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Diffstat (limited to 'dom/canvas/WebGLFramebuffer.cpp')
-rw-r--r-- | dom/canvas/WebGLFramebuffer.cpp | 1704 |
1 files changed, 1704 insertions, 0 deletions
diff --git a/dom/canvas/WebGLFramebuffer.cpp b/dom/canvas/WebGLFramebuffer.cpp new file mode 100644 index 0000000000..108d2178cc --- /dev/null +++ b/dom/canvas/WebGLFramebuffer.cpp @@ -0,0 +1,1704 @@ +/* -*- Mode: C++; tab-width: 20; 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/. */ + +#include "WebGLFramebuffer.h" + +// You know it's going to be fun when these two show up: +#include <algorithm> +#include <iterator> + +#include "GLBlitHelper.h" +#include "GLContext.h" +#include "GLScreenBuffer.h" +#include "MozFramebuffer.h" +#include "mozilla/dom/WebGLRenderingContextBinding.h" +#include "mozilla/IntegerRange.h" +#include "nsPrintfCString.h" +#include "WebGLContext.h" +#include "WebGLContextUtils.h" +#include "WebGLExtensions.h" +#include "WebGLFormats.h" +#include "WebGLRenderbuffer.h" +#include "WebGLTexture.h" + +namespace mozilla { + +static bool ShouldDeferAttachment(const WebGLContext* const webgl, + const GLenum attachPoint) { + if (webgl->IsWebGL2()) return false; + + switch (attachPoint) { + case LOCAL_GL_DEPTH_ATTACHMENT: + case LOCAL_GL_STENCIL_ATTACHMENT: + case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT: + return true; + default: + return false; + } +} + +WebGLFBAttachPoint::WebGLFBAttachPoint() = default; +WebGLFBAttachPoint::WebGLFBAttachPoint(WebGLFBAttachPoint&) = default; + +WebGLFBAttachPoint::WebGLFBAttachPoint(const WebGLContext* const webgl, + const GLenum attachmentPoint) + : mAttachmentPoint(attachmentPoint), + mDeferAttachment(ShouldDeferAttachment(webgl, mAttachmentPoint)) {} + +WebGLFBAttachPoint::~WebGLFBAttachPoint() { + MOZ_ASSERT(!mRenderbufferPtr); + MOZ_ASSERT(!mTexturePtr); +} + +void WebGLFBAttachPoint::Clear() { Set(nullptr, {}); } + +void WebGLFBAttachPoint::Set(gl::GLContext* const gl, + const webgl::FbAttachInfo& toAttach) { + mRenderbufferPtr = toAttach.rb; + mTexturePtr = toAttach.tex; + mTexImageLayer = AssertedCast<uint32_t>(toAttach.zLayer); + mTexImageZLayerCount = AssertedCast<uint8_t>(toAttach.zLayerCount); + mTexImageLevel = AssertedCast<uint8_t>(toAttach.mipLevel); + mIsMultiview = toAttach.isMultiview; + + if (gl && !mDeferAttachment) { + DoAttachment(gl); + } +} + +const webgl::ImageInfo* WebGLFBAttachPoint::GetImageInfo() const { + if (mTexturePtr) { + const auto target = Texture()->Target(); + uint8_t face = 0; + if (target == LOCAL_GL_TEXTURE_CUBE_MAP) { + face = Layer() % 6; + } + return &mTexturePtr->ImageInfoAtFace(face, mTexImageLevel); + } + if (mRenderbufferPtr) return &mRenderbufferPtr->ImageInfo(); + return nullptr; +} + +bool WebGLFBAttachPoint::IsComplete(WebGLContext* webgl, + nsCString* const out_info) const { + MOZ_ASSERT(HasAttachment()); + + const auto fnWriteErrorInfo = [&](const char* const text) { + WebGLContext::EnumName(mAttachmentPoint, out_info); + out_info->AppendLiteral(": "); + out_info->AppendASCII(text); + }; + + const auto& imageInfo = *GetImageInfo(); + if (!imageInfo.mWidth || !imageInfo.mHeight) { + fnWriteErrorInfo("Attachment has no width or height."); + return false; + } + MOZ_ASSERT(imageInfo.IsDefined()); + + const auto& tex = Texture(); + if (tex) { + // ES 3.0 spec, pg 213 has giant blocks of text that bake down to requiring + // that attached *non-immutable* tex images are within the valid mip-levels + // of the texture. We still need to check immutable textures though, because + // checking completeness is also when we zero invalidated/no-data tex + // images. + const auto attachedMipLevel = MipLevel(); + + const bool withinValidMipLevels = [&]() { + const bool ensureInit = false; + const auto texCompleteness = tex->CalcCompletenessInfo(ensureInit); + if (!texCompleteness) return false; // OOM + + if (tex->Immutable()) { + // Immutable textures can attach a level that's not valid for sampling. + // It still has to exist though! + return attachedMipLevel < tex->ImmutableLevelCount(); + } + + // Base level must be complete. + if (!texCompleteness->levels) return false; + + const auto baseLevel = tex->Es3_level_base(); + if (attachedMipLevel == baseLevel) return true; + + // If not base level, must be mip-complete and within mips. + if (!texCompleteness->mipmapComplete) return false; + const auto maxLevel = baseLevel + texCompleteness->levels - 1; + return baseLevel <= attachedMipLevel && attachedMipLevel <= maxLevel; + }(); + if (!withinValidMipLevels) { + fnWriteErrorInfo("Attached mip level is invalid for texture."); + return false; + } + + const auto& levelInfo = tex->ImageInfoAtFace(0, attachedMipLevel); + const auto faceDepth = levelInfo.mDepth * tex->FaceCount(); + const bool withinValidZLayers = Layer() + ZLayerCount() - 1 < faceDepth; + if (!withinValidZLayers) { + fnWriteErrorInfo("Attached z layer is invalid for texture."); + return false; + } + } + + const auto& formatUsage = imageInfo.mFormat; + if (!formatUsage->IsRenderable()) { + const auto info = nsPrintfCString( + "Attachment has an effective format of %s," + " which is not renderable.", + formatUsage->format->name); + fnWriteErrorInfo(info.BeginReading()); + return false; + } + if (!formatUsage->IsExplicitlyRenderable()) { + webgl->WarnIfImplicit(formatUsage->GetExtensionID()); + } + + const auto format = formatUsage->format; + + bool hasRequiredBits; + + switch (mAttachmentPoint) { + case LOCAL_GL_DEPTH_ATTACHMENT: + hasRequiredBits = format->d; + break; + + case LOCAL_GL_STENCIL_ATTACHMENT: + hasRequiredBits = format->s; + break; + + case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT: + MOZ_ASSERT(!webgl->IsWebGL2()); + hasRequiredBits = (format->d && format->s); + break; + + default: + MOZ_ASSERT(mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0); + hasRequiredBits = format->IsColorFormat(); + break; + } + + if (!hasRequiredBits) { + fnWriteErrorInfo( + "Attachment's format is missing required color/depth/stencil" + " bits."); + return false; + } + + if (!webgl->IsWebGL2()) { + bool hasSurplusPlanes = false; + + switch (mAttachmentPoint) { + case LOCAL_GL_DEPTH_ATTACHMENT: + hasSurplusPlanes = format->s; + break; + + case LOCAL_GL_STENCIL_ATTACHMENT: + hasSurplusPlanes = format->d; + break; + } + + if (hasSurplusPlanes) { + fnWriteErrorInfo( + "Attachment has depth or stencil bits when it shouldn't."); + return false; + } + } + + return true; +} + +void WebGLFBAttachPoint::DoAttachment(gl::GLContext* const gl) const { + if (Renderbuffer()) { + Renderbuffer()->DoFramebufferRenderbuffer(mAttachmentPoint); + return; + } + + if (!Texture()) { + MOZ_ASSERT(mAttachmentPoint != