/* -*- 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/. */ #include "MozFramebuffer.h" #include "GLContext.h" #include "mozilla/gfx/Logging.h" #include "ScopedGLHelpers.h" namespace mozilla { namespace gl { static void DeleteByTarget(GLContext* const gl, const GLenum target, const GLuint name) { if (target == LOCAL_GL_RENDERBUFFER) { gl->DeleteRenderbuffer(name); } else { gl->DeleteTexture(name); } } UniquePtr MozFramebuffer::Create(GLContext* const gl, const gfx::IntSize& size, const uint32_t samples, const bool depthStencil) { if (samples && !gl->IsSupported(GLFeature::framebuffer_multisample)) return nullptr; if (uint32_t(size.width) > gl->MaxTexOrRbSize() || uint32_t(size.height) > gl->MaxTexOrRbSize() || samples > gl->MaxSamples()) { return nullptr; } gl->MakeCurrent(); GLContext::LocalErrorScope errorScope(*gl); GLenum colorTarget; GLuint colorName; if (samples) { colorTarget = LOCAL_GL_RENDERBUFFER; colorName = gl->CreateRenderbuffer(); const ScopedBindRenderbuffer bindRB(gl, colorName); gl->fRenderbufferStorageMultisample(colorTarget, samples, LOCAL_GL_RGBA8, size.width, size.height); } else { colorTarget = LOCAL_GL_TEXTURE_2D; colorName = gl->CreateTexture(); const ScopedBindTexture bindTex(gl, colorName); gl->TexParams_SetClampNoMips(); gl->fTexImage2D(colorTarget, 0, LOCAL_GL_RGBA, size.width, size.height, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, nullptr); } const auto err = errorScope.GetError(); if (err) { if (err != LOCAL_GL_OUT_OF_MEMORY) { gfxCriticalNote << "Unexpected error: " << gfx::hexa(err) << ": " << GLContext::GLErrorToString(err); } DeleteByTarget(gl, colorTarget, colorName); return nullptr; } return CreateImpl( gl, size, samples, depthStencil ? DepthAndStencilBuffer::Create(gl, size, samples) : nullptr, colorTarget, colorName); } UniquePtr MozFramebuffer::CreateForBacking( GLContext* const gl, const gfx::IntSize& size, const uint32_t samples, bool depthStencil, const GLenum colorTarget, const GLuint colorName) { return CreateImpl( gl, size, samples, depthStencil ? DepthAndStencilBuffer::Create(gl, size, samples) : nullptr, colorTarget, colorName); } /* static */ UniquePtr MozFramebuffer::CreateForBackingWithSharedDepthAndStencil( const gfx::IntSize& size, const uint32_t samples, GLenum colorTarget, GLuint colorName, const RefPtr& depthAndStencilBuffer) { auto gl = depthAndStencilBuffer->gl(); if (!gl || !gl->MakeCurrent()) { return nullptr; } return CreateImpl(gl, size, samples, depthAndStencilBuffer, colorTarget, colorName); } /* static */ UniquePtr MozFramebuffer::CreateImpl( GLContext* const gl, const gfx::IntSize& size, const uint32_t samples, const RefPtr& depthAndStencilBuffer, const GLenum colorTarget, const GLuint colorName) { GLuint fb = gl->CreateFramebuffer(); const ScopedBindFramebuffer bindFB(gl, fb); if (colorTarget == LOCAL_GL_RENDERBUFFER) { gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, colorTarget, colorName); } else { gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, colorTarget, colorName, 0); } if (depthAndStencilBuffer) { gl->fFramebufferRenderbuffer( LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, depthAndStencilBuffer->mDepthRB); gl->fFramebufferRenderbuffer( LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, depthAndStencilBuffer->mStencilRB); } const auto status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) { gfxCriticalNote << "MozFramebuffer::CreateImpl(size:" << size << ", samples:" << samples << ", depthAndStencil:" << bool(depthAndStencilBuffer) << ", colorTarget:" << gfx::hexa(colorTarget) << ", colorName:" << colorName << "): Incomplete: 0x" << gfx::hexa(status); return nullptr; } return UniquePtr(new MozFramebuffer( gl, size, fb, samples, depthAndStencilBuffer, colorTarget, colorName)); } /* static */ RefPtr DepthAndStencilBuffer::Create( GLContext* const gl, const gfx::IntSize& size, const uint32_t samples) { const auto fnAllocRB = [&](GLenum format) { GLuint rb = gl->CreateRenderbuffer(); const ScopedBindRenderbuffer bindRB(gl, rb); if (samples) { gl->fRenderbufferStorageMultisample(LOCAL_GL_RENDERBUFFER, samples, format, size.width, size.height); } else { gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, format, size.width, size.height); } return rb; }; GLuint depthRB, stencilRB; { GLContext::LocalErrorScope errorScope(*gl); if (gl->IsSupported(GLFeature::packed_depth_stencil)) { depthRB = fnAllocRB(LOCAL_GL_DEPTH24_STENCIL8); stencilRB = depthRB; // Ignore unused mStencilRB. } else { depthRB = fnAllocRB(LOCAL_GL_DEPTH_COMPONENT24); stencilRB = fnAllocRB(LOCAL_GL_STENCIL_INDEX8); } const auto err = errorScope.GetError(); if (err) { MOZ_ASSERT(err == LOCAL_GL_OUT_OF_MEMORY); return nullptr; } } return new DepthAndStencilBuffer(gl, size, depthRB, stencilRB); } //////////////////// MozFramebuffer::MozFramebuffer( GLContext* const gl, const gfx::IntSize& size, GLuint fb, const uint32_t samples, RefPtr depthAndStencilBuffer, const GLenum colorTarget, const GLuint colorName) : mWeakGL(gl), mSize(size), mSamples(samples), mFB(fb), mColorTarget(colorTarget), mDepthAndStencilBuffer(std::move(depthAndStencilBuffer)), mColorName(colorName) { MOZ_ASSERT(mColorTarget); MOZ_ASSERT(mColorName); } MozFramebuffer::~MozFramebuffer() { GLContext* const gl = mWeakGL; if (!gl || !gl->MakeCurrent()) { return; } gl->DeleteFramebuffer(mFB); DeleteByTarget(gl, mColorTarget, mColorName); } bool MozFramebuffer::HasDepth() const { return mDepthAndStencilBuffer && mDepthAndStencilBuffer->mDepthRB; } bool MozFramebuffer::HasStencil() const { return mDepthAndStencilBuffer && mDepthAndStencilBuffer->mStencilRB; } DepthAndStencilBuffer::DepthAndStencilBuffer(GLContext* gl, const gfx::IntSize& size, GLuint depthRB, GLuint stencilRB) : mWeakGL(gl), mSize(size), mDepthRB(depthRB), mStencilRB(stencilRB) {} DepthAndStencilBuffer::~DepthAndStencilBuffer() { GLContext* const gl = mWeakGL; if (!gl || !gl->MakeCurrent()) { return; } gl->DeleteRenderbuffer(mDepthRB); gl->DeleteRenderbuffer(mStencilRB); } } // namespace gl } // namespace mozilla