Bug 1099427 - Reformat WebGL. - r=kamidphish

This commit is contained in:
Jeff Gilbert
2014-11-13 20:03:50 -08:00
parent 80163f5ae6
commit d9b9968e9c
89 changed files with 4181 additions and 3707 deletions

View File

@@ -5,20 +5,15 @@
#include "WebGLFramebuffer.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLRenderbuffer.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "WebGLTexture.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
using namespace mozilla;
using namespace mozilla::gl;
namespace mozilla {
JSObject*
WebGLFramebuffer::WrapObject(JSContext* cx)
@@ -26,9 +21,9 @@ WebGLFramebuffer::WrapObject(JSContext* cx)
return dom::WebGLFramebufferBinding::Wrap(cx, this);
}
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context, GLuint fbo)
WebGLFramebuffer::WebGLFramebuffer(WebGLContext* webgl, GLuint fbo)
: WebGLBindableName<FBTarget>(fbo)
, WebGLContextBoundObject(context)
, WebGLContextBoundObject(webgl)
, mStatus(0)
, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
@@ -40,8 +35,8 @@ WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context, GLuint fbo)
mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
}
WebGLFramebuffer::Attachment::Attachment(FBAttachment aAttachmentPoint)
: mAttachmentPoint(aAttachmentPoint)
WebGLFramebuffer::Attachment::Attachment(FBAttachment attachmentPoint)
: mAttachmentPoint(attachmentPoint)
, mTexImageTarget(LOCAL_GL_NONE)
, mNeedsFinalize(false)
{}
@@ -76,11 +71,17 @@ WebGLFramebuffer::Attachment::HasAlpha() const
{
MOZ_ASSERT(HasImage());
if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat());
else if (Renderbuffer())
if (Texture() &&
Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
{
return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget,
mTexImageLevel).EffectiveInternalFormat());
}
if (Renderbuffer())
return FormatHasAlpha(Renderbuffer()->InternalFormat());
else return false;
return false;
}
GLenum
@@ -93,7 +94,8 @@ WebGLFramebuffer::GetFormatForAttachment(const WebGLFramebuffer::Attachment& att
const WebGLTexture& tex = *attachment.Texture();
MOZ_ASSERT(tex.HasImageInfoAt(attachment.ImageTarget(), 0));
const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(), 0);
const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(),
0);
return imgInfo.EffectiveInternalFormat().get();
}
@@ -108,13 +110,13 @@ WebGLFramebuffer::Attachment::EffectiveInternalFormat() const
{
const WebGLTexture* tex = Texture();
if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
return tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat();
return tex->ImageInfoAt(mTexImageTarget,
mTexImageLevel).EffectiveInternalFormat();
}
const WebGLRenderbuffer* rb = Renderbuffer();
if (rb) {
if (rb)
return rb->InternalFormat();
}
return LOCAL_GL_NONE;
}
@@ -130,7 +132,8 @@ WebGLFramebuffer::Attachment::IsReadableFloat() const
}
void
WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level)
WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex,
TexImageTarget target, GLint level)
{
mTexturePtr = tex;
mRenderbufferPtr = nullptr;
@@ -155,13 +158,13 @@ WebGLFramebuffer::Attachment::HasUninitializedImageData() const
if (!HasImage())
return false;
if (Renderbuffer()) {
if (Renderbuffer())
return Renderbuffer()->HasUninitializedImageData();
}
if (Texture()) {
MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).HasUninitializedImageData();
return Texture()->ImageInfoAt(mTexImageTarget,
mTexImageLevel).HasUninitializedImageData();
}
MOZ_ASSERT(false, "Should not get here.");
@@ -180,7 +183,8 @@ WebGLFramebuffer::Attachment::SetImageDataStatus(WebGLImageDataStatus newStatus)
}
if (Texture()) {
Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel, newStatus);
Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel,
newStatus);
return;
}
@@ -202,30 +206,29 @@ WebGLFramebuffer::Attachment::HasImage() const
const WebGLRectangleObject&
WebGLFramebuffer::Attachment::RectangleObject() const
{
MOZ_ASSERT(HasImage(), "Make sure it has an image before requesting the rectangle.");
MOZ_ASSERT(HasImage(),
"Make sure it has an image before requesting the rectangle.");
if (Texture()) {
MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
}
if (Renderbuffer()) {
if (Renderbuffer())
return *Renderbuffer();
}
MOZ_CRASH("Should not get here.");
}
/* The following IsValidFBOTextureXXX functions check the internal
format that is used by GL or GL ES texture formats. This
corresponds to the state that is stored in
WebGLTexture::ImageInfo::InternalFormat()*/
// The following IsValidFBOTextureXXX functions check the internal format that
// is used by GL or GL ES texture formats. This corresponds to the state that
// is stored in WebGLTexture::ImageInfo::InternalFormat()
static inline bool
IsValidFBOTextureColorFormat(TexInternalFormat internalformat)
{
/* These formats are internal formats for each texture -- the actual
* low level format, which we might have to do conversions for when
* running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
/* These formats are internal formats for each texture -- the actual low
* level format, which we might have to do conversions for when running
* against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
*
* This function just handles all of them whether desktop GL or ES.
