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-rw-r--r--gfx/gl/MozFramebuffer.h109
1 files changed, 109 insertions, 0 deletions
diff --git a/gfx/gl/MozFramebuffer.h b/gfx/gl/MozFramebuffer.h
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+/* -*- Mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 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 MOZ_FRAMEBUFFER_H_
+#define MOZ_FRAMEBUFFER_H_
+
+#include "gfx2DGlue.h"
+#include "GLConsts.h"
+#include "GLContextTypes.h"
+#include "mozilla/UniquePtr.h"
+#include "mozilla/WeakPtr.h"
+
+namespace mozilla {
+namespace gl {
+
+class DepthAndStencilBuffer final : public SupportsWeakPtr {
+ const WeakPtr<GLContext> mWeakGL;
+ const gfx::IntSize mSize;
+
+ public:
+ NS_INLINE_DECL_THREADSAFE_REFCOUNTING(DepthAndStencilBuffer)
+
+ const GLuint mDepthRB;
+ const GLuint mStencilRB;
+
+ static RefPtr<DepthAndStencilBuffer> Create(GLContext* const gl,
+ const gfx::IntSize& size,
+ const uint32_t samples);
+
+ RefPtr<GLContext> gl() const { return mWeakGL.get(); }
+
+ // 4 bytes per pixel (24-bit depth + 8-bit stencil).
+ uint64_t EstimateMemory() const {
+ return static_cast<uint64_t>(mSize.width) * 4 * mSize.height;
+ }
+
+ protected:
+ DepthAndStencilBuffer(GLContext* gl, const gfx::IntSize& size, GLuint depthRB,
+ GLuint stencilRB);
+ ~DepthAndStencilBuffer();
+};
+
+class MozFramebuffer final {
+ const WeakPtr<GLContext> mWeakGL;
+
+ public:
+ const gfx::IntSize mSize;
+ const uint32_t mSamples;
+ const GLuint mFB;
+ const GLenum mColorTarget;
+
+ private:
+ const RefPtr<DepthAndStencilBuffer> mDepthAndStencilBuffer;
+ const GLuint mColorName;
+
+ public:
+ // Create a new framebuffer with the specified properties.
+ static UniquePtr<MozFramebuffer> Create(GLContext* gl,
+ const gfx::IntSize& size,
+ uint32_t samples, bool depthStencil);
+
+ // Create a new framebuffer backed by an existing texture or buffer.
+ // Assumes that gl is the current context.
+ static UniquePtr<MozFramebuffer> CreateForBacking(
+ GLContext* gl, const gfx::IntSize& size, uint32_t samples,
+ bool depthStencil, GLenum colorTarget, GLuint colorName);
+
+ // Create a new framebuffer backed by an existing texture or buffer.
+ // Use the same GLContext, size, and samples as framebufferToShareWith.
+ // The new framebuffer will share its depth and stencil buffer with
+ // framebufferToShareWith. The depth and stencil buffers will be destroyed
+ // once the last MozFramebuffer using them is destroyed.
+ static UniquePtr<MozFramebuffer> CreateForBackingWithSharedDepthAndStencil(
+ const gfx::IntSize& size, const uint32_t samples, GLenum colorTarget,
+ GLuint colorName,
+ const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer);
+
+ private:
+ MozFramebuffer(GLContext* gl, const gfx::IntSize& size, GLuint fb,
+ uint32_t samples,
+ RefPtr<DepthAndStencilBuffer> depthAndStencilBuffer,
+ GLenum colorTarget, GLuint colorName);
+
+ // gl must be the current context when this is called.
+ static UniquePtr<MozFramebuffer> CreateImpl(
+ GLContext* const gl, const gfx::IntSize& size, const uint32_t samples,
+ const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer,
+ const GLenum colorTarget, const GLuint colorName);
+
+ public:
+ ~MozFramebuffer();
+
+ GLuint ColorTex() const {
+ if (mColorTarget == LOCAL_GL_RENDERBUFFER) return 0;
+ return mColorName;
+ }
+ const auto& GetDepthAndStencilBuffer() const {
+ return mDepthAndStencilBuffer;
+ }
+ bool HasDepth() const;
+ bool HasStencil() const;
+};
+
+} // namespace gl
+} // namespace mozilla
+
+#endif // MOZ_FRAMEBUFFER_H_