forked from mirrors/gecko-dev
		
	
		
			
				
	
	
		
			958 lines
		
	
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			958 lines
		
	
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLFramebuffer.h"
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#include "WebGLContext.h"
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#include "WebGLContextUtils.h"
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#include "WebGLExtensions.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLTexture.h"
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#include "WebGLTexture.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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using namespace mozilla;
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using namespace mozilla::gl;
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JSObject*
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WebGLFramebuffer::WrapObject(JSContext* cx)
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{
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    return dom::WebGLFramebufferBinding::Wrap(cx, this);
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}
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WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context)
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    : WebGLBindableName<FBTarget>()
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    , WebGLContextBoundObject(context)
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    , mStatus(0)
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    , mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
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    , mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
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    , mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
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{
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    mContext->MakeContextCurrent();
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    mContext->gl->fGenFramebuffers(1, &mGLName);
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    mContext->mFramebuffers.insertBack(this);
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    mColorAttachments.SetLength(1);
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    mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
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}
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WebGLFramebuffer::Attachment::Attachment(FBAttachment aAttachmentPoint)
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    : mAttachmentPoint(aAttachmentPoint)
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    , mTexImageTarget(LOCAL_GL_NONE)
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    , mNeedsFinalize(false)
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{}
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WebGLFramebuffer::Attachment::~Attachment()
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{}
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void
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WebGLFramebuffer::Attachment::Reset()
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{
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    mTexturePtr = nullptr;
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    mRenderbufferPtr = nullptr;
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}
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bool
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WebGLFramebuffer::Attachment::IsDeleteRequested() const
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{
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    return Texture() ? Texture()->IsDeleteRequested()
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         : Renderbuffer() ? Renderbuffer()->IsDeleteRequested()
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         : false;
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}
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bool
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WebGLFramebuffer::Attachment::IsDefined() const
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{
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    return Renderbuffer() ||
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           (Texture() && Texture()->HasImageInfoAt(ImageTarget(), 0));
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}
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bool
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WebGLFramebuffer::Attachment::HasAlpha() const
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{
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    MOZ_ASSERT(HasImage());
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    if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
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        return FormatHasAlpha(Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat());
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    else if (Renderbuffer())
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        return FormatHasAlpha(Renderbuffer()->InternalFormat());
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    else return false;
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}
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GLenum
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WebGLFramebuffer::GetFormatForAttachment(const WebGLFramebuffer::Attachment& attachment) const
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{
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    MOZ_ASSERT(attachment.IsDefined());
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    MOZ_ASSERT(attachment.Texture() || attachment.Renderbuffer());
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    if (attachment.Texture()) {
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        const WebGLTexture& tex = *attachment.Texture();
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        MOZ_ASSERT(tex.HasImageInfoAt(attachment.ImageTarget(), 0));
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        const WebGLTexture::ImageInfo& imgInfo = tex.ImageInfoAt(attachment.ImageTarget(), 0);
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        return imgInfo.EffectiveInternalFormat().get();
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    }
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    if (attachment.Renderbuffer())
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        return attachment.Renderbuffer()->InternalFormat();
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    return LOCAL_GL_NONE;
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}
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TexInternalFormat
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WebGLFramebuffer::Attachment::EffectiveInternalFormat() const
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{
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    const WebGLTexture* tex = Texture();
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    if (tex && tex->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
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        return tex->ImageInfoAt(mTexImageTarget, mTexImageLevel).EffectiveInternalFormat();
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    }
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    const WebGLRenderbuffer* rb = Renderbuffer();
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    if (rb) {
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        return rb->InternalFormat();
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    }
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    return LOCAL_GL_NONE;
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}
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bool
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WebGLFramebuffer::Attachment::IsReadableFloat() const
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{
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    TexInternalFormat internalformat = EffectiveInternalFormat();
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    MOZ_ASSERT(internalformat != LOCAL_GL_NONE);
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    TexType type = TypeFromInternalFormat(internalformat);
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    return type == LOCAL_GL_FLOAT ||
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           type == LOCAL_GL_HALF_FLOAT;
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}
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void
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WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level)
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{
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    mTexturePtr = tex;
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    mRenderbufferPtr = nullptr;
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    mTexImageTarget = target;
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    mTexImageLevel = level;
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    mNeedsFinalize = true;
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}
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void
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WebGLFramebuffer::Attachment::SetRenderbuffer(WebGLRenderbuffer* rb)
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{
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    mTexturePtr = nullptr;
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    mRenderbufferPtr = rb;
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    mNeedsFinalize = true;
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}
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bool
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WebGLFramebuffer::Attachment::HasUninitializedImageData() const
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{
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    if (!HasImage())
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        return false;
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    if (Renderbuffer()) {
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        return Renderbuffer()->HasUninitializedImageData();
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    }
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    if (Texture()) {