*/
@@ -252,17 +255,16 @@ IsValidFBOTextureDepthStencilFormat(GLenum internalformat)
return IsGLDepthStencilFormat(internalformat);
}
/* The following IsValidFBORenderbufferXXX functions check the internal
format that is stored by WebGLRenderbuffer::InternalFormat(). Valid
values can be found in WebGLContext::RenderbufferStorage. */
// The following IsValidFBORenderbufferXXX functions check the internal format
// that is stored by WebGLRenderbuffer::InternalFormat(). Valid values can be
// found in WebGLContext::RenderbufferStorage.
static inline bool
IsValidFBORenderbufferColorFormat(GLenum internalFormat)
{
return (
internalFormat == LOCAL_GL_RGB565 ||
internalFormat == LOCAL_GL_RGB5_A1 ||
internalFormat == LOCAL_GL_RGBA4 ||
internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT);
return internalFormat == LOCAL_GL_RGB565 ||
internalFormat == LOCAL_GL_RGB5_A1 ||
internalFormat == LOCAL_GL_RGBA4 ||
internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT;
}
static inline bool
@@ -336,13 +338,14 @@ WebGLFramebuffer::Attachment::IsComplete() const
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
return IsValidFBOTextureDepthFormat(sizedFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
return false; // Textures can't have the correct format for stencil buffers
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
return IsValidFBOTextureDepthStencilFormat(sizedFormat);
if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT) {
// Textures can't have the correct format for stencil buffers.
return false;
}
if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return IsValidFBOTextureDepthStencilFormat(sizedFormat);
if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
WebGLContext::kMaxColorAttachments))
@@ -376,13 +379,13 @@ WebGLFramebuffer::Attachment::IsComplete() const
MOZ_ASSERT(false, "Invalid WebGL attachment point?");
return false;
}
MOZ_ASSERT(false, "Should not get here.");
return false;
}
void
WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, FBAttachment attachmentLoc) const
WebGLFramebuffer::Attachment::FinalizeAttachment(gl::GLContext* gl,
FBAttachment attachmentLoc) const
{
if (!mNeedsFinalize)
return;
@@ -391,12 +394,15 @@ WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, FBAttachment att
if (!HasImage()) {
if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, 0);
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, 0);
} else {
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
attachmentLoc.get(),
LOCAL_GL_RENDERBUFFER, 0);
}
@@ -412,10 +418,12 @@ WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, FBAttachment att
const GLuint glName = Texture()->GLName();
if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
imageTarget, glName, mipLevel);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
imageTarget, glName, mipLevel);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT, imageTarget,
glName, mipLevel);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT, imageTarget,
glName, mipLevel);
} else {
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
imageTarget, glName, mipLevel);
@@ -451,15 +459,16 @@ WebGLFramebuffer::DetachAttachment(WebGLFramebuffer::Attachment& attachment)
if (attachment.Texture())
attachment.Texture()->DetachFrom(this, attachment.mAttachmentPoint);
if (attachment.Renderbuffer())
attachment.Renderbuffer()->DetachFrom(this, attachment.mAttachmentPoint);
if (attachment.Renderbuffer()) {
attachment.Renderbuffer()->DetachFrom(this,
attachment.mAttachmentPoint);
}
}
void
WebGLFramebuffer::DetachAllAttachments()
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < mColorAttachments.Length(); i++) {
DetachAttachment(mColorAttachments[i]);
}
@@ -469,130 +478,156 @@ WebGLFramebuffer::DetachAllAttachments()
}
void
WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachment,
WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachPoint,
RBTarget rbtarget,
WebGLRenderbuffer* wrb)
WebGLRenderbuffer* rb)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer",
rb))
{
return;
}
/* Get the requested attachment. If result is NULL, attachment is
* invalid and an error is generated.
