fune/dom/canvas/WebGLFramebuffer.h
Lee Salzman 5c61fe02e5 Bug 1754130 - Support presenting a WebGLFramebuffer to its own swap chain without opaque FB. r=aosmond,jgilbert
Most of the support for presenting a WebGLFramebuffer to a swap chain existed as part of the
mechanism for opaque WebXR framebuffer support. However, such "opaque" framebuffer are meant
to be opaque in the sense that their attachments can't be inspected or changed, which does
not provide the requisite level of control for efficiently implementing Canvas2D snapshots.

To this end, the existing Present mechanism is slightly extended to allow presenting to the
swap chain already present in WebGLFramebuffer without the existence of a corresponding
MozFramebuffer.

This also fixes a bug in that AsWebgl() was no longer being utilized in CanvasRenderer, such
that a new mechanism that routed GetFrontBuffer() was needed to fix the code rot.

There are also some efforts to remove a couple redundant copies I noticed in profiles along
the way.

Differential Revision: https://phabricator.services.mozilla.com/D138119
2022-02-11 19:49:56 +00:00

273 lines
7.6 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/. */
#ifndef WEBGL_FRAMEBUFFER_H_
#define WEBGL_FRAMEBUFFER_H_
#include <bitset>
#include <vector>
#include "mozilla/WeakPtr.h"
#include "GLScreenBuffer.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLTexture.h"
#include "WebGLTypes.h"
namespace mozilla {
class WebGLFramebuffer;
class WebGLRenderbuffer;
class WebGLTexture;
template <typename T>
class PlacementArray;
namespace gl {
class GLContext;
class MozFramebuffer;
} // namespace gl
namespace webgl {
struct FbAttachInfo final {
WebGLRenderbuffer* rb = nullptr;
WebGLTexture* tex = nullptr;
uint32_t mipLevel = 0;
uint32_t zLayer = 0;
uint32_t zLayerCount = 1;
bool isMultiview = false;
};
} // namespace webgl
class WebGLFBAttachPoint final {
friend class WebGLFramebuffer;
public:
const GLenum mAttachmentPoint = 0;
const bool mDeferAttachment = false;
private:
RefPtr<WebGLTexture> mTexturePtr;
RefPtr<WebGLRenderbuffer> mRenderbufferPtr;
uint32_t mTexImageLayer = 0;
uint8_t mTexImageZLayerCount = 1;
uint8_t mTexImageLevel = 0;
bool mIsMultiview = false;
////
WebGLFBAttachPoint();
explicit WebGLFBAttachPoint(WebGLFBAttachPoint&); // Make this private.
WebGLFBAttachPoint(const WebGLContext* webgl, GLenum attachmentPoint);
public:
~WebGLFBAttachPoint();
////
bool HasAttachment() const {
return bool(mTexturePtr) || bool(mRenderbufferPtr);
}
void Clear();
void Set(gl::GLContext* gl, const webgl::FbAttachInfo&);
WebGLTexture* Texture() const { return mTexturePtr; }
WebGLRenderbuffer* Renderbuffer() const { return mRenderbufferPtr; }
Maybe<size_t> ColorAttachmentId() const {
const size_t id = mAttachmentPoint - LOCAL_GL_COLOR_ATTACHMENT0;
if (id >= webgl::kMaxDrawBuffers) return {};
return Some(id);
}
auto Layer() const { return mTexImageLayer; }
auto ZLayerCount() const { return mTexImageZLayerCount; }
auto MipLevel() const { return mTexImageLevel; }
const auto& IsMultiview() const { return mIsMultiview; }
void AttachmentName(nsCString* out) const;
const webgl::ImageInfo* GetImageInfo() const;
bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const;
void DoAttachment(gl::GLContext* gl) const;
Maybe<double> GetParameter(WebGLContext* webgl, GLenum attachment,
GLenum pname) const;
bool IsEquivalentForFeedback(const WebGLFBAttachPoint& other) const {
if (!HasAttachment() || !other.HasAttachment()) return false;
#define _(X) (X == other.X)
return (_(mRenderbufferPtr) && _(mTexturePtr) && _(mTexImageLevel) &&
_(mTexImageLayer) && _(mTexImageZLayerCount));
#undef _
}
////
struct Ordered {
const WebGLFBAttachPoint& mRef;
explicit Ordered(const WebGLFBAttachPoint& ref) : mRef(ref) {}
bool operator<(const Ordered& other) const {
MOZ_ASSERT(mRef.HasAttachment() && other.mRef.HasAttachment());
#define ORDER_BY(X) \
if (X != other.X) return X < other.X;
ORDER_BY(mRef.mRenderbufferPtr)
