content/canvas/src/WebGLFramebuffer.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/src/WebGLFramebuffer.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,974 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "WebGLContext.h"
    1.10 +#include "WebGLFramebuffer.h"
    1.11 +#include "WebGLExtensions.h"
    1.12 +#include "WebGLRenderbuffer.h"
    1.13 +#include "WebGLTexture.h"
    1.14 +#include "mozilla/dom/WebGLRenderingContextBinding.h"
    1.15 +#include "WebGLTexture.h"
    1.16 +#include "WebGLRenderbuffer.h"
    1.17 +#include "GLContext.h"
    1.18 +#include "WebGLContextUtils.h"
    1.19 +
    1.20 +using namespace mozilla;
    1.21 +using namespace mozilla::gl;
    1.22 +
    1.23 +JSObject*
    1.24 +WebGLFramebuffer::WrapObject(JSContext* cx)
    1.25 +{
    1.26 +    return dom::WebGLFramebufferBinding::Wrap(cx, this);
    1.27 +}
    1.28 +
    1.29 +WebGLFramebuffer::WebGLFramebuffer(WebGLContext* context)
    1.30 +    : WebGLContextBoundObject(context)
    1.31 +    , mStatus(0)
    1.32 +    , mHasEverBeenBound(false)
    1.33 +    , mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
    1.34 +    , mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
    1.35 +    , mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
    1.36 +{
    1.37 +    SetIsDOMBinding();
    1.38 +    mContext->MakeContextCurrent();
    1.39 +    mContext->gl->fGenFramebuffers(1, &mGLName);
    1.40 +    mContext->mFramebuffers.insertBack(this);
    1.41 +
    1.42 +    mColorAttachments.SetLength(1);
    1.43 +    mColorAttachments[0].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0;
    1.44 +}
    1.45 +
    1.46 +bool
    1.47 +WebGLFramebuffer::Attachment::IsDeleteRequested() const
    1.48 +{
    1.49 +    return Texture() ? Texture()->IsDeleteRequested()
    1.50 +         : Renderbuffer() ? Renderbuffer()->IsDeleteRequested()
    1.51 +         : false;
    1.52 +}
    1.53 +
    1.54 +bool
    1.55 +WebGLFramebuffer::Attachment::HasAlpha() const
    1.56 +{
    1.57 +    MOZ_ASSERT(HasImage());
    1.58 +
    1.59 +    GLenum format = 0;
    1.60 +    if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
    1.61 +        format = Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).WebGLFormat();
    1.62 +    else if (Renderbuffer())
    1.63 +        format = Renderbuffer()->InternalFormat();
    1.64 +    return FormatHasAlpha(format);
    1.65 +}
    1.66 +
    1.67 +bool
    1.68 +WebGLFramebuffer::Attachment::IsReadableFloat() const
    1.69 +{
    1.70 +    if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel)) {
    1.71 +        GLenum type = Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).WebGLType();
    1.72 +        switch (type) {
    1.73 +        case LOCAL_GL_FLOAT:
    1.74 +        case LOCAL_GL_HALF_FLOAT_OES:
    1.75 +            return true;
    1.76 +        }
    1.77 +        return false;
    1.78 +    }
    1.79 +
    1.80 +    if (Renderbuffer()) {
    1.81 +        GLenum format = Renderbuffer()->InternalFormat();
    1.82 +        switch (format) {
    1.83 +        case LOCAL_GL_RGB16F:
    1.84 +        case LOCAL_GL_RGBA16F:
    1.85 +        case LOCAL_GL_RGB32F:
    1.86 +        case LOCAL_GL_RGBA32F:
    1.87 +            return true;
    1.88 +        }
    1.89 +        return false;
    1.90 +    }
    1.91 +
    1.92 +    MOZ_ASSERT(false, "Should not get here.");
    1.93 +    return false;
    1.94 +}
    1.95 +
    1.96 +void
    1.97 +WebGLFramebuffer::Attachment::SetTexImage(WebGLTexture* tex, GLenum target, GLint level)
    1.98 +{
    1.99 +    mTexturePtr = tex;
   1.100 +    mRenderbufferPtr = nullptr;
   1.101 +    mTexImageTarget = target;
   1.102 +    mTexImageLevel = level;
   1.103 +
   1.104 +    mNeedsFinalize = true;
   1.105 +}
   1.106 +
   1.107 +void
   1.108 +WebGLFramebuffer::Attachment::SetRenderbuffer(WebGLRenderbuffer* rb)
   1.109 +{
   1.110 +    mTexturePtr = nullptr;
   1.111 +    mRenderbufferPtr = rb;
   1.112 +
   1.113 +    mNeedsFinalize = true;
   1.114 +}
   1.115 +
   1.116 +bool
   1.117 +WebGLFramebuffer::Attachment::HasUninitializedImageData() const
   1.118 +{
   1.119 +    if (!HasImage())
   1.120 +        return false;
   1.121 +
   1.122 +    if (Renderbuffer()) {
   1.123 +        return Renderbuffer()->HasUninitializedImageData();
   1.124 +    }
   1.125 +
   1.126 +    if (Texture()) {
   1.127 +        MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
   1.128 +        return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel).HasUninitializedImageData();
   1.129 +    }
   1.130 +
   1.131 +    MOZ_ASSERT(false, "Should not get here.");
   1.132 +    return false;
   1.133 +}
   1.134 +
   1.135 +void
   1.136 +WebGLFramebuffer::Attachment::SetImageDataStatus(WebGLImageDataStatus newStatus)
   1.137 +{
   1.138 +    if (!HasImage())
   1.139 +        return;
   1.140 +
   1.141 +    if (Renderbuffer()) {
   1.142 +        Renderbuffer()->SetImageDataStatus(newStatus);
   1.143 +        return;
   1.144 +    }
   1.145 +
   1.146 +    if (Texture()) {
