1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at https://mozilla.org/MPL/2.0/. */

use std::rc::Rc;

use gleam::gl::{self, Gl};
use image::RgbImage;
use log::trace;
use servo_geometry::FramebufferUintLength;

pub struct RenderTargetInfo {
    gl: Rc<dyn Gl>,
    framebuffer_ids: Vec<gl::GLuint>,
    renderbuffer_ids: Vec<gl::GLuint>,
    texture_ids: Vec<gl::GLuint>,
}

impl RenderTargetInfo {
    pub fn new(
        gl: Rc<dyn Gl>,
        width: FramebufferUintLength,
        height: FramebufferUintLength,
    ) -> Self {
        let framebuffer_ids = gl.gen_framebuffers(1);
        gl.bind_framebuffer(gl::FRAMEBUFFER, framebuffer_ids[0]);
        trace!("Configuring fbo {}", framebuffer_ids[0]);

        let texture_ids = gl.gen_textures(1);
        gl.bind_texture(gl::TEXTURE_2D, texture_ids[0]);
        gl.tex_image_2d(
            gl::TEXTURE_2D,
            0,
            gl::RGB as gl::GLint,
            width.get() as gl::GLsizei,
            height.get() as gl::GLsizei,
            0,
            gl::RGB,
            gl::UNSIGNED_BYTE,
            None,
        );
        gl.tex_parameter_i(
            gl::TEXTURE_2D,
            gl::TEXTURE_MAG_FILTER,
            gl::NEAREST as gl::GLint,
        );
        gl.tex_parameter_i(
            gl::TEXTURE_2D,
            gl::TEXTURE_MIN_FILTER,
            gl::NEAREST as gl::GLint,
        );

        gl.framebuffer_texture_2d(
            gl::FRAMEBUFFER,
            gl::COLOR_ATTACHMENT0,
            gl::TEXTURE_2D,
            texture_ids[0],
            0,
        );

        gl.bind_texture(gl::TEXTURE_2D, 0);

        let renderbuffer_ids = gl.gen_renderbuffers(1);
        let depth_rb = renderbuffer_ids[0];
        gl.bind_renderbuffer(gl::RENDERBUFFER, depth_rb);
        gl.renderbuffer_storage(
            gl::RENDERBUFFER,
            gl::DEPTH_COMPONENT24,
            width.get() as gl::GLsizei,
            height.get() as gl::GLsizei,
        );
        gl.framebuffer_renderbuffer(
            gl::FRAMEBUFFER,
            gl::DEPTH_ATTACHMENT,
            gl::RENDERBUFFER,
            depth_rb,
        );

        Self {
            gl,
            framebuffer_ids,
            renderbuffer_ids,
            texture_ids,
        }
    }

    pub fn framebuffer_id(&self) -> gl::GLuint {
        *self.framebuffer_ids.first().expect("Guaranteed by new")
    }

    pub fn bind(&self) {
        trace!("Binding FBO {}", self.framebuffer_id());
        self.gl
            .bind_framebuffer(gl::FRAMEBUFFER, self.framebuffer_id());
    }

    pub fn unbind(&self) {
        trace!("Unbinding FBO {}", self.framebuffer_id());
        self.gl.bind_framebuffer(gl::FRAMEBUFFER, 0);
    }

    pub fn read_back_from_gpu(
        self,
        x: i32,
        y: i32,
        width: FramebufferUintLength,
        height: FramebufferUintLength,
    ) -> RgbImage {
        let width = width.get() as usize;
        let height = height.get() as usize;
        // For some reason, OSMesa fails to render on the 3rd
        // attempt in headless mode, under some conditions.
        // I think this can only be some kind of synchronization
        // bug in OSMesa, but explicitly un-binding any vertex
        // array here seems to work around that bug.
        // See https://github.com/servo/servo/issues/18606.
        self.gl.bind_vertex_array(0);

        let mut pixels = self.gl.read_pixels(
            x,
            y,
            width as gl::GLsizei,
            height as gl::GLsizei,
            gl::RGB,
            gl::UNSIGNED_BYTE,
        );

        // flip image vertically (texture is upside down)
        let orig_pixels = pixels.clone();
        let stride = width * 3;
        for y in 0..height {
            let dst_start = y * stride;
            let src_start = (height - y - 1) * stride;
            let src_slice = &orig_pixels[src_start..src_start + stride];
            pixels[dst_start..dst_start + stride].clone_from_slice(&src_slice[..stride]);
        }

        RgbImage::from_raw(width as u32, height as u32, pixels).expect("Flipping image failed!")
    }
}

impl Drop for RenderTargetInfo {
    fn drop(&mut self) {
        trace!("Dropping FBO {}", self.framebuffer_id());
        self.unbind();
        self.gl.delete_textures(&self.texture_ids);
        self.gl.delete_renderbuffers(&self.renderbuffer_ids);
        self.gl.delete_framebuffers(&self.framebuffer_ids);
    }
}