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        MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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        return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).HasUninitializedImageData();
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    }
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    MOZ_ASSERT(false, "Should not get here.");
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    return false;
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}
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void
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WebGLFramebuffer::Attachment::SetImageDataStatus(WebGLImageDataStatus newStatus)
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{
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    if (!HasImage())
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        return;
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    if (Renderbuffer()) {
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        Renderbuffer()->SetImageDataStatus(newStatus);
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        return;
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    }
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    if (Texture()) {
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        Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel, newStatus);
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        return;
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    }
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    MOZ_ASSERT(false, "Should not get here.");
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}
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bool
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WebGLFramebuffer::Attachment::HasImage() const
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{
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    if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
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        return true;
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    if (Renderbuffer())
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        return true;
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    return false;
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}
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const WebGLRectangleObject&
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WebGLFramebuffer::Attachment::RectangleObject() const
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{
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    MOZ_ASSERT(HasImage(), "Make sure it has an image before requesting the rectangle.");
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    if (Texture()) {
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        MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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        return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
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    }
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    if (Renderbuffer()) {
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        return *Renderbuffer();
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    }
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    MOZ_CRASH("Should not get here.");
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}
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/* The following IsValidFBOTextureXXX functions check the internal
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   format that is used by GL or GL ES texture formats.  This
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   corresponds to the state that is stored in
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   WebGLTexture::ImageInfo::InternalFormat()*/
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static inline bool
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IsValidFBOTextureColorFormat(TexInternalFormat internalformat)
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{
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    /* These formats are internal formats for each texture -- the actual
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     * low level format, which we might have to do conversions for when
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     * running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
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     *
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     * This function just handles all of them whether desktop GL or ES.
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     */
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    TexInternalFormat unsizedformat = UnsizedInternalFormatFromInternalFormat(internalformat);
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    return unsizedformat == LOCAL_GL_ALPHA ||
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           unsizedformat == LOCAL_GL_LUMINANCE ||
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           unsizedformat == LOCAL_GL_LUMINANCE_ALPHA ||
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           unsizedformat == LOCAL_GL_RGB ||
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           unsizedformat == LOCAL_GL_RGBA ||
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           unsizedformat == LOCAL_GL_SRGB ||
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           unsizedformat == LOCAL_GL_SRGB_ALPHA;
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}
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static inline bool
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IsValidFBOTextureDepthFormat(GLenum internalformat)
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{
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    return IsGLDepthFormat(internalformat);
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}
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static inline bool
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IsValidFBOTextureDepthStencilFormat(GLenum internalformat)
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{
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    return IsGLDepthStencilFormat(internalformat);
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}
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/* The following IsValidFBORenderbufferXXX functions check the internal
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   format that is stored by WebGLRenderbuffer::InternalFormat(). Valid
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   values can be found in WebGLContext::RenderbufferStorage. */
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static inline bool
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IsValidFBORenderbufferColorFormat(GLenum internalFormat)
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{
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    return (
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        internalFormat == LOCAL_GL_RGB565 ||
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        internalFormat == LOCAL_GL_RGB5_A1 ||
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        internalFormat == LOCAL_GL_RGBA4 ||
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        internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT);
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}
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static inline bool
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IsValidFBORenderbufferDepthFormat(GLenum internalFormat)
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{
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    return internalFormat == LOCAL_GL_DEPTH_COMPONENT16;
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}
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static inline bool
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IsValidFBORenderbufferDepthStencilFormat(GLenum internalFormat)
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{
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    return internalFormat == LOCAL_GL_DEPTH_STENCIL;
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}
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static inline bool
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IsValidFBORenderbufferStencilFormat(GLenum internalFormat)
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{
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    return internalFormat == LOCAL_GL_STENCIL_INDEX8;
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}
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bool
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WebGLFramebuffer::Attachment::IsComplete() const
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{
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    if (!HasImage())
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        return false;
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    const WebGLRectangleObject& rect = RectangleObject();
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    if (!rect.Width() ||
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        !rect.Height())
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    {
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        return false;
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    }
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    if (Texture()) {
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        MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
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        const WebGLTexture::ImageInfo& imageInfo =
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            Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
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        GLenum internalformat = imageInfo.EffectiveInternalFormat().get();
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        if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
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            return IsValidFBOTextureDepthFormat(internalformat);
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        if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
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            return false; // Textures can't have the correct format for stencil buffers