   1.147 +        Texture()->SetImageDataStatus(mTexImageTarget, mTexImageLevel, newStatus);
   1.148 +        return;
   1.149 +    }
   1.150 +
   1.151 +    MOZ_ASSERT(false, "Should not get here.");
   1.152 +}
   1.153 +
   1.154 +bool
   1.155 +WebGLFramebuffer::Attachment::HasImage() const
   1.156 +{
   1.157 +    if (Texture() && Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel))
   1.158 +        return true;
   1.159 +
   1.160 +    if (Renderbuffer())
   1.161 +        return true;
   1.162 +
   1.163 +    return false;
   1.164 +}
   1.165 +
   1.166 +const WebGLRectangleObject&
   1.167 +WebGLFramebuffer::Attachment::RectangleObject() const
   1.168 +{
   1.169 +    MOZ_ASSERT(HasImage(), "Make sure it has an image before requesting the rectangle.");
   1.170 +
   1.171 +    if (Texture()) {
   1.172 +        MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
   1.173 +        return Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
   1.174 +    }
   1.175 +
   1.176 +    if (Renderbuffer()) {
   1.177 +        return *Renderbuffer();
   1.178 +    }
   1.179 +
   1.180 +    MOZ_CRASH("Should not get here.");
   1.181 +}
   1.182 +
   1.183 +/* The following IsValidFBOTextureXXX functions check the internal
   1.184 +   format that is used by GL or GL ES texture formats.  This
   1.185 +   corresponds to the state that is stored in
   1.186 +   WebGLTexture::ImageInfo::InternalFormat()*/
   1.187 +static inline bool
   1.188 +IsValidFBOTextureColorFormat(GLenum internalFormat)
   1.189 +{
   1.190 +    /* These formats are internal formats for each texture -- the actual
   1.191 +     * low level format, which we might have to do conversions for when
   1.192 +     * running against desktop GL (e.g. GL_RGBA + GL_FLOAT -> GL_RGBA32F).
   1.193 +     *
   1.194 +     * This function just handles all of them whether desktop GL or ES.
   1.195 +     */
   1.196 +
   1.197 +    return (
   1.198 +        /* linear 8-bit formats */
   1.199 +        internalFormat == LOCAL_GL_ALPHA ||
   1.200 +        internalFormat == LOCAL_GL_LUMINANCE ||
   1.201 +        internalFormat == LOCAL_GL_LUMINANCE_ALPHA ||
   1.202 +        internalFormat == LOCAL_GL_RGB ||
   1.203 +        internalFormat == LOCAL_GL_RGBA ||
   1.204 +        /* sRGB 8-bit formats */
   1.205 +        internalFormat == LOCAL_GL_SRGB_EXT ||
   1.206 +        internalFormat == LOCAL_GL_SRGB_ALPHA_EXT ||
   1.207 +        /* linear float32 formats */
   1.208 +        internalFormat == LOCAL_GL_ALPHA32F_ARB ||
   1.209 +        internalFormat == LOCAL_GL_LUMINANCE32F_ARB ||
   1.210 +        internalFormat == LOCAL_GL_LUMINANCE_ALPHA32F_ARB ||
   1.211 +        internalFormat == LOCAL_GL_RGB32F_ARB ||
   1.212 +        internalFormat == LOCAL_GL_RGBA32F_ARB ||
   1.213 +        /* texture_half_float formats */
   1.214 +        internalFormat == LOCAL_GL_ALPHA16F_ARB ||
   1.215 +        internalFormat == LOCAL_GL_LUMINANCE16F_ARB ||
   1.216 +        internalFormat == LOCAL_GL_LUMINANCE_ALPHA16F_ARB ||
   1.217 +        internalFormat == LOCAL_GL_RGB16F_ARB ||
   1.218 +        internalFormat == LOCAL_GL_RGBA16F_ARB
   1.219 +    );
   1.220 +}
   1.221 +
   1.222 +static inline bool
   1.223 +IsValidFBOTextureDepthFormat(GLenum internalFormat)
   1.224 +{
   1.225 +    return (
   1.226 +        internalFormat == LOCAL_GL_DEPTH_COMPONENT ||
   1.227 +        internalFormat == LOCAL_GL_DEPTH_COMPONENT16 ||
   1.228 +        internalFormat == LOCAL_GL_DEPTH_COMPONENT32);
   1.229 +}
   1.230 +
   1.231 +static inline bool
   1.232 +IsValidFBOTextureDepthStencilFormat(GLenum internalFormat)
   1.233 +{
   1.234 +    return (
   1.235 +        internalFormat == LOCAL_GL_DEPTH_STENCIL ||
   1.236 +        internalFormat == LOCAL_GL_DEPTH24_STENCIL8);
   1.237 +}
   1.238 +
   1.239 +/* The following IsValidFBORenderbufferXXX functions check the internal
   1.240 +   format that is stored by WebGLRenderbuffer::InternalFormat(). Valid
   1.241 +   values can be found in WebGLContext::RenderbufferStorage. */
   1.242 +static inline bool
   1.243 +IsValidFBORenderbufferColorFormat(GLenum internalFormat)
   1.244 +{
   1.245 +    return (
   1.246 +        internalFormat == LOCAL_GL_RGB565 ||
   1.247 +        internalFormat == LOCAL_GL_RGB5_A1 ||
   1.248 +        internalFormat == LOCAL_GL_RGBA4 ||
   1.249 +        internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT);
   1.250 +}
   1.251 +
   1.252 +static inline bool
   1.253 +IsValidFBORenderbufferDepthFormat(GLenum internalFormat)
   1.254 +{
   1.255 +    return internalFormat == LOCAL_GL_DEPTH_COMPONENT16;
   1.256 +}
   1.257 +
   1.258 +static inline bool
   1.259 +IsValidFBORenderbufferDepthStencilFormat(GLenum internalFormat)
   1.260 +{
   1.261 +    return internalFormat == LOCAL_GL_DEPTH_STENCIL;
   1.262 +}
   1.263 +
   1.264 +static inline bool
   1.265 +IsValidFBORenderbufferStencilFormat(GLenum internalFormat)
   1.266 +{
   1.267 +    return internalFormat == LOCAL_GL_STENCIL_INDEX8;
   1.268 +}
   1.269 +
   1.270 +bool
   1.271 +WebGLFramebuffer::Attachment::IsComplete() const
