author Nick Thomas <>
Fri, 29 Jan 2016 22:19:48 +1300
changeset 283099 65e246baede44b6c75f0603d4cc3901e0d7a45a9
parent 276424 9dba7e2a54809906721d8840595cf13a8c6efacb
child 284181 c496c7c24113aa692b34e0b61b7be8f1ea9874ef
permissions -rw-r--r--
Bug 1242641 - GTK+3 still not working for buildbot builds on beta. r=rail gtk3/ at unpack time in tooltool

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* 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 */


#include "mozilla/LinkedList.h"
#include "mozilla/WeakPtr.h"
#include "nsWrapperCache.h"

#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"

namespace mozilla {

class WebGLFramebuffer;
class WebGLRenderbuffer;
class WebGLTexture;

template<typename T>
class PlacementArray;

namespace gl {
    class GLContext;
} // namespace gl

class WebGLFBAttachPoint
    WebGLFramebuffer* const mFB;
    const GLenum mAttachmentPoint;
    WebGLRefPtr<WebGLTexture> mTexturePtr;
    WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
    TexImageTarget mTexImageTarget;
    GLint mTexImageLayer;
    GLint mTexImageLevel;

    // PlacementArray needs a default constructor.
    template<typename T>
    friend class PlacementArray;

        : mFB(nullptr)
        , mAttachmentPoint(0)
    { }

    WebGLFBAttachPoint(WebGLFramebuffer* fb, GLenum attachmentPoint);

    void Unlink();

    bool IsDefined() const;
    bool IsDeleteRequested() const;

    const webgl::FormatUsageInfo* Format() const;

    bool HasAlpha() const;
    bool IsReadableFloat() const;

    void Clear();

    void SetTexImage(WebGLTexture* tex, TexImageTarget target, GLint level);
    void SetTexImageLayer(WebGLTexture* tex, TexImageTarget target, GLint level,
                          GLint layer);
    void SetRenderbuffer(WebGLRenderbuffer* rb);

    const WebGLTexture* Texture() const {
        return mTexturePtr;
    WebGLTexture* Texture() {
        return mTexturePtr;
    const WebGLRenderbuffer* Renderbuffer() const {
        return mRenderbufferPtr;
    WebGLRenderbuffer* Renderbuffer() {
        return mRenderbufferPtr;
    TexImageTarget ImageTarget() const {
        return mTexImageTarget;
    GLint Layer() const {
        return mTexImageLayer;
    GLint MipLevel() const {
        return mTexImageLevel;
    void AttachmentName(nsCString* out) const;

    bool HasUninitializedImageData() const;
    void SetImageDataStatus(WebGLImageDataStatus x);

    void Size(uint32_t* const out_width, uint32_t* const out_height) const;
    //const WebGLRectangleObject& RectangleObject() const;

    bool HasImage() const;
    bool IsComplete(WebGLContext* webgl, nsCString* const out_info) const;

    void FinalizeAttachment(gl::GLContext* gl, GLenum attachmentLoc) const;

    JS::Value GetParameter(const char* funcName, WebGLContext* webgl, JSContext* cx,
                           GLenum target, GLenum attachment, GLenum pname,
                           ErrorResult* const out_error);

    void OnBackingStoreRespecified() const;

template<typename T>
class PlacementArray
    const size_t mCapacity;
    size_t mSize;
    T* const mArray;

    explicit PlacementArray(size_t capacity)
        : mCapacity(capacity)
        , mSize(0)
        , mArray((T*)moz_xmalloc(sizeof(T) * capacity))
    { }

    ~PlacementArray() {
        for (auto& cur : *this) {

    T* begin() const {
        return mArray;

    T* end() const {
        return mArray + mSize;

    T& operator [](size_t offset) const {
        MOZ_ASSERT(offset < mSize);
        return mArray[offset];

    const size_t& Size() const { return mSize; }

    template<typename A, typename B>
    void AppendNew(A a, B b) {
        if (mSize == mCapacity)
            MOZ_CRASH("Bad EmplaceAppend.");

