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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/gl/MozFramebuffer.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/gl/MozFramebuffer.h')
-rw-r--r-- | gfx/gl/MozFramebuffer.h | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/gfx/gl/MozFramebuffer.h b/gfx/gl/MozFramebuffer.h new file mode 100644 index 0000000000..dd51ef6154 --- /dev/null +++ b/gfx/gl/MozFramebuffer.h @@ -0,0 +1,109 @@ +/* -*- 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_ |