   1.272 +{
   1.273 +    if (!HasImage())
   1.274 +        return false;
   1.275 +
   1.276 +    const WebGLRectangleObject& rect = RectangleObject();
   1.277 +
   1.278 +    if (!rect.Width() ||
   1.279 +        !rect.Height())
   1.280 +    {
   1.281 +        return false;
   1.282 +    }
   1.283 +
   1.284 +    if (Texture()) {
   1.285 +        MOZ_ASSERT(Texture()->HasImageInfoAt(mTexImageTarget, mTexImageLevel));
   1.286 +        const WebGLTexture::ImageInfo& imageInfo =
   1.287 +            Texture()->ImageInfoAt(mTexImageTarget, mTexImageLevel);
   1.288 +        GLenum webGLFormat = imageInfo.WebGLFormat();
   1.289 +
   1.290 +        if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
   1.291 +            return IsValidFBOTextureDepthFormat(webGLFormat);
   1.292 +
   1.293 +        if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
   1.294 +            return IsValidFBOTextureDepthStencilFormat(webGLFormat);
   1.295 +
   1.296 +        if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
   1.297 +            mAttachmentPoint < GLenum(LOCAL_GL_COLOR_ATTACHMENT0 +
   1.298 +                                      WebGLContext::sMaxColorAttachments))
   1.299 +        {
   1.300 +            return IsValidFBOTextureColorFormat(webGLFormat);
   1.301 +        }
   1.302 +        MOZ_ASSERT(false, "Invalid WebGL attachment point?");
   1.303 +        return false;
   1.304 +    }
   1.305 +
   1.306 +    if (Renderbuffer()) {
   1.307 +        GLenum internalFormat = Renderbuffer()->InternalFormat();
   1.308 +
   1.309 +        if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT)
   1.310 +            return IsValidFBORenderbufferDepthFormat(internalFormat);
   1.311 +
   1.312 +        if (mAttachmentPoint == LOCAL_GL_STENCIL_ATTACHMENT)
   1.313 +            return IsValidFBORenderbufferStencilFormat(internalFormat);
   1.314 +
   1.315 +        if (mAttachmentPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
   1.316 +            return IsValidFBORenderbufferDepthStencilFormat(internalFormat);
   1.317 +
   1.318 +        if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
   1.319 +            mAttachmentPoint < GLenum(LOCAL_GL_COLOR_ATTACHMENT0 +
   1.320 +                                      WebGLContext::sMaxColorAttachments))
   1.321 +        {
   1.322 +            return IsValidFBORenderbufferColorFormat(internalFormat);
   1.323 +        }
   1.324 +        MOZ_ASSERT(false, "Invalid WebGL attachment point?");
   1.325 +        return false;
   1.326 +    }
   1.327 +
   1.328 +    MOZ_ASSERT(false, "Should not get here.");
   1.329 +    return false;
   1.330 +}
   1.331 +
   1.332 +void
   1.333 +WebGLFramebuffer::Attachment::FinalizeAttachment(GLContext* gl, GLenum attachmentLoc) const
   1.334 +{
   1.335 +    if (!mNeedsFinalize)
   1.336 +        return;
   1.337 +
   1.338 +    mNeedsFinalize = false;
   1.339 +
   1.340 +    if (!HasImage()) {
   1.341 +        if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
   1.342 +            gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
   1.343 +                                         LOCAL_GL_RENDERBUFFER, 0);
   1.344 +            gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
   1.345 +                                         LOCAL_GL_RENDERBUFFER, 0);
   1.346 +        } else {
   1.347 +            gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, attachmentLoc,
   1.348 +                                         LOCAL_GL_RENDERBUFFER, 0);
   1.349 +        }
   1.350 +
   1.351 +        return;
   1.352 +    }
   1.353 +    MOZ_ASSERT(HasImage());
   1.354 +
   1.355 +    if (Texture()) {
   1.356 +        MOZ_ASSERT(gl == Texture()->Context()->gl);
   1.357 +
   1.358 +        if (attachmentLoc == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
   1.359 +            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
   1.360 +                                      TexImageTarget(), Texture()->GLName(), TexImageLevel());
   1.361 +            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
   1.362 +                                      TexImageTarget(), Texture()->GLName(), TexImageLevel());
   1.363 +        } else {
   1.364 +            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachmentLoc,
   1.365 +                                      TexImageTarget(), Texture()->GLName(), TexImageLevel());
   1.366 +        }
   1.367 +        return;
   1.368 +    }
   1.369 +
   1.370 +    if (Renderbuffer()) {
   1.371 +        Renderbuffer()->FramebufferRenderbuffer(attachmentLoc);
   1.372 +        return;
   1.373 +    }
   1.374 +
   1.375 +    MOZ_ASSERT(false, "Should not get here.");
   1.376 +}
   1.377 +
   1.378 +void
   1.379 +WebGLFramebuffer::Delete()
   1.380 +{
   1.381 +    DetachAllAttachments();
   1.382 +    mColorAttachments.Clear();
   1.383 +    mDepthAttachment.Reset();
   1.384 +    mStencilAttachment.Reset();
   1.385 +    mDepthStencilAttachment.Reset();
   1.386 +
   1.387 +    mContext->MakeContextCurrent();