        // Placement `new`:
        new (&(mArray[mSize])) T(a, b);

class WebGLFramebuffer final
    : public nsWrapperCache
    , public WebGLRefCountedObject<WebGLFramebuffer>
    , public LinkedListElement<WebGLFramebuffer>
    , public WebGLContextBoundObject
    , public SupportsWeakPtr<WebGLFramebuffer>
    friend class WebGLContext;


    const GLuint mGLName;

    mutable bool mIsKnownFBComplete;

    GLenum mReadBufferMode;

    // No need to chase pointers for the oft-used color0.
    WebGLFBAttachPoint mColorAttachment0;
    WebGLFBAttachPoint mDepthAttachment;
    WebGLFBAttachPoint mStencilAttachment;
    WebGLFBAttachPoint mDepthStencilAttachment;

    PlacementArray<WebGLFBAttachPoint> mMoreColorAttachments;

    std::vector<GLenum> mDrawBuffers;

    bool IsDrawBuffer(size_t n) const {
        if (n < mDrawBuffers.size())
            return bool(mDrawBuffers[n]);

        return false;

#ifdef ANDROID
    // Bug 1140459: Some drivers (including our test slaves!) don't
    // give reasonable answers for IsRenderbuffer, maybe others.
    // This shows up on Android 2.3 emulator.
    // So we track the `is a Framebuffer` state ourselves.
    bool mIsFB;

    WebGLFramebuffer(WebGLContext* webgl, GLuint fbo);

    ~WebGLFramebuffer() {

    const WebGLRectangleObject& GetAnyRectObject() const;

    void Delete();

    void FramebufferRenderbuffer(GLenum attachment, RBTarget rbtarget,
                                 WebGLRenderbuffer* rb);
    void FramebufferTexture2D(GLenum attachment, TexImageTarget texImageTarget,
                              WebGLTexture* tex, GLint level);
    void FramebufferTextureLayer(GLenum attachment, WebGLTexture* tex, GLint level,
                                 GLint layer);

    bool HasDefinedAttachments() const;
    bool HasIncompleteAttachments(nsCString* const out_info) const;
    bool AllImageRectsMatch() const;
    FBStatus PrecheckFramebufferStatus(nsCString* const out_info) const;
    FBStatus CheckFramebufferStatus(nsCString* const out_info) const;

    const webgl::FormatUsageInfo*
    GetFormatForAttachment(const WebGLFBAttachPoint& attachment) const;

    const WebGLFBAttachPoint& ColorAttachment(size_t colorAttachmentId) const {
        MOZ_ASSERT(colorAttachmentId < 1 + mMoreColorAttachments.Size());
        return colorAttachmentId ? mMoreColorAttachments[colorAttachmentId - 1]
                                 : mColorAttachment0;

    const WebGLFBAttachPoint& DepthAttachment() const {
        return mDepthAttachment;

    const WebGLFBAttachPoint& StencilAttachment() const {
        return mStencilAttachment;

    const WebGLFBAttachPoint& DepthStencilAttachment() const {
        return mDepthStencilAttachment;

    WebGLFBAttachPoint* GetAttachPoint(GLenum attachment); // Fallible

    void DetachTexture(const WebGLTexture* tex);

    void DetachRenderbuffer(const WebGLRenderbuffer* rb);

    WebGLContext* GetParentObject() const {
        return mContext;

    void FinalizeAttachments() const;

    virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override;


    bool ValidateAndInitAttachments(const char* funcName);

    void InvalidateFramebufferStatus() const {
        mIsKnownFBComplete = false;

    bool ValidateForRead(const char* info,
                         const webgl::FormatUsageInfo** const out_format,
                         uint32_t* const out_width, uint32_t* const out_height);

    JS::Value GetAttachmentParameter(const char* funcName, JSContext* cx, GLenum target,
                                     GLenum attachment, GLenum pname,
                                     ErrorResult* const out_error);

} // namespace mozilla