gecko-dev/content/canvas/src/WebGLContextFramebufferOperations.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 "WebGLTexture.h"
#include "WebGLRenderbuffer.h"
#include "WebGLFramebuffer.h"
using namespace mozilla;
void
WebGLContext::Clear(WebGLbitfield mask)
{
if (!IsContextStable())
return;
MakeContextCurrent();
uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
if (mask != m)
return ErrorInvalidValue("clear: invalid mask bits");
if (mBoundFramebuffer) {
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("clear: incomplete framebuffer");
gl->fClear(mask);
return;
}
// Ok, we're clearing the default framebuffer/screen.
bool needsClear = true;
if (mIsScreenCleared) {
bool isClearRedundant = true;
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
if (mColorClearValue[0] != 0.0f ||
mColorClearValue[1] != 0.0f ||
mColorClearValue[2] != 0.0f ||
mColorClearValue[3] != 0.0f)
{
isClearRedundant = false;
}
}
if (mask & LOCAL_GL_DEPTH_BUFFER_BIT) {
if (mDepthClearValue != 1.0f) {
isClearRedundant = false;
}
}
if (mask & LOCAL_GL_DEPTH_BUFFER_BIT) {
if (mStencilClearValue != 0) {
isClearRedundant = false;
}
}
if (isClearRedundant)
needsClear = false;
}
if (needsClear) {
gl->fClear(mask);
mIsScreenCleared = false;
}
Invalidate();
mShouldPresent = true;
}
static WebGLclampf
GLClampFloat(WebGLclampf val)
{
if (val < 0.0)
return 0.0;
if (val > 1.0)
return 1.0;
return val;
}
void
WebGLContext::ClearColor(WebGLclampf r, WebGLclampf g,
WebGLclampf b, WebGLclampf a)
{
if (!IsContextStable())
return;
MakeContextCurrent();
mColorClearValue[0] = GLClampFloat(r);
mColorClearValue[1] = GLClampFloat(g);
mColorClearValue[2] = GLClampFloat(b);
mColorClearValue[3] = GLClampFloat(a);
gl->fClearColor(r, g, b, a);
}
void
WebGLContext::ClearDepth(WebGLclampf v)
{
if (!IsContextStable())
return;
MakeContextCurrent();
mDepthClearValue = GLClampFloat(v);
gl->fClearDepth(v);
}
void
WebGLContext::ClearStencil(WebGLint v)
{
if (!IsContextStable())
return;
MakeContextCurrent();
mStencilClearValue = v;
gl->fClearStencil(v);
}
void
WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a)
{
if (!IsContextStable())
return;
MakeContextCurrent();
mColorWriteMask[0] = r;
mColorWriteMask[1] = g;
mColorWriteMask[2] = b;
mColorWriteMask[3] = a;
gl->fColorMask(r, g, b, a);
}
void
WebGLContext::DepthMask(WebGLboolean b)
{
if (!IsContextStable())
return;
MakeContextCurrent();
mDepthWriteMask = b;
gl->fDepthMask(b);
}
void
WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
{
const size_t buffersLength = buffers.Length();
if (buffersLength == 0) {
return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers must not be empty)");
}
if (mBoundFramebuffer == 0)
{
// OK: we are rendering in the default framebuffer
/* EXT_draw_buffers :
If the GL is bound to the default framebuffer, then <buffersLength> must be 1
and the constant must be BACK or NONE. When draw buffer zero is
BACK, color values are written into the sole buffer for single-
buffered contexts, or into the back buffer for double-buffered
contexts. If DrawBuffersEXT is supplied with a constant other than
BACK and NONE, the error INVALID_OPERATION is generated.
*/
if (buffersLength != 1) {
return ErrorInvalidValue("drawBuffers: invalid <buffers> (main framebuffer: buffers.length must be 1)");
}
MakeContextCurrent();
if (buffers[0] == LOCAL_GL_NONE) {
const GLenum drawBuffersCommand = LOCAL_GL_NONE;
gl->fDrawBuffers(1, &drawBuffersCommand);
return;
}
else if (buffers[0] == LOCAL_GL_BACK) {
const GLenum drawBuffersCommand = LOCAL_GL_COLOR_ATTACHMENT0;
gl->fDrawBuffers(1, &drawBuffersCommand);
return;
}
return ErrorInvalidOperation("drawBuffers: invalid operation (main framebuffer: buffers[0] must be GL_NONE or GL_BACK)");
}
// OK: we are rendering in a framebuffer object
if (buffersLength > size_t(mGLMaxDrawBuffers)) {
/* EXT_draw_buffers :
The maximum number of draw buffers is implementation-dependent. The
number of draw buffers supported can be queried by calling
GetIntegerv with the symbolic constant MAX_DRAW_BUFFERS_EXT. An
INVALID_VALUE error is generated if <buffersLength> is greater than
MAX_DRAW_BUFFERS_EXT.
*/
return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers.length > GL_MAX_DRAW_BUFFERS)");
}
for (uint32_t i = 0; i < buffersLength; i++)
{
/* EXT_draw_buffers :
If the GL is bound to a draw framebuffer object, the <i>th buffer listed
in <bufs> must be COLOR_ATTACHMENT<i>_EXT or NONE. Specifying a
buffer out of order, BACK, or COLOR_ATTACHMENT<m>_EXT where <m> is
greater than or equal to the value of MAX_COLOR_ATTACHMENTS_EXT,
will generate the error INVALID_OPERATION.
*/
/* WEBGL_draw_buffers :
The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter.
*/
if (buffers[i] != LOCAL_GL_NONE &&
buffers[i] != GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + i)) {
return ErrorInvalidOperation("drawBuffers: invalid operation (buffers[i] must be GL_NONE or GL_COLOR_ATTACHMENTi)");
}
}
MakeContextCurrent();
gl->fDrawBuffers(buffersLength, buffers.Elements());
}
void
WebGLContext::StencilMask(WebGLuint mask)
{
if (!IsContextStable())
return;
mStencilWriteMaskFront = mask;
mStencilWriteMaskBack = mask;
MakeContextCurrent();
gl->fStencilMask(mask);
}
void
WebGLContext::StencilMaskSeparate(WebGLenum face, WebGLuint mask)
{
if (!IsContextStable())
return;
if (!ValidateFaceEnum(face, "stencilMaskSeparate: face"))
return;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilWriteMaskFront = mask;
mStencilWriteMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilWriteMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilWriteMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilMaskSeparate(face, mask);
}