   1.388 +    mContext->gl->fDeleteFramebuffers(1, &mGLName);
   1.389 +    LinkedListElement<WebGLFramebuffer>::removeFrom(mContext->mFramebuffers);
   1.390 +}
   1.391 +
   1.392 +void
   1.393 +WebGLFramebuffer::DetachAttachment(WebGLFramebuffer::Attachment& attachment)
   1.394 +{
   1.395 +    if (attachment.Texture())
   1.396 +        attachment.Texture()->DetachFrom(this, attachment.mAttachmentPoint);
   1.397 +
   1.398 +    if (attachment.Renderbuffer())
   1.399 +        attachment.Renderbuffer()->DetachFrom(this, attachment.mAttachmentPoint);
   1.400 +}
   1.401 +
   1.402 +void
   1.403 +WebGLFramebuffer::DetachAllAttachments()
   1.404 +{
   1.405 +    size_t count = mColorAttachments.Length();
   1.406 +    for (size_t i = 0; i < count; i++) {
   1.407 +        DetachAttachment(mColorAttachments[i]);
   1.408 +    }
   1.409 +
   1.410 +    DetachAttachment(mDepthAttachment);
   1.411 +    DetachAttachment(mStencilAttachment);
   1.412 +    DetachAttachment(mDepthStencilAttachment);
   1.413 +}
   1.414 +
   1.415 +void
   1.416 +WebGLFramebuffer::FramebufferRenderbuffer(GLenum target,
   1.417 +                                          GLenum attachment,
   1.418 +                                          GLenum rbtarget,
   1.419 +                                          WebGLRenderbuffer* wrb)
   1.420 +{
   1.421 +    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
   1.422 +
   1.423 +    if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
   1.424 +        return;
   1.425 +
   1.426 +    if (target != LOCAL_GL_FRAMEBUFFER)
   1.427 +        return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: target", target);
   1.428 +
   1.429 +    if (rbtarget != LOCAL_GL_RENDERBUFFER)
   1.430 +        return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: renderbuffer target:", rbtarget);
   1.431 +
   1.432 +    /* Get the requested attachment. If result is NULL, attachment is
   1.433 +     * invalid and an error is generated.
   1.434 +     *
   1.435 +     * Don't use GetAttachment(...) here because it opt builds it
   1.436 +     * returns mColorAttachment[0] for invalid attachment, which we
   1.437 +     * really don't want to mess with.
   1.438 +     */
   1.439 +    Attachment* a = GetAttachmentOrNull(attachment);
   1.440 +    if (!a)
   1.441 +        return; // Error generated internally to GetAttachmentOrNull.
   1.442 +
   1.443 +    /* Invalidate cached framebuffer status and inform texture of it's
   1.444 +     * new attachment
   1.445 +     */
   1.446 +    mStatus = 0;
   1.447 +    // Detach current
   1.448 +    if (a->Texture())
   1.449 +        a->Texture()->DetachFrom(this, attachment);
   1.450 +    else if (a->Renderbuffer())
   1.451 +        a->Renderbuffer()->DetachFrom(this, attachment);
   1.452 +
   1.453 +    // Attach new
   1.454 +    if (wrb)
   1.455 +        wrb->AttachTo(this, attachment);
   1.456 +
   1.457 +    a->SetRenderbuffer(wrb);
   1.458 +}
   1.459 +
   1.460 +void
   1.461 +WebGLFramebuffer::FramebufferTexture2D(GLenum target,
   1.462 +                                       GLenum attachment,
   1.463 +                                       GLenum textarget,
   1.464 +                                       WebGLTexture* wtex,
   1.465 +                                       GLint level)
   1.466 +{
   1.467 +    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
   1.468 +
   1.469 +    if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
   1.470 +        return;
   1.471 +
   1.472 +    if (target != LOCAL_GL_FRAMEBUFFER)
   1.473 +        return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: target", target);
   1.474 +
   1.475 +    if (textarget != LOCAL_GL_TEXTURE_2D &&
   1.476 +        (textarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
   1.477 +         textarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z))
   1.478 +    {
   1.479 +        return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: invalid texture target", textarget);
   1.480 +    }
   1.481 +
   1.482 +    if (wtex) {
   1.483 +        bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
   1.484 +        bool isTexTarget2D = textarget == LOCAL_GL_TEXTURE_2D;
   1.485 +        if (isTexture2D != isTexTarget2D) {
   1.486 +            return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
   1.487 +        }
   1.488 +    }
   1.489 +
   1.490 +    if (level != 0)
   1.491 +        return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
   1.492 +
   1.493 +    /* Get the requested attachment. If result is NULL, attachment is
   1.494 +     * invalid and an error is generated.
   1.495 +     *
   1.496 +     * Don't use GetAttachment(...) here because it opt builds it
   1.497 +     * returns mColorAttachment[0] for invalid attachment, which we
   1.498 +     * really don't want to mess with.
   1.499 +     */
   1.500 +    Attachment* a = GetAttachmentOrNull(attachment);
   1.501 +    if (!a)
   1.502 +        return; // Error generated internally to GetAttachmentOrNull.
