::ImageInfo::InternalFormat()*/
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static inline bool
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IsValidFBOTextureColorFormat(TexInternalFormat internalformat)
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{
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/* These formats are internal formats for each texture -- the actual
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* low level format, which we might have to do conversions for when
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* running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
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*
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* This function just handles all of them whether desktop GL or ES.
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*/
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TexInternalFormat unsizedformat = UnsizedInternalFormatFromInternalFormat(internalformat);
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return unsizedformat == LOCAL_GL_ALPHA ||
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unsizedformat == LOCAL_GL_LUMINANCE ||
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unsizedformat == LOCAL_GL_LUMINANCE_ALPHA ||
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unsizedformat == LOCAL_GL_RGB ||
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unsizedformat == LOCAL_GL_RGBA ||
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unsizedformat == LOCAL_GL_SRGB ||
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unsizedformat == LOCAL_GL_SRGB_ALPHA;
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}
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static inline bool
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IsValidFBOTextureDepthFormat(GLenum internalformat)
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{
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return IsGLDepthFormat(internalformat);
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}
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static inline bool
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IsValidFBOTextureDepthStencilFormat(GLenum internalformat)
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{
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return IsGLDepthStencilFormat(internalformat);
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}
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/* The following IsValidFBORenderbufferXXX functions check the internal
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format that is stored by WebGLRenderbuffer::InternalFormat(). Valid
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values can be found in WebGLContext::RenderbufferStorage. */
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static inline bool
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IsValidFBORenderbufferColorFormat(GLenum internalFormat)
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{
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return (
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internalFormat == LOCAL_GL_RGB565 ||
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internalFormat == LOCAL_GL_RGB5_A1 ||
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internalFormat == LOCAL_GL_RGBA4 ||
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internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT);
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}
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static inline bool
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IsValidFBORenderbufferDepthFormat(GLenum internalFormat)
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{
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return internalFormat == LOCAL_GL_DEPTH_COMPONENT16;
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}
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static inline bool
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IsValidFBORenderbufferDepthStencilFormat(GLenum internalFormat)
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{
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return internalFormat == LOCAL_GL_DEPTH_STENCIL;
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}
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static inline bool
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IsValidFBORenderbufferStencilFormat(GLenum internalFormat)
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{
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return internalFormat == LOCAL_GL_STENCIL_INDEX8;
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}
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bool
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WebGLFramebuffer::Attachment::IsComplete() const
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{
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if (!HasImage())
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return false;
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const WebGLRectangleObject& rect = RectangleObject();
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if (!rect.Width() ||
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!rect.Height())
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{
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return false;
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}
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if (Texture()) {
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MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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const WebGLTexture::ImageInfo& imageInfo =
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Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
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GLenum internalformat = imageInfo.EffectiveInternalFormat().get();
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if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
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return IsValidFBOTextureDepthFormat(internalformat);
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if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
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return false; // Textures can't have the correct format for stencil buffers
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if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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return IsValidFBOTextureDepthStencilFormat(internalformat);
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}
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if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
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WebGLContext::kMaxColorAttachments))
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{
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return IsValidFBOTextureColorFormat(internalformat);
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}
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MOZ_ASSERT(false, "Invalid WebGL attachment point?");
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return false;
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}
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if (Renderbuffer()) {
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GLenum internalFormat = Renderbuffer()->InternalFormat();
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if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
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return IsValidFBORenderbufferDepthFormat(internalFormat);
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if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
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return IsValidFBORenderbufferStencilFormat(internalFormat);
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if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
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return IsValidFBORenderbufferDepthStencilFormat(internalFormat);
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if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
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WebGLContext::kMaxColorAttachments))
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{
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return IsValidFBORenderbufferColorFormat(internalFormat);
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}
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MOZ_ASSERT(false, "Invalid WebGL attachment point?");
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return false;
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}
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MOZ_ASSERT(false, "Should not get here.");
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return false;
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}
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void
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WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, FBAttachment attachmentLoc) const
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{
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if (!mNeedsFinalize)
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return;
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mNeedsFinalize = false;
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if (!HasImage()) {
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if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
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LOCAL_GL_RENDERBUFFER, 0);
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
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LOCAL_GL_RENDERBUFFER, 0);
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} else {
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
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LOCAL_GL_RENDERBUFFER, 0);
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}
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return;
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}
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MOZ_ASSERT(HasImage());
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if (Texture()) {
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MOZ_ASSERT(gl == Texture()->Context()->gl);
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const GLenum imageTarget = ImageTarget().get();
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const GLint mipLevel = MipLevel();
