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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/. */
#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> 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, colorTarget);
gl->TexParams_SetClampNoMips(colorTarget);
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> 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>
MozFramebuffer::CreateForBackingWithSharedDepthAndStencil(
const gfx::IntSize& size, const uint32_t samples, GLenum colorTarget,
GLuint colorName,
const RefPtr<DepthAndStencilBuffer>& depthAndStencilBuffer) {
auto gl = depthAndStencilBuffer->gl();
if (!gl || !gl->MakeCurrent()) {
return nullptr;
}
return CreateImpl(gl, size, samples, depthAndStencilBuffer, colorTarget,
colorName);
}
/* static */ UniquePtr<MozFramebuffer> MozFramebuffer::CreateImpl(
GLContext* const gl, const gfx::IntSize& size, const uint32_t samples,
const RefPtr<DepthAndStencilBuffer>& 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<MozFramebuffer>(new MozFramebuffer(
gl, size, fb, samples, depthAndStencilBuffer, colorTarget, colorName));
}
/* static */ RefPtr<DepthAndStencilBuffer> 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> 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
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