   1.503 +
   1.504 +    /* Invalidate cached framebuffer status and inform texture of it's
   1.505 +     * new attachment
   1.506 +     */
   1.507 +    mStatus = 0;
   1.508 +    // Detach current
   1.509 +    if (a->Texture())
   1.510 +        a->Texture()->DetachFrom(this, attachment);
   1.511 +    else if (a->Renderbuffer())
   1.512 +        a->Renderbuffer()->DetachFrom(this, attachment);
   1.513 +
   1.514 +    // Attach new
   1.515 +    if (wtex)
   1.516 +        wtex->AttachTo(this, attachment);
   1.517 +
   1.518 +    a->SetTexImage(wtex, textarget, level);
   1.519 +}
   1.520 +
   1.521 +WebGLFramebuffer::Attachment*
   1.522 +WebGLFramebuffer::GetAttachmentOrNull(GLenum attachment)
   1.523 +{
   1.524 +    if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
   1.525 +        return &mDepthStencilAttachment;
   1.526 +
   1.527 +    if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
   1.528 +        return &mDepthAttachment;
   1.529 +
   1.530 +    if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
   1.531 +        return &mStencilAttachment;
   1.532 +
   1.533 +    if (!CheckColorAttachmentNumber(attachment, "getAttachmentOrNull"))
   1.534 +        return nullptr;
   1.535 +
   1.536 +    size_t colorAttachmentId = attachment - LOCAL_GL_COLOR_ATTACHMENT0;
   1.537 +    EnsureColorAttachments(colorAttachmentId);
   1.538 +
   1.539 +    return &mColorAttachments[colorAttachmentId];
   1.540 +}
   1.541 +
   1.542 +const WebGLFramebuffer::Attachment&
   1.543 +WebGLFramebuffer::GetAttachment(GLenum attachment) const
   1.544 +{
   1.545 +    if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
   1.546 +        return mDepthStencilAttachment;
   1.547 +    if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
   1.548 +        return mDepthAttachment;
   1.549 +    if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
   1.550 +        return mStencilAttachment;
   1.551 +
   1.552 +    if (!CheckColorAttachmentNumber(attachment, "getAttachment")) {
   1.553 +        MOZ_ASSERT(false);
   1.554 +        return mColorAttachments[0];
   1.555 +    }
   1.556 +
   1.557 +    size_t colorAttachmentId = attachment - LOCAL_GL_COLOR_ATTACHMENT0;
   1.558 +    if (colorAttachmentId >= mColorAttachments.Length()) {
   1.559 +        MOZ_ASSERT(false);
   1.560 +        return mColorAttachments[0];
   1.561 +    }
   1.562 +
   1.563 +    return mColorAttachments[colorAttachmentId];
   1.564 +}
   1.565 +
   1.566 +void
   1.567 +WebGLFramebuffer::DetachTexture(const WebGLTexture* tex)
   1.568 +{
   1.569 +    size_t count = mColorAttachments.Length();
   1.570 +    for (size_t i = 0; i < count; i++) {
   1.571 +        if (mColorAttachments[i].Texture() == tex) {
   1.572 +            FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_TEXTURE_2D, nullptr, 0);
   1.573 +            // a texture might be attached more that once while editing the framebuffer
   1.574 +        }
   1.575 +    }
   1.576 +
   1.577 +    if (mDepthAttachment.Texture() == tex)
   1.578 +        FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
   1.579 +    if (mStencilAttachment.Texture() == tex)
   1.580 +        FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
   1.581 +    if (mDepthStencilAttachment.Texture() == tex)
   1.582 +        FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
   1.583 +}
   1.584 +
   1.585 +void
   1.586 +WebGLFramebuffer::DetachRenderbuffer(const WebGLRenderbuffer* rb)
   1.587 +{
   1.588 +    size_t count = mColorAttachments.Length();
   1.589 +    for (size_t i = 0; i < count; i++) {
   1.590 +        if (mColorAttachments[i].Renderbuffer() == rb) {
   1.591 +            FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0+i, LOCAL_GL_RENDERBUFFER, nullptr);
   1.592 +            // a renderbuffer might be attached more that once while editing the framebuffer
   1.593 +        }
   1.594 +    }
   1.595 +
   1.596 +    if (mDepthAttachment.Renderbuffer() == rb)
   1.597 +        FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
   1.598 +    if (mStencilAttachment.Renderbuffer() == rb)
   1.599 +        FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
   1.600 +    if (mDepthStencilAttachment.Renderbuffer() == rb)
   1.601 +        FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
   1.602 +}
   1.603 +
   1.604 +bool
   1.605 +WebGLFramebuffer::HasDefinedAttachments() const
   1.606 +{
   1.607 +    bool hasAttachments = false;
   1.608 +
   1.609 +    size_t count = mColorAttachments.Length();
   1.610 +    for (size_t i = 0; i < count; i++) {
   1.611 +        hasAttachments |= mColorAttachments[i].IsDefined();
   1.612 +    }
   1.613 +
   1.614 +    hasAttachments |= mDepthAttachment.IsDefined();
   1.615 +    hasAttachments |= mStencilAttachment.IsDefined();
   1.616 +    hasAttachments |= mDepthStencilAttachment.IsDefined();
