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6b75239d46
WebGLBindableName represents a GL 'name' (GLuint) that can be bound to part of the GL state machine. Similar code appeared in a number of classes that represent GL bindable names, such as WebGLBuffer, WebGLTexture, WebGLFramebuffer, etc. Cleanup to reduce copy-n-paste code that's needed for creating new objects for WebGL 2. --HG-- extra : source : ad7803e3daf5862099f62f24fdbc83639be1ed5a
245 lines
8.0 KiB
C++
245 lines
8.0 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 "WebGLContext.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLTexture.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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using namespace mozilla;
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using namespace mozilla::gl;
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static GLenum
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DepthStencilDepthFormat(GLContext* gl) {
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// We might not be able to get 24-bit, so let's pretend!
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if (gl->IsGLES() && !gl->IsExtensionSupported(gl::GLContext::OES_depth24))
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return LOCAL_GL_DEPTH_COMPONENT16;
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return LOCAL_GL_DEPTH_COMPONENT24;
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}
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static bool
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SupportsDepthStencil(GLContext* gl) {
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return gl->IsExtensionSupported(GLContext::EXT_packed_depth_stencil) ||
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gl->IsExtensionSupported(GLContext::OES_packed_depth_stencil);
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}
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static bool
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NeedsDepthStencilEmu(GLContext* gl, GLenum internalFormat) {
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MOZ_ASSERT(internalFormat != LOCAL_GL_DEPTH_STENCIL);
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if (internalFormat != LOCAL_GL_DEPTH24_STENCIL8)
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return false;
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return !SupportsDepthStencil(gl);
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}
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JSObject*
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WebGLRenderbuffer::WrapObject(JSContext *cx) {
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return dom::WebGLRenderbufferBinding::Wrap(cx, this);
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}
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WebGLRenderbuffer::WebGLRenderbuffer(WebGLContext *context)
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: WebGLBindableName()
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, WebGLContextBoundObject(context)
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, mPrimaryRB(0)
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, mSecondaryRB(0)
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, mInternalFormat(0)
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, mInternalFormatForGL(0)
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, mImageDataStatus(WebGLImageDataStatus::NoImageData)
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{
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SetIsDOMBinding();
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mContext->MakeContextCurrent();
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mContext->gl->fGenRenderbuffers(1, &mPrimaryRB);
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if (!SupportsDepthStencil(mContext->gl))
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mContext->gl->fGenRenderbuffers(1, &mSecondaryRB);
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mContext->mRenderbuffers.insertBack(this);
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}
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void
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WebGLRenderbuffer::Delete() {
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mContext->MakeContextCurrent();
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mContext->gl->fDeleteRenderbuffers(1, &mPrimaryRB);
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if (mSecondaryRB)
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mContext->gl->fDeleteRenderbuffers(1, &mSecondaryRB);
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LinkedListElement<WebGLRenderbuffer>::removeFrom(mContext->mRenderbuffers);
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}
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int64_t
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WebGLRenderbuffer::MemoryUsage() const {
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int64_t pixels = int64_t(Width()) * int64_t(Height());
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GLenum primaryFormat = InternalFormatForGL();
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// If there is no defined format, we're not taking up any memory
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if (!primaryFormat) {
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return 0;
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}
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int64_t secondarySize = 0;
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if (mSecondaryRB) {
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if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) {
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primaryFormat = DepthStencilDepthFormat(mContext->gl);
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secondarySize = 1*pixels; // STENCIL_INDEX8
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} else {
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secondarySize = 1*1*2; // 1x1xRGBA4
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}
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}
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int64_t primarySize = 0;
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switch (primaryFormat) {
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case LOCAL_GL_STENCIL_INDEX8:
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primarySize = 1*pixels;
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break;
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case LOCAL_GL_RGBA4:
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case LOCAL_GL_RGB5_A1:
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case LOCAL_GL_RGB565:
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case LOCAL_GL_DEPTH_COMPONENT16:
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primarySize = 2*pixels;
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break;
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case LOCAL_GL_RGB8:
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case LOCAL_GL_DEPTH_COMPONENT24:
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primarySize = 3*pixels;
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break;
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case LOCAL_GL_RGBA8:
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case LOCAL_GL_SRGB8_ALPHA8_EXT:
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case LOCAL_GL_DEPTH24_STENCIL8:
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case LOCAL_GL_DEPTH_COMPONENT32:
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primarySize = 4*pixels;
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break;
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case LOCAL_GL_RGB16F:
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primarySize = 2*3*pixels;
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break;
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case LOCAL_GL_RGBA16F:
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primarySize = 2*4*pixels;
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break;
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case LOCAL_GL_RGB32F:
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primarySize = 4*3*pixels;
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break;
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case LOCAL_GL_RGBA32F:
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primarySize = 4*4*pixels;
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break;
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default:
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MOZ_ASSERT(false, "Unknown `primaryFormat`.");
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break;
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}
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return primarySize + secondarySize;
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}
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void
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WebGLRenderbuffer::BindRenderbuffer() const {
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/* Do this explicitly here, since the meaning changes for depth-stencil emu.