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        if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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            return IsValidFBOTextureDepthStencilFormat(internalformat);
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        }
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        if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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            mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
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                                             WebGLContext::kMaxColorAttachments))
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        {
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            return IsValidFBOTextureColorFormat(internalformat);
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        }
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        MOZ_ASSERT(false, "Invalid WebGL attachment point?");
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        return false;
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    }
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    if (Renderbuffer()) {
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        GLenum internalFormat = Renderbuffer()->InternalFormat();
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        if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
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            return IsValidFBORenderbufferDepthFormat(internalFormat);
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        if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
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            return IsValidFBORenderbufferStencilFormat(internalFormat);
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        if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
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            return IsValidFBORenderbufferDepthStencilFormat(internalFormat);
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        if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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            mAttachmentPoint <= FBAttachment(LOCAL_GL_COLOR_ATTACHMENT0 - 1 +
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                                             WebGLContext::kMaxColorAttachments))
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        {
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            return IsValidFBORenderbufferColorFormat(internalFormat);
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        }
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        MOZ_ASSERT(false, "Invalid WebGL attachment point?");
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        return false;
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    }
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    MOZ_ASSERT(false, "Should not get here.");
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    return false;
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}
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void
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WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, FBAttachment attachmentLoc) const
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{
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    if (!mNeedsFinalize)
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        return;
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    mNeedsFinalize = false;
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    if (!HasImage()) {
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        if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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            gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
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                                         LOCAL_GL_RENDERBUFFER, 0);
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            gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
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                                         LOCAL_GL_RENDERBUFFER, 0);
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        } else {
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            gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
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                                         LOCAL_GL_RENDERBUFFER, 0);
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        }
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        return;
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    }
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    MOZ_ASSERT(HasImage());
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    if (Texture()) {
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        MOZ_ASSERT(gl == Texture()->Context()->gl);
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        const GLenum imageTarget = ImageTarget().get();
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        const GLint mipLevel = MipLevel();
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        const GLuint glName = Texture()->GLName();
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        if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
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            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
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                                      imageTarget, glName, mipLevel);
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            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
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                                      imageTarget, glName, mipLevel);
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        } else {
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            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachmentLoc.get(),
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                                      imageTarget, glName, mipLevel);
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        }
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        return;
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    }
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    if (Renderbuffer()) {
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        Renderbuffer()->FramebufferRenderbuffer(attachmentLoc);
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        return;
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    }
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    MOZ_ASSERT(false, "Should not get here.");
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}
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void
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WebGLFramebuffer::Delete()
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{
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    DetachAllAttachments();
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    mColorAttachments.Clear();
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    mDepthAttachment.Reset();
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    mStencilAttachment.Reset();
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    mDepthStencilAttachment.Reset();
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    mContext->MakeContextCurrent();
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    mContext->gl->fDeleteFramebuffers(1, &mGLName);
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    LinkedListElement<WebGLFramebuffer>::removeFrom(mContext->mFramebuffers);
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}
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void
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WebGLFramebuffer::DetachAttachment(WebGLFramebuffer::Attachment& attachment)
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{
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    if (attachment.Texture())
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        attachment.Texture()->DetachFrom(this, attachment.mAttachmentPoint);
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    if (attachment.Renderbuffer())
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        attachment.Renderbuffer()->DetachFrom(this, attachment.mAttachmentPoint);
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}
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void
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WebGLFramebuffer::DetachAllAttachments()
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{
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    size_t count = mColorAttachments.Length();
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    for (size_t i = 0; i < count; i++) {
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        DetachAttachment(mColorAttachments[i]);
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    }
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    DetachAttachment(mDepthAttachment);
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    DetachAttachment(mStencilAttachment);
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    DetachAttachment(mDepthStencilAttachment);
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}
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void
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WebGLFramebuffer::FramebufferRenderbuffer(FBAttachment attachment,
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                                          RBTarget rbtarget,
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                                          WebGLRenderbuffer* wrb)
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{
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    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
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    if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
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        return;
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    /* Get the requested attachment. If result is NULL, attachment is
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     * invalid and an error is generated.
