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Side by Side Diff: third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.h

Issue 2372953002: Move special DEPTH_STENCIL attachment logic from command buffers to WebGL1 (Closed)
Patch Set: add more tests Created 4 years, 2 months ago
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1 /* 1 /*
2 * Copyright (C) 2009 Apple Inc. All rights reserved. 2 * Copyright (C) 2009 Apple Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions 5 * modification, are permitted provided that the following conditions
6 * are met: 6 * are met:
7 * 1. Redistributions of source code must retain the above copyright 7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright 9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
(...skipping 52 matching lines...) Expand 10 before | Expand all | Expand 10 after
63 ~WebGLFramebuffer() override; 63 ~WebGLFramebuffer() override;
64 64
65 static WebGLFramebuffer* create(WebGLRenderingContextBase*); 65 static WebGLFramebuffer* create(WebGLRenderingContextBase*);
66 66
67 GLuint object() const { return m_object; } 67 GLuint object() const { return m_object; }
68 68
69 void setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, GLen um texTarget, WebGLTexture*, GLint level, GLint layer); 69 void setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, GLen um texTarget, WebGLTexture*, GLint level, GLint layer);
70 void setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, WebG LRenderbuffer*); 70 void setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, WebG LRenderbuffer*);
71 // If an object is attached to the currently bound framebuffer, remove it. 71 // If an object is attached to the currently bound framebuffer, remove it.
72 void removeAttachmentFromBoundFramebuffer(GLenum target, WebGLSharedObject*) ; 72 void removeAttachmentFromBoundFramebuffer(GLenum target, WebGLSharedObject*) ;
73 // If a given attachment point for the currently bound framebuffer is not nu ll, remove the attached object.
74 void removeAttachmentFromBoundFramebuffer(GLenum target, GLenum attachment);
75 WebGLSharedObject* getAttachmentObject(GLenum) const; 73 WebGLSharedObject* getAttachmentObject(GLenum) const;
76 74
77 // WebGL 1 specific: 75 // WebGL 1 specific:
78 // 1) can't allow depth_stencil for depth/stencil attachments, and vice ve rsa. 76 // 1) can't allow depth_stencil for depth/stencil attachments, and vice ve rsa.
79 // 2) no conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments. 77 // 2) no conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments.
80 GLenum checkDepthStencilStatus(const char** reason) const; 78 GLenum checkDepthStencilStatus(const char** reason) const;
81 79
82 bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; } 80 bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; }
83 81
84 void setHasEverBeenBound() { m_hasEverBeenBound = true; } 82 void setHasEverBeenBound() { m_hasEverBeenBound = true; }
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103 101
104 bool hasObject() const override { return m_object != 0; } 102 bool hasObject() const override { return m_object != 0; }
105 void deleteObjectImpl(gpu::gles2::GLES2Interface*) override; 103 void deleteObjectImpl(gpu::gles2::GLES2Interface*) override;
106 104
107 private: 105 private:
108 WebGLAttachment* getAttachment(GLenum attachment) const; 106 WebGLAttachment* getAttachment(GLenum attachment) const;
109 107
110 // Check if the framebuffer is currently bound. 108 // Check if the framebuffer is currently bound.
111 bool isBound(GLenum target) const; 109 bool isBound(GLenum target) const;
112 110
113 // attach 'attachment' at 'attachmentPoint'.
114 void attach(GLenum target, GLenum attachment, GLenum attachmentPoint);
115
116 // Check if a new drawBuffers call should be issued. This is called when we add or remove an attachment. 111 // Check if a new drawBuffers call should be issued. This is called when we add or remove an attachment.
117 void drawBuffersIfNecessary(bool force); 112 void drawBuffersIfNecessary(bool force);
118 113
114 void setAttachmentInternal(GLenum target, GLenum attachment, GLenum texTarge t, WebGLTexture*, GLint level, GLint layer);
115 void setAttachmentInternal(GLenum target, GLenum attachment, WebGLRenderbuff er*);
116 // If a given attachment point for the currently bound framebuffer is not nu ll, remove the attached object.
117 void removeAttachmentInternal(GLenum target, GLenum attachment);
118
119 void commitWebGL1DepthStencilIfConsistent(GLenum target);
120
119 GLuint m_object; 121 GLuint m_object;
120 122
121 typedef HeapHashMap<GLenum, Member<WebGLAttachment>> AttachmentMap; 123 typedef HeapHashMap<GLenum, Member<WebGLAttachment>> AttachmentMap;
122 124
123 AttachmentMap m_attachments; 125 AttachmentMap m_attachments;
124 bool m_destructionInProgress; 126 bool m_destructionInProgress;
125 127
126 bool m_hasEverBeenBound; 128 bool m_hasEverBeenBound;
129 bool m_webGL1DepthStencilConsistent;
127 130
128 Vector<GLenum> m_drawBuffers; 131 Vector<GLenum> m_drawBuffers;
129 Vector<GLenum> m_filteredDrawBuffers; 132 Vector<GLenum> m_filteredDrawBuffers;
130 133
131 GLenum m_readBuffer; 134 GLenum m_readBuffer;
132 }; 135 };
133 136
134 } // namespace blink 137 } // namespace blink
135 138
136 #endif // WebGLFramebuffer_h 139 #endif // WebGLFramebuffer_h
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