gecko-dev/dom/canvas/WebGLContextVertices.cpp

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* 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 http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "GLContext.h"
#include "mozilla/CheckedInt.h"
#include "WebGLBuffer.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShader.h"
#include "WebGLTexture.h"
#include "WebGLUniformInfo.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
using namespace mozilla;
using namespace dom;
void
WebGLContext::VertexAttrib1f(GLuint index, GLfloat x0)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib1f(index, x0);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = 0;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
if (gl->IsGLES())
gl->fVertexAttrib1f(index, x0);
}
}
void
WebGLContext::VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib2f(index, x0, x1);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = x1;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
if (gl->IsGLES())
gl->fVertexAttrib2f(index, x0, x1);
}
}
void
WebGLContext::VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib3f(index, x0, x1, x2);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = x1;
mVertexAttrib0Vector[2] = x2;
mVertexAttrib0Vector[3] = 1;
if (gl->IsGLES())
gl->fVertexAttrib3f(index, x0, x1, x2);
}
}
void
WebGLContext::VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1,
GLfloat x2, GLfloat x3)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib4f(index, x0, x1, x2, x3);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = x1;
mVertexAttrib0Vector[2] = x2;
mVertexAttrib0Vector[3] = x3;
if (gl->IsGLES())
gl->fVertexAttrib4f(index, x0, x1, x2, x3);
}
}
void
WebGLContext::VertexAttrib1fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib1fv", 1, arrayLength))
return;
MakeContextCurrent();
if (idx) {
gl->fVertexAttrib1fv(idx, ptr);
} else {
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = GLfloat(0);
mVertexAttrib0Vector[2] = GLfloat(0);
mVertexAttrib0Vector[3] = GLfloat(1);
if (gl->IsGLES())
gl->fVertexAttrib1fv(idx, ptr);
}
}
void
WebGLContext::VertexAttrib2fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib2fv", 2, arrayLength))
return;
MakeContextCurrent();
if (idx) {
gl->fVertexAttrib2fv(idx, ptr);
} else {
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = ptr[1];
mVertexAttrib0Vector[2] = GLfloat(0);
mVertexAttrib0Vector[3] = GLfloat(1);
if (gl->IsGLES())
gl->fVertexAttrib2fv(idx, ptr);
}
}
void
WebGLContext::VertexAttrib3fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib3fv", 3, arrayLength))
return;
MakeContextCurrent();
if (idx) {
gl->fVertexAttrib3fv(idx, ptr);
} else {
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = ptr[1];
mVertexAttrib0Vector[2] = ptr[2];
mVertexAttrib0Vector[3] = GLfloat(1);
if (gl->IsGLES())
gl->fVertexAttrib3fv(idx, ptr);
}
}
void
WebGLContext::VertexAttrib4fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib4fv", 4, arrayLength))
return;
MakeContextCurrent();
if (idx) {
gl->fVertexAttrib4fv(idx, ptr);
} else {
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = ptr[1];
mVertexAttrib0Vector[2] = ptr[2];
mVertexAttrib0Vector[3] = ptr[3];
if (gl->IsGLES())
gl->fVertexAttrib4fv(idx, ptr);
}
}
void
WebGLContext::EnableVertexAttribArray(GLuint index)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "enableVertexAttribArray"))
return;
MakeContextCurrent();
InvalidateBufferFetching();
gl->fEnableVertexAttribArray(index);
MOZ_ASSERT(mBoundVertexArray->HasAttrib(index)); // should have been validated earlier
mBoundVertexArray->mAttribs[index].enabled = true;
}
void
WebGLContext::DisableVertexAttribArray(GLuint index)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "disableVertexAttribArray"))
return;
MakeContextCurrent();
InvalidateBufferFetching();
if (index || gl->IsGLES())
gl->fDisableVertexAttribArray(index);
MOZ_ASSERT(mBoundVertexArray->HasAttrib(index)); // should have been validated earlier
mBoundVertexArray->mAttribs[index].enabled = false;
}
JS::Value
WebGLContext::GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateAttribIndex(index, "getVertexAttrib"))
return JS::NullValue();
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
{