/* Get the requested attachment. If result is NULL, attachment is invalid
* and an error is generated.
*
* Don't use GetAttachment(...) here because it opt builds it
* returns mColorAttachment[0] for invalid attachment, which we
* really don't want to mess with.
* Don't use GetAttachment(...) here because it opt builds it returns
* mColorAttachment[0] for invalid attachment, which we really don't want to
* mess with.
*/
Attachment* a = GetAttachmentOrNull(attachment);
if (!a)
Attachment* attachment = GetAttachmentOrNull(attachPoint);
if (!attachment)
return; // Error generated internally to GetAttachmentOrNull.
/* Invalidate cached framebuffer status and inform texture of it's
* new attachment
*/
// Invalidate cached framebuffer status and inform texture of its new
// attachment.
mStatus = 0;
// Detach current
if (a->Texture())
a->Texture()->DetachFrom(this, attachment);
else if (a->Renderbuffer())
a->Renderbuffer()->DetachFrom(this, attachment);
// Attach new
if (wrb)
wrb->AttachTo(this, attachment);
// Detach current:
if (attachment->Texture())
attachment->Texture()->DetachFrom(this, attachPoint);
else if (attachment->Renderbuffer())
attachment->Renderbuffer()->DetachFrom(this, attachPoint);
a->SetRenderbuffer(wrb);
// Attach new:
if (rb)
rb->AttachTo(this, attachPoint);
attachment->SetRenderbuffer(rb);
}
void
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachment,
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachPoint,
TexImageTarget texImageTarget,
WebGLTexture* wtex,
GLint level)
WebGLTexture* tex, GLint level)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
tex))
{
return;
}
if (wtex) {
bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
if (tex) {
bool isTexture2D = tex->Target() == LOCAL_GL_TEXTURE_2D;
bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
if (isTexture2D != isTexTarget2D) {
return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
mContext->ErrorInvalidOperation("framebufferTexture2D: Mismatched"
" texture and texture target.");
return;
}
}
if (level != 0)
return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
if (level != 0) {
mContext->ErrorInvalidValue("framebufferTexture2D: Level must be 0.");
return;
}
/* Get the requested attachment. If result is NULL, attachment is
* invalid and an error is generated.
/* Get the requested attachment. If result is NULL, attachment is invalid
* and an error is generated.
*
* Don't use GetAttachment(...) here because it opt builds it
* returns mColorAttachment[0] for invalid attachment, which we
* really don't want to mess with.
* Don't use GetAttachment(...) here because it opt builds it returns
* mColorAttachment[0] for invalid attachment, which we really don't want to
* mess with.
*/
Attachment* a = GetAttachmentOrNull(attachment);
if (!a)
Attachment* attachment = GetAttachmentOrNull(attachPoint);
if (!attachment)
return; // Error generated internally to GetAttachmentOrNull.
/* Invalidate cached framebuffer status and inform texture of it's
* new attachment
*/
// Invalidate cached framebuffer status and inform texture of its new
// attachment.