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT); + // WebGL 2 doesn't have a real attachment for this, and WebGL 1 is defered + // and only DoAttachment if HasAttachment. + + gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint, + LOCAL_GL_RENDERBUFFER, 0); + return; + } + + const auto& texName = Texture()->mGLName; + + switch (Texture()->Target().get()) { + case LOCAL_GL_TEXTURE_2D: + case LOCAL_GL_TEXTURE_CUBE_MAP: { + TexImageTarget imageTarget = LOCAL_GL_TEXTURE_2D; + if (Texture()->Target() == LOCAL_GL_TEXTURE_CUBE_MAP) { + imageTarget = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + Layer(); + } + + if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { + gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, + LOCAL_GL_DEPTH_ATTACHMENT, imageTarget.get(), + texName, MipLevel()); + gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, + LOCAL_GL_STENCIL_ATTACHMENT, + imageTarget.get(), texName, MipLevel()); + } else { + gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint, + imageTarget.get(), texName, MipLevel()); + } + break; + } + + case LOCAL_GL_TEXTURE_2D_ARRAY: + case LOCAL_GL_TEXTURE_3D: + if (ZLayerCount() != 1) { + gl->fFramebufferTextureMultiview(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint, + texName, MipLevel(), Layer(), + ZLayerCount()); + } else { + gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER, mAttachmentPoint, + texName, MipLevel(), Layer()); + } + break; + } +} + +Maybe<double> WebGLFBAttachPoint::GetParameter(WebGLContext* webgl, + GLenum attachment, + GLenum pname) const { + if (!HasAttachment()) { + // Divergent between GLES 3 and 2. + + // GLES 2.0.25 p127: + // "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, then + // querying any other pname will generate INVALID_ENUM." + + // GLES 3.0.4 p240: + // "If the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is NONE, no + // framebuffer is bound to target. In this case querying pname + // FRAMEBUFFER_ATTACHMENT_OBJECT_NAME will return zero, and all other + // queries will generate an INVALID_OPERATION error." + switch (pname) { + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: + return Some(LOCAL_GL_NONE); + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: + if (webgl->IsWebGL2()) return Nothing(); + + break; + + default: + break; + } + nsCString attachmentName; + WebGLContext::EnumName(attachment, &attachmentName); + if (webgl->IsWebGL2()) { + webgl->ErrorInvalidOperation("No attachment at %s.", + attachmentName.BeginReading()); + } else { + webgl->ErrorInvalidEnum("No attachment at %s.", + attachmentName.BeginReading()); + } + return Nothing(); + } + + bool isPNameValid = false; + switch (pname) { + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: + return Some(mTexturePtr ? LOCAL_GL_TEXTURE : LOCAL_GL_RENDERBUFFER); + + ////// + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: + if (mTexturePtr) return Some(AssertedCast<uint32_t>(MipLevel())); + break; + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: + if (mTexturePtr) { + GLenum face = 0; + if (mTexturePtr->Target() == LOCAL_GL_TEXTURE_CUBE_MAP) { + face = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + Layer(); + } + return Some(face); + } + break; + + ////// + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: + if (webgl->IsWebGL2()) { + return Some(AssertedCast<int32_t>(Layer())); + } + break; + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR: + if (webgl->IsExtensionEnabled(WebGLExtensionID::OVR_multiview2)) { + return Some(AssertedCast<int32_t>(Layer())); + } + break; + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR: + if (webgl->IsExtensionEnabled(WebGLExtensionID::OVR_multiview2)) { + return Some(AssertedCast<uint32_t>(ZLayerCount())); + } + break; + + ////// + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: + isPNameValid = webgl->IsWebGL2(); + break; + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: + isPNameValid = (webgl->IsWebGL2() || + webgl->IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)); + break; + } + + if (!isPNameValid) { + webgl->ErrorInvalidEnum("Invalid pname: 0x%04x", pname); + return Nothing(); + } + + const auto& imageInfo = *GetImageInfo(); + const auto& usage = imageInfo.mFormat; + if (!usage) { + if (pname == LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING) + return Some(LOCAL_GL_LINEAR); + + return Nothing(); + } + + auto format = usage->format; + + GLint ret = 0; + switch (pname) { + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: + ret = format->r; + break; + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: + ret = format->g; + break; + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: + ret = format->b; + break; + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: + ret = format->a; + break; + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: + ret = format->d; + break; + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: + ret = format->s; + break; + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: + ret = (format->isSRGB ? LOCAL_GL_SRGB : LOCAL_GL_LINEAR); + break; + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: + MOZ_ASSERT(attachment != