gecko/dom/canvas/WebGLObjectModel.h
Phil Ringnalda e2e326a9c4 Backed out 6 changesets (bug 1060982, bug 1061058, bug 1060987, bug 1061060, bug 1060930) for build bustage
CLOSED TREE

Backed out changeset c23b8418e6be (bug 1060987)
Backed out changeset a8cddc6bdffc (bug 1061060)
Backed out changeset b5af5cbdac3f (bug 1060982)
Backed out changeset 4912d451011a (bug 1060930)
Backed out changeset bdacbf453238 (bug 1061058)
Backed out changeset da6c71a8f5ae (bug 1060987)
2014-09-01 16:48:51 -07:00

336 lines
10 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGLOBJECTMODEL_H_
#define WEBGLOBJECTMODEL_H_
#include "nsCycleCollectionNoteChild.h"
#include "nsICanvasRenderingContextInternal.h"
#include "WebGLTypes.h"
namespace mozilla {
class WebGLBuffer;
class WebGLContext;
/* Each WebGL object class WebGLFoo wants to:
* - inherit WebGLRefCountedObject<WebGLFoo>
* - implement a Delete() method
* - have its destructor call DeleteOnce()
*
* This base class provides two features to WebGL object types:
* 1. support for OpenGL object reference counting
* 2. support for OpenGL deletion statuses
*
***** 1. OpenGL object reference counting *****
*
* WebGL objects such as WebGLTexture's really have two different refcounts:
* the XPCOM refcount, that is directly exposed to JavaScript, and the OpenGL
* refcount.
*
* For example, when in JavaScript one does: var newname = existingTexture;
* that increments the XPCOM refcount, but doesn't affect the OpenGL refcount.
* When one attaches the texture to a framebuffer object, that does increment
* its OpenGL refcount (and also its XPCOM refcount, to prevent the regular
* XPCOM refcounting mechanism from destroying objects prematurely).
*
* The actual OpenGL refcount is opaque to us (it's internal to the OpenGL
* implementation) but is affects the WebGL semantics that we have to implement:
* for example, a WebGLTexture that is attached to a WebGLFramebuffer must not
* be actually deleted, even if deleteTexture has been called on it, and even
* if JavaScript doesn't have references to it anymore. We can't just rely on
* OpenGL to keep alive the underlying OpenGL texture for us, for a variety of
* reasons, most importantly: we'd need to know when OpenGL objects are actually
* deleted, and OpenGL doesn't notify us about that, so we would have to query
* status very often with glIsXxx calls which isn't practical.
*
* This means that we have to keep track of the OpenGL refcount ourselves,
* in addition to the XPCOM refcount.
*
* This class implements such a refcount, see the mWebGLRefCnt
* member. In order to avoid name clashes (with regular XPCOM refcounting)
* in the derived class, we prefix members with 'WebGL', whence the names
* WebGLAddRef, WebGLRelease, etc.
*
* In practice, WebGLAddRef and WebGLRelease are only called from the
* WebGLRefPtr class.
*
***** 2. OpenGL deletion statuses *****
*
* In OpenGL, an object can go through 3 different deletion statuses during its
* lifetime, which correspond to the 3 enum values for DeletionStatus in this class:
* - the Default status, which it has from its creation to when the
* suitable glDeleteXxx function is called on it;
* - the DeleteRequested status, which is has from when the suitable glDeleteXxx
* function is called on it to when it is no longer referenced by other OpenGL
* objects. For example, a texture that is attached to a non-current FBO
* will enter that status when glDeleteTexture is called on it. For objects
* with that status, GL_DELETE_STATUS queries return true, but glIsXxx
* functions still return true.
* - the Deleted status, which is the status of objects on which the
* suitable glDeleteXxx function has been called, and that are not referenced
* by other OpenGL objects.
*
* This state is stored in the mDeletionStatus member of this class.
*
* When the GL refcount hits zero, if the status is DeleteRequested then we call
* the Delete() method on the derived class and the status becomes Deleted. This is
* what the MaybeDelete() function does.
*
* The DeleteOnce() function implemented here is a helper to ensure that we don't
* call Delete() twice on the same object. Since the derived class' destructor
* needs to call DeleteOnce() which calls Delete(), we can't allow either to be
* virtual. Strictly speaking, we could let them be virtual if the derived class
* were final, but that would be impossible to enforce and would lead to strange
* bugs if it were subclassed.
*
* This WebGLRefCountedObject class takes the Derived type
* as template parameter, as a means to allow DeleteOnce to call Delete()
* on the Derived class, without either method being virtual. This is a common
* C++ pattern known as the "curiously recursive template pattern (CRTP)".
