1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
|
/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef WebGLFramebuffer_h
#define WebGLFramebuffer_h
#include "WebGLContextObject.h"
#include "WebGLSharedObject.h"
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
namespace WebCore {
class WebGLRenderbuffer;
class WebGLTexture;
class WebGLFramebuffer final : public WebGLContextObject {
public:
class WebGLAttachment : public RefCounted<WebGLAttachment> {
public:
virtual ~WebGLAttachment();
virtual GC3Dsizei getWidth() const = 0;
virtual GC3Dsizei getHeight() const = 0;
virtual GC3Denum getFormat() const = 0;
virtual WebGLSharedObject* getObject() const = 0;
virtual bool isSharedObject(WebGLSharedObject*) const = 0;
virtual bool isValid() const = 0;
virtual bool isInitialized() const = 0;
virtual void setInitialized() = 0;
virtual void onDetached(GraphicsContext3D*) = 0;
virtual void attach(GraphicsContext3D*, GC3Denum attachment) = 0;
virtual void unattach(GraphicsContext3D*, GC3Denum attachment) = 0;
protected:
WebGLAttachment();
};
virtual ~WebGLFramebuffer();
static Ref<WebGLFramebuffer> create(WebGLRenderingContextBase*);
void setAttachmentForBoundFramebuffer(GC3Denum attachment, GC3Denum texTarget, WebGLTexture*, GC3Dint level);
void setAttachmentForBoundFramebuffer(GC3Denum attachment, WebGLRenderbuffer*);
// If an object is attached to the currently bound framebuffer, remove it.
void removeAttachmentFromBoundFramebuffer(WebGLSharedObject*);
// If a given attachment point for the currently bound framebuffer is not null, remove the attached object.
void removeAttachmentFromBoundFramebuffer(GC3Denum);
WebGLSharedObject* getAttachmentObject(GC3Denum) const;
GC3Denum getColorBufferFormat() const;
GC3Dsizei getColorBufferWidth() const;
GC3Dsizei getColorBufferHeight() const;
// This should always be called before drawArray, drawElements, clear,
// readPixels, copyTexImage2D, copyTexSubImage2D if this framebuffer is
// currently bound.
// Return false if the framebuffer is incomplete; otherwise initialize
// the buffers if they haven't been initialized and
// needToInitializeAttachments is true.
bool onAccess(GraphicsContext3D*, bool needToInitializeAttachments, const char** reason);
// Software version of glCheckFramebufferStatus(), except that when
// FRAMEBUFFER_COMPLETE is returned, it is still possible for
// glCheckFramebufferStatus() to return FRAMEBUFFER_UNSUPPORTED,
// depending on hardware implementation.
GC3Denum checkStatus(const char** reason) const;
bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; }
void setHasEverBeenBound() { m_hasEverBeenBound = true; }
bool hasStencilBuffer() const;
// Wrapper for drawBuffersEXT/drawBuffersARB to work around a driver bug.
void drawBuffers(const Vector<GC3Denum>& bufs);
GC3Denum getDrawBuffer(GC3Denum);
protected:
WebGLFramebuffer(WebGLRenderingContextBase*);
virtual void deleteObjectImpl(GraphicsContext3D*, Platform3DObject) override;
private:
WebGLAttachment* getAttachment(GC3Denum) const;
// Return false if framebuffer is incomplete.
bool initializeAttachments(GraphicsContext3D*, const char** reason);
// Check if the framebuffer is currently bound.
bool isBound() const;
// attach 'attachment' at 'attachmentPoint'.
void attach(GC3Denum attachment, GC3Denum attachmentPoint);
// Check if a new drawBuffers call should be issued. This is called when we add or remove an attachment.
void drawBuffersIfNecessary(bool force);
typedef WTF::HashMap<GC3Denum, RefPtr<WebGLAttachment>> AttachmentMap;
AttachmentMap m_attachments;
bool m_hasEverBeenBound;
Vector<GC3Denum> m_drawBuffers;
Vector<GC3Denum> m_filteredDrawBuffers;
};
} // namespace WebCore
#endif // WebGLFramebuffer_h
|