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT); + + if (format->unsizedFormat == webgl::UnsizedFormat::DEPTH_STENCIL) { + MOZ_ASSERT(attachment == LOCAL_GL_DEPTH_ATTACHMENT || + attachment == LOCAL_GL_STENCIL_ATTACHMENT); + + if (attachment == LOCAL_GL_DEPTH_ATTACHMENT) { + switch (format->effectiveFormat) { + case webgl::EffectiveFormat::DEPTH24_STENCIL8: + format = + webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT24); + break; + case webgl::EffectiveFormat::DEPTH32F_STENCIL8: + format = + webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT32F); + break; + default: + MOZ_ASSERT(false, "no matched DS format"); + break; + } + } else if (attachment == LOCAL_GL_STENCIL_ATTACHMENT) { + switch (format->effectiveFormat) { + case webgl::EffectiveFormat::DEPTH24_STENCIL8: + case webgl::EffectiveFormat::DEPTH32F_STENCIL8: + format = webgl::GetFormat(webgl::EffectiveFormat::STENCIL_INDEX8); + break; + default: + MOZ_ASSERT(false, "no matched DS format"); + break; + } + } + } + + switch (format->componentType) { + case webgl::ComponentType::Int: + ret = LOCAL_GL_INT; + break; + case webgl::ComponentType::UInt: + ret = LOCAL_GL_UNSIGNED_INT; + break; + case webgl::ComponentType::NormInt: + ret = LOCAL_GL_SIGNED_NORMALIZED; + break; + case webgl::ComponentType::NormUInt: + ret = LOCAL_GL_UNSIGNED_NORMALIZED; + break; + case webgl::ComponentType::Float: + ret = LOCAL_GL_FLOAT; + break; + } + break; + + default: + MOZ_ASSERT(false, "Missing case."); + break; + } + + return Some(ret); +} + +//////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// +// WebGLFramebuffer + +WebGLFramebuffer::WebGLFramebuffer(WebGLContext* webgl, GLuint fbo) + : WebGLContextBoundObject(webgl), + mGLName(fbo), + mDepthAttachment(webgl, LOCAL_GL_DEPTH_ATTACHMENT), + mStencilAttachment(webgl, LOCAL_GL_STENCIL_ATTACHMENT), + mDepthStencilAttachment(webgl, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { + mAttachments.push_back(&mDepthAttachment); + mAttachments.push_back(&mStencilAttachment); + + if (!webgl->IsWebGL2()) { + // Only WebGL1 has a separate depth+stencil attachment point. + mAttachments.push_back(&mDepthStencilAttachment); + } + + size_t i = 0; + for (auto& cur : mColorAttachments) { + new (&cur) WebGLFBAttachPoint(webgl, LOCAL_GL_COLOR_ATTACHMENT0 + i); + i++; + + mAttachments.push_back(&cur); + } + + mColorDrawBuffers.push_back(&mColorAttachments[0]); + mColorReadBuffer = &mColorAttachments[0]; +} + +WebGLFramebuffer::WebGLFramebuffer(WebGLContext* webgl, + UniquePtr<gl::MozFramebuffer> fbo) + : WebGLContextBoundObject(webgl), + mGLName(fbo->mFB), + mOpaque(std::move(fbo)), + mColorReadBuffer(nullptr) { + // Opaque Framebuffer is guaranteed to be complete at this point. + // Cache the Completeness info. + CompletenessInfo info; + info.width = mOpaque->mSize.width; + info.height = mOpaque->mSize.height; + info.zLayerCount = 1; + info.isMultiview = false; + + mCompletenessInfo = Some(std::move(info)); +} + +WebGLFramebuffer::~WebGLFramebuffer() { + InvalidateCaches(); + + mDepthAttachment.Clear(); + mStencilAttachment.Clear(); + mDepthStencilAttachment.Clear(); + + for (auto& cur : mColorAttachments) { + cur.Clear(); + } + + if (!mContext) return; + // If opaque, fDeleteFramebuffers is called in the destructor of + // MozFramebuffer. + if (!mOpaque) { + mContext->gl->fDeleteFramebuffers(1, &mGLName); + } +} + +//// + +Maybe<WebGLFBAttachPoint*> WebGLFramebuffer::GetColorAttachPoint( + GLenum attachPoint) { + if (attachPoint == LOCAL_GL_NONE) return Some<WebGLFBAttachPoint*>(nullptr); + + if (attachPoint < LOCAL_GL_COLOR_ATTACHMENT0) return Nothing(); + + const size_t colorId = attachPoint - LOCAL_GL_COLOR_ATTACHMENT0; + + MOZ_ASSERT(mContext->Limits().maxColorDrawBuffers <= webgl::kMaxDrawBuffers); + if (colorId >= mContext->MaxValidDrawBuffers()) return Nothing(); + + return Some(&mColorAttachments[colorId]); +} + +Maybe<WebGLFBAttachPoint*> WebGLFramebuffer::GetAttachPoint( + GLenum attachPoint) { + switch (attachPoint) { + case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT: + return Some(&mDepthStencilAttachment); + + case LOCAL_GL_DEPTH_ATTACHMENT: + return Some(&mDepthAttachment); + + case LOCAL_GL_STENCIL_ATTACHMENT: + return Some(&mStencilAttachment); + + default: + return GetColorAttachPoint(attachPoint); + } +} + +void WebGLFramebuffer::DetachTexture(const WebGLTexture* tex) { + for (const auto& attach : mAttachments) { + if (attach->Texture() == tex) { + attach->Clear(); + } + } + InvalidateCaches(); +} + +void WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb) { + for (const auto& attach : mAttachments) { + if (attach->Renderbuffer() == rb) { + attach->Clear(); + } + } + InvalidateCaches(); +} + +//////////////////////////////////////////////////////////////////////////////// +// Completeness + +bool WebGLFramebuffer::HasDuplicateAttachments() const { + std::set<WebGLFBAttachPoint::Ordered> uniqueAttachSet; + + for (const auto& attach : mColorAttachments) { + if (!attach.HasAttachment()) continue; + + const WebGLFBAttachPoint::Ordered ordered(attach); + + const bool didInsert = uniqueAttachSet.insert(ordered).second; + if (!didInsert) return true; + } + + return false; +} + +bool WebGLFramebuffer::HasDefinedAttachments() const { + bool hasAttachments = false; + for (const auto& attach : mAttachments) { + hasAttachments |= attach->HasAttachment(); + } + return hasAttachments; +} + +bool WebGLFramebuffer::HasIncompleteAttachments( + nsCString* const out_info) const { + bool hasIncomplete = false; + for (const auto& cur : mAttachments) { + if (!cur->HasAttachment()) + continue; // Not defined, so can't count as incomplete. + + hasIncomplete |= !cur->IsComplete(mContext, out_info); + } + return hasIncomplete; +} + +bool WebGLFramebuffer::AllImageRectsMatch() const { + MOZ_ASSERT(HasDefinedAttachments()); + DebugOnly<nsCString> fbStatusInfo; + MOZ_ASSERT(!HasIncompleteAttachments(&fbStatusInfo)); + + bool needsInit = true; + uint32_t width = 0; + uint32_t height = 0; + + bool hasMismatch = false; + for (const auto& attach : mAttachments) { + const auto& imageInfo = attach->GetImageInfo(); + if (!imageInfo) continue; + + const auto& curWidth = imageInfo->mWidth; + const auto& curHeight = imageInfo->mHeight; + + if (needsInit) { + needsInit = false; + width = curWidth; + height = curHeight; + continue; + } + + hasMismatch |= (curWidth != width || curHeight != height); + } + return !hasMismatch; +} + +bool WebGLFramebuffer::AllImageSamplesMatch() const { + MOZ_ASSERT(HasDefinedAttachments()); + DebugOnly<nsCString> fbStatusInfo; + MOZ_ASSERT(!HasIncompleteAttachments(&fbStatusInfo)); + + bool needsInit = true; + uint32_t samples = 0; + + bool hasMismatch = false; + for (const auto& attach : mAttachments) { + const auto& imageInfo = attach->GetImageInfo(); + if (!imageInfo) continue; + + const auto& curSamples = imageInfo->mSamples; + + if (needsInit) { + needsInit = false; + samples = curSamples; + continue; + } + + hasMismatch |= (curSamples != samples); + }; + return !hasMismatch; +} + +FBStatus