ORDER_BY(mRef.mTexturePtr)
ORDER_BY(mRef.mTexImageLevel)
ORDER_BY(mRef.mTexImageLayer)
ORDER_BY(mRef.mTexImageZLayerCount)
#undef ORDER_BY
return false;
}
};
};
class WebGLFramebuffer final : public WebGLContextBoundObject,
public SupportsWeakPtr,
public CacheInvalidator {
public:
MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLFramebuffer, override)
const GLuint mGLName;
bool mHasBeenBound = false;
const UniquePtr<gl::MozFramebuffer> mOpaque;
bool mInOpaqueRAF = false;
// Swap chain that may be used to present this framebuffer, for opaque
// framebuffers or other use cases. (e.g. DrawTargetWebgl)
gl::SwapChain mSwapChain;
private:
mutable uint64_t mNumFBStatusInvals = 0;
////
protected:
WebGLFBAttachPoint mDepthAttachment;
WebGLFBAttachPoint mStencilAttachment;
WebGLFBAttachPoint mDepthStencilAttachment;
std::array<WebGLFBAttachPoint, webgl::kMaxDrawBuffers> mColorAttachments = {};
std::bitset<webgl::kMaxDrawBuffers> mDrawBufferEnabled = {1};
////
std::vector<WebGLFBAttachPoint*> mAttachments; // Non-null.
std::vector<const WebGLFBAttachPoint*> mColorDrawBuffers; // Non-null
const WebGLFBAttachPoint* mColorReadBuffer; // Null if NONE
////
struct CompletenessInfo final {
const WebGLFramebuffer* fb = nullptr;
uint32_t width = 0;
uint32_t height = 0;
std::bitset<webgl::kMaxDrawBuffers> hasAttachment = 0;
std::bitset<webgl::kMaxDrawBuffers> isAttachmentF32 = 0;
uint8_t zLayerCount = 1;
bool isMultiview = false;
// IsFeedback
std::vector<const WebGLFBAttachPoint*> texAttachments; // Non-null
~CompletenessInfo();
};
friend struct CompletenessInfo;
mutable CacheMaybe<const CompletenessInfo> mCompletenessInfo;
////
public:
WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);
WebGLFramebuffer(WebGLContext* webgl, UniquePtr<gl::MozFramebuffer> fbo);
~WebGLFramebuffer() override;
////
bool HasDuplicateAttachments() const;
bool HasDefinedAttachments() const;
bool HasIncompleteAttachments(nsCString* const out_info) const;
bool AllImageRectsMatch() const;
bool AllImageSamplesMatch() const;
FBStatus PrecheckFramebufferStatus(nsCString* const out_info) const;
protected:
Maybe<WebGLFBAttachPoint*> GetAttachPoint(GLenum attachment); // Fallible
Maybe<WebGLFBAttachPoint*> GetColorAttachPoint(
GLenum attachment); // Fallible
void DoDeferredAttachments() const;
void RefreshDrawBuffers() const;
void RefreshReadBuffer() const;
void ResolveAttachmentData() const;
public:
void DetachTexture(const WebGLTexture* tex);
void DetachRenderbuffer(const WebGLRenderbuffer* rb);
bool ValidateAndInitAttachments(GLenum incompleteFbError) const;
bool ValidateClearBufferType(GLenum buffer, uint32_t drawBuffer,
webgl::AttribBaseType funcType) const;
bool ValidateForColorRead(const webgl::FormatUsageInfo** out_format,
uint32_t* out_width, uint32_t* out_height) const;
////////////////
// Getters
#define GETTER(X) \
const decltype(m##X)& X() const { return m##X; }
GETTER(DepthAttachment)
GETTER(StencilAttachment)
GETTER(DepthStencilAttachment)
GETTER(Attachments)
GETTER(ColorDrawBuffers)
GETTER(ColorReadBuffer)
#undef GETTER
const auto& ColorAttachment0() const { return mColorAttachments[0]; }
const auto& DrawBufferEnabled() const { return mDrawBufferEnabled; }
////////////////
// Invalidation
const auto* GetCompletenessInfo() const { return mCompletenessInfo.get(); }
////////////////
// WebGL funcs
bool IsCheckFramebufferStatusComplete() const {
return CheckFramebufferStatus() == LOCAL_GL_FRAMEBUFFER_COMPLETE;
}
FBStatus CheckFramebufferStatus() const;
bool FramebufferAttach(GLenum attachEnum,
const webgl::FbAttachInfo& toAttach);
void DrawBuffers(const std::vector<GLenum>& buffers);
void ReadBuffer(GLenum attachPoint);
Maybe<double> GetAttachmentParameter(GLenum attachment, GLenum pname);
static void BlitFramebuffer(WebGLContext* webgl, GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1, GLint dstX0,
GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
};
} // namespace mozilla
#endif // WEBGL_FRAMEBUFFER_H_