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Unified Diff: third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.cpp

Issue 2372953002: Move special DEPTH_STENCIL attachment logic from command buffers to WebGL1 (Closed)
Patch Set: add more tests Created 4 years, 3 months ago
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Index: third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.cpp
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.cpp b/third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.cpp
index bced978dd43864c3a5dab992fd560fd15f494bb0..0ad4f0e2d0fcd519ff229a86a0688aab3e63a410 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.cpp
+++ b/third_party/WebKit/Source/modules/webgl/WebGLFramebuffer.cpp
@@ -203,6 +203,7 @@ WebGLFramebuffer::WebGLFramebuffer(WebGLRenderingContextBase* ctx)
, m_object(0)
, m_destructionInProgress(false)
, m_hasEverBeenBound(false)
+ , m_webGL1DepthStencilConsistent(true)
, m_readBuffer(GL_COLOR_ATTACHMENT0)
{
ctx->contextGL()->GenFramebuffers(1, &m_object);
@@ -221,38 +222,72 @@ WebGLFramebuffer::~WebGLFramebuffer()
void WebGLFramebuffer::setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, GLenum texTarget, WebGLTexture* texture, GLint level, GLint layer)
{
- ASSERT(isBound(target));
- removeAttachmentFromBoundFramebuffer(target, attachment);
- if (!m_object)
- return;
- if (texture && texture->object()) {
- m_attachments.add(attachment, WebGLTextureAttachment::create(texture, texTarget, level, layer));
- drawBuffersIfNecessary(false);
- texture->onAttached();
+ DCHECK(m_object);
+ DCHECK(isBound(target));
+ if (context()->isWebGL2OrHigher()) {
+ if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
+ setAttachmentInternal(target, GL_DEPTH_ATTACHMENT, texTarget, texture, level, layer);
+ setAttachmentInternal(target, GL_STENCIL_ATTACHMENT, texTarget, texture, level, layer);
+ } else {
+ setAttachmentInternal(target, attachment, texTarget, texture, level, layer);
+ }
+ GLuint textureId = objectOrZero(texture);
+ // texTarget can be 0 if detaching using framebufferTextureLayer.
+ DCHECK(texTarget || !textureId);
+ switch (texTarget) {
+ case 0:
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ context()->contextGL()->FramebufferTextureLayer(target, attachment, textureId, level, layer);
+ break;
+ default:
+ DCHECK_EQ(layer, 0);
+ context()->contextGL()->FramebufferTexture2D(target, attachment, texTarget, textureId, level);
+ break;
+ }
+ } else {
+ DCHECK_EQ(layer, 0);
+ setAttachmentInternal(target, attachment, texTarget, texture, level, layer);
+ switch (attachment) {
+ case GL_DEPTH_ATTACHMENT:
+ case GL_STENCIL_ATTACHMENT:
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ commitWebGL1DepthStencilIfConsistent(target);
+ break;
+ default:
+ context()->contextGL()->FramebufferTexture2D(target, attachment, texTarget, objectOrZero(texture), level);
+ break;
+ }
}
}
void WebGLFramebuffer::setAttachmentForBoundFramebuffer(GLenum target, GLenum attachment, WebGLRenderbuffer* renderbuffer)
{
- ASSERT(isBound(target));
- removeAttachmentFromBoundFramebuffer(target, attachment);
- if (!m_object)
- return;
- if (renderbuffer && renderbuffer->object()) {
- m_attachments.add(attachment, WebGLRenderbufferAttachment::create(renderbuffer));
- drawBuffersIfNecessary(false);
- renderbuffer->onAttached();
+ DCHECK(m_object);
+ DCHECK(isBound(target));
+ if (context()->isWebGL2OrHigher()) {
+ if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
+ setAttachmentInternal(target, GL_DEPTH_ATTACHMENT, renderbuffer);
+ setAttachmentInternal(target, GL_STENCIL_ATTACHMENT, renderbuffer);
+ } else {
+ setAttachmentInternal(target, attachment, renderbuffer);
