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311 lines
8.1 KiB
C++
311 lines
8.1 KiB
C++
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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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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/* GLScreenBuffer is the abstraction for the "default framebuffer" used
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* by an offscreen GLContext. Since it's only for offscreen GLContext's,
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* it's only useful for things like WebGL, and is NOT used by the
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* compositor's GLContext. Remember that GLContext provides an abstraction
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* so that even if you want to draw to the 'screen', even if that's not
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* actually the screen, just draw to 0. This GLScreenBuffer class takes the
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* logic handling out of GLContext.
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*/
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#ifndef SCREEN_BUFFER_H_
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#define SCREEN_BUFFER_H_
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#include "SurfaceTypes.h"
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#include "GLContextTypes.h"
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#include "GLDefs.h"
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#include "gfxPoint.h"
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// Forwards:
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class gfxImageSurface;
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namespace mozilla {
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namespace gfx {
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class SurfaceStream;
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class SharedSurface;
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}
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namespace gl {
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class GLContext;
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class SharedSurface_GL;
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class SurfaceFactory_GL;
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}
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}
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namespace mozilla {
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namespace gl {
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class DrawBuffer
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{
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protected:
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typedef struct gfx::SurfaceCaps SurfaceCaps;
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public:
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// Infallible, may return null if unneeded.
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static DrawBuffer* Create(GLContext* const gl,
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const SurfaceCaps& caps,
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const GLFormats& formats,
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const gfxIntSize& size);
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protected:
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GLContext* const mGL;
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const gfxIntSize mSize;
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const GLuint mFB;
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const GLuint mColorMSRB;
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const GLuint mDepthRB;
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const GLuint mStencilRB;
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DrawBuffer(GLContext* gl,
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const gfxIntSize& size,
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GLuint fb,
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GLuint colorMSRB,
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GLuint depthRB,
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GLuint stencilRB)
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: mGL(gl)
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, mSize(size)
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, mFB(fb)
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, mColorMSRB(colorMSRB)
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, mDepthRB(depthRB)
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, mStencilRB(stencilRB)
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{}
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public:
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virtual ~DrawBuffer();
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const gfxIntSize& Size() const {
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return mSize;
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}
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GLuint FB() const {
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return mFB;
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}
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};
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class ReadBuffer
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{
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protected:
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typedef struct gfx::SurfaceCaps SurfaceCaps;
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public:
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// Infallible, always non-null.
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static ReadBuffer* Create(GLContext* gl,
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const SurfaceCaps& caps,
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const GLFormats& formats,
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SharedSurface_GL* surf);
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protected:
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GLContext* const mGL;
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const GLuint mFB;
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// mFB has the following attachments:
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const GLuint mDepthRB;
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const GLuint mStencilRB;
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// note no mColorRB here: this is provided by mSurf.
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SharedSurface_GL* mSurf; // Owned by GLScreenBuffer's SurfaceStream.
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ReadBuffer(GLContext* gl,
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GLuint fb,
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GLuint depthRB,
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GLuint stencilRB,
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SharedSurface_GL* surf)
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: mGL(gl)
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, mFB(fb)
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, mDepthRB(depthRB)
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, mStencilRB(stencilRB)
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, mSurf(surf)
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{}
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public:
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virtual ~ReadBuffer();
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// Cannot attach a surf of a different AttachType or Size than before.
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void Attach(SharedSurface_GL* surf);
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const gfxIntSize& Size() const;
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GLuint FB() const {
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return mFB;
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}
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SharedSurface_GL* SharedSurf() const {
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return mSurf;
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}
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};
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class GLScreenBuffer
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{
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protected:
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typedef class gfx::SurfaceStream SurfaceStream;
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typedef class gfx::SharedSurface SharedSurface;
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typedef gfx::SurfaceStreamType SurfaceStreamType;
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typedef gfx::SharedSurfaceType SharedSurfaceType;
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typedef struct gfx::SurfaceCaps SurfaceCaps;
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public:
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// Infallible.
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static GLScreenBuffer* Create(GLContext* gl,
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const gfxIntSize& size,
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const SurfaceCaps& caps);
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protected:
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GLContext* const mGL; // Owns us.
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SurfaceCaps mCaps;
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SurfaceFactory_GL* mFactory; // Owned by us.
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SurfaceStream* mStream; // Owned by us.
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DrawBuffer* mDraw; // Owned by us.
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ReadBuffer* mRead; // Owned by us.