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* Under normal circumstances, there's only one RB: `mPrimaryRB`.
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* `mSecondaryRB` is used when we have to pretend that the renderbuffer is
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* DEPTH_STENCIL, when it's actually one DEPTH buffer `mPrimaryRB` and one
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* STENCIL buffer `mSecondaryRB`.
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*
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* In the DEPTH_STENCIL emulation case, we're actually juggling two RBs, but
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* we can only bind one of them at a time. We choose to unconditionally bind
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* the depth RB. When we need to ask about the stencil buffer (say, how many
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* stencil bits we have), we temporarily bind the stencil RB, so that it
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* looks like we're just asking the question of a combined DEPTH_STENCIL
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* buffer.
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*/
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mContext->gl->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mPrimaryRB);
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}
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void
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WebGLRenderbuffer::RenderbufferStorage(GLenum internalFormat, GLsizei width, GLsizei height) const {
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GLContext* gl = mContext->gl;
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GLenum primaryFormat = internalFormat;
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GLenum secondaryFormat = 0;
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if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) {
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primaryFormat = DepthStencilDepthFormat(gl);
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secondaryFormat = LOCAL_GL_STENCIL_INDEX8;
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}
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gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, primaryFormat, width, height);
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if (!mSecondaryRB) {
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MOZ_ASSERT(!secondaryFormat);
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return;
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}
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// We can't leave the secondary RB unspecified either, since we should
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// handle the case where we attach a non-depth-stencil RB to a
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// depth-stencil attachment point, or attach this depth-stencil RB to a
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// non-depth-stencil attachment point.
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ScopedBindRenderbuffer autoRB(gl, mSecondaryRB);
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if (secondaryFormat) {
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gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, secondaryFormat, width, height);
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} else {
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gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_RGBA4, 1, 1);
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}
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}
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void
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WebGLRenderbuffer::FramebufferRenderbuffer(GLenum attachment) const {
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GLContext* gl = mContext->gl;
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if (attachment != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachment, LOCAL_GL_RENDERBUFFER, mPrimaryRB);
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return;
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}
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GLuint stencilRB = mPrimaryRB;
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if (NeedsDepthStencilEmu(mContext->gl, InternalFormatForGL())) {
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printf_stderr("DEV-ONLY: Using secondary buffer to emulate DepthStencil.\n");
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MOZ_ASSERT(mSecondaryRB);
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stencilRB = mSecondaryRB;
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}
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, mPrimaryRB);
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gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, stencilRB);
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}
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GLint
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WebGLRenderbuffer::GetRenderbufferParameter(GLenum target, GLenum pname) const {
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GLContext* gl = mContext->gl;
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switch (pname) {
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case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: {
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if (NeedsDepthStencilEmu(mContext->gl, InternalFormatForGL())) {
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if (gl->WorkAroundDriverBugs() &&
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gl->Renderer() == GLRenderer::Tegra)
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{
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return 8;
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}
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ScopedBindRenderbuffer autoRB(gl, mSecondaryRB);
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GLint i = 0;
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gl->fGetRenderbufferParameteriv(target, pname, &i);
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return i;
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}
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// Fall through otherwise.
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}
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case LOCAL_GL_RENDERBUFFER_WIDTH:
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case LOCAL_GL_RENDERBUFFER_HEIGHT:
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case LOCAL_GL_RENDERBUFFER_RED_SIZE:
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case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
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case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
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case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
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case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: {
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GLint i = 0;
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gl->fGetRenderbufferParameteriv(target, pname, &i);
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return i;
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}
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}
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MOZ_ASSERT(false, "This function should only be called with valid `pname`.");
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return 0;
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}
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLRenderbuffer)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLRenderbuffer, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLRenderbuffer, Release)
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