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     *
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     * Don't use GetAttachment(...) here because it opt builds it
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     * returns mColorAttachment[0] for invalid attachment, which we
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     * really don't want to mess with.
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     */
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    Attachment* a = GetAttachmentOrNull(attachment);
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    if (!a)
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        return; // Error generated internally to GetAttachmentOrNull.
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						||
 | 
						||
    /* Invalidate cached framebuffer status and inform texture of it's
 | 
						||
     * 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);
 | 
						||
 | 
						||
    a->SetRenderbuffer(wrb);
 | 
						||
}
 | 
						||
 | 
						||
void
 | 
						||
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachment,
 | 
						||
                                       TexImageTarget texImageTarget,
 | 
						||
                                       WebGLTexture* wtex,
 | 
						||
                                       GLint level)
 | 
						||
{
 | 
						||
    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
 | 
						||
 | 
						||
    if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
 | 
						||
        return;
 | 
						||
 | 
						||
    if (wtex) {
 | 
						||
        bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
 | 
						||
        bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
 | 
						||
        if (isTexture2D != isTexTarget2D) {
 | 
						||
            return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
 | 
						||
        }
 | 
						||
    }
 | 
						||
 | 
						||
    if (level != 0)
 | 
						||
        return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
 | 
						||
 | 
						||
    /* 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.
 | 
						||
     */
 | 
						||
    Attachment* a = GetAttachmentOrNull(attachment);
 | 
						||
    if (!a)
 | 
						||
        return; // Error generated internally to GetAttachmentOrNull.
 | 
						||
 | 
						||
    /* Invalidate cached framebuffer status and inform texture of it's
 | 
						||
     * 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);
 | 
						||
 | 
						||
    a->SetTexImage(wtex, texImageTarget, level);
 | 
						||
}
 | 
						||
 | 
						||
WebGLFramebuffer::Attachment*
 | 
						||
WebGLFramebuffer::GetAttachmentOrNull(FBAttachment attachment)
 | 
						||
{
 | 
						||
    if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
 | 
						||
        return &mDepthStencilAttachment;
 | 
						||
 | 
						||
    if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
 | 
						||
        return &mDepthAttachment;
 | 
						||
 | 
						||
    if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
 | 
						||
        return &mStencilAttachment;
 | 
						||
 | 
						||
    if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachmentOrNull"))
 | 
						||
        return nullptr;
 | 
						||
 | 
						||
    size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0;
 | 
						||
    EnsureColorAttachments(colorAttachmentId);
 | 
						||
 | 
						||
    return &mColorAttachments[colorAttachmentId];
 | 
						||
}
 | 
						||
 | 
						||
const WebGLFramebuffer::Attachment&
 | 
						||
WebGLFramebuffer::GetAttachment(FBAttachment attachment) const
 | 
						||
{
 | 
						||
    if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
 | 
						||
        return mDepthStencilAttachment;
 | 
						||
    if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
 | 
						||
        return mDepthAttachment;
 | 
						||
    if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
 | 
						||
        return mStencilAttachment;
 | 
						||
 | 
						||
    if (!mContext->ValidateFramebufferAttachment(attachment.get(), "getAttachment")) {
 | 
						||
