Create depth and stencil attachments for XRWebGLLayer

This commit is contained in:
Alan Jeffrey 2019-08-28 19:20:15 -05:00
parent b6cf6c0450
commit a0cb841d2a
2 changed files with 46 additions and 4 deletions

View file

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

View file

@ -91,20 +91,25 @@ impl XRWebGLLayer {
let cx = global.get_cx(); let cx = global.get_cx();
let old_fbo = context.bound_framebuffer(); let old_fbo = context.bound_framebuffer();
let old_rbo = context.bound_renderbuffer();
let old_texture = context let old_texture = context
.textures() .textures()
.active_texture_for_image_target(TexImageTarget::Texture2D); .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)?; 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." // 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 // Create a new texture with size given by the session's recommended resolution
let texture = context.CreateTexture().ok_or(Error::Operation)?; 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 resolution = session.with_session(|s| s.recommended_framebuffer_resolution());
let mut pixels = CustomAutoRooter::new(None); let mut pixels = CustomAutoRooter::new(None);
let mut clear_bits = constants::COLOR_BUFFER_BIT;
context.BindTexture(constants::TEXTURE_2D, Some(&texture)); context.BindTexture(constants::TEXTURE_2D, Some(&texture));
let sc = context.TexImage2D( let sc = context.TexImage2D(
constants::TEXTURE_2D, constants::TEXTURE_2D,
@ -128,13 +133,46 @@ impl XRWebGLLayer {
0, 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 // Restore the WebGL state while complaining about global mutable state
let fb_status = context.CheckFramebufferStatus(constants::FRAMEBUFFER); let fb_status = context.CheckFramebufferStatus(constants::FRAMEBUFFER);
let gl_status = context.GetError(); let gl_status = context.GetError();
context.BindTexture(constants::TEXTURE_2D, old_texture.as_ref().map(|t| &**t)); context.BindTexture(constants::TEXTURE_2D, old_texture.as_ref().map(|t| &**t));
context.BindFramebuffer(constants::FRAMEBUFFER, old_fbo.as_ref().map(|f| &**f)); 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." // throw an OperationError and abort these steps."
if let Err(err) = sc { if let Err(err) = sc {
error!("TexImage2D error {:?} while creating XR context", err); error!("TexImage2D error {:?} while creating XR context", err);
@ -152,7 +190,7 @@ impl XRWebGLLayer {
return Err(Error::Operation); return Err(Error::Operation);
} }
// Step 9. "Return layer." // Step 10. "Return layer."
Ok(XRWebGLLayer::new( Ok(XRWebGLLayer::new(
&global.global(), &global.global(),
session, session,