mStatus = 0;
// Detach current
if (a->Texture())
a->Texture()->DetachFrom(this, attachment);
else if (a->Renderbuffer())
a->Renderbuffer()->DetachFrom(this, attachment);
// Attach new
if (wtex)
wtex->AttachTo(this, attachment);
// Detach current:
if (attachment->Texture())
attachment->Texture()->DetachFrom(this, attachPoint);
else if (attachment->Renderbuffer())
attachment->Renderbuffer()->DetachFrom(this, attachPoint);
a->SetTexImage(wtex, texImageTarget, level);
// Attach new:
if (tex)
tex->AttachTo(this, attachPoint);
attachment->SetTexImage(tex, texImageTarget, level);
}
WebGLFramebuffer::Attachment*
WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachment)
WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachPoint)
{
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
switch (attachPoint.get()) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return &mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
case LOCAL_GL_DEPTH_ATTACHMENT:
return &mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
case LOCAL_GL_STENCIL_ATTACHMENT:
return &mStencilAttachment;
if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachmentOrNull"))
return nullptr;
default:
break;
}
size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0;
if (!mContext->ValidateFramebufferAttachment(attachPoint.get(),
"getAttachmentOrNull"))
{
return nullptr;
}
size_t colorAttachmentId = attachPoint.get() - LOCAL_GL_COLOR_ATTACHMENT0;
EnsureColorAttachments(colorAttachmentId);
return &mColorAttachments[colorAttachmentId];
}
const WebGLFramebuffer::Attachment&
WebGLFramebuffer::GetAttachment(FBAttachment attachment) const
WebGLFramebuffer::GetAttachment(FBAttachment attachPoint) const
{
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
switch (attachPoint.get()) {
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
case LOCAL_GL_DEPTH_ATTACHMENT:
return mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
case LOCAL_GL_STENCIL_ATTACHMENT:
return mStencilAttachment;
if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachment")) {
default:
break;
}
if (!mContext->ValidateFramebufferAttachment(attachPoint.get(),
"getAttachment"))
{
MOZ_ASSERT(false);
return mColorAttachments[0];
}
size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0;
size_t colorAttachmentId = attachPoint.get() - LOCAL_GL_COLOR_ATTACHMENT0;
if (colorAttachmentId >= mColorAttachments.Length()) {
MOZ_ASSERT(false);
return mColorAttachments[0];
@@ -604,39 +639,51 @@ WebGLFramebuffer::GetAttachment(FBAttachment attachment) const
void
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_TEXTURE_2D, nullptr, 0);
// a texture might be attached more that once while editing the framebuffer
FramebufferTexture2D(LOCAL_GL_COLOR_ATTACHMENT0+i,
LOCAL_GL_TEXTURE_2D, nullptr, 0);
// It might be attached in multiple places, so don't break.
}
}
if (mDepthAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mDepthStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mDepthAttachment.Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D,
nullptr, 0);
}
if (mStencilAttachment.Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D,
nullptr, 0);
}
if (mDepthStencilAttachment.Texture() == tex) {
FramebufferTexture2D(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
LOCAL_GL_TEXTURE_2D, nullptr, 0);
}
}
void
WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb)
{
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_RENDERBUFFER, nullptr);
// a renderbuffer might be attached more that once while editing the framebuffer
FramebufferRenderbuffer(LOCAL_GL_COLOR_ATTACHMENT0+i,
LOCAL_GL_RENDERBUFFER, nullptr);
// It might be attached in multiple places, so don't break.
}
}
if (mDepthAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mDepthStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mDepthAttachment.Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, nullptr);
}
if (mStencilAttachment.Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, nullptr);
}
if (mDepthStencilAttachment.Renderbuffer() == rb) {
FramebufferRenderbuffer(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER, nullptr);
}
}
bool
@@ -644,8 +691,7 @@ WebGLFramebuffer::HasDefinedAttachments() const
{
bool hasAttachments = false;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
hasAttachments |= mColorAttachments[i].IsDefined();
}
@@ -668,8 +714,7 @@ WebGLFramebuffer::HasIncompleteAttachments() const
{
bool hasIncomplete = false;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
hasIncomplete |= IsIncomplete(mColorAttachments[i]);
}
@@ -680,14 +725,12 @@ WebGLFramebuffer::HasIncompleteAttachments() const
return hasIncomplete;
}
const WebGLRectangleObject&
WebGLFramebuffer::GetAnyRectObject() const
{
MOZ_ASSERT(HasDefinedAttachments());
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].HasImage())
return mColorAttachments[i].RectangleObject();
}
@@ -704,7 +747,6 @@ WebGLFramebuffer::GetAnyRectObject() const
MOZ_CRASH("Should not get here.");
}
static bool
RectsMatch(const WebGLFramebuffer::Attachment& attachment,
const WebGLRectangleObject& rect)
@@ -723,8 +765,7 @@ WebGLFramebuffer::AllImageRectsMatch() const
// Alright, we have *a* rect, let's check all the others.