   1.617 +
   1.618 +    return hasAttachments;
   1.619 +}
   1.620 +
   1.621 +
   1.622 +static bool
   1.623 +IsIncomplete(const WebGLFramebuffer::Attachment& cur)
   1.624 +{
   1.625 +    return cur.IsDefined() && !cur.IsComplete();
   1.626 +}
   1.627 +
   1.628 +bool
   1.629 +WebGLFramebuffer::HasIncompleteAttachments() const
   1.630 +{
   1.631 +    bool hasIncomplete = false;
   1.632 +
   1.633 +    size_t count = mColorAttachments.Length();
   1.634 +    for (size_t i = 0; i < count; i++) {
   1.635 +        hasIncomplete |= IsIncomplete(mColorAttachments[i]);
   1.636 +    }
   1.637 +
   1.638 +    hasIncomplete |= IsIncomplete(mDepthAttachment);
   1.639 +    hasIncomplete |= IsIncomplete(mStencilAttachment);
   1.640 +    hasIncomplete |= IsIncomplete(mDepthStencilAttachment);
   1.641 +
   1.642 +    return hasIncomplete;
   1.643 +}
   1.644 +
   1.645 +
   1.646 +const WebGLRectangleObject&
   1.647 +WebGLFramebuffer::GetAnyRectObject() const
   1.648 +{
   1.649 +    MOZ_ASSERT(HasDefinedAttachments());
   1.650 +
   1.651 +    size_t count = mColorAttachments.Length();
   1.652 +    for (size_t i = 0; i < count; i++) {
   1.653 +        if (mColorAttachments[i].HasImage())
   1.654 +            return mColorAttachments[i].RectangleObject();
   1.655 +    }
   1.656 +
   1.657 +    if (mDepthAttachment.HasImage())
   1.658 +        return mDepthAttachment.RectangleObject();
   1.659 +
   1.660 +    if (mStencilAttachment.HasImage())
   1.661 +        return mStencilAttachment.RectangleObject();
   1.662 +
   1.663 +    if (mDepthStencilAttachment.HasImage())
   1.664 +        return mDepthStencilAttachment.RectangleObject();
   1.665 +
   1.666 +    MOZ_CRASH("Should not get here.");
   1.667 +}
   1.668 +
   1.669 +
   1.670 +static bool
   1.671 +RectsMatch(const WebGLFramebuffer::Attachment& attachment,
   1.672 +           const WebGLRectangleObject& rect)
   1.673 +{
   1.674 +    return attachment.RectangleObject().HasSameDimensionsAs(rect);
   1.675 +}
   1.676 +
   1.677 +bool
   1.678 +WebGLFramebuffer::AllImageRectsMatch() const
   1.679 +{
   1.680 +    MOZ_ASSERT(HasDefinedAttachments());
   1.681 +    MOZ_ASSERT(!HasIncompleteAttachments());
   1.682 +
   1.683 +    const WebGLRectangleObject& rect = GetAnyRectObject();
   1.684 +
   1.685 +    // Alright, we have *a* rect, let's check all the others.
   1.686 +    bool imageRectsMatch = true;
   1.687 +
   1.688 +    size_t count = mColorAttachments.Length();
   1.689 +    for (size_t i = 0; i < count; i++) {
   1.690 +        if (mColorAttachments[i].HasImage())
   1.691 +            imageRectsMatch &= RectsMatch(mColorAttachments[i], rect);
   1.692 +    }
   1.693 +
   1.694 +    if (mDepthAttachment.HasImage())
   1.695 +        imageRectsMatch &= RectsMatch(mDepthAttachment, rect);
   1.696 +
   1.697 +    if (mStencilAttachment.HasImage())
   1.698 +        imageRectsMatch &= RectsMatch(mStencilAttachment, rect);
   1.699 +
   1.700 +    if (mDepthStencilAttachment.HasImage())
   1.701 +        imageRectsMatch &= RectsMatch(mDepthStencilAttachment, rect);
   1.702 +
   1.703 +    return imageRectsMatch;
   1.704 +}
   1.705 +
   1.706 +
   1.707 +const WebGLRectangleObject&
   1.708 +WebGLFramebuffer::RectangleObject() const
   1.709 +{
   1.710 +    // If we're using this as the RectObj of an FB, we need to be sure the FB
   1.711 +    // has a consistent rect.
   1.712 +    MOZ_ASSERT(AllImageRectsMatch(), "Did you mean `GetAnyRectObject`?");
   1.713 +    return GetAnyRectObject();
   1.714 +}
   1.715 +
   1.716 +GLenum
   1.717 +WebGLFramebuffer::PrecheckFramebufferStatus() const
   1.718 +{
   1.719 +    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
   1.720 +
   1.721 +    if (!HasDefinedAttachments())
   1.722 +        return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; // No attachments
   1.723 +
   1.724 +    if (HasIncompleteAttachments())
   1.725 +        return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
   1.726 +
   1.727 +    if (!AllImageRectsMatch())
   1.728 +        return LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; // Inconsistent sizes
   1.729 +
   1.730 +    if (HasDepthStencilConflict())
   1.731 +        return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
   1.732 +
   1.733 +    return LOCAL_GL_FRAMEBUFFER_COMPLETE;
   1.734 +}
   1.735 +
   1.736 +GLenum
   1.737 +WebGLFramebuffer::CheckFramebufferStatus() const
   1.738 +{
   1.739 +    if (mStatus != 0)
   1.740 +        return mStatus;
   1.741 +
   1.742 +    mStatus = PrecheckFramebufferStatus();
   1.743 +    if (mStatus != LOCAL_GL_FRAMEBUFFER_COMPLETE)
   1.744 +        return mStatus;
   1.745 +
   1.746 +    // Looks good on our end. Let's ask the driver.
   1.747 +    mContext->MakeContextCurrent();
   1.748 +
   1.749 +    // Ok, attach our chosen flavor of {DEPTH, STENCIL, DEPTH_STENCIL}.