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bool mNeedsBlit;
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// Below are the parts that help us pretend to be framebuffer 0:
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GLuint mUserDrawFB;
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GLuint mUserReadFB;
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GLuint mInternalDrawFB;
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GLuint mInternalReadFB;
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#ifdef DEBUG
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bool mInInternalMode_DrawFB;
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bool mInInternalMode_ReadFB;
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#endif
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GLScreenBuffer(GLContext* gl,
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const SurfaceCaps& caps,
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SurfaceFactory_GL* factory,
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SurfaceStream* stream)
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: mGL(gl)
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, mCaps(caps)
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, mFactory(factory)
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, mStream(stream)
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, mDraw(nullptr)
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, mRead(nullptr)
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, mNeedsBlit(true)
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, mUserDrawFB(0)
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, mUserReadFB(0)
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, mInternalDrawFB(0)
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, mInternalReadFB(0)
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#ifdef DEBUG
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, mInInternalMode_DrawFB(true)
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, mInInternalMode_ReadFB(true)
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#endif
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{}
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public:
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virtual ~GLScreenBuffer();
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SurfaceStream* Stream() const {
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return mStream;
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}
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SurfaceFactory_GL* Factory() const {
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return mFactory;
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}
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SharedSurface_GL* SharedSurf() const {
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MOZ_ASSERT(mRead);
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return mRead->SharedSurf();
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}
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bool PreserveBuffer() const {
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return mCaps.preserve;
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}
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const SurfaceCaps& Caps() const {
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return mCaps;
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}
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GLuint DrawFB() const {
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if (!mDraw)
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return ReadFB();
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return mDraw->FB();
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}
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GLuint ReadFB() const {
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return mRead->FB();
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}
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void DeletingFB(GLuint fb);
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const gfxIntSize& Size() const {
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MOZ_ASSERT(mRead);
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MOZ_ASSERT(!mDraw || mDraw->Size() == mRead->Size());
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return mRead->Size();
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}
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void BindAsFramebuffer(GLContext* const gl, GLenum target) const;
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void RequireBlit();
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void AssureBlitted();
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void AfterDrawCall();
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void BeforeReadCall();
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/**
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* Attempts to read pixels from the current bound framebuffer, if
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* it is backed by a SharedSurface_GL.
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*
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* Returns true if the pixel data has been read back, false
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* otherwise.
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*/
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bool ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
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GLenum format, GLenum type, GLvoid *pixels);
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/* Morph swaps out our SurfaceStream mechanism and replaces it with
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* one best suited to our platform and compositor configuration.
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*
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* Must be called on the producing thread.
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* We haven't made any guarantee that rendering is actually
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* done when Morph is run, just that it can't run concurrently
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* with rendering. This means that we can't just drop the contents
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* of the buffer, since we may only be partially done rendering.
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*
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* Once you pass newFactory into Morph, newFactory will be owned by
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* GLScreenBuffer, so `forget` any references to it that still exist.
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*/
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void Morph(SurfaceFactory_GL* newFactory, SurfaceStreamType streamType);
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protected:
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// Returns false on error or inability to resize.
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bool Swap(const gfxIntSize& size);
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public:
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bool PublishFrame(const gfxIntSize& size);
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bool Resize(const gfxIntSize& size);
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void Readback(SharedSurface_GL* src, gfxImageSurface* dest);
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protected:
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void Attach(SharedSurface* surface, const gfxIntSize& size);
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DrawBuffer* CreateDraw(const gfxIntSize& size);
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ReadBuffer* CreateRead(SharedSurface_GL* surf);
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public:
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/* `fb` in these functions is the framebuffer the GLContext is hoping to
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* bind. When this is 0, we intercept the call and bind our own
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* framebuffers. As a client of these functions, just bind 0 when you want
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* to draw to the default framebuffer/'screen'.
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*/
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void BindFB(GLuint fb);
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void BindDrawFB(GLuint fb);
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void BindReadFB(GLuint fb);
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GLuint GetFB() const;
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GLuint GetDrawFB() const;
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GLuint GetReadFB() const;
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// Here `fb` is the actual framebuffer you want bound. Binding 0 will
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// bind the (generally useless) default framebuffer.
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void BindDrawFB_Internal(GLuint fb);
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void BindReadFB_Internal(GLuint fb);
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};
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} // namespace gl
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} // namespace mozilla
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#endif // SCREEN_BUFFER_H_
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