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/*
* 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 COMPUTER, 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 COMPUTER, 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 "modules/webgl/WebGLContextObject.h"
#include "modules/webgl/WebGLSharedObject.h"
namespace blink {
class WebGLRenderbuffer;
class WebGLTexture;
class WebGLFramebuffer final : public WebGLContextObject {
DEFINE_WRAPPERTYPEINFO();
public:
class WebGLAttachment : public GarbageCollectedFinalized<WebGLAttachment> {
public:
virtual ~WebGLAttachment();
virtual GLsizei width() const = 0;
virtual GLsizei height() const = 0;
virtual GLenum format() const = 0;
// For texture attachment, type() returns the type of the attached texture.
// For renderbuffer attachment, the type of the renderbuffer may vary with GL implementation.
// To avoid confusion, it would be better to not implement type() for renderbuffer attachment and
// we should always use the internalformat of the renderbuffer and avoid using type() API.
virtual GLenum type() const = 0;
virtual WebGLSharedObject* object() const = 0;
virtual bool isSharedObject(WebGLSharedObject*) const = 0;
virtual bool valid() const = 0;
virtual void onDetached(WebGraphicsContext3D*) = 0;
virtual void attach(WebGraphicsContext3D*, GLenum target, GLenum attachment) = 0;
virtual void unattach(WebGraphicsContext3D*, GLenum target, GLenum attachment) = 0;
DEFINE_INLINE_VIRTUAL_TRACE() { }
protected:
WebGLAttachment();
};
~WebGLFramebuffer() override;
static WebGLFramebuffer* create(WebGLRenderingContextBase*);
Platform3DObject object() const { return m_object; }
void setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, GLenum texTarget, WebGLTexture*, GLint level, GLint layer);
void setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, WebGLRenderbuffer*);
// If an object is attached to the currently bound framebuffer, remove it.
void removeAttachmentFromBoundFramebuffer(GLenum target, WebGLSharedObject*);
// If a given attachment point for the currently bound framebuffer is not null, remove the attached object.
void removeAttachmentFromBoundFramebuffer(GLenum target, GLenum attachment);
WebGLSharedObject* getAttachmentObject(GLenum) const;
GLenum colorBufferFormat() 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.
bool onAccess(WebGraphicsContext3D*, 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.
GLenum 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<GLenum>& bufs);
GLenum getDrawBuffer(GLenum);
void readBuffer(const GLenum colorBuffer) { m_readBuffer = colorBuffer; }
GLenum getReadBuffer() const { return m_readBuffer; }
// If readbuffer is GL_NONE or no image is attached, return false.
// Note: it's ok for format or type to be nullptr.
bool getReadBufferFormatAndType(GLenum* format, GLenum* type) const;
DECLARE_VIRTUAL_TRACE();
protected:
explicit WebGLFramebuffer(WebGLRenderingContextBase*);
bool hasObject() const override { return m_object != 0; }
void deleteObjectImpl(WebGraphicsContext3D*) override;
private:
WebGLAttachment* getAttachment(GLenum attachment) const;
bool isAttachmentComplete(WebGLAttachment* attachedObject, GLenum attachment, const char** reason) const;
// Check if the framebuffer is currently bound.
bool isBound(GLenum target) const;
// attach 'attachment' at 'attachmentPoint'.
void attach(GLenum target, GLenum attachment, GLenum attachmentPoint);
// Check if a new drawBuffers call should be issued. This is called when we add or remove an attachment.
void drawBuffersIfNecessary(bool force);
Platform3DObject m_object;
typedef HeapHashMap<GLenum, Member<WebGLAttachment>> AttachmentMap;
AttachmentMap m_attachments;
bool m_destructionInProgress;
bool m_hasEverBeenBound;
Vector<GLenum> m_drawBuffers;
Vector<GLenum> m_filteredDrawBuffers;
GLenum m_readBuffer;
};
} // namespace blink
#endif // WebGLFramebuffer_h