+ }
+ context()->contextGL()->FramebufferRenderbuffer(target, attachment, GL_RENDERBUFFER, objectOrZero(renderbuffer));
+ } else {
+ setAttachmentInternal(target, attachment, renderbuffer);
+ switch (attachment) {
+ case GL_DEPTH_ATTACHMENT:
+ case GL_STENCIL_ATTACHMENT:
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ commitWebGL1DepthStencilIfConsistent(target);
+ break;
+ default:
+ context()->contextGL()->FramebufferRenderbuffer(target, attachment, GL_RENDERBUFFER, objectOrZero(renderbuffer));
+ break;
+ }
}
}
-void WebGLFramebuffer::attach(GLenum target, GLenum attachment, GLenum attachmentPoint)
-{
- ASSERT(isBound(target));
- WebGLAttachment* attachmentObject = getAttachment(attachment);
- if (attachmentObject)
- attachmentObject->attach(context()->contextGL(), target, attachmentPoint);
-}
-
WebGLSharedObject* WebGLFramebuffer::getAttachmentObject(GLenum attachment) const
{
if (!m_object)
@@ -267,30 +302,6 @@ WebGLFramebuffer::WebGLAttachment* WebGLFramebuffer::getAttachment(GLenum attach
return (it != m_attachments.end()) ? it->value.get() : 0;
}
-void WebGLFramebuffer::removeAttachmentFromBoundFramebuffer(GLenum target, GLenum attachment)
-{
- ASSERT(isBound(target));
- if (!m_object)
- return;
-
- WebGLAttachment* attachmentObject = getAttachment(attachment);
- if (attachmentObject) {
- attachmentObject->onDetached(context()->contextGL());
- m_attachments.remove(attachment);
- drawBuffersIfNecessary(false);
- switch (attachment) {
- case GL_DEPTH_STENCIL_ATTACHMENT:
- attach(target, GL_DEPTH_ATTACHMENT, GL_DEPTH_ATTACHMENT);
- attach(target, GL_STENCIL_ATTACHMENT, GL_STENCIL_ATTACHMENT);
- break;
- case GL_DEPTH_ATTACHMENT:
- case GL_STENCIL_ATTACHMENT:
- attach(target, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL_ATTACHMENT);
- break;
- }
- }
-}
-
void WebGLFramebuffer::removeAttachmentFromBoundFramebuffer(GLenum target, WebGLSharedObject* attachment)
{
ASSERT(isBound(target));
@@ -300,51 +311,44 @@ void WebGLFramebuffer::removeAttachmentFromBoundFramebuffer(GLenum target, WebGL
return;
bool checkMore = true;
+ bool isWebGL1 = !context()->isWebGL2OrHigher();
+ bool checkWebGL1DepthStencil = false;
while (checkMore) {
checkMore = false;
for (const auto& it : m_attachments) {
WebGLAttachment* attachmentObject = it.value.get();
if (attachmentObject->isSharedObject(attachment)) {
GLenum attachmentType = it.key;
- attachmentObject->unattach(context()->contextGL(), target, attachmentType);
- removeAttachmentFromBoundFramebuffer(target, attachmentType);
+ switch (attachmentType) {
+ case GL_DEPTH_ATTACHMENT:
+ case GL_STENCIL_ATTACHMENT:
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ if (isWebGL1) {
+ checkWebGL1DepthStencil = true;
+ } else {
+ attachmentObject->unattach(context()->contextGL(), target, attachmentType);
+ }
+ break;
+ default:
+ attachmentObject->unattach(context()->contextGL(), target, attachmentType);
+ break;
+ }
+ removeAttachmentInternal(target, attachmentType);
checkMore = true;
break;
}
}
}
+ if (checkWebGL1DepthStencil)
+ commitWebGL1DepthStencilIfConsistent(target);
}
GLenum WebGLFramebuffer::checkDepthStencilStatus(const char** reason) const
{
- if (context()->isWebGL2OrHigher())
+ if (context()->isWebGL2OrHigher() || m_webGL1DepthStencilConsistent)
return GL_FRAMEBUFFER_COMPLETE;
- WebGLAttachment* depthAttachment = nullptr;
- WebGLAttachment* stencilAttachment = nullptr;
- WebGLAttachment* depthStencilAttachment = nullptr;
- for (const auto& it : m_attachments) {
- WebGLAttachment* attachment = it.value.get();
- ASSERT(attachment);
- switch (it.key) {
- case GL_DEPTH_ATTACHMENT:
- depthAttachment = attachment;
- break;
