Auto merge of #24094 - asajeffrey:webxr-depth-n-stencil, r=jdm

Create depth and stencil attachments for XRWebGLLayer

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Creates depth and stencil attachments for an XRWebGLLayer if requested.

---
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- [x] `./mach build -d` does not report any errors
- [x] `./mach test-tidy` does not report any errors
- [x] These changes fix #24082
- [x] These changes do not require tests because not sure how we'd test for this

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This commit is contained in:
bors-servo 2019-09-04 14:20:29 -04:00 committed by GitHub
commit 4260063220
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 63 additions and 5 deletions

View file

@ -1102,6 +1102,10 @@ impl WebGLRenderingContext {
self.bound_framebuffer.get()
}
pub fn bound_renderbuffer(&self) -> Option<DomRoot<WebGLRenderbuffer>> {
self.bound_renderbuffer.get()
}
pub fn extension_manager(&self) -> &WebGLExtensions {
&self.extension_manager
}

View file

@ -91,20 +91,25 @@ impl XRWebGLLayer {
let cx = global.get_cx();
let old_fbo = context.bound_framebuffer();
let old_rbo = context.bound_renderbuffer();
let old_texture = context
.textures()
.active_texture_for_image_target(TexImageTarget::Texture2D);
// Step 8.2. "Initialize layers framebuffer to a new opaque framebuffer created with context."
// Step 9.2. "Initialize layers framebuffer to a new opaque framebuffer created with
// context and layerInits depth, stencil, and alpha values."
let framebuffer = context.CreateFramebuffer().ok_or(Error::Operation)?;
// Step 8.3. "Allocate and initialize resources compatible with sessions XR device,
// Step 9.3. "Allocate and initialize resources compatible with sessions XR device,
// including GPU accessible memory buffers, as required to support the compositing of layer."
// Create a new texture with size given by the session's recommended resolution
let texture = context.CreateTexture().ok_or(Error::Operation)?;
let render_buffer = context.CreateRenderbuffer().ok_or(Error::Operation)?;
let resolution = session.with_session(|s| s.recommended_framebuffer_resolution());
let mut pixels = CustomAutoRooter::new(None);
let mut clear_bits = constants::COLOR_BUFFER_BIT;
context.BindTexture(constants::TEXTURE_2D, Some(&texture));
let sc = context.TexImage2D(
constants::TEXTURE_2D,
@ -128,15 +133,64 @@ impl XRWebGLLayer {
0,
);
// Create backing store and bind a renderbuffer if requested
if init.depth || init.stencil {
let (internal_format, attachment) = if init.depth && init.stencil {
clear_bits |= constants::DEPTH_BUFFER_BIT | constants::STENCIL_BUFFER_BIT;
(
constants::DEPTH_STENCIL,
constants::DEPTH_STENCIL_ATTACHMENT,
)
} else if init.depth {
clear_bits |= constants::DEPTH_BUFFER_BIT;
(constants::DEPTH_COMPONENT16, constants::DEPTH_ATTACHMENT)
} else {
clear_bits |= constants::STENCIL_BUFFER_BIT;
(constants::STENCIL_INDEX8, constants::STENCIL_ATTACHMENT)
};
context.BindRenderbuffer(constants::RENDERBUFFER, Some(&render_buffer));
context.RenderbufferStorage(
constants::RENDERBUFFER,
internal_format,
resolution.width,
resolution.height,
);
context.FramebufferRenderbuffer(
constants::FRAMEBUFFER,
attachment,
constants::RENDERBUFFER,
Some(&render_buffer),
);
}
context.initialize_framebuffer(clear_bits);
// Restore the WebGL state while complaining about global mutable state
let fb_status = context.CheckFramebufferStatus(constants::FRAMEBUFFER);
let gl_status = context.GetError();
context.BindTexture(constants::TEXTURE_2D, old_texture.as_ref().map(|t| &**t));
context.BindFramebuffer(constants::FRAMEBUFFER, old_fbo.as_ref().map(|f| &**f));
context.BindRenderbuffer(constants::RENDERBUFFER, old_rbo.as_ref().map(|f| &**f));
// Step 8.4: "If layers resources were unable to be created for any reason,
// Step 9.4: "If layers resources were unable to be created for any reason,
// throw an OperationError and abort these steps."
sc.or(Err(Error::Operation))?;
if let Err(err) = sc {
error!("TexImage2D error {:?} while creating XR context", err);
return Err(Error::Operation);
}
if fb_status != constants::FRAMEBUFFER_COMPLETE {
error!(
"Framebuffer error {:x} while creating XR context",
fb_status
);
return Err(Error::Operation);
}
if gl_status != constants::NO_ERROR {
error!("GL error {:x} while creating XR context", gl_status);
return Err(Error::Operation);
}
// Step 9. "Return layer."
// Step 10. "Return layer."
Ok(XRWebGLLayer::new(
&global.global(),
session,