   1.750 +    FinalizeAttachments();
   1.751 +
   1.752 +    mStatus = mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
   1.753 +    return mStatus;
   1.754 +}
   1.755 +
   1.756 +bool
   1.757 +WebGLFramebuffer::HasCompletePlanes(GLbitfield mask)
   1.758 +{
   1.759 +    if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
   1.760 +        return false;
   1.761 +
   1.762 +    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
   1.763 +    bool hasPlanes = true;
   1.764 +    if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
   1.765 +        hasPlanes &= ColorAttachmentCount() &&
   1.766 +                     ColorAttachment(0).IsDefined();
   1.767 +    }
   1.768 +
   1.769 +    if (mask & LOCAL_GL_DEPTH_BUFFER_BIT) {
   1.770 +        hasPlanes &= DepthAttachment().IsDefined() ||
   1.771 +                     DepthStencilAttachment().IsDefined();
   1.772 +    }
   1.773 +
   1.774 +    if (mask & LOCAL_GL_STENCIL_BUFFER_BIT) {
   1.775 +        hasPlanes &= StencilAttachment().IsDefined() ||
   1.776 +                     DepthStencilAttachment().IsDefined();
   1.777 +    }
   1.778 +
   1.779 +    return hasPlanes;
   1.780 +}
   1.781 +
   1.782 +bool
   1.783 +WebGLFramebuffer::CheckAndInitializeAttachments()
   1.784 +{
   1.785 +    MOZ_ASSERT(mContext->mBoundFramebuffer == this);
   1.786 +
   1.787 +    if (CheckFramebufferStatus() != LOCAL_GL_FRAMEBUFFER_COMPLETE)
   1.788 +        return false;
   1.789 +
   1.790 +    // Cool! We've checked out ok. Just need to initialize.
   1.791 +    size_t colorAttachmentCount = mColorAttachments.Length();
   1.792 +
   1.793 +    // Check if we need to initialize anything
   1.794 +    {
   1.795 +        bool hasUninitializedAttachments = false;
   1.796 +
   1.797 +        for (size_t i = 0; i < colorAttachmentCount; i++) {
   1.798 +            if (mColorAttachments[i].HasImage())
   1.799 +                hasUninitializedAttachments |= mColorAttachments[i].HasUninitializedImageData();
   1.800 +        }
   1.801 +
   1.802 +        if (mDepthAttachment.HasImage())
   1.803 +            hasUninitializedAttachments |= mDepthAttachment.HasUninitializedImageData();
   1.804 +        if (mStencilAttachment.HasImage())
   1.805 +            hasUninitializedAttachments |= mStencilAttachment.HasUninitializedImageData();
   1.806 +        if (mDepthStencilAttachment.HasImage())
   1.807 +            hasUninitializedAttachments |= mDepthStencilAttachment.HasUninitializedImageData();
   1.808 +
   1.809 +        if (!hasUninitializedAttachments)
   1.810 +            return true;
   1.811 +    }
   1.812 +
   1.813 +    // Get buffer-bit-mask and color-attachment-mask-list
   1.814 +    uint32_t mask = 0;
   1.815 +    bool colorAttachmentsMask[WebGLContext::sMaxColorAttachments] = { false };
   1.816 +    MOZ_ASSERT(colorAttachmentCount <= WebGLContext::sMaxColorAttachments);
   1.817 +
   1.818 +    for (size_t i = 0; i < colorAttachmentCount; i++) {
   1.819 +        if (mColorAttachments[i].HasUninitializedImageData()) {
   1.820 +          colorAttachmentsMask[i] = true;
   1.821 +          mask |= LOCAL_GL_COLOR_BUFFER_BIT;
   1.822 +        }
   1.823 +    }
   1.824 +
   1.825 +    if (mDepthAttachment.HasUninitializedImageData() ||
   1.826 +        mDepthStencilAttachment.HasUninitializedImageData())
   1.827 +    {
   1.828 +        mask |= LOCAL_GL_DEPTH_BUFFER_BIT;
   1.829 +    }
   1.830 +
   1.831 +    if (mStencilAttachment.HasUninitializedImageData() ||
   1.832 +        mDepthStencilAttachment.HasUninitializedImageData())
   1.833 +    {
   1.834 +        mask |= LOCAL_GL_STENCIL_BUFFER_BIT;
   1.835 +    }
   1.836 +
   1.837 +    // Clear!
   1.838 +    mContext->ForceClearFramebufferWithDefaultValues(mask, colorAttachmentsMask);
   1.839 +
   1.840 +    // Mark all the uninitialized images as initialized.