WebGLFramebuffer::PrecheckFramebufferStatus( + nsCString* const out_info) const { + MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this || + mContext->mBoundReadFramebuffer == this); + if (!HasDefinedAttachments()) + return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // No + // attachments + + if (HasIncompleteAttachments(out_info)) + return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; + + if (!AllImageRectsMatch()) + return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; // Inconsistent sizes + + if (!AllImageSamplesMatch()) + return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; // Inconsistent samples + + if (HasDuplicateAttachments()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; + + if (mContext->IsWebGL2()) { + MOZ_ASSERT(!mDepthStencilAttachment.HasAttachment()); + if (mDepthAttachment.HasAttachment() && + mStencilAttachment.HasAttachment()) { + if (!mDepthAttachment.IsEquivalentForFeedback(mStencilAttachment)) + return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; + } + } else { + const auto depthOrStencilCount = + int(mDepthAttachment.HasAttachment()) + + int(mStencilAttachment.HasAttachment()) + + int(mDepthStencilAttachment.HasAttachment()); + if (depthOrStencilCount > 1) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; + } + + { + const WebGLFBAttachPoint* example = nullptr; + for (const auto& x : mAttachments) { + if (!x->HasAttachment()) continue; + if (!example) { + example = x; + continue; + } + if (x->ZLayerCount() != example->ZLayerCount()) { + return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR; + } + } + } + + return LOCAL_GL_FRAMEBUFFER_COMPLETE; +} + +//////////////////////////////////////// +// Validation + +bool WebGLFramebuffer::ValidateAndInitAttachments( + const GLenum incompleteFbError) const { + MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this || + mContext->mBoundReadFramebuffer == this); + + const auto fbStatus = CheckFramebufferStatus(); + if (fbStatus == LOCAL_GL_FRAMEBUFFER_COMPLETE) return true; + + mContext->GenerateError(incompleteFbError, "Framebuffer must be complete."); + return false; +} + +bool WebGLFramebuffer::ValidateClearBufferType( + GLenum buffer, uint32_t drawBuffer, + const webgl::AttribBaseType funcType) const { + if (buffer != LOCAL_GL_COLOR) return true; + + const auto& attach = mColorAttachments[drawBuffer]; + const auto& imageInfo = attach.GetImageInfo(); + if (!imageInfo) return true; + + if (!count(mColorDrawBuffers.begin(), mColorDrawBuffers.end(), &attach)) + return true; // DRAW_BUFFERi set to NONE. + + auto attachType = webgl::AttribBaseType::Float; + switch (imageInfo->mFormat->format->componentType) { + case webgl::ComponentType::Int: + attachType = webgl::AttribBaseType::Int; + break; + case webgl::ComponentType::UInt: + attachType = webgl::AttribBaseType::Uint; + break; + default: + break; + } + + if (attachType != funcType) { + mContext->ErrorInvalidOperation( + "This attachment is of type %s, but" + " this function is of type %s.", + ToString(attachType), ToString(funcType)); + return false; + } + + return true; +} + +bool WebGLFramebuffer::ValidateForColorRead( + const webgl::FormatUsageInfo** const out_format, uint32_t* const out_width, + uint32_t* const out_height) const { + if (!mColorReadBuffer) { + mContext->ErrorInvalidOperation("READ_BUFFER must not be NONE."); + return false; + } + + if (mColorReadBuffer->ZLayerCount() > 1) { + mContext->GenerateError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION, + "The READ_BUFFER attachment has multiple views."); + return false; + } + + const auto& imageInfo = mColorReadBuffer->GetImageInfo(); + if (!imageInfo) { + mContext->ErrorInvalidOperation( + "The READ_BUFFER attachment is not defined."); + return false; + } + + if (imageInfo->mSamples) { + mContext->ErrorInvalidOperation( + "The READ_BUFFER attachment is multisampled."); + return false; + } + + *out_format = imageInfo->mFormat; + *out_width = imageInfo->mWidth; + *out_height = imageInfo->mHeight; + return true; +} + +//////////////////////////////////////////////////////////////////////////////// +// Resolution and caching + +void WebGLFramebuffer::DoDeferredAttachments() const { + if (mContext->IsWebGL2()) return; + + const auto& gl = mContext->gl; + gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, + LOCAL_GL_RENDERBUFFER, 0); + gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, + LOCAL_GL_STENCIL_ATTACHMENT, + LOCAL_GL_RENDERBUFFER, 0); + + const auto fn = [&](const WebGLFBAttachPoint& attach) { + MOZ_ASSERT(attach.mDeferAttachment); + if (attach.HasAttachment()) { + attach.DoAttachment(gl); + } + }; + // Only one of these will have an attachment. + fn(mDepthAttachment); + fn(mStencilAttachment); + fn(mDepthStencilAttachment); +} + +void WebGLFramebuffer::ResolveAttachmentData() const { + // GLES 3.0.5 p188: + // The result of clearing integer color buffers with `Clear` is undefined. + + // Two different approaches: + // On WebGL 2, we have glClearBuffer, and *must* use it for integer buffers, + // so let's just use it for all the buffers. One WebGL 1, we might not have + // glClearBuffer, + + // WebGL 1 is easier, because we can just call glClear, possibly with + // glDrawBuffers. + + const auto& gl = mContext->gl; + + const webgl::ScopedPrepForResourceClear scopedPrep(*mContext); + + if (mContext->IsWebGL2()) { + const uint32_t uiZeros[4] = {}; + const int32_t iZeros[4] = {}; + const float fZeros[4] = {}; + const float fOne[] = {1.0f}; + + for (const auto& cur : mAttachments) { + const auto& imageInfo = cur->GetImageInfo(); + if (!imageInfo || !imageInfo->mUninitializedSlices) + continue; // Nothing attached, or already has data. + + const auto fnClearBuffer = [&]() { + const auto& format = imageInfo->mFormat->format; + MOZ_ASSERT(format->estimatedBytesPerPixel <= sizeof(uiZeros)); + MOZ_ASSERT(format->estimatedBytesPerPixel <= sizeof(iZeros)); + MOZ_ASSERT(format->estimatedBytesPerPixel <= sizeof(fZeros)); + + switch (cur->mAttachmentPoint) { + case LOCAL_GL_DEPTH_ATTACHMENT: + gl->fClearBufferfv(LOCAL_GL_DEPTH, 0, fOne); + break; + case LOCAL_GL_STENCIL_ATTACHMENT: + gl->fClearBufferiv(LOCAL_GL_STENCIL, 0, iZeros); + break; + default: + MOZ_ASSERT(cur->mAttachmentPoint != + LOCAL_GL_DEPTH_STENCIL_ATTACHMENT); + const