/* * 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. */ #include "config.h" #if ENABLE(WEBGL) #include "WebGLFramebuffer.h" #include "WebGLRenderingContext.h" namespace WebCore { namespace { // This function is only for depth/stencil/depth_stencil attachment. // Currently we assume these attachments are all renderbuffers. GC3Denum getInternalFormat(WebGLObject* buffer) { ASSERT(buffer && buffer->isRenderbuffer()); return (reinterpret_cast(buffer))->getInternalFormat(); } bool isUninitialized(WebGLObject* attachedObject) { if (attachedObject && attachedObject->object() && attachedObject->isRenderbuffer() && !(reinterpret_cast(attachedObject))->isInitialized()) return true; return false; } void setInitialized(WebGLObject* attachedObject) { if (attachedObject && attachedObject->object() && attachedObject->isRenderbuffer()) (reinterpret_cast(attachedObject))->setInitialized(); } bool isValid(WebGLObject* attachedObject) { if (attachedObject && attachedObject->object() && attachedObject->isRenderbuffer()) { if (!(reinterpret_cast(attachedObject))->isValid()) return false; } return true; } } // anonymous namespace PassRefPtr WebGLFramebuffer::create(WebGLRenderingContext* ctx) { return adoptRef(new WebGLFramebuffer(ctx)); } WebGLFramebuffer::WebGLFramebuffer(WebGLRenderingContext* ctx) : WebGLObject(ctx) , m_hasEverBeenBound(false) , m_texTarget(0) , m_texLevel(-1) { setObject(context()->graphicsContext3D()->createFramebuffer()); } void WebGLFramebuffer::setAttachment(GC3Denum attachment, GC3Denum texTarget, WebGLTexture* texture, GC3Dint level) { if (!object()) return; if (texture && !texture->object()) texture = 0; switch (attachment) { case GraphicsContext3D::COLOR_ATTACHMENT0: m_colorAttachment = texture; if (texture) { m_texTarget = texTarget; m_texLevel = level; } break; case GraphicsContext3D::DEPTH_ATTACHMENT: m_depthAttachment = texture; break; case GraphicsContext3D::STENCIL_ATTACHMENT: m_stencilAttachment = texture; break; case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT: m_depthStencilAttachment = texture; break; default: return; } } void WebGLFramebuffer::setAttachment(GC3Denum attachment, WebGLRenderbuffer* renderbuffer) { if (!object()) return; if (renderbuffer && !renderbuffer->object()) renderbuffer = 0; switch (attachment) { case GraphicsContext3D::COLOR_ATTACHMENT0: m_colorAttachment = renderbuffer; break; case GraphicsContext3D::DEPTH_ATTACHMENT: m_depthAttachment = renderbuffer; break; case GraphicsContext3D::STENCIL_ATTACHMENT: m_stencilAttachment = renderbuffer; break; case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT: m_depthStencilAttachment = renderbuffer; break; default: return; } } WebGLObject* WebGLFramebuffer::getAttachment(GC3Denum attachment) const { if (!object()) return 0; switch (attachment) { case GraphicsContext3D::COLOR_ATTACHMENT0: return m_colorAttachment.get(); case GraphicsContext3D::DEPTH_ATTACHMENT: return m_depthAttachment.get(); case GraphicsContext3D::STENCIL_ATTACHMENT: return m_stencilAttachment.get(); case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT: return m_depthStencilAttachment.get(); default: return 0; } } void WebGLFramebuffer::removeAttachment(WebGLObject* attachment) { if (!object()) return; if (attachment == m_colorAttachment.get()) m_colorAttachment = 0; else if (attachment == m_depthAttachment.get()) m_depthAttachment = 0; else if (attachment == m_stencilAttachment.get()) m_stencilAttachment = 0; else if (attachment == m_depthStencilAttachment.get()) m_depthStencilAttachment = 0; else return; } GC3Dsizei WebGLFramebuffer::getWidth() const { if (!object() || !isColorAttached()) return 0; if (m_colorAttachment->isRenderbuffer()) return (reinterpret_cast(m_colorAttachment.get()))->getWidth(); if (m_colorAttachment->isTexture()) return (reinterpret_cast(m_colorAttachment.get()))->getWidth(m_texTarget, m_texLevel); ASSERT_NOT_REACHED(); return 0; } GC3Dsizei WebGLFramebuffer::getHeight() const { if (!object() || !isColorAttached()) return 0; if (m_colorAttachment->isRenderbuffer()) return (reinterpret_cast(m_colorAttachment.get()))->getHeight(); if (m_colorAttachment->isTexture()) return (reinterpret_cast(m_colorAttachment.get()))->getHeight(m_texTarget, m_texLevel); ASSERT_NOT_REACHED(); return 0; } GC3Denum WebGLFramebuffer::getColorBufferFormat() const { if (!object() || !isColorAttached()) return 0; if (m_colorAttachment->isRenderbuffer()) { unsigned long format = (reinterpret_cast(m_colorAttachment.get()))->getInternalFormat(); switch (format) { case GraphicsContext3D::RGBA4: case GraphicsContext3D::RGB5_A1: return GraphicsContext3D::RGBA; case GraphicsContext3D::RGB565: return GraphicsContext3D::RGB; } return 0; } if (m_colorAttachment->isTexture()) return (reinterpret_cast(m_colorAttachment.get()))->getInternalFormat(m_texTarget, m_texLevel); ASSERT_NOT_REACHED(); return 0; } bool WebGLFramebuffer::isIncomplete(bool checkInternalFormat) const { unsigned int count = 0; if (isDepthAttached()) { if (checkInternalFormat && getInternalFormat(m_depthAttachment.get()) != GraphicsContext3D::DEPTH_COMPONENT16) return true; count++; } if (isStencilAttached()) { if (checkInternalFormat && getInternalFormat(m_stencilAttachment.get()) != GraphicsContext3D::STENCIL_INDEX8) return true; count++; } if (isDepthStencilAttached()) { if (checkInternalFormat && getInternalFormat(m_depthStencilAttachment.get()) != GraphicsContext3D::DEPTH_STENCIL) return true; if (!isValid(m_depthStencilAttachment.get())) return true; count++; } if (count > 1) return true; return false; } bool WebGLFramebuffer::onAccess(bool needToInitializeRenderbuffers) { if (isIncomplete(true)) return false; if (needToInitializeRenderbuffers) return initializeRenderbuffers(); return true; } void WebGLFramebuffer::deleteObjectImpl(Platform3DObject object) { context()->graphicsContext3D()->deleteFramebuffer(object); m_colorAttachment = 0; m_depthAttachment = 0; m_stencilAttachment = 0; m_depthStencilAttachment = 0; } bool WebGLFramebuffer::initializeRenderbuffers() { ASSERT(object()); bool initColor = false, initDepth = false, initStencil = false; GC3Dbitfield mask = 0; if (isUninitialized(m_colorAttachment.get())) { initColor = true; mask |= GraphicsContext3D::COLOR_BUFFER_BIT; } if (isUninitialized(m_depthAttachment.get())) { initDepth = true; mask |= GraphicsContext3D::DEPTH_BUFFER_BIT; } if (isUninitialized(m_stencilAttachment.get())) { initStencil = true; mask |= GraphicsContext3D::STENCIL_BUFFER_BIT; } if (isUninitialized(m_depthStencilAttachment.get())) { initDepth = true; initStencil = true; mask |= (GraphicsContext3D::DEPTH_BUFFER_BIT | GraphicsContext3D::STENCIL_BUFFER_BIT); } if (!initColor && !initDepth && !initStencil) return true; // We only clear un-initialized renderbuffers when they are ready to be // read, i.e., when the framebuffer is complete. GraphicsContext3D* g3d = context()->graphicsContext3D(); if (g3d->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) return false; GC3Dfloat colorClearValue[] = {0, 0, 0, 0}, depthClearValue = 0; GC3Dint stencilClearValue = 0; GC3Dboolean colorMask[] = {0, 0, 0, 0}, depthMask = 0; GC3Duint stencilMask = 0xffffffff; GC3Dboolean isScissorEnabled = 0; GC3Dboolean isDitherEnabled = 0; if (initColor) { g3d->getFloatv(GraphicsContext3D::COLOR_CLEAR_VALUE, colorClearValue); g3d->getBooleanv(GraphicsContext3D::COLOR_WRITEMASK, colorMask); g3d->clearColor(0, 0, 0, 0); g3d->colorMask(true, true, true, true); } if (initDepth) { g3d->getFloatv(GraphicsContext3D::DEPTH_CLEAR_VALUE, &depthClearValue); g3d->getBooleanv(GraphicsContext3D::DEPTH_WRITEMASK, &depthMask); g3d->clearDepth(0); g3d->depthMask(true); } if (initStencil) { g3d->getIntegerv(GraphicsContext3D::STENCIL_CLEAR_VALUE, &stencilClearValue); g3d->getIntegerv(GraphicsContext3D::STENCIL_WRITEMASK, reinterpret_cast(&stencilMask)); g3d->clearStencil(0); g3d->stencilMask(0xffffffff); } isScissorEnabled = g3d->isEnabled(GraphicsContext3D::SCISSOR_TEST); g3d->disable(GraphicsContext3D::SCISSOR_TEST); isDitherEnabled = g3d->isEnabled(GraphicsContext3D::DITHER); g3d->disable(GraphicsContext3D::DITHER); g3d->clear(mask); if (initColor) { g3d->clearColor(colorClearValue[0], colorClearValue[1], colorClearValue[2], colorClearValue[3]); g3d->colorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); } if (initDepth) { g3d->clearDepth(depthClearValue); g3d->depthMask(depthMask); } if (initStencil) { g3d->clearStencil(stencilClearValue); g3d->stencilMask(stencilMask); } if (isScissorEnabled) g3d->enable(GraphicsContext3D::SCISSOR_TEST); else g3d->disable(GraphicsContext3D::SCISSOR_TEST); if (isDitherEnabled) g3d->enable(GraphicsContext3D::DITHER); else g3d->disable(GraphicsContext3D::DITHER); if (initColor) setInitialized(m_colorAttachment.get()); if (initDepth && initStencil && m_depthStencilAttachment) setInitialized(m_depthStencilAttachment.get()); else { if (initDepth) setInitialized(m_depthAttachment.get()); if (initStencil) setInitialized(m_stencilAttachment.get()); } return true; } } #endif // ENABLE(WEBGL)