- case GL_STENCIL_ATTACHMENT:
- stencilAttachment = attachment;
- break;
- case GL_DEPTH_STENCIL_ATTACHMENT:
- depthStencilAttachment = attachment;
- break;
- default:
- break;
- }
- }
- if ((depthStencilAttachment && (depthAttachment || stencilAttachment))
- || (depthAttachment && stencilAttachment)) {
- *reason = "conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments";
- return GL_FRAMEBUFFER_UNSUPPORTED;
- }
- return GL_FRAMEBUFFER_COMPLETE;
+ *reason = "conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments";
+ return GL_FRAMEBUFFER_UNSUPPORTED;
}
bool WebGLFramebuffer::hasStencilBuffer() const
@@ -411,6 +415,89 @@ void WebGLFramebuffer::drawBuffersIfNecessary(bool force)
}
}
+void WebGLFramebuffer::setAttachmentInternal(GLenum target, GLenum attachment, GLenum texTarget, WebGLTexture* texture, GLint level, GLint layer)
+{
+ DCHECK(isBound(target));
+ DCHECK(m_object);
+ removeAttachmentInternal(target, attachment);
+ if (texture && texture->object()) {
+ m_attachments.add(attachment, WebGLTextureAttachment::create(texture, texTarget, level, layer));
+ drawBuffersIfNecessary(false);
+ texture->onAttached();
+ }
+}
+
+void WebGLFramebuffer::setAttachmentInternal(GLenum target, GLenum attachment, WebGLRenderbuffer* renderbuffer)
+{
+ DCHECK(isBound(target));
+ DCHECK(m_object);
+ removeAttachmentInternal(target, attachment);
+ if (renderbuffer && renderbuffer->object()) {
+ m_attachments.add(attachment, WebGLRenderbufferAttachment::create(renderbuffer));
+ drawBuffersIfNecessary(false);
+ renderbuffer->onAttached();
+ }
+}
+
+void WebGLFramebuffer::removeAttachmentInternal(GLenum target, GLenum attachment)
+{
+ DCHECK(isBound(target));
+ DCHECK(m_object);
+
+ WebGLAttachment* attachmentObject = getAttachment(attachment);
+ if (attachmentObject) {
+ attachmentObject->onDetached(context()->contextGL());
+ m_attachments.remove(attachment);
+ drawBuffersIfNecessary(false);
+ }
+}
+
+void WebGLFramebuffer::commitWebGL1DepthStencilIfConsistent(GLenum target)
+{
+ DCHECK(!context()->isWebGL2OrHigher());
+ WebGLAttachment* depthAttachment = nullptr;
+ WebGLAttachment* stencilAttachment = nullptr;
+ WebGLAttachment* depthStencilAttachment = nullptr;
+ int count = 0;
+ for (const auto& it : m_attachments) {
+ WebGLAttachment* attachment = it.value.get();
+ DCHECK(attachment);
+ switch (it.key) {
+ case GL_DEPTH_ATTACHMENT:
+ depthAttachment = attachment;
+ ++count;
+ break;
+ case GL_STENCIL_ATTACHMENT:
+ stencilAttachment = attachment;
+ ++count;
+ break;
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ depthStencilAttachment = attachment;
+ ++count;
+ break;
+ default:
+ break;
+ }
+ }
+
+ m_webGL1DepthStencilConsistent = count <= 1;
+ if (!m_webGL1DepthStencilConsistent)
+ return;
Ken Russell (switch to Gerrit) 2016/09/29 03:07:43 Can this lazy flushing of the framebuffer's attach
+
+ gpu::gles2::GLES2Interface* gl = context()->contextGL();
+ if (depthAttachment) {
+ depthAttachment->attach(gl, target, GL_DEPTH_ATTACHMENT);
+ gl->FramebufferRenderbuffer(target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ } else if (stencilAttachment) {
+ gl->FramebufferRenderbuffer(target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
+ stencilAttachment->attach(gl, target, GL_STENCIL_ATTACHMENT);
+ } else if (depthStencilAttachment) {
+ depthStencilAttachment->attach(gl, target, GL_DEPTH_STENCIL_ATTACHMENT);
+ } else {
+ gl->FramebufferRenderbuffer(target, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ }
+}
+
GLenum WebGLFramebuffer::getDrawBuffer(GLenum drawBuffer)
{
int index = static_cast<int>(drawBuffer - GL_DRAW_BUFFER0_EXT);

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