   1.841 +    for (size_t i = 0; i < colorAttachmentCount; i++) {
   1.842 +        if (mColorAttachments[i].HasUninitializedImageData())
   1.843 +            mColorAttachments[i].SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
   1.844 +    }
   1.845 +
   1.846 +    if (mDepthAttachment.HasUninitializedImageData())
   1.847 +        mDepthAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
   1.848 +    if (mStencilAttachment.HasUninitializedImageData())
   1.849 +        mStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
   1.850 +    if (mDepthStencilAttachment.HasUninitializedImageData())
   1.851 +        mDepthStencilAttachment.SetImageDataStatus(WebGLImageDataStatus::InitializedImageData);
   1.852 +
   1.853 +    return true;
   1.854 +}
   1.855 +
   1.856 +bool WebGLFramebuffer::CheckColorAttachmentNumber(GLenum attachment, const char* functionName) const
   1.857 +{
   1.858 +    const char* const errorFormating = "%s: attachment: invalid enum value 0x%x";
   1.859 +
   1.860 +    if (mContext->IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) {
   1.861 +        if (attachment < LOCAL_GL_COLOR_ATTACHMENT0 ||
   1.862 +            attachment >= GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mContext->mGLMaxColorAttachments))
   1.863 +        {
   1.864 +            mContext->ErrorInvalidEnum(errorFormating, functionName, attachment);
   1.865 +            return false;
   1.866 +        }
   1.867 +    } else if (attachment != LOCAL_GL_COLOR_ATTACHMENT0) {
   1.868 +        if (attachment > LOCAL_GL_COLOR_ATTACHMENT0 &&
   1.869 +            attachment <= LOCAL_GL_COLOR_ATTACHMENT15)
   1.870 +        {
   1.871 +            mContext->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x. "
   1.872 +                                       "Try the WEBGL_draw_buffers extension if supported.", functionName, attachment);
   1.873 +            return false;
   1.874 +        } else {
   1.875 +            mContext->ErrorInvalidEnum(errorFormating, functionName, attachment);
   1.876 +            return false;
   1.877 +        }
   1.878 +    }
   1.879 +
   1.880 +    return true;
   1.881 +}
   1.882 +
   1.883 +void WebGLFramebuffer::EnsureColorAttachments(size_t colorAttachmentId)
   1.884 +{
   1.885 +    MOZ_ASSERT(colorAttachmentId < WebGLContext::sMaxColorAttachments);
   1.886 +
   1.887 +    size_t currentAttachmentCount = mColorAttachments.Length();
   1.888 +    if (colorAttachmentId < currentAttachmentCount)
   1.889 +        return;
   1.890 +
   1.891 +    mColorAttachments.SetLength(colorAttachmentId + 1);
   1.892 +
   1.893 +    for (size_t i = colorAttachmentId; i >= currentAttachmentCount; i--) {
   1.894 +        mColorAttachments[i].mAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0 + i;
   1.895 +    }
   1.896 +}
   1.897 +
   1.898 +void
   1.899 +WebGLFramebuffer::NotifyAttachableChanged() const
   1.900 +{
   1.901 +    // Attachment has changed, so invalidate cached status
   1.902 +    mStatus = 0;
   1.903 +}
   1.904 +
   1.905 +static void
   1.906 +FinalizeDrawAndReadBuffers(GLContext* aGL, bool aColorBufferDefined)
   1.907 +{
   1.908 +    MOZ_ASSERT(aGL, "Expected a valid GLContext ptr.");
   1.909 +    // GLES don't support DrawBuffer()/ReadBuffer.
   1.910 +    // According to http://www.opengl.org/wiki/Framebuffer_Object
   1.911 +    //
   1.912 +    // Each draw buffers must either specify color attachment points that have images
   1.913 +    // attached or must be GL_NONE​. (GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER​ when false).
   1.914 +    //
   1.915 +    // If the read buffer is set, then it must specify an attachment point that has an
   1.916 +    // image attached. (GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER​ when false).
   1.917 +    //
   1.918 +    // Note that this test is not performed if OpenGL 4.2 or ARB_ES2_compatibility is
   1.919 +    // available.
   1.920 +    if (aGL->IsGLES() ||
   1.921 +        aGL->IsSupported(GLFeature::ES2_compatibility) ||
   1.922 +        aGL->IsAtLeast(ContextProfile::OpenGL, 420))
   1.923 +    {
   1.924 +        return;
   1.925 +    }
   1.926 +
   1.927 +    // TODO(djg): Assert that fDrawBuffer/fReadBuffer is not NULL.
   1.928 +    GLenum colorBufferSource = aColorBufferDefined ? LOCAL_GL_COLOR_ATTACHMENT0 : LOCAL_GL_NONE;
   1.929 +    aGL->fDrawBuffer(colorBufferSource);
   1.930 +    aGL->fReadBuffer(colorBufferSource);
   1.931 +}
   1.932 +
   1.933 +void
   1.934 +WebGLFramebuffer::FinalizeAttachments() const
   1.935 +{
   1.936 +    GLContext* gl = mContext->gl;
   1.937 +
   1.938 +    size_t count = ColorAttachmentCount();
   1.939 +    for (size_t i = 0; i < count; i++) {
   1.940 +        ColorAttachment(i).FinalizeAttachment(gl, LOCAL_GL_COLOR_ATTACHMENT0 + i);
   1.941 +    }
   1.942 +
   1.943 +    DepthAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_ATTACHMENT);
   1.944 +    StencilAttachment().FinalizeAttachment(gl, LOCAL_GL_STENCIL_ATTACHMENT);
   1.945 +    DepthStencilAttachment().FinalizeAttachment(gl, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT);
   1.946 +
   1.947 +    FinalizeDrawAndReadBuffers(gl, ColorAttachment(0).IsDefined());
   1.948 +}
   1.949 +
   1.950 +inline void
   1.951 +ImplCycleCollectionUnlink(mozilla::WebGLFramebuffer::Attachment& aField)
   1.952 +{
   1.953 +    aField.mTexturePtr = nullptr;
   1.954 +    aField.mRenderbufferPtr = nullptr;
   1.955 +}
   1.956 +
   1.957 +inline void
   1.958 +ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& aCallback,
   1.959 +                            mozilla::WebGLFramebuffer::Attachment& aField,
   1.960 +                            const char* aName,
   1.961 +                            uint32_t aFlags = 0)
   1.962 +{
   1.963 +    CycleCollectionNoteChild(aCallback, aField.mTexturePtr.get(),
   1.964 +                             aName, aFlags);
   1.965 +
   1.966 +    CycleCollectionNoteChild(aCallback, aField.mRenderbufferPtr.get(),
   1.967 +                             aName, aFlags);
   1.968 +}
   1.969 +
   1.970 +NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_4(WebGLFramebuffer,
   1.971 +  mColorAttachments,
   1.972 +  mDepthAttachment,
   1.973 +  mStencilAttachment,
   1.974 +  mDepthStencilAttachment)
   1.975 +
   1.976 +NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLFramebuffer, AddRef)
   1.977 +NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLFramebuffer, Release)

mercurial