gecko-dev/dom/canvas/WebGLTexture.h
2014-11-13 20:03:50 -08:00

343 lines
11 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 WEBGL_TEXTURE_H_
#define WEBGL_TEXTURE_H_
#include <algorithm>
#include "mozilla/Assertions.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/LinkedList.h"
#include "nsAlgorithm.h"
#include "nsWrapperCache.h"
#include "WebGLBindableName.h"
#include "WebGLFramebufferAttachable.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
namespace mozilla {
// Zero is not an integer power of two.
inline bool
IsPOTAssumingNonnegative(GLsizei x)
{
MOZ_ASSERT(x >= 0);
return x && (x & (x-1)) == 0;
}
// NOTE: When this class is switched to new DOM bindings, update the (then-slow)
// WrapObject calls in GetParameter and GetFramebufferAttachmentParameter.
class WebGLTexture MOZ_FINAL
: public nsWrapperCache
, public WebGLBindableName<TexTarget>
, public WebGLRefCountedObject<WebGLTexture>
, public LinkedListElement<WebGLTexture>
, public WebGLContextBoundObject
, public WebGLFramebufferAttachable
{
public:
explicit WebGLTexture(WebGLContext* webgl, GLuint tex);
void Delete();
WebGLContext* GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext* cx) MOZ_OVERRIDE;
NS_INLINE_DECL_CYCLE_COLLECTING_NATIVE_REFCOUNTING(WebGLTexture)
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_NATIVE_CLASS(WebGLTexture)
protected:
~WebGLTexture() {
DeleteOnce();
}
friend class WebGLContext;
friend class WebGLFramebuffer;
// We store information about the various images that are part of this
// texture. (cubemap faces, mipmap levels)
public:
class ImageInfo
: public WebGLRectangleObject
{
public:
ImageInfo()
: mEffectiveInternalFormat(LOCAL_GL_NONE)
, mDepth(0)
, mImageDataStatus(WebGLImageDataStatus::NoImageData)
{}
ImageInfo(GLsizei width, GLsizei height, GLsizei depth,
TexInternalFormat effectiveInternalFormat,
WebGLImageDataStatus status)
: WebGLRectangleObject(width, height)
, mEffectiveInternalFormat(effectiveInternalFormat)
, mDepth(depth)
, mImageDataStatus(status)
{
// shouldn't use this constructor to construct a null ImageInfo
MOZ_ASSERT(status != WebGLImageDataStatus::NoImageData);
}
bool operator==(const ImageInfo& a) const {
return mImageDataStatus == a.mImageDataStatus &&
mWidth == a.mWidth &&
mHeight == a.mHeight &&
mDepth == a.mDepth &&
mEffectiveInternalFormat == a.mEffectiveInternalFormat;
}
bool operator!=(const ImageInfo& a) const {
return !(*this == a);
}
bool IsSquare() const {
return mWidth == mHeight;
}
bool IsPositive() const {
return mWidth > 0 && mHeight > 0 && mDepth > 0;
}
bool IsPowerOfTwo() const {
MOZ_ASSERT(mWidth >= 0);
MOZ_ASSERT(mHeight >= 0);
return IsPOTAssumingNonnegative(mWidth) &&
IsPOTAssumingNonnegative(mHeight);
}
bool HasUninitializedImageData() const {
return mImageDataStatus == WebGLImageDataStatus::UninitializedImageData;
}
size_t MemoryUsage() const;
TexInternalFormat EffectiveInternalFormat() const {
return mEffectiveInternalFormat;
}
GLsizei Depth() const { return mDepth; }
protected:
// This is the "effective internal format" of the texture, an official
// OpenGL spec concept, see OpenGL ES 3.0.3 spec, section 3.8.3, page
// 126 and below.
TexInternalFormat mEffectiveInternalFormat;
/* Used only for 3D textures.
* Note that mWidth and mHeight are inherited from WebGLRectangleObject.
* It's a pity to store a useless mDepth on non-3D texture images, but
* the size of GLsizei is negligible compared to the typical size of a texture image.
*/
GLsizei mDepth;
WebGLImageDataStatus mImageDataStatus;
friend class WebGLTexture;
};
private:
static size_t FaceForTarget(TexImageTarget texImageTarget) {
if (texImageTarget == LOCAL_GL_TEXTURE_2D ||
texImageTarget == LOCAL_GL_TEXTURE_3D)
{
return 0;
}
return texImageTarget.get() - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
ImageInfo& ImageInfoAtFace(size_t face, GLint level) {
MOZ_ASSERT(face < mFacesCount,
"Wrong face index, must be 0 for TEXTURE_2D or TEXTURE_3D,"
" and at most 5 for cube maps.");
// No need to check level as a wrong value would be caught by
// ElementAt().
return mImageInfos.ElementAt(level * mFacesCount + face);
}
const ImageInfo& ImageInfoAtFace(size_t face, GLint level) const {
return const_cast<const ImageInfo&>(
const_cast<WebGLTexture*>(this)->ImageInfoAtFace(face, level)
);
}
public:
ImageInfo& ImageInfoAt(TexImageTarget imageTarget, GLint level) {
size_t face = FaceForTarget(imageTarget);
return ImageInfoAtFace(face, level);
}
const ImageInfo& ImageInfoAt(TexImageTarget imageTarget, GLint level) const
{
return const_cast<WebGLTexture*>(this)->ImageInfoAt(imageTarget, level);
}
bool HasImageInfoAt(TexImageTarget imageTarget, GLint level) const {
size_t face = FaceForTarget(imageTarget);
CheckedUint32 checked_index = CheckedUint32(level) * mFacesCount + face;
return checked_index.isValid() &&
checked_index.value() < mImageInfos.Length() &&
ImageInfoAt(imageTarget, level).mImageDataStatus != WebGLImageDataStatus::NoImageData;
}
ImageInfo& ImageInfoBase() {
return ImageInfoAtFace(0, 0);
}
const ImageInfo& ImageInfoBase() const {
return ImageInfoAtFace(0, 0);
}
size_t MemoryUsage() const;
void SetImageDataStatus(TexImageTarget imageTarget, GLint level,
WebGLImageDataStatus newStatus)
{
MOZ_ASSERT(HasImageInfoAt(imageTarget, level));
ImageInfo& imageInfo = ImageInfoAt(imageTarget, level);
// There is no way to go from having image data to not having any.
