int64_t WebGLRenderbuffer::MemoryUsage() const { int64_t pixels = int64_t(Width()) * int64_t(Height()); GLenum primaryFormat = InternalFormatForGL(); // If there is no defined format, we're not taking up any memory if (!primaryFormat) return 0; int64_t secondarySize = 0; if (mSecondaryRB) { if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) { primaryFormat = DepthStencilDepthFormat(mContext->gl); secondarySize = 1*pixels; // STENCIL_INDEX8 } else { secondarySize = 1*1*2; // 1x1xRGBA4 } } int64_t primarySize = 0; switch (primaryFormat) { case LOCAL_GL_STENCIL_INDEX8: primarySize = 1*pixels; break; case LOCAL_GL_RGBA4: case LOCAL_GL_RGB5_A1: case LOCAL_GL_RGB565: case LOCAL_GL_DEPTH_COMPONENT16: primarySize = 2*pixels; break; case LOCAL_GL_RGB8: case LOCAL_GL_DEPTH_COMPONENT24: primarySize = 3*pixels; break; case LOCAL_GL_RGBA8: case LOCAL_GL_SRGB8_ALPHA8_EXT: case LOCAL_GL_DEPTH24_STENCIL8: case LOCAL_GL_DEPTH_COMPONENT32: primarySize = 4*pixels; break; case LOCAL_GL_RGB16F: primarySize = 2*3*pixels; break; case LOCAL_GL_RGBA16F: primarySize = 2*4*pixels; break; case LOCAL_GL_RGB32F: primarySize = 4*3*pixels; break; case LOCAL_GL_RGBA32F: primarySize = 4*4*pixels; break; default: MOZ_ASSERT(false, "Unknown `primaryFormat`."); break; } return primarySize + secondarySize; }
void WebGLRenderbuffer::RenderbufferStorage(GLenum internalFormat, GLsizei width, GLsizei height) const { gl::GLContext* gl = mContext->gl; GLenum primaryFormat = internalFormat; GLenum secondaryFormat = 0; if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) { primaryFormat = DepthStencilDepthFormat(gl); secondaryFormat = LOCAL_GL_STENCIL_INDEX8; } gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, primaryFormat, width, height); if (!mSecondaryRB) { MOZ_ASSERT(!secondaryFormat); return; } // We can't leave the secondary RB unspecified either, since we should // handle the case where we attach a non-depth-stencil RB to a // depth-stencil attachment point, or attach this depth-stencil RB to a // non-depth-stencil attachment point. gl::ScopedBindRenderbuffer autoRB(gl, mSecondaryRB); if (secondaryFormat) { gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, secondaryFormat, width, height); } else { gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, LOCAL_GL_RGBA4, 1, 1); } }
void WebGLRenderbuffer::RenderbufferStorage(GLsizei samples, const webgl::FormatUsageInfo* format, GLsizei width, GLsizei height) { MOZ_ASSERT(mContext->mBoundRenderbuffer == this); gl::GLContext* gl = mContext->gl; MOZ_ASSERT(samples >= 0 && samples <= 256); // Sanity check. GLenum primaryFormat = format->format->sizedFormat; GLenum secondaryFormat = 0; if (NeedsDepthStencilEmu(mContext->gl, primaryFormat)) { primaryFormat = DepthStencilDepthFormat(gl); secondaryFormat = LOCAL_GL_STENCIL_INDEX8; } RenderbufferStorageMaybeMultisample(gl, samples, primaryFormat, width, height); if (mSecondaryRB) { // We can't leave the secondary RB unspecified either, since we should // handle the case where we attach a non-depth-stencil RB to a // depth-stencil attachment point, or attach this depth-stencil RB to a // non-depth-stencil attachment point. gl::ScopedBindRenderbuffer autoRB(gl, mSecondaryRB); if (secondaryFormat) { RenderbufferStorageMaybeMultisample(gl, samples, secondaryFormat, width, height); } else { RenderbufferStorageMaybeMultisample(gl, samples, LOCAL_GL_RGBA4, 1, 1); } } mSamples = samples; mFormat = format; mWidth = width; mHeight = height; mImageDataStatus = WebGLImageDataStatus::UninitializedImageData; mIsUsingSecondary = bool(secondaryFormat); InvalidateStatusOfAttachedFBs(); }