        MOZ_ASSERT(false);
 | 
						||
        return mColorAttachments[0];
 | 
						||
    }
 | 
						||
 | 
						||
    size_t colorAttachmentId = attachment.get() - LOCAL_GL_COLOR_ATTACHMENT0;
 | 
						||
    if (colorAttachmentId >= mColorAttachments.Length()) {
 | 
						||
        MOZ_ASSERT(false);
 | 
						||
        return mColorAttachments[0];
 | 
						||
    }
 | 
						||
 | 
						||
    return mColorAttachments[colorAttachmentId];
 | 
						||
}
 | 
						||
 | 
						||
void
 | 
						||
WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
 | 
						||
{
 | 
						||
    size_t count = mColorAttachments.Length();
 | 
						||
    for (size_t i = 0; i < count; 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
 | 
						||
        }
 | 
						||
    }
 | 
						||
 | 
						||
    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++) {
 | 
						||
        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
 | 
						||
        }
 | 
						||
    }
 | 
						||
 | 
						||
    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
 | 
						||
WebGLFramebuffer::HasDefinedAttachments() const
 | 
						||
{
 | 
						||
    bool hasAttachments = false;
 | 
						||
 | 
						||
    size_t count = mColorAttachments.Length();
 | 
						||
    for (size_t i = 0; i < count; i++) {
 | 
						||
        hasAttachments |= mColorAttachments[i].IsDefined();
 | 
						||
    }
 | 
						||
 | 
						||
    hasAttachments |= mDepthAttachment.IsDefined();
 | 
						||
    hasAttachments |= mStencilAttachment.IsDefined();
 | 
						||
    hasAttachments |= mDepthStencilAttachment.IsDefined();
 | 
						||
 | 
						||
    return hasAttachments;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
static bool
 | 
						||
IsIncomplete(const WebGLFramebuffer::Attachment& cur)
 | 
						||
{
 | 
						||
    return cur.IsDefined() && !cur.IsComplete();
 | 
						||
}
 | 
						||
 | 
						||
bool
 | 
						||
WebGLFramebuffer::HasIncompleteAttachments() const
 | 
						||
{
 | 
						||
    bool hasIncomplete = false;
 | 
						||
 | 
						||
    size_t count = mColorAttachments.Length();
 | 
						||
    for (size_t i = 0; i < count; i++) {
 | 
						||
        hasIncomplete |= IsIncomplete(mColorAttachments[i]);
 | 
						||
    }
 | 
						||
 | 
						||
    hasIncomplete |= IsIncomplete(mDepthAttachment);
 | 
						||
    hasIncomplete |= IsIncomplete(mStencilAttachment);
 | 
						||
    hasIncomplete |= IsIncomplete(mDepthStencilAttachment);
 | 
						||
 | 
						||
    return hasIncomplete;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
const WebGLRectangleObject&
 | 
						||
WebGLFramebuffer::GetAnyRectObject() const
 | 
						||
{
 | 
						||
    MOZ_ASSERT(HasDefinedAttachments());
 | 
						||
 | 
						||
    size_t count = mColorAttachments.Length();
 | 
						||
    for (size_t i = 0; i < count; i++) {
 | 
						||
        if (mColorAttachments[i].HasImage())
 | 
						||
            return mColorAttachments[i].RectangleObject();
 | 
						||
    }
 | 
						||
 | 
						||
    if (mDepthAttachment.HasImage())
 | 
						||
        return mDepthAttachment.RectangleObject();
 | 
						||
 | 
						||
    if (mStencilAttachment.HasImage())
 | 
						||
        return mStencilAttachment.RectangleObject();
 | 
						||
 | 
						||
    if (mDepthStencilAttachment.HasImage())
 | 
						||
        return mDepthStencilAttachment.RectangleObject();
 | 
						||
 | 
						||
    MOZ_CRASH("Should not get here.");
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
static bool
 | 
						||
RectsMatch(const WebGLFramebuffer::Attachment& attachment,
 | 
						||
           const WebGLRectangleObject& rect)
 | 
						||
{
 | 
						||
    return attachment.RectangleObject().HasSameDimensionsAs(rect);
 | 
						||
}
 | 
						||
 | 
						||
bool
 | 
						||
WebGLFramebuffer::AllImageRectsMatch() const
 | 
						||
{
 | 
						||
    MOZ_ASSERT(HasDefinedAttachments());
 | 
						||
    MOZ_ASSERT(!HasIncompleteAttachments());
 | 
						||
 | 
						||
    const WebGLRectangleObject& rect = GetAnyRectObject();
 | 
						||
 | 
						||
    // 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++) {