uint32_t drawBuffer = + cur->mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0; + MOZ_ASSERT(drawBuffer <= 100); + switch (format->componentType) { + case webgl::ComponentType::Int: + gl->fClearBufferiv(LOCAL_GL_COLOR, drawBuffer, iZeros); + break; + case webgl::ComponentType::UInt: + gl->fClearBufferuiv(LOCAL_GL_COLOR, drawBuffer, uiZeros); + break; + default: + gl->fClearBufferfv(LOCAL_GL_COLOR, drawBuffer, fZeros); + break; + } + } + }; + + if (imageInfo->mDepth > 1) { + const auto& tex = cur->Texture(); + const gl::ScopedFramebuffer scopedFB(gl); + const gl::ScopedBindFramebuffer scopedBindFB(gl, scopedFB.FB()); + for (const auto z : IntegerRange(imageInfo->mDepth)) { + if ((*imageInfo->mUninitializedSlices)[z]) { + gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER, + cur->mAttachmentPoint, tex->mGLName, + cur->MipLevel(), z); + fnClearBuffer(); + } + } + } else { + fnClearBuffer(); + } + imageInfo->mUninitializedSlices = Nothing(); + } + return; + } + + uint32_t clearBits = 0; + std::vector<GLenum> drawBufferForClear; + + const auto fnGather = [&](const WebGLFBAttachPoint& attach, + const uint32_t attachClearBits) { + const auto& imageInfo = attach.GetImageInfo(); + if (!imageInfo || !imageInfo->mUninitializedSlices) return false; + + clearBits |= attachClearBits; + imageInfo->mUninitializedSlices = Nothing(); // Just mark it now. + return true; + }; + + ////// + + for (const auto& cur : mColorAttachments) { + if (fnGather(cur, LOCAL_GL_COLOR_BUFFER_BIT)) { + const uint32_t id = cur.mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0; + MOZ_ASSERT(id <= 100); + drawBufferForClear.resize(id + 1); // Pads with zeros! + drawBufferForClear[id] = cur.mAttachmentPoint; + } + } + + (void)fnGather(mDepthAttachment, LOCAL_GL_DEPTH_BUFFER_BIT); + (void)fnGather(mStencilAttachment, LOCAL_GL_STENCIL_BUFFER_BIT); + (void)fnGather(mDepthStencilAttachment, + LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT); + + ////// + + if (!clearBits) return; + + if (gl->IsSupported(gl::GLFeature::draw_buffers)) { + gl->fDrawBuffers(drawBufferForClear.size(), drawBufferForClear.data()); + } + + gl->fClear(clearBits); + + RefreshDrawBuffers(); +} + +WebGLFramebuffer::CompletenessInfo::~CompletenessInfo() { + if (!this->fb) return; + const auto& fb = *this->fb; + const auto& webgl = fb.mContext; + fb.mNumFBStatusInvals++; + if (fb.mNumFBStatusInvals > webgl->mMaxAcceptableFBStatusInvals) { + webgl->GeneratePerfWarning( + "FB was invalidated after being complete %u" + " times. [webgl.perf.max-acceptable-fb-status-invals]", + uint32_t(fb.mNumFBStatusInvals)); + } +} + +//////////////////////////////////////////////////////////////////////////////// +// Entrypoints + +FBStatus WebGLFramebuffer::CheckFramebufferStatus() const { + if (MOZ_UNLIKELY(mOpaque && !mInOpaqueRAF)) { + // Opaque Framebuffers are considered incomplete outside of a RAF. + return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; + } + + if (mCompletenessInfo) return LOCAL_GL_FRAMEBUFFER_COMPLETE; + + // Ok, let's try to resolve it! + + nsCString statusInfo; + FBStatus ret = PrecheckFramebufferStatus(&statusInfo); + do { + if (ret != LOCAL_GL_FRAMEBUFFER_COMPLETE) break; + + // Looks good on our end. Let's ask the driver. + gl::GLContext* const gl = mContext->gl; + + const ScopedFBRebinder autoFB(mContext); + gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLName); + + //// + + DoDeferredAttachments(); + RefreshDrawBuffers(); + RefreshReadBuffer(); + + ret = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); + + //// + + if (ret != LOCAL_GL_FRAMEBUFFER_COMPLETE) { + const nsPrintfCString text("Bad status according to the driver: 0x%04x", + ret.get()); + statusInfo = text; + break; + } + + ResolveAttachmentData(); + + // Sweet, let's cache that. + auto info = CompletenessInfo{this}; + mCompletenessInfo.ResetInvalidators({}); + mCompletenessInfo.AddInvalidator(*this); + + const auto fnIsFloat32 = [](const webgl::FormatInfo& info) { + if (info.componentType != webgl::ComponentType::Float) return false; + return info.r == 32; + }; + + for (const auto& cur : mAttachments) { + const auto& tex = cur->Texture(); + const auto& rb = cur->Renderbuffer(); + if (tex) { + mCompletenessInfo.AddInvalidator(*tex); + info.texAttachments.push_back(cur); + } else if (rb) { + mCompletenessInfo.AddInvalidator(*rb); + } else { + continue; + } + const auto& imageInfo = cur->GetImageInfo(); + MOZ_ASSERT(imageInfo); + + const auto maybeColorId = cur->ColorAttachmentId(); + if (maybeColorId) { + const auto id = *maybeColorId; + info.hasAttachment[id] = true; + info.isAttachmentF32[id] = fnIsFloat32(*imageInfo->mFormat->format); + } + + info.width = imageInfo->mWidth; + info.height = imageInfo->mHeight; + info.zLayerCount = cur->ZLayerCount(); + info.isMultiview = cur->IsMultiview(); + } + MOZ_ASSERT(info.width && info.height); + mCompletenessInfo = Some(std::move(info)); + info.fb = nullptr; // Don't trigger the invalidation warning. + return LOCAL_GL_FRAMEBUFFER_COMPLETE; + } while (false); + + MOZ_ASSERT(ret != LOCAL_GL_FRAMEBUFFER_COMPLETE); + mContext->GenerateWarning("Framebuffer not complete. (status: 0x%04x) %s", + ret.get(), statusInfo.BeginReading()); + return ret; +} + +//// + +void WebGLFramebuffer::RefreshDrawBuffers() const { + const auto& gl = mContext->gl; + if (!gl->IsSupported(gl::GLFeature::draw_buffers)) return; + + // Prior to GL4.1, having a no-image FB attachment that's selected by + // DrawBuffers yields a framebuffer status of + // FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER. We could workaround this only on + // affected versions, but it's easier be unconditional. + std::vector<GLenum> driverBuffers(mContext->Limits().maxColorDrawBuffers, + LOCAL_GL_NONE); + for (const auto& attach : mColorDrawBuffers) { + if (attach->HasAttachment()) { + const uint32_t index = + attach->mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0; + driverBuffers[index] = attach->mAttachmentPoint; + } + } + + gl->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, mGLName); + gl->fDrawBuffers(driverBuffers.size(), driverBuffers.data()); +} + +void WebGLFramebuffer::RefreshReadBuffer() const { + const auto& gl = mContext->gl; + if (!gl->IsSupported(gl::GLFeature::read_buffer)) return; + + // Prior to GL4.1, having a no-image