bool imageRectsMatch = true;
size_t count = mColorAttachments.Length();
for (size_t i = 0; i < count; i++) {
for (size_t i = 0; i < (size_t)mColorAttachments.Length(); i++) {
if (mColorAttachments[i].HasImage())
imageRectsMatch &= RectsMatch(mColorAttachments[i], rect);
}
@@ -826,7 +867,7 @@ WebGLFramebuffer::CheckAndInitializeAttachments()
return false;
// Cool! We've checked out ok. Just need to initialize.
size_t colorAttachmentCount = mColorAttachments.Length();
const size_t colorAttachmentCount = mColorAttachments.Length();
// Check if we need to initialize anything
{
@@ -914,9 +955,9 @@ WebGLFramebuffer::NotifyAttachableChanged() const
}
static void
FinalizeDrawAndReadBuffers(GLContext* aGL, bool aColorBufferDefined)
FinalizeDrawAndReadBuffers(gl::GLContext* gl, bool isColorBufferDefined)
{
MOZ_ASSERT(aGL, "Expected a valid GLContext ptr.");
MOZ_ASSERT(gl, "Expected a valid GLContext ptr.");
// GLES don't support DrawBuffer()/ReadBuffer.
// According to http://www.opengl.org/wiki/Framebuffer_Object
//
@@ -928,61 +969,62 @@ FinalizeDrawAndReadBuffers(GLContext* aGL, bool aColorBufferDefined)
//
// Note that this test is not performed if OpenGL 4.2 or ARB_ES2_compatibility is
// available.
if (aGL->IsGLES() ||
aGL->IsSupported(GLFeature::ES2_compatibility) ||
aGL->IsAtLeast(ContextProfile::OpenGL, 420))
if (gl->IsGLES() ||
gl->IsSupported(gl::GLFeature::ES2_compatibility) ||
gl->IsAtLeast(gl::ContextProfile::OpenGL, 420))
{
return;
}
// TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL.
GLenum colorBufferSource = aColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0 : LOCAL_GL_NONE;
aGL->fDrawBuffer(colorBufferSource);
aGL->fReadBuffer(colorBufferSource);
GLenum colorBufferSource = isColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0
: LOCAL_GL_NONE;
gl->fDrawBuffer(colorBufferSource);
gl->fReadBuffer(colorBufferSource);
}
void
WebGLFramebuffer::FinalizeAttachments() const
{
GLContext* gl = mContext->gl;
gl::GLContext* gl = mContext->gl;
size_t count = ColorAttachmentCount();
for (size_t i = 0; i < count; i++) {
ColorAttachment(i).FinalizeAttachment(gl, LOCAL_GL_COLOR_ATTACHMENT0 + i);
for (size_t i = 0; i < ColorAttachmentCount(); i++) {
ColorAttachment(i).FinalizeAttachment(gl, LOCAL_GL_COLOR_ATTACHMENT0+i);
}
DepthAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_ATTACHMENT);
StencilAttachment().FinalizeAttachment(gl, LOCAL_GL_STENCIL_ATTACHMENT);
DepthStencilAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
DepthStencilAttachment().FinalizeAttachment(gl,
LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
FinalizeDrawAndReadBuffers(gl, ColorAttachment(0).IsDefined());
}
inline void
ImplCycleCollectionUnlink(mozilla::WebGLFramebuffer::Attachment& aField)
ImplCycleCollectionUnlink(mozilla::WebGLFramebuffer::Attachment& field)
{
aField.mTexturePtr = nullptr;
aField.mRenderbufferPtr = nullptr;
field.mTexturePtr = nullptr;
field.mRenderbufferPtr = nullptr;
}
inline void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
mozilla::WebGLFramebuffer::Attachment& aField,
const char* aName,
uint32_t aFlags = 0)
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
mozilla::WebGLFramebuffer::Attachment& field,
const char* name,
uint32_t flags = 0)
{
CycleCollectionNoteChild(aCallback, aField.mTexturePtr.get(),
aName, aFlags);
CycleCollectionNoteChild(aCallback, aField.mRenderbufferPtr.get(),
aName, aFlags);
CycleCollectionNoteChild(callback, field.mTexturePtr.get(), name, flags);
CycleCollectionNoteChild(callback, field.mRenderbufferPtr.get(), name,
flags);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLFramebuffer,
mColorAttachments,
mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment)
mColorAttachments,
mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLFramebuffer, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLFramebuffer, Release)
} // namespace mozilla