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const GLuint glName = Texture()->GLName();
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if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
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imageTarget, glName, mipLevel);
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gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
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imageTarget, glName, mipLevel);
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} else {
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gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
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imageTarget, glName, mipLevel);
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}
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return;
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}
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if (Renderbuffer()) {
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Renderbuffer()->FramebufferRenderbuffer(attachmentLoc);
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return;
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}
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MOZ_ASSERT(false, "Should not get here.");
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}
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void
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WebGLFramebuffer::Delete()
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{
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DetachAllAttachments();
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mColorAttachments.Clear();
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mDepthAttachment.Reset();
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mStencilAttachment.Reset();
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mDepthStencilAttachment.Reset();
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mContext->MakeContextCurrent();
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mContext->gl->fDeleteFramebuffers(1, &mGLName);
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LinkedListElement<WebGLFramebuffer>::removeFrom(mContext->mFramebuffers);
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}
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void
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WebGLFramebuffer::DetachAttachment(WebGLFramebuffer::Attachment& attachment)
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{
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if (attachment.Texture())
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attachment.Texture()->DetachFrom(this, attachment.mAttachmentPoint);
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if (attachment.Renderbuffer())
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attachment.Renderbuffer()->DetachFrom(this, attachment.mAttachmentPoint);
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}
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void
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WebGLFramebuffer::DetachAllAttachments()
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{
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size_t count = mColorAttachments.Length();
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for (size_t i = 0; i < count; i++) {
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DetachAttachment(mColorAttachments[i]);
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}
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DetachAttachment(mDepthAttachment);
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DetachAttachment(mStencilAttachment);
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DetachAttachment(mDepthStencilAttachment);
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}
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void
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WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachment,
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RBTarget rbtarget,
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WebGLRenderbuffer* wrb)
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{
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MOZ_ASSERT(mContext->mBoundFramebuffer == this);
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if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
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return;
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/* Get the requested attachment. If result is NULL, attachment is
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* invalid and an error is generated.
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*
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* Don't use GetAttachment(...) here because it opt builds it
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* returns mColorAttachment[0] for invalid attachment, which we
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* really don't want to mess with.
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*/
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Attachment* a = GetAttachmentOrNull(attachment);
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if (!a)
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return; // Error generated internally to GetAttachmentOrNull.
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/* Invalidate cached framebuffer status and inform texture of it's
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* new attachment
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*/
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mStatus = 0;
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// Detach current
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if (a->Texture())
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a->Texture()->DetachFrom(this, attachment);
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else if (a->Renderbuffer())
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a->Renderbuffer()->DetachFrom(this, attachment);
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// Attach new
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if (wrb)
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wrb->AttachTo(this, attachment);
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a->SetRenderbuffer(wrb);
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}
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void
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WebGLFramebuffer::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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{
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MOZ_ASSERT(mContext->mBoundFramebuffer == this);
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if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
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return;
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if (wtex) {
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bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
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bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
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if (isTexture2D != isTexTarget2D) {
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return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
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}
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}
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if (level != 0)
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return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
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/* Get the requested attachment. If result is NULL, attachment is
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* invalid and an error is generated.
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*
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* Don't use GetAttachment(...) here because it opt builds it
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* returns mColorAttachment[0] for invalid attachment, which we
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* really don't want to mess with.
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*/
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Attachment* a = GetAttachmentOrNull(attachment);
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if (!a)
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return; // Error generated internally to GetAttachmentOrNull.
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/* Invalidate cached framebuffer status and inform texture of it's
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* new attachment
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*/
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mStatus = 0;
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// Detach current
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if (a->Texture())
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a->Texture()->DetachFrom(this, attachment);
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else if (a->Renderbuffer())
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a->Renderbuffer()->DetachFrom(this, attachment);
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// Attach new
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if (wtex)
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wtex->AttachTo(this, attachment);
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a->SetTexImage(wtex, texImageTarget, level);
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}
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WebGLFramebuffer::Attachment*
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WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachment)
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{
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if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
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return &mDepthStencilAttachment;
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if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
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return &mDepthAttachment;
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if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
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return &mStencilAttachment;
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|
||
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)
|