MOZ_ASSERT(newStatus != WebGLImageDataStatus::NoImageData ||
imageInfo.mImageDataStatus == WebGLImageDataStatus::NoImageData);
if (imageInfo.mImageDataStatus != newStatus)
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
imageInfo.mImageDataStatus = newStatus;
}
void EnsureNoUninitializedImageData(TexImageTarget imageTarget, GLint level);
protected:
TexMinFilter mMinFilter;
TexMagFilter mMagFilter;
TexWrap mWrapS, mWrapT;
size_t mFacesCount, mMaxLevelWithCustomImages;
nsTArray<ImageInfo> mImageInfos;
bool mHaveGeneratedMipmap; // Set by generateMipmap
bool mImmutable; // Set by texStorage*
size_t mBaseMipmapLevel; // Set by texParameter (defaults to 0)
size_t mMaxMipmapLevel; // Set by texParameter (defaults to 1000)
WebGLTextureFakeBlackStatus mFakeBlackStatus;
void EnsureMaxLevelWithCustomImagesAtLeast(size_t maxLevelWithCustomImages) {
mMaxLevelWithCustomImages = std::max(mMaxLevelWithCustomImages,
maxLevelWithCustomImages);
mImageInfos.EnsureLengthAtLeast((mMaxLevelWithCustomImages + 1) * mFacesCount);
}
bool CheckFloatTextureFilterParams() const {
// Without OES_texture_float_linear, only NEAREST and
// NEAREST_MIMPAMP_NEAREST are supported.
return mMagFilter == LOCAL_GL_NEAREST &&
(mMinFilter == LOCAL_GL_NEAREST ||
mMinFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST);
}
bool AreBothWrapModesClampToEdge() const {
return mWrapS == LOCAL_GL_CLAMP_TO_EDGE &&
mWrapT == LOCAL_GL_CLAMP_TO_EDGE;
}
bool DoesMipmapHaveAllLevelsConsistentlyDefined(TexImageTarget texImageTarget) const;
public:
void Bind(TexTarget texTarget);
void SetImageInfo(TexImageTarget target, GLint level, GLsizei width,
GLsizei height, GLsizei depth, TexInternalFormat format,
WebGLImageDataStatus status);
void SetMinFilter(TexMinFilter minFilter) {
mMinFilter = minFilter;
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
}
void SetMagFilter(TexMagFilter magFilter) {
mMagFilter = magFilter;
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
}
void SetWrapS(TexWrap wrapS) {
mWrapS = wrapS;
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
}
void SetWrapT(TexWrap wrapT) {
mWrapT = wrapT;
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
}
TexMinFilter MinFilter() const { return mMinFilter; }
bool DoesMinFilterRequireMipmap() const {
return !(mMinFilter == LOCAL_GL_NEAREST ||
mMinFilter == LOCAL_GL_LINEAR);
}
void SetGeneratedMipmap();
void SetCustomMipmap();
bool IsFirstImagePowerOfTwo() const {
return ImageInfoBase().IsPowerOfTwo();
}
bool AreAllLevel0ImageInfosEqual() const;
bool IsMipmapComplete() const;
bool IsCubeComplete() const;
bool IsMipmapCubeComplete() const;
void SetFakeBlackStatus(WebGLTextureFakeBlackStatus x);
bool IsImmutable() const { return mImmutable; }
void SetImmutable() { mImmutable = true; }
void SetBaseMipmapLevel(size_t level) { mBaseMipmapLevel = level; }
void SetMaxMipmapLevel(size_t level) { mMaxMipmapLevel = level; }
// Clamping (from ES 3.0.4, section 3.8 - Texturing). When not immutable,
// the ranges must be guarded.
size_t EffectiveBaseMipmapLevel() const {
if (IsImmutable())
return std::min(mBaseMipmapLevel, mMaxLevelWithCustomImages);
return mBaseMipmapLevel;
}
size_t EffectiveMaxMipmapLevel() const {
if (IsImmutable()) {
return mozilla::clamped(mMaxMipmapLevel, EffectiveBaseMipmapLevel(),
mMaxLevelWithCustomImages);
}
return std::min(mMaxMipmapLevel, mMaxLevelWithCustomImages);
}
bool IsMipmapRangeValid() const;
size_t MaxLevelWithCustomImages() const { return mMaxLevelWithCustomImages; }
// Returns the current fake-black-status, except if it was Unknown,
// in which case this function resolves it first, so it never returns Unknown.
WebGLTextureFakeBlackStatus ResolvedFakeBlackStatus();
};
inline TexImageTarget
TexImageTargetForTargetAndFace(TexTarget target, size_t face)
{
switch (target.get()) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_3D:
MOZ_ASSERT(face == 0);
return target.get();
case LOCAL_GL_TEXTURE_CUBE_MAP:
MOZ_ASSERT(face < 6);
return LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
default:
MOZ_CRASH();
}
}
} // namespace mozilla
#endif // WEBGL_TEXTURE_H_