/* -*- 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 WEBGL_FRAMEBUFFER_H_ #define WEBGL_FRAMEBUFFER_H_ #include "mozilla/LinkedList.h" #include "mozilla/WeakPtr.h" #include "nsWrapperCache.h" #include "WebGLObjectModel.h" #include "WebGLStrongTypes.h" #include "WebGLRenderbuffer.h" #include "WebGLTexture.h" namespace mozilla { class WebGLFramebuffer; class WebGLRenderbuffer; class WebGLTexture; template class PlacementArray; namespace gl { class GLContext; } // namespace gl class WebGLFBAttachPoint { public: WebGLFramebuffer* const mFB; const GLenum mAttachmentPoint; private: WebGLRefPtr mTexturePtr; WebGLRefPtr mRenderbufferPtr; TexImageTarget mTexImageTarget; GLint mTexImageLayer; GLint mTexImageLevel; // PlacementArray needs a default constructor. template friend class PlacementArray; WebGLFBAttachPoint() : mFB(nullptr) , mAttachmentPoint(0) { } public: WebGLFBAttachPoint(WebGLFramebuffer* fb, GLenum attachmentPoint); ~WebGLFBAttachPoint(); void Unlink(); bool IsDefined() const; bool IsDeleteRequested() const; const webgl::FormatUsageInfo* Format() const; bool HasAlpha() const; bool IsReadableFloat() const; void Clear(); void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level); void SetTexImageLayer(WebGLTexture* tex, TexImageTarget target, GLint level, GLint layer); void SetRenderbuffer(WebGLRenderbuffer* rb); const WebGLTexture* Texture() const { return mTexturePtr; } WebGLTexture* Texture() { return mTexturePtr; } const WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; } WebGLRenderbuffer* Renderbuffer() { return mRenderbufferPtr; } TexImageTarget ImageTarget() const { return mTexImageTarget; } GLint Layer() const { return mTexImageLayer; } GLint MipLevel() const { return mTexImageLevel; } void AttachmentName(nsCString* out) const; bool HasUninitializedImageData() const; void SetImageDataStatus(WebGLImageDataStatus x); void Size(uint32_t* const out_width, uint32_t* const out_height) const; //const WebGLRectangleObject& RectangleObject() const; bool HasImage() const; bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const; void FinalizeAttachment(gl::GLContext* gl, GLenum attachmentLoc) const; JS::Value GetParameter(const char* funcName, WebGLContext* webgl, JSContext* cx, GLenum target, GLenum attachment, GLenum pname, ErrorResult* const out_error); void OnBackingStoreRespecified() const; }; template class PlacementArray { public: const size_t mCapacity; protected: size_t mSize; T* const mArray; public: explicit PlacementArray(size_t capacity) : mCapacity(capacity) , mSize(0) , mArray((T*)moz_xmalloc(sizeof(T) * capacity)) { } ~PlacementArray() { for (auto& cur : *this) { cur.~T(); } free(mArray); } T* begin() const { return mArray; } T* end() const { return mArray + mSize; } T& operator [](size_t offset) const { MOZ_ASSERT(offset < mSize); return mArray[offset]; } const size_t& Size() const { return mSize; } template void AppendNew(A a, B b) { if (mSize == mCapacity) MOZ_CRASH("Bad EmplaceAppend."); // Placement `new`: new (&(mArray[mSize])) T(a, b); ++mSize; } }; class WebGLFramebuffer final : public nsWrapperCache , public WebGLRefCountedObject , public LinkedListElement , public WebGLContextBoundObject , public SupportsWeakPtr { friend class WebGLContext; public: MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLFramebuffer) const GLuint mGLName; private: mutable bool mIsKnownFBComplete; GLenum mReadBufferMode; // No need to chase pointers for the oft-used color0. WebGLFBAttachPoint mColorAttachment0; WebGLFBAttachPoint mDepthAttachment; WebGLFBAttachPoint mStencilAttachment; WebGLFBAttachPoint mDepthStencilAttachment; PlacementArray mMoreColorAttachments; std::vector mDrawBuffers; bool IsDrawBuffer(size_t n) const { if (n < mDrawBuffers.size()) return bool(mDrawBuffers[n]); return false; } #ifdef ANDROID // Bug 1140459: Some drivers (including our test slaves!) don't // give reasonable answers for IsRenderbuffer, maybe others. // This shows up on Android 2.3 emulator. // // So we track the `is a Framebuffer` state ourselves. bool mIsFB; #endif public: WebGLFramebuffer(WebGLContext* webgl, GLuint fbo); private: ~WebGLFramebuffer() { DeleteOnce(); } const WebGLRectangleObject& GetAnyRectObject() const; public: void Delete(); void FramebufferRenderbuffer(GLenum attachment, RBTarget rbtarget, WebGLRenderbuffer* rb); void FramebufferTexture2D(GLenum attachment, TexImageTarget texImageTarget, WebGLTexture* tex, GLint level); void FramebufferTextureLayer(GLenum attachment, WebGLTexture* tex, GLint level, GLint layer); bool HasDefinedAttachments() const; bool HasIncompleteAttachments(nsCString* const out_info) const; bool AllImageRectsMatch() const; FBStatus PrecheckFramebufferStatus(nsCString* const out_info) const; FBStatus CheckFramebufferStatus(nsCString* const out_info) const; const webgl::FormatUsageInfo* GetFormatForAttachment(const WebGLFBAttachPoint& attachment) const; const WebGLFBAttachPoint& ColorAttachment(size_t colorAttachmentId) const { MOZ_ASSERT(colorAttachmentId < 1 + mMoreColorAttachments.Size()); return colorAttachmentId ? mMoreColorAttachments[colorAttachmentId - 1] : mColorAttachment0; } const WebGLFBAttachPoint& DepthAttachment() const { return mDepthAttachment; } const WebGLFBAttachPoint& StencilAttachment() const { return mStencilAttachment; } const WebGLFBAttachPoint& DepthStencilAttachment() const { return mDepthStencilAttachment; } protected: WebGLFBAttachPoint* GetAttachPoint(GLenum attachment); // Fallible public: void DetachTexture(const WebGLTexture* tex); void DetachRenderbuffer(const WebGLRenderbuffer* rb); WebGLContext* GetParentObject() const { return mContext; } void FinalizeAttachments() const; virtual JSObject* WrapObject(JSContext* cx, JS::Handle givenProto) override; NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLFramebuffer) NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLFramebuffer) bool ValidateAndInitAttachments(const char* funcName); void InvalidateFramebufferStatus() const { mIsKnownFBComplete = false; } bool ValidateForRead(const char* info, const webgl::FormatUsageInfo** const out_format, uint32_t* const out_width, uint32_t* const out_height); JS::Value GetAttachmentParameter(const char* funcName, JSContext* cx, GLenum target, GLenum attachment, GLenum pname, ErrorResult* const out_error); }; } // namespace mozilla #endif // WEBGL_FRAMEBUFFER_H_