FB attachment that's selected by + // ReadBuffer yields a framebuffer status of + // FRAMEBUFFER_INCOMPLETE_READ_BUFFER. We could workaround this only on + // affected versions, but it's easier be unconditional. + GLenum driverBuffer = LOCAL_GL_NONE; + if (mColorReadBuffer && mColorReadBuffer->HasAttachment()) { + driverBuffer = mColorReadBuffer->mAttachmentPoint; + } + + gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mGLName); + gl->fReadBuffer(driverBuffer); +} + +//// + +void WebGLFramebuffer::DrawBuffers(const std::vector<GLenum>& buffers) { + if (buffers.size() > mContext->MaxValidDrawBuffers()) { + // "An INVALID_VALUE error is generated if `n` is greater than + // MAX_DRAW_BUFFERS." + mContext->ErrorInvalidValue( + "`buffers` must have a length <=" + " MAX_DRAW_BUFFERS."); + return; + } + + std::vector<const WebGLFBAttachPoint*> newColorDrawBuffers; + newColorDrawBuffers.reserve(buffers.size()); + + mDrawBufferEnabled.reset(); + for (const auto i : IntegerRange(buffers.size())) { + // "If the GL is bound to a draw framebuffer object, the `i`th buffer listed + // in bufs must be COLOR_ATTACHMENTi or NONE. Specifying a buffer out of + // order, BACK, or COLOR_ATTACHMENTm where `m` is greater than or equal to + // the value of MAX_COLOR_ATTACHMENTS, will generate the error + // INVALID_OPERATION. + + // WEBGL_draw_buffers: + // "The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater + // than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter." This + // means that if buffers.Length() isn't larger than MaxDrawBuffers, it won't + // be larger than MaxColorAttachments. + const auto& cur = buffers[i]; + if (cur == LOCAL_GL_COLOR_ATTACHMENT0 + i) { + const auto& attach = mColorAttachments[i]; + newColorDrawBuffers.push_back(&attach); + mDrawBufferEnabled[i] = true; + } else if (cur != LOCAL_GL_NONE) { + const bool isColorEnum = (cur >= LOCAL_GL_COLOR_ATTACHMENT0 && + cur < mContext->LastColorAttachmentEnum()); + if (cur != LOCAL_GL_BACK && !isColorEnum) { + mContext->ErrorInvalidEnum("Unexpected enum in buffers."); + return; + } + + mContext->ErrorInvalidOperation( + "`buffers[i]` must be NONE or" + " COLOR_ATTACHMENTi."); + return; + } + } + + //// + + mColorDrawBuffers = std::move(newColorDrawBuffers); + RefreshDrawBuffers(); // Calls glDrawBuffers. +} + +void WebGLFramebuffer::ReadBuffer(GLenum attachPoint) { + const auto& maybeAttach = GetColorAttachPoint(attachPoint); + if (!maybeAttach) { + const char text[] = + "`mode` must be a COLOR_ATTACHMENTi, for 0 <= i <" + " MAX_DRAW_BUFFERS."; + if (attachPoint == LOCAL_GL_BACK) { + mContext->ErrorInvalidOperation(text); + } else { + mContext->ErrorInvalidEnum(text); + } + return; + } + const auto& attach = maybeAttach.value(); // Might be nullptr. + + //// + + mColorReadBuffer = attach; + RefreshReadBuffer(); // Calls glReadBuffer. +} + +//// + +bool WebGLFramebuffer::FramebufferAttach(const GLenum attachEnum, + const webgl::FbAttachInfo& toAttach) { + MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this || + mContext->mBoundReadFramebuffer == this); + + if (MOZ_UNLIKELY(mOpaque)) { + // An opaque framebuffer's attachments cannot be inspected or changed. + return false; + } + + // `attachment` + const auto maybeAttach = GetAttachPoint(attachEnum); + if (!maybeAttach || !maybeAttach.value()) return false; + const auto& attach = maybeAttach.value(); + + const auto& gl = mContext->gl; + gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mGLName); + if (mContext->IsWebGL2() && attachEnum == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { + mDepthAttachment.Set(gl, toAttach); + mStencilAttachment.Set(gl, toAttach); + } else { + attach->Set(gl, toAttach); + } + InvalidateCaches(); + return true; +} + +Maybe<double> WebGLFramebuffer::GetAttachmentParameter(GLenum attachEnum, + GLenum pname) { + const auto maybeAttach = GetAttachPoint(attachEnum); + if (!maybeAttach || attachEnum == LOCAL_GL_NONE) { + mContext->ErrorInvalidEnum( + "Can only query COLOR_ATTACHMENTi," + " DEPTH_ATTACHMENT, DEPTH_STENCIL_ATTACHMENT, or" + " STENCIL_ATTACHMENT for a framebuffer."); + return Nothing(); + } + if (MOZ_UNLIKELY(mOpaque)) { + mContext->ErrorInvalidOperation( + "An opaque framebuffer's attachments cannot be inspected or changed."); + return Nothing(); + } + auto attach = maybeAttach.value(); + + if (mContext->IsWebGL2() && attachEnum == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { + // There are a couple special rules for this one. + + if (pname == LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE) { + mContext->ErrorInvalidOperation( + "Querying" + " FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE" + " against DEPTH_STENCIL_ATTACHMENT is an" + " error."); + return Nothing(); + } + + if (mDepthAttachment.Renderbuffer() != mStencilAttachment.Renderbuffer() || + mDepthAttachment.Texture() != mStencilAttachment.Texture()) { + mContext->ErrorInvalidOperation( + "DEPTH_ATTACHMENT and STENCIL_ATTACHMENT" + " have different objects bound."); + return Nothing(); + } + + attach = &mDepthAttachment; + } + + return attach->GetParameter(mContext, attachEnum, pname); +} + +//////////////////// + +static void GetBackbufferFormats(const WebGLContext* webgl, + const webgl::FormatInfo** const out_color, + const webgl::FormatInfo** const out_depth, + const webgl::FormatInfo** const out_stencil) { + const auto& options = webgl->Options(); + + const auto effFormat = (options.alpha ? webgl::EffectiveFormat::RGBA8 + : webgl::EffectiveFormat::RGB8); + *out_color = webgl::GetFormat(effFormat); + + *out_depth = nullptr; + *out_stencil = nullptr; + if (options.depth && options.stencil) { + *out_depth = webgl::GetFormat(webgl::EffectiveFormat::DEPTH24_STENCIL8); + *out_stencil = *out_depth; + } else { + if (options.depth) { + *out_depth = webgl::GetFormat(webgl::EffectiveFormat::DEPTH_COMPONENT16); + } + if (options.stencil) { + *out_stencil = webgl::GetFormat(webgl::EffectiveFormat::STENCIL_INDEX8); + } + } +} + +/*static*/ +void WebGLFramebuffer::BlitFramebuffer(WebGLContext* webgl, GLint _srcX0, + GLint _srcY0, GLint _srcX1, GLint _srcY1, + GLint _dstX0, GLint _dstY0, GLint _dstX1, + GLint _dstY1, GLbitfield mask, + GLenum filter) { + auto srcP0 = ivec2{_srcX0, _srcY0}; + auto srcP1 = ivec2{_srcX1, _srcY1}; + auto dstP0 = ivec2{_dstX0, _dstY0}; + auto dstP1 = ivec2{_dstX1, _dstY1}; + + const GLbitfield depthAndStencilBits = + LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT; + if (bool(mask & depthAndStencilBits) && filter == LOCAL_GL_LINEAR) { + webgl->ErrorInvalidOperation( + "DEPTH_BUFFER_BIT and STENCIL_BUFFER_BIT can" + " only be used with NEAREST filtering."); + return; + } + + const auto& srcFB = webgl->mBoundReadFramebuffer; + const auto& dstFB = webgl->mBoundDrawFramebuffer; + + //// + // Collect data + + const auto fnGetFormat = + [](const WebGLFBAttachPoint& cur, + bool* const out_hasSamples) -> const webgl::FormatInfo* { + const auto& imageInfo = cur.GetImageInfo(); + if (!imageInfo) return nullptr; // No attachment. + *out_hasSamples = bool(imageInfo->mSamples); + return imageInfo->mFormat->format; + }; + + bool srcHasSamples = false; + bool srcIsFilterable = true; + const webgl::FormatInfo* srcColorFormat; + const webgl::FormatInfo* srcDepthFormat; + const webgl::FormatInfo* srcStencilFormat; + gfx::IntSize srcSize; + + if (srcFB) { + const auto& info = *srcFB->GetCompletenessInfo(); + if (info.zLayerCount != 1) { + webgl->GenerateError( + LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION, + "Source framebuffer cannot have more than one multiview layer."); + return; + } + srcColorFormat = nullptr; + if (srcFB->mColorReadBuffer) { + const auto& imageInfo = srcFB->mColorReadBuffer->GetImageInfo(); + if (imageInfo) { + srcIsFilterable &= imageInfo->mFormat->isFilterable; + } + srcColorFormat = fnGetFormat(*(srcFB->mColorReadBuffer), &srcHasSamples); + } + srcDepthFormat = fnGetFormat(srcFB->DepthAttachment(), &srcHasSamples); + srcStencilFormat = fnGetFormat(srcFB->StencilAttachment(), &srcHasSamples); + MOZ_ASSERT(!srcFB->DepthStencilAttachment().HasAttachment()); + srcSize = {info.width, info.height}; + } else { + srcHasSamples = false; // Always false. + + GetBackbufferFormats(webgl, &srcColorFormat, &srcDepthFormat, + &srcStencilFormat); + const auto& size = webgl->DrawingBufferSize(); + srcSize = {size.x, size.y}; + } + + //// + + bool dstHasSamples = false; + const webgl::FormatInfo* dstDepthFormat; + const webgl::FormatInfo* dstStencilFormat; + bool dstHasColor = false; + bool colorFormatsMatch = true; + bool colorTypesMatch = true; + bool colorSrgbMatches = true; + gfx::IntSize dstSize; + + const auto fnCheckColorFormat = [&](const webgl::FormatInfo* dstFormat) { + MOZ_ASSERT(dstFormat->r || dstFormat->g || dstFormat->b || dstFormat->a); + dstHasColor = true; + colorFormatsMatch &= (dstFormat == srcColorFormat); + colorTypesMatch &= + srcColorFormat && (dstFormat->baseType == srcColorFormat->baseType); + colorSrgbMatches &= + srcColorFormat && (dstFormat->isSRGB == srcColorFormat->isSRGB); + }; + + if (dstFB) { + for (const auto& cur : dstFB->mColorDrawBuffers) { + const auto& format = fnGetFormat(*cur, &dstHasSamples); + if (!format) continue; + + fnCheckColorFormat(format); + } + + dstDepthFormat = fnGetFormat(dstFB->DepthAttachment(), &dstHasSamples); + dstStencilFormat = fnGetFormat(dstFB->StencilAttachment(), &dstHasSamples); + MOZ_ASSERT(!dstFB->DepthStencilAttachment().HasAttachment()); + + const auto& info = *dstFB->GetCompletenessInfo(); + if (info.isMultiview) { + webgl->GenerateError( + LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION, + "Destination framebuffer cannot have multiview attachments."); + return; + } + dstSize = {info.width, info.height}; + } else { + dstHasSamples = webgl->Options().antialias; + + const webgl::FormatInfo* dstColorFormat; + GetBackbufferFormats(webgl, &dstColorFormat, &dstDepthFormat, + &dstStencilFormat); + + fnCheckColorFormat(dstColorFormat); + + const auto& size = webgl->DrawingBufferSize(); + dstSize = {size.x, size.y}; + } + + //// + // Clear unused buffer bits + + if (mask & LOCAL_GL_COLOR_BUFFER_BIT && !srcColorFormat && !dstHasColor) { + mask ^= LOCAL_GL_COLOR_BUFFER_BIT; + } + + if (mask & LOCAL_GL_DEPTH_BUFFER_BIT && !srcDepthFormat && !dstDepthFormat) { + mask ^= LOCAL_GL_DEPTH_BUFFER_BIT; + } + + if (mask & LOCAL_GL_STENCIL_BUFFER_BIT && !srcStencilFormat && + !dstStencilFormat) { + mask ^= LOCAL_GL_STENCIL_BUFFER_BIT; + } + + //// + // Validation + + if (dstHasSamples) { + webgl->ErrorInvalidOperation( + "DRAW_FRAMEBUFFER may not have multiple" + " samples."); + return; + } + + bool requireFilterable = (filter == LOCAL_GL_LINEAR); + if (srcHasSamples) { + requireFilterable = false; // It picks one. + + if (mask & LOCAL_GL_COLOR_BUFFER_BIT && dstHasColor && !colorFormatsMatch) { + webgl->ErrorInvalidOperation( + "Color buffer formats must match if" + " selected, when reading from a multisampled" + " source."); + return; + } + + if (srcP0 != dstP0 || srcP1 != dstP1) { + webgl->ErrorInvalidOperation( + "If the source is multisampled, then the" + " source and dest regions must match exactly."); + return; + } + } + + // - + + if (mask & LOCAL_GL_COLOR_BUFFER_BIT) { + if (requireFilterable && !srcIsFilterable) { + webgl->ErrorInvalidOperation( + "`filter` is LINEAR and READ_BUFFER" + " contains integer data."); + return; + } + + if (!colorTypesMatch) { + webgl->ErrorInvalidOperation( + "Color component types (float/uint/" + "int) must match."); + return; + } + } + + /* GLES 3.0.4, p199: + * Calling BlitFramebuffer will result in an INVALID_OPERATION error if + * mask includes DEPTH_BUFFER_BIT or STENCIL_BUFFER_BIT, and the source + * and destination depth and stencil buffer formats do not match. + * + * jgilbert: The wording is such that if only DEPTH_BUFFER_BIT is specified, + * the stencil formats must match. This seems wrong. It could be a spec bug, + * or I could be missing an interaction in one of the earlier paragraphs. + */ + if (mask & LOCAL_GL_DEPTH_BUFFER_BIT && dstDepthFormat && + dstDepthFormat != srcDepthFormat) { + webgl->ErrorInvalidOperation( + "Depth buffer formats must match if selected."); + return; + } + + if (mask & LOCAL_GL_STENCIL_BUFFER_BIT && dstStencilFormat && + dstStencilFormat != srcStencilFormat) { + webgl->ErrorInvalidOperation( + "Stencil buffer formats must match if selected."); + return; + } + + //// + // Check for feedback + + if (srcFB && dstFB) { + const WebGLFBAttachPoint* feedback = nullptr; + + if (mask & LOCAL_GL_COLOR_BUFFER_BIT) { + MOZ_ASSERT(srcFB->mColorReadBuffer->HasAttachment()); + for (const auto& cur : dstFB->mColorDrawBuffers) { + if (srcFB->mColorReadBuffer->IsEquivalentForFeedback(*cur)) { + feedback = cur; + break; + } + } + } + + if (mask & LOCAL_GL_DEPTH_BUFFER_BIT && + srcFB->DepthAttachment().IsEquivalentForFeedback( + dstFB->DepthAttachment())) { + feedback = &dstFB->DepthAttachment(); + } + + if (mask & LOCAL_GL_STENCIL_BUFFER_BIT && + srcFB->StencilAttachment().IsEquivalentForFeedback( + dstFB->StencilAttachment())) { + feedback = &dstFB->StencilAttachment(); + } + + if (feedback) { + webgl->ErrorInvalidOperation( + "Feedback detected into DRAW_FRAMEBUFFER's" + " 0x%04x attachment.", + feedback->mAttachmentPoint); + return; + } + } else if (!srcFB && !dstFB) { + webgl->ErrorInvalidOperation("Feedback with default framebuffer."); + return; + } + + // - + // Mutually constrain src and dst rects for eldritch blits. + + [&] { + using fvec2 = avec2<float>; // Switch to float, because there's no perfect + // solution anyway. + + const auto zero2f = fvec2{0, 0}; + const auto srcSizef = AsVec(srcSize).StaticCast<fvec2>(); + const auto dstSizef = AsVec(dstSize).StaticCast<fvec2>(); + + const auto srcP0f = srcP0.StaticCast<fvec2>(); + const auto srcP1f = srcP1.StaticCast<fvec2>(); + const auto dstP0f = dstP0.StaticCast<fvec2>(); + const auto dstP1f = dstP1.StaticCast<fvec2>(); + + const auto srcRectDiff = srcP1f - srcP0f; + const auto dstRectDiff = dstP1f - dstP0f; + + // Skip if zero-sized. + if (!srcRectDiff.x || !srcRectDiff.y || !dstRectDiff.x || !dstRectDiff.y) { + srcP0 = srcP1 = dstP0 = dstP1 = {0, 0}; + return; + } + + // Clamp the rect points + const auto srcQ0 = srcP0f.ClampMinMax(zero2f, srcSizef); + const auto srcQ1 = srcP1f.ClampMinMax(zero2f, srcSizef); + + // Normalized to the [0,1] abstact copy rect + const auto srcQ0Norm = (srcQ0 - srcP0f) / srcRectDiff; + const auto srcQ1Norm = (srcQ1 - srcP0f) / srcRectDiff; + + // Map into dst + const auto srcQ0InDst = dstP0f + srcQ0Norm * dstRectDiff; + const auto srcQ1InDst = dstP0f + srcQ1Norm * dstRectDiff; + + // Clamp the rect points + const auto dstQ0 = srcQ0InDst.ClampMinMax(zero2f, dstSizef); + const auto dstQ1 = srcQ1InDst.ClampMinMax(zero2f, dstSizef); + + // Alright, time to go back to src! + // Normalized to the [0,1] abstact copy rect + const auto dstQ0Norm = (dstQ0 - dstP0f) / dstRectDiff; + const auto dstQ1Norm = (dstQ1 - dstP0f) / dstRectDiff; + + // Map into src + const auto dstQ0InSrc = srcP0f + dstQ0Norm * srcRectDiff; + const auto dstQ1InSrc = srcP0f + dstQ1Norm * srcRectDiff; + + const auto srcQ0Constrained = dstQ0InSrc.ClampMinMax(zero2f, srcSizef); + const auto srcQ1Constrained = dstQ1InSrc.ClampMinMax(zero2f, srcSizef); + + // Round, don't floor: + srcP0 = (srcQ0Constrained + 0.5).StaticCast<ivec2>(); + srcP1 = (srcQ1Constrained + 0.5).StaticCast<ivec2>(); + dstP0 = (dstQ0 + 0.5).StaticCast<ivec2>(); + dstP1 = (dstQ1 + 0.5).StaticCast<ivec2>(); + }(); + + bool inBounds = true; + inBounds &= (srcP0 == srcP0.Clamp({0, 0}, AsVec(srcSize))); + inBounds &= (srcP1 == srcP1.Clamp({0, 0}, AsVec(srcSize))); + inBounds &= (dstP0 == dstP0.Clamp({0, 0}, AsVec(dstSize))); + inBounds &= (dstP1 == dstP1.Clamp({0, 0}, AsVec(dstSize))); + if (!inBounds) { + webgl->ErrorImplementationBug( + "Subrects still not within src and dst after constraining."); + return; + } + + // - + // Execute as constrained + + const auto& gl = webgl->gl; + const ScopedDrawCallWrapper wrapper(*webgl); + + gl->fBlitFramebuffer(srcP0.x, srcP0.y, srcP1.x, srcP1.y, dstP0.x, dstP0.y, + dstP1.x, dstP1.y, mask, filter); + + // - + + if (mask & LOCAL_GL_COLOR_BUFFER_BIT && !colorSrgbMatches && !gl->IsGLES() && + gl->Version() < 440) { + // Mostly for Mac. + // Remember, we have to filter in the *linear* format blit. + + // src -Blit-> fbB -DrawBlit-> fbC -Blit-> dst + + const auto fbB = gl::MozFramebuffer::Create(gl, {1, 1}, 0, false); + const auto fbC = gl::MozFramebuffer::Create(gl, {1, 1}, 0, false); + + // - + + auto sizeBC = srcSize; + GLenum formatC = LOCAL_GL_RGBA8; + if (srcColorFormat->isSRGB) { + // srgb -> linear + } else { + // linear -> srgb + sizeBC = dstSize; + formatC = LOCAL_GL_SRGB8_ALPHA8; + } + + const auto fnSetTex = [&](const gl::MozFramebuffer& fb, + const GLenum format) { + const gl::ScopedBindTexture bindTex(gl, fb.ColorTex()); + gl->fTexStorage2D(LOCAL_GL_TEXTURE_2D, 1, format, sizeBC.width, + sizeBC.height); + }; + fnSetTex(*fbB, srcColorFormat->sizedFormat); + fnSetTex(*fbC, formatC); + + // - + + { + const gl::ScopedBindFramebuffer bindFb(gl); + gl->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, fbB->mFB); + + if (srcColorFormat->isSRGB) { + // srgb -> linear + gl->fBlitFramebuffer(srcP0.x, srcP0.y, srcP1.x, srcP1.y, srcP0.x, + srcP0.y, srcP1.x, srcP1.y, + LOCAL_GL_COLOR_BUFFER_BIT, LOCAL_GL_NEAREST); + } else { + // linear -> srgb + gl->fBlitFramebuffer(srcP0.x, srcP0.y, srcP1.x, srcP1.y, dstP0.x, + dstP0.y, dstP1.x, dstP1.y, + LOCAL_GL_COLOR_BUFFER_BIT, filter); + } + + gl->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, fbC->mFB); + gl->BlitHelper()->DrawBlitTextureToFramebuffer(fbB->ColorTex(), sizeBC, + sizeBC); + } + + { + const gl::ScopedBindFramebuffer bindFb(gl); + gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, fbC->mFB); + + if (srcColorFormat->isSRGB) { + // srgb -> linear + gl->fBlitFramebuffer(srcP0.x, srcP0.y, srcP1.x, srcP1.y, dstP0.x, + dstP0.y, dstP1.x, dstP1.y, + LOCAL_GL_COLOR_BUFFER_BIT, filter); + } else { + // linear -> srgb + gl->fBlitFramebuffer(dstP0.x, dstP0.y, dstP1.x, dstP1.y, dstP0.x, + dstP0.y, dstP1.x, dstP1.y, + LOCAL_GL_COLOR_BUFFER_BIT, LOCAL_GL_NEAREST); + } + } + } + + // - + // glBlitFramebuffer ignores glColorMask! + + if (!webgl->mBoundDrawFramebuffer && webgl->mNeedsFakeNoAlpha) { + const auto dstRectMin = MinExtents(dstP0, dstP1); + const auto dstRectMax = MaxExtents(dstP0, dstP1); + const auto dstRectSize = dstRectMax - dstRectMin; + const WebGLContext::ScissorRect dstRect = {dstRectMin.x, dstRectMin.y, + dstRectSize.x, dstRectSize.y}; + dstRect.Apply(*gl); + + const auto forClear = webgl::ScopedPrepForResourceClear{*webgl}; + + gl->fClearColor(0, 0, 0, 1); + webgl->DoColorMask(Some(0), 0b1000); // Only alpha. + gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT); + + webgl->mScissorRect.Apply(*gl); + } +} + +} // namespace mozilla |