 | 
						||
        if (mColorAttachments[i].HasImage())
 | 
						||
            imageRectsMatch &= RectsMatch(mColorAttachments[i], rect);
 | 
						||
    }
 | 
						||
 | 
						||
    if (mDepthAttachment.HasImage())
 | 
						||
        imageRectsMatch &= RectsMatch(mDepthAttachment, rect);
 | 
						||
 | 
						||
    if (mStencilAttachment.HasImage())
 | 
						||
        imageRectsMatch &= RectsMatch(mStencilAttachment, rect);
 | 
						||
 | 
						||
    if (mDepthStencilAttachment.HasImage())
 | 
						||
        imageRectsMatch &= RectsMatch(mDepthStencilAttachment, rect);
 | 
						||
 | 
						||
    return imageRectsMatch;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
const WebGLRectangleObject&
 | 
						||
WebGLFramebuffer::RectangleObject() const
 | 
						||
{
 | 
						||
    // If we're using this as the RectObj of an FB, we need to be sure the FB
 | 
						||
    // has a consistent rect.
 | 
						||
    MOZ_ASSERT(AllImageRectsMatch(), "Did you mean `GetAnyRectObject`?");
 | 
						||
    return GetAnyRectObject();
 | 
						||
}
 | 
						||
 | 
						||
FBStatus
 | 
						||
WebGLFramebuffer::PrecheckFramebufferStatus() const
 | 
						||
{
 | 
						||
    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
 | 
						||
 | 
						||
    if (!HasDefinedAttachments())
 | 
						||
        return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // No attachments
 | 
						||
 | 
						||
    if (HasIncompleteAttachments())
 | 
						||
        return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
 | 
						||
 | 
						||
    if (!AllImageRectsMatch())
 | 
						||
        return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; // Inconsistent sizes
 | 
						||
 | 
						||
    if (HasDepthStencilConflict())
 | 
						||
        return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
 | 
						||
 | 
						||
    return LOCAL_GL_FRAMEBUFFER_COMPLETE;
 | 
						||
}
 | 
						||
 | 
						||
FBStatus
 | 
						||
WebGLFramebuffer::CheckFramebufferStatus() const
 | 
						||
{
 | 
						||
    if (mStatus != 0)
 | 
						||
        return mStatus;
 | 
						||
 | 
						||
    mStatus = PrecheckFramebufferStatus().get();
 | 
						||
    if (mStatus != LOCAL_GL_FRAMEBUFFER_COMPLETE)
 | 
						||
        return mStatus;
 | 
						||
 | 
						||
    // Looks good on our end. Let's ask the driver.
 | 
						||
    mContext->MakeContextCurrent();
 | 
						||
 | 
						||
    // Ok, attach our chosen flavor of {DEPTH, STENCIL, DEPTH_STENCIL}.
 | 
						||
    FinalizeAttachments();
 | 
						||
 | 
						||
    mStatus = mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
 | 
						||
    return mStatus;
 | 
						||
}
 | 
						||
 | 
						||
bool
 | 
						||
WebGLFramebuffer::HasCompletePlanes(GLbitfield mask)
 | 
						||
{
 | 
						||
    if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
 | 
						||
        return false;
 | 
						||
 | 
						||
    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
 | 
						||
    bool hasPlanes = true;
 | 
						||
    if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
 | 
						||
        hasPlanes &= ColorAttachmentCount() &&
 | 
						||
                     ColorAttachment(0).IsDefined();
 | 
						||
    }
 | 
						||
 | 
						||
    if (mask & LOCAL_GL_DEPTH_BUFFER_BIT) {
 | 
						||
        hasPlanes &= DepthAttachment().IsDefined() ||
 | 
						||
                     DepthStencilAttachment().IsDefined();
 | 
						||
    }
 | 
						||
 | 
						||
    if (mask & LOCAL_GL_STENCIL_BUFFER_BIT) {
 | 
						||
        hasPlanes &= StencilAttachment().IsDefined() ||
 | 
						||
                     DepthStencilAttachment().IsDefined();
 | 
						||
    }
 | 
						||
 | 
						||
    return hasPlanes;
 | 
						||
}
 | 
						||
 | 
						||
bool
 | 
						||
WebGLFramebuffer::CheckAndInitializeAttachments()
 | 
						||
{
 | 
						||
    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
 | 
						||
 | 
						||
    if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
 | 
						||
        return false;
 | 
						||
 | 
						||
    // Cool! We've checked out ok. Just need to initialize.