*/
template<typename Derived>
class WebGLRefCountedObject
{
public:
enum DeletionStatus { Default, DeleteRequested, Deleted };
WebGLRefCountedObject()
: mDeletionStatus(Default)
{ }
~WebGLRefCountedObject() {
MOZ_ASSERT(mWebGLRefCnt == 0, "destroying WebGL object still referenced by other WebGL objects");
MOZ_ASSERT(mDeletionStatus == Deleted, "Derived class destructor must call DeleteOnce()");
}
// called by WebGLRefPtr
void WebGLAddRef() {
++mWebGLRefCnt;
}
// called by WebGLRefPtr
void WebGLRelease() {
MOZ_ASSERT(mWebGLRefCnt > 0, "releasing WebGL object with WebGL refcnt already zero");
--mWebGLRefCnt;
MaybeDelete();
}
// this is the function that WebGL.deleteXxx() functions want to call
void RequestDelete() {
if (mDeletionStatus == Default)
mDeletionStatus = DeleteRequested;
MaybeDelete();
}
bool IsDeleted() const {
return mDeletionStatus == Deleted;
}
bool IsDeleteRequested() const {
return mDeletionStatus != Default;
}
void DeleteOnce() {
if (mDeletionStatus != Deleted) {
static_cast<Derived*>(this)->Delete();
mDeletionStatus = Deleted;
}
}
private:
void MaybeDelete() {
if (mWebGLRefCnt == 0 &&
mDeletionStatus == DeleteRequested)
{
DeleteOnce();
}
}
protected:
nsAutoRefCnt mWebGLRefCnt;
DeletionStatus mDeletionStatus;
};
/* This WebGLRefPtr class is meant to be used for references between WebGL objects.
* For example, a WebGLProgram holds WebGLRefPtr's to the WebGLShader's attached
* to it.
*
* Why the need for a separate refptr class? The only special thing that WebGLRefPtr
* does is that it increments and decrements the WebGL refcount of
* WebGLRefCountedObject's, in addition to incrementing and decrementing the
* usual XPCOM refcount.
*
* This means that by using a WebGLRefPtr instead of a nsRefPtr, you ensure that
* the WebGL refcount is incremented, which means that the object will be kept
* alive by this reference even if the matching webgl.deleteXxx() function is
* called on it.
*/
template<typename T>
class WebGLRefPtr
{
public:
WebGLRefPtr()
: mRawPtr(0)
{ }
WebGLRefPtr(const WebGLRefPtr<T>& aSmartPtr)
: mRawPtr(aSmartPtr.mRawPtr)
{
AddRefOnPtr(mRawPtr);
}
WebGLRefPtr(T *aRawPtr)
: mRawPtr(aRawPtr)
{
AddRefOnPtr(mRawPtr);
}
~WebGLRefPtr() {
ReleasePtr(mRawPtr);
}
WebGLRefPtr<T>&
operator=(const WebGLRefPtr<T>& rhs)
{
assign_with_AddRef(rhs.mRawPtr);
return *this;
}
WebGLRefPtr<T>&
operator=(T* rhs)
{
assign_with_AddRef(rhs);
return *this;
}
T* get() const {
return static_cast<T*>(mRawPtr);
}
operator T*() const {
return get();
}
T* operator->() const {
MOZ_ASSERT(mRawPtr != 0, "You can't dereference a nullptr WebGLRefPtr with operator->()!");
return get();
}
T& operator*() const {
MOZ_ASSERT(mRawPtr != 0, "You can't dereference a nullptr WebGLRefPtr with operator*()!");
return *get();
}
private:
static void AddRefOnPtr(T* rawPtr) {
if (rawPtr) {
rawPtr->WebGLAddRef();
rawPtr->AddRef();
}
}
static void ReleasePtr(T* rawPtr) {
if (rawPtr) {
rawPtr->WebGLRelease(); // must be done first before Release(), as Release() might actually destroy the object
rawPtr->Release();
}
}
void assign_with_AddRef(T* rawPtr) {
AddRefOnPtr(rawPtr);
assign_assuming_AddRef(rawPtr);
}
void assign_assuming_AddRef(T* newPtr) {
T* oldPtr = mRawPtr;
mRawPtr = newPtr;
ReleasePtr(oldPtr);
}
protected:
T *mRawPtr;
};
// This class is a mixin for objects that are tied to a specific
// context (which is to say, all of them). They provide initialization
// as well as comparison with the current context.
class WebGLContextBoundObject
{
public:
WebGLContextBoundObject(WebGLContext *context);
bool IsCompatibleWithContext(WebGLContext *other);
WebGLContext *Context() const { return mContext; }
protected:
WebGLContext *mContext;
uint32_t mContextGeneration;
};
// this class is a mixin for GL objects that have dimensions
// that we need to track.
class WebGLRectangleObject
{
public:
WebGLRectangleObject()
: mWidth(0), mHeight(0) { }
WebGLRectangleObject(GLsizei width, GLsizei height)
: mWidth(width), mHeight(height) { }
GLsizei Width() const { return mWidth; }
void width(GLsizei value) { mWidth = value; }
GLsizei Height() const { return mHeight; }
void height(GLsizei value) { mHeight = value; }
void setDimensions(GLsizei width, GLsizei height) {
mWidth = width;
mHeight = height;
}
void setDimensions(WebGLRectangleObject *rect) {
if (rect) {
mWidth = rect->Width();
mHeight = rect->Height();
} else {
mWidth = 0;
mHeight = 0;
}
}
bool HasSameDimensionsAs(const WebGLRectangleObject& other) const {
return Width() == other.Width() && Height() == other.Height();
}
protected:
GLsizei mWidth;
GLsizei mHeight;
};
}// namespace mozilla
template <typename T>
inline void
ImplCycleCollectionUnlink(mozilla::WebGLRefPtr<T>& aField)
{
aField = nullptr;
}
template <typename T>
inline void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
mozilla::WebGLRefPtr<T>& aField,
const char* aName,
uint32_t aFlags = 0)
{
CycleCollectionNoteChild(aCallback, aField.get(), aName, aFlags);
}
#endif