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b=528013; [webgl] BindFramebuffer checking target against wrong constants; r=vlad
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@ -284,10 +284,12 @@ protected:
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WebGLObjectRefPtr<WebGLBuffer> mBoundElementArrayBuffer;
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WebGLObjectRefPtr<WebGLProgram> mCurrentProgram;
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nsTArray<nsRefPtr<WebGLFramebuffer> > mBoundColorFramebuffers;
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nsRefPtr<WebGLFramebuffer> mBoundDepthFramebuffer;
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nsRefPtr<WebGLFramebuffer> mBoundStencilFramebuffer;
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// XXX these 3 are wrong types, and aren't used atm (except for the length of the attachments)
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nsTArray<WebGLObjectRefPtr<WebGLTexture> > mFramebufferColorAttachments;
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nsRefPtr<WebGLFramebuffer> mFramebufferDepthAttachment;
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nsRefPtr<WebGLFramebuffer> mFramebufferStencilAttachment;
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nsRefPtr<WebGLFramebuffer> mBoundFramebuffer;
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nsRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
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// lookup tables for GL name -> object wrapper
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@ -409,17 +409,8 @@ WebGLContext::BindFramebuffer(GLenum target, nsIWebGLFramebuffer *fb)
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MakeContextCurrent();
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if (target >= LOCAL_GL_COLOR_ATTACHMENT0 &&
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target < (LOCAL_GL_COLOR_ATTACHMENT0 + mBoundColorFramebuffers.Length()))
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{
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int targetOffset = target - LOCAL_GL_COLOR_ATTACHMENT0;
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mBoundColorFramebuffers[targetOffset] = wfb;
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} else if (target == LOCAL_GL_DEPTH_ATTACHMENT) {
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mBoundDepthFramebuffer = wfb;
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} else if (target == LOCAL_GL_STENCIL_ATTACHMENT) {
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mBoundStencilFramebuffer = wfb;
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} else {
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return ErrorMessage("glBindFramebuffer: invalid target");
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if (target != LOCAL_GL_FRAMEBUFFER) {
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return ErrorMessage("glBindFramebuffer: target must be GL_FRAMEBUFFER");
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}
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gl->fBindFramebuffer(target, wfb ? wfb->GLName() : 0);
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@ -436,7 +427,7 @@ WebGLContext::BindRenderbuffer(GLenum target, nsIWebGLRenderbuffer *rb)
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return ErrorMessage("glBindRenderbuffer: renderbuffer has already been deleted!");
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if (target != LOCAL_GL_RENDERBUFFER)
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return ErrorMessage("glBindRenderbuffer: invalid target");
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return ErrorMessage("glBindRenderbuffer: target must be GL_RENDERBUFFER");
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MakeContextCurrent();
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@ -1094,9 +1085,9 @@ WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum r
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return ErrorMessage("glFramebufferRenderbuffer: renderbuffer has already been deleted!");
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if (target != LOCAL_GL_FRAMEBUFFER)
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return ErrorMessage("glFramebufferRenderbuffer: target must be LOCAL_GL_FRAMEBUFFER");
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return ErrorMessage("glFramebufferRenderbuffer: target must be GL_FRAMEBUFFER");
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if ((attachment < LOCAL_GL_COLOR_ATTACHMENT0 || attachment >= LOCAL_GL_COLOR_ATTACHMENT0 + mBoundColorFramebuffers.Length()) &&
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if ((attachment < LOCAL_GL_COLOR_ATTACHMENT0 || attachment >= LOCAL_GL_COLOR_ATTACHMENT0 + mFramebufferColorAttachments.Length()) &&
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attachment != LOCAL_GL_DEPTH_ATTACHMENT &&
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attachment != LOCAL_GL_STENCIL_ATTACHMENT)
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return ErrorMessage("glFramebufferRenderbuffer: invalid attachment");
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@ -1115,10 +1106,10 @@ WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum r
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NS_IMETHODIMP
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WebGLContext::FramebufferTexture2D(GLenum target,
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GLenum attachment,
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GLenum textarget,
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nsIWebGLTexture *wtex,
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GLint level)
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GLenum attachment,
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GLenum textarget,
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nsIWebGLTexture *wtex,
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GLint level)
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{
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WebGLTexture *tex = static_cast<WebGLTexture*>(wtex);
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@ -1128,7 +1119,7 @@ WebGLContext::FramebufferTexture2D(GLenum target,
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if (target != LOCAL_GL_FRAMEBUFFER)
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return ErrorMessage("glFramebufferTexture2D: target must be GL_FRAMEBUFFER");
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if ((attachment < LOCAL_GL_COLOR_ATTACHMENT0 || attachment >= LOCAL_GL_COLOR_ATTACHMENT0 + mBoundColorFramebuffers.Length()) &&
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if ((attachment < LOCAL_GL_COLOR_ATTACHMENT0 || attachment >= LOCAL_GL_COLOR_ATTACHMENT0 + mFramebufferColorAttachments.Length()) &&
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attachment != LOCAL_GL_DEPTH_ATTACHMENT &&
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attachment != LOCAL_GL_STENCIL_ATTACHMENT)
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return ErrorMessage("glFramebufferTexture2D: invalid attachment");
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@ -1141,6 +1132,8 @@ WebGLContext::FramebufferTexture2D(GLenum target,
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if (level != 0)
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return ErrorMessage("glFramebufferTexture2D: level must be 0");
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// XXXXX we need to store/reference this attachment!
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MakeContextCurrent();
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gl->fFramebufferTexture2D(target, attachment, textarget, tex->GLName(), level);
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@ -2934,7 +2927,7 @@ WebGLContext::ValidateGL()
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//fprintf(stderr, "GL_MAX_TEXTURE_UNITS: %d\n", val);
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gl->fGetIntegerv(LOCAL_GL_MAX_COLOR_ATTACHMENTS, &val);
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mBoundColorFramebuffers.SetLength(val);
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mFramebufferColorAttachments.SetLength(val);
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#ifdef DEBUG_vladimir
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gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, &val);
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