 | 
						||
    size_t colorAttachmentCount = mColorAttachments.Length();
 | 
						||
 | 
						||
    // Check if we need to initialize anything
 | 
						||
    {
 | 
						||
        bool hasUninitializedAttachments = false;
 | 
						||
 | 
						||
        for (size_t i = 0; i < colorAttachmentCount; i++) {
 | 
						||
            if (mColorAttachments[i].HasImage())
 | 
						||
                hasUninitializedAttachments |= mColorAttachments[i].HasUninitializedImageData();
 | 
						||
        }
 | 
						||
 | 
						||
        if (mDepthAttachment.HasImage())
 | 
						||
            hasUninitializedAttachments |= mDepthAttachment.HasUninitializedImageData();
 | 
						||
        if (mStencilAttachment.HasImage())
 | 
						||
            hasUninitializedAttachments |= mStencilAttachment.HasUninitializedImageData();
 | 
						||
        if (mDepthStencilAttachment.HasImage())
 | 
						||
            hasUninitializedAttachments |= mDepthStencilAttachment.HasUninitializedImageData();
 | 
						||
 | 
						||
        if (!hasUninitializedAttachments)
 | 
						||
            return true;
 | 
						||
    }
 | 
						||
 | 
						||
    // Get buffer-bit-mask and color-attachment-mask-list
 | 
						||
    uint32_t mask = 0;
 | 
						||
    bool colorAttachmentsMask[WebGLContext::kMaxColorAttachments] = { false };
 | 
						||
    MOZ_ASSERT(colorAttachmentCount <= WebGLContext::kMaxColorAttachments);
 | 
						||
 | 
						||
    for (size_t i = 0; i < colorAttachmentCount; i++) {
 | 
						||
        if (mColorAttachments[i].HasUninitializedImageData()) {
 | 
						||
          colorAttachmentsMask[i] = true;
 | 
						||
          mask |= LOCAL_GL_COLOR_BUFFER_BIT;
 | 
						||
        }
 | 
						||
    }
 | 
						||
 | 
						||
    if (mDepthAttachment.HasUninitializedImageData() ||
 | 
						||
        mDepthStencilAttachment.HasUninitializedImageData())
 | 
						||
    {
 | 
						||
        mask |= LOCAL_GL_DEPTH_BUFFER_BIT;
 | 
						||
    }
 | 
						||
 | 
						||
    if (mStencilAttachment.HasUninitializedImageData() ||
 | 
						||
        mDepthStencilAttachment.HasUninitializedImageData())
 | 
						||
    {
 | 
						||
        mask |= LOCAL_GL_STENCIL_BUFFER_BIT;
 | 
						||
    }
 | 
						||
 | 
						||
    // Clear!
 | 
						||
    mContext->ForceClearFramebufferWithDefaultValues(mask, colorAttachmentsMask);
 | 
						||
 | 
						||
    // Mark all the uninitialized images as initialized.
