/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* 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 #include "mozilla/WeakPtr.h" #include "GLScreenBuffer.h" #include "WebGLObjectModel.h" #include "WebGLStrongTypes.h" #include "WebGLTexture.h" #include "WebGLTypes.h" namespace mozilla { class WebGLFramebuffer; class WebGLRenderbuffer; class WebGLTexture; template class PlacementArray; namespace gl { class GLContext; class MozFramebuffer; } // namespace gl namespace webgl { struct FbAttachInfo final { WebGLRenderbuffer* rb = nullptr; WebGLTexture* tex = nullptr; uint32_t mipLevel = 0; uint32_t zLayer = 0; uint32_t zLayerCount = 1; bool isMultiview = false; }; } // namespace webgl class WebGLFBAttachPoint final { friend class WebGLFramebuffer; public: const GLenum mAttachmentPoint = 0; const bool mDeferAttachment = false; private: RefPtr mTexturePtr; RefPtr mRenderbufferPtr; uint32_t mTexImageLayer = 0; uint8_t mTexImageZLayerCount = 1; uint8_t mTexImageLevel = 0; bool mIsMultiview = false; //// WebGLFBAttachPoint(); explicit WebGLFBAttachPoint(WebGLFBAttachPoint&); // Make this private. WebGLFBAttachPoint(const WebGLContext* webgl, GLenum attachmentPoint); public: ~WebGLFBAttachPoint(); //// bool HasAttachment() const { return bool(mTexturePtr) | bool(mRenderbufferPtr); } void Clear(); void Set(gl::GLContext* gl, const webgl::FbAttachInfo&); WebGLTexture* Texture() const { return mTexturePtr; } WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; } auto Layer() const { return mTexImageLayer; } auto ZLayerCount() const { return mTexImageZLayerCount; } auto MipLevel() const { return mTexImageLevel; } const auto& IsMultiview() const { return mIsMultiview; } void AttachmentName(nsCString* out) const; const webgl::ImageInfo* GetImageInfo() const; bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const; void DoAttachment(gl::GLContext* gl) const; Maybe GetParameter(WebGLContext* webgl, GLenum attachment, GLenum pname) const; bool IsEquivalentForFeedback(const WebGLFBAttachPoint& other) const { if (!HasAttachment() | !other.HasAttachment()) return false; #define _(X) (X == other.X) return (_(mRenderbufferPtr) && _(mTexturePtr) && _(mTexImageLevel) && _(mTexImageLayer) && _(mTexImageZLayerCount)); #undef _ } //// struct Ordered { const WebGLFBAttachPoint& mRef; explicit Ordered(const WebGLFBAttachPoint& ref) : mRef(ref) {} bool operator<(const Ordered& other) const { MOZ_ASSERT(mRef.HasAttachment() && other.mRef.HasAttachment()); #define ORDER_BY(X) \ if (X != other.X) return X < other.X; ORDER_BY(mRef.mRenderbufferPtr) ORDER_BY(mRef.mTexturePtr) ORDER_BY(mRef.mTexImageLevel) ORDER_BY(mRef.mTexImageLayer) ORDER_BY(mRef.mTexImageZLayerCount) #undef ORDER_BY return false; } }; }; class WebGLFramebuffer final : public WebGLContextBoundObject, public SupportsWeakPtr, public CacheInvalidator { public: MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLFramebuffer, override) const GLuint mGLName; bool mHasBeenBound = false; const UniquePtr mOpaque; gl::SwapChain mOpaqueSwapChain; bool mInOpaqueRAF = false; private: mutable uint64_t mNumFBStatusInvals = 0; //// protected: WebGLFBAttachPoint mDepthAttachment; WebGLFBAttachPoint mStencilAttachment; WebGLFBAttachPoint mDepthStencilAttachment; // In theory, this number can be unbounded based on the driver. However, no // driver appears to expose more than 8. We might as well stop there too, for // now. // (http://opengl.gpuinfo.org/gl_stats_caps_single.php?listreportsbycap=GL_MAX_COLOR_ATTACHMENTS) static const size_t kMaxColorAttachments = 8; // jgilbert's MacBook Pro exposes 8. WebGLFBAttachPoint mColorAttachments[kMaxColorAttachments]; //// std::vector mAttachments; // Non-null. std::vector mColorDrawBuffers; // Non-null const WebGLFBAttachPoint* mColorReadBuffer; // Null if NONE //// struct CompletenessInfo final { const WebGLFramebuffer* fb = nullptr; uint32_t width = 0; uint32_t height = 0; bool hasFloat32 = false; uint8_t zLayerCount = 1; bool isMultiview = false; // IsFeedback std::vector texAttachments; // Non-null ~CompletenessInfo(); }; friend struct CompletenessInfo; mutable CacheMaybe mCompletenessInfo; //// public: WebGLFramebuffer(WebGLContext* webgl, GLuint fbo); WebGLFramebuffer(WebGLContext* webgl, UniquePtr fbo); ~WebGLFramebuffer() override; //// bool HasDuplicateAttachments() const; bool HasDefinedAttachments() const; bool HasIncompleteAttachments(nsCString* const out_info) const; bool AllImageRectsMatch() const; bool AllImageSamplesMatch() const; FBStatus PrecheckFramebufferStatus(nsCString* const out_info) const; protected: Maybe GetAttachPoint(GLenum attachment); // Fallible Maybe GetColorAttachPoint( GLenum attachment); // Fallible void DoDeferredAttachments() const; void RefreshDrawBuffers() const; void RefreshReadBuffer() const; void ResolveAttachmentData() const; public: void DetachTexture(const WebGLTexture* tex); void DetachRenderbuffer(const WebGLRenderbuffer* rb); bool ValidateAndInitAttachments(GLenum incompleteFbError) const; bool ValidateClearBufferType(GLenum buffer, uint32_t drawBuffer, webgl::AttribBaseType funcType) const; bool ValidateForColorRead(const webgl::FormatUsageInfo** out_format, uint32_t* out_width, uint32_t* out_height) const; //////////////// // Getters #define GETTER(X) \ const decltype(m##X)& X() const { return m##X; } GETTER(DepthAttachment) GETTER(StencilAttachment) GETTER(DepthStencilAttachment) GETTER(Attachments) GETTER(ColorDrawBuffers) GETTER(ColorReadBuffer) #undef GETTER const auto& ColorAttachment0() const { return mColorAttachments[0]; } bool IsDrawBufferEnabled(uint32_t slotId) const; //////////////// // Invalidation const auto* GetCompletenessInfo() const { return mCompletenessInfo.get(); } //////////////// // WebGL funcs bool IsCheckFramebufferStatusComplete() const { return CheckFramebufferStatus() == LOCAL_GL_FRAMEBUFFER_COMPLETE; } FBStatus CheckFramebufferStatus() const; bool FramebufferAttach(GLenum attachEnum, const webgl::FbAttachInfo& toAttach); void DrawBuffers(const std::vector& buffers); void ReadBuffer(GLenum attachPoint); Maybe GetAttachmentParameter(GLenum attachment, GLenum pname); static void BlitFramebuffer(WebGLContext* webgl, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); }; } // namespace mozilla #endif // WEBGL_FRAMEBUFFER_H_