return WebGLObjectAsJSValue(cx, mBoundVertexArray->mAttribs[index].buf.get(), rv);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE:
{
return JS::Int32Value(mBoundVertexArray->mAttribs[index].stride);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE:
{
if (!mBoundVertexArray->mAttribs[index].enabled)
return JS::Int32Value(4);
return JS::Int32Value(mBoundVertexArray->mAttribs[index].size);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE:
{
if (!mBoundVertexArray->mAttribs[index].enabled)
return JS::NumberValue(uint32_t(LOCAL_GL_FLOAT));
return JS::NumberValue(uint32_t(mBoundVertexArray->mAttribs[index].type));
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
{
if (IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays))
{
return JS::Int32Value(mBoundVertexArray->mAttribs[index].divisor);
}
break;
}
case LOCAL_GL_CURRENT_VERTEX_ATTRIB:
{
GLfloat vec[4] = {0, 0, 0, 1};
if (index) {
gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, &vec[0]);
} else {
vec[0] = mVertexAttrib0Vector[0];
vec[1] = mVertexAttrib0Vector[1];
vec[2] = mVertexAttrib0Vector[2];
vec[3] = mVertexAttrib0Vector[3];
}
JSObject* obj = Float32Array::Create(cx, this, 4, vec);
if (!obj) {
rv.Throw(NS_ERROR_OUT_OF_MEMORY);
}
return JS::ObjectOrNullValue(obj);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED:
{
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].enabled);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
{
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].normalized);
}
default:
break;
}
ErrorInvalidEnumInfo("getVertexAttrib: parameter", pname);
return JS::NullValue();
}
WebGLsizeiptr
WebGLContext::GetVertexAttribOffset(GLuint index, GLenum pname)
{
if (IsContextLost())
return 0;
if (!ValidateAttribIndex(index, "getVertexAttribOffset"))
return 0;
if (pname != LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER) {
ErrorInvalidEnum("getVertexAttribOffset: bad parameter");
return 0;
}
return mBoundVertexArray->mAttribs[index].byteOffset;
}
void
WebGLContext::VertexAttribPointer(GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset)
{
if (IsContextLost())
return;
if (mBoundArrayBuffer == nullptr)
return ErrorInvalidOperation("vertexAttribPointer: must have valid GL_ARRAY_BUFFER binding");
GLsizei requiredAlignment = 1;
switch (type) {
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
requiredAlignment = 1;
break;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
requiredAlignment = 2;
break;
// XXX case LOCAL_GL_FIXED:
case LOCAL_GL_FLOAT:
requiredAlignment = 4;
break;
default:
return ErrorInvalidEnumInfo("vertexAttribPointer: type", type);
}
// requiredAlignment should always be a power of two.
GLsizei requiredAlignmentMask = requiredAlignment - 1;
if (!ValidateAttribIndex(index, "vertexAttribPointer")) {
return;
}
if (size < 1 || size > 4)
return ErrorInvalidValue("vertexAttribPointer: invalid element size");
if (stride < 0 || stride > 255) // see WebGL spec section 6.6 "Vertex Attribute Data Stride"
return ErrorInvalidValue("vertexAttribPointer: negative or too large stride");
if (byteOffset < 0)
return ErrorInvalidValue("vertexAttribPointer: negative offset");
if (stride & requiredAlignmentMask) {
return ErrorInvalidOperation("vertexAttribPointer: stride doesn't satisfy the alignment "
"requirement of given type");
}
if (byteOffset & requiredAlignmentMask) {
return ErrorInvalidOperation("vertexAttribPointer: byteOffset doesn't satisfy the alignment "
"requirement of given type");
}
InvalidateBufferFetching();
/* XXX make work with bufferSubData & heterogeneous types
if (type != mBoundArrayBuffer->GLType())
return ErrorInvalidOperation("vertexAttribPointer: type must match bound VBO type: %d != %d", type, mBoundArrayBuffer->GLType());
*/
WebGLVertexAttribData &vd = mBoundVertexArray->mAttribs[index];
vd.buf = mBoundArrayBuffer;
vd.stride = stride;
vd.size = size;
vd.byteOffset = byteOffset;
vd.type = type;
vd.normalized = normalized;
MakeContextCurrent();
gl->fVertexAttribPointer(index, size, type, normalized,
stride,
reinterpret_cast<void*>(byteOffset));
}
void
WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribDivisor")) {
return;
}
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
vd.divisor = divisor;
InvalidateBufferFetching();
MakeContextCurrent();
gl->fVertexAttribDivisor(index, divisor);
}