 | 
						||
    for (size_t i = 0; i < colorAttachmentCount; i++) {
 | 
						||
        if (mColorAttachments[i].HasUninitializedImageData())
 | 
						||
            mColorAttachments[i].SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
 | 
						||
    }
 | 
						||
 | 
						||
    if (mDepthAttachment.HasUninitializedImageData())
 | 
						||
        mDepthAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
 | 
						||
    if (mStencilAttachment.HasUninitializedImageData())
 | 
						||
        mStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
 | 
						||
    if (mDepthStencilAttachment.HasUninitializedImageData())
 | 
						||
        mDepthStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
 | 
						||
 | 
						||
    return true;
 | 
						||
}
 | 
						||
 | 
						||
void WebGLFramebuffer::EnsureColorAttachments(size_t colorAttachmentId)
 | 
						||
{
 | 
						||
    MOZ_ASSERT(colorAttachmentId < WebGLContext::kMaxColorAttachments);
 | 
						||
 | 
						||
    size_t currentAttachmentCount = mColorAttachments.Length();
 | 
						||
    if (colorAttachmentId < currentAttachmentCount)
 | 
						||
        return;
 | 
						||
 | 
						||
    mColorAttachments.SetLength(colorAttachmentId + 1);
 | 
						||
 | 
						||
    for (size_t i = colorAttachmentId; i >= currentAttachmentCount; i--) {
 | 
						||
        mColorAttachments[i].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0 + i;
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
void
 | 
						||
WebGLFramebuffer::NotifyAttachableChanged() const
 | 
						||
{
 | 
						||
    // Attachment has changed, so invalidate cached status
 | 
						||
    mStatus = 0;
 | 
						||
}
 | 
						||
 | 
						||
static void
 | 
						||
FinalizeDrawAndReadBuffers(GLContext* aGL, bool aColorBufferDefined)
 | 
						||
{
 | 
						||
    MOZ_ASSERT(aGL, "Expected a valid GLContext ptr.");
 | 
						||
    // GLES don't support DrawBuffer()/ReadBuffer.
 | 
						||
    // According to http://www.opengl.org/wiki/Framebuffer_Object
 | 
						||
    //
 | 
						||
    // Each draw buffers must either specify color attachment points that have images
 | 
						||
    // attached or must be GL_NONE. (GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER when false).
 | 
						||
    //
 | 
						||
    // If the read buffer is set, then it must specify an attachment point that has an
 | 
						||
    // image attached. (GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER when false).
 | 
						||
    //
 | 
						||
    // 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))
 | 
						||
    {
 | 
						||
        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);
 | 
						||
}
 | 
						||
 | 
						||
void
 | 
						||
WebGLFramebuffer::FinalizeAttachments() const
 | 
						||
{
 | 
						||
    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);
 | 
						||
    }
 | 
						||
 | 
						||
    DepthAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_ATTACHMENT);
 | 
						||
    StencilAttachment().FinalizeAttachment(gl, LOCAL_GL_STENCIL_ATTACHMENT);
 | 
						||
    DepthStencilAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
 | 
						||
 | 
						||
    FinalizeDrawAndReadBuffers(gl, ColorAttachment(0).IsDefined());
 | 
						||
}
 | 
						||
 | 
						||
inline void
 | 
						||
ImplCycleCollectionUnlink(mozilla::WebGLFramebuffer::Attachment& aField)
 | 
						||
{
 | 
						||
    aField.mTexturePtr = nullptr;
 | 
						||
    aField.mRenderbufferPtr = nullptr;
 | 
						||
}
 | 
						||
 | 
						||
inline void
 | 
						||
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
 | 
						||
                            mozilla::WebGLFramebuffer::Attachment& aField,
 | 
						||
                            const char* aName,
 | 
						||
                            uint32_t aFlags = 0)
 | 
						||
{
 | 
						||
    CycleCollectionNoteChild(aCallback, aField.mTexturePtr.get(),
 | 
						||
                             aName, aFlags);
 | 
						||
 | 
						||
    CycleCollectionNoteChild(aCallback, aField.mRenderbufferPtr.get(),
 | 
						||
                             aName, aFlags);
 | 
						||
}
 | 
						||
 | 
						||
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLFramebuffer,
 | 
						||
  mColorAttachments,
 | 
						||
  mDepthAttachment,
 | 
						||
  mStencilAttachment,
 | 
						||
  mDepthStencilAttachment)
 | 
						||
 | 
						||
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLFramebuffer, AddRef)
 | 
						||
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLFramebuffer, Release)
 |