mirror of
https://github.com/mozilla/gecko-dev.git
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ff584c03d1
MozReview-Commit-ID: HxWWPmD1Yzu
443 lines
11 KiB
C++
443 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "GLContext.h"
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#include "mozilla/CheckedInt.h"
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#include "WebGLBuffer.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLProgram.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLShader.h"
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#include "WebGLTexture.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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#include "mozilla/Casting.h"
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namespace mozilla {
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JSObject*
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WebGLContext::GetVertexAttribFloat32Array(JSContext* cx, GLuint index)
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{
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GLfloat attrib[4];
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if (index) {
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gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
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} else {
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memcpy(attrib, mGenericVertexAttrib0Data, sizeof(mGenericVertexAttrib0Data));
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}
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return dom::Float32Array::Create(cx, this, 4, attrib);
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}
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JSObject*
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WebGLContext::GetVertexAttribInt32Array(JSContext* cx, GLuint index)
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{
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GLint attrib[4];
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if (index) {
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gl->fGetVertexAttribIiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
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} else {
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memcpy(attrib, mGenericVertexAttrib0Data, sizeof(mGenericVertexAttrib0Data));
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}
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return dom::Int32Array::Create(cx, this, 4, attrib);
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}
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JSObject*
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WebGLContext::GetVertexAttribUint32Array(JSContext* cx, GLuint index)
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{
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GLuint attrib[4];
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if (index) {
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gl->fGetVertexAttribIuiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
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} else {
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memcpy(attrib, mGenericVertexAttrib0Data, sizeof(mGenericVertexAttrib0Data));
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}
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return dom::Uint32Array::Create(cx, this, 4, attrib);
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}
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////////////////////////////////////////
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void
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WebGLContext::VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w,
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const char* funcName)
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{
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if (!funcName) {
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funcName = "vertexAttrib4f";
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}
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, funcName))
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return;
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////
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fVertexAttrib4f(index, x, y, z, w);
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}
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////
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mGenericVertexAttribTypes[index] = LOCAL_GL_FLOAT;
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mGenericVertexAttribTypeInvalidator.InvalidateCaches();
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if (!index) {
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const float data[4] = { x, y, z, w };
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memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
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}
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}
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void
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WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w,
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const char* funcName)
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{
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if (!funcName) {
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funcName = "vertexAttribI4i";
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}
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, funcName))
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return;
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////
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fVertexAttribI4i(index, x, y, z, w);
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}
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////
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mGenericVertexAttribTypes[index] = LOCAL_GL_INT;
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mGenericVertexAttribTypeInvalidator.InvalidateCaches();
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if (!index) {
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const int32_t data[4] = { x, y, z, w };
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memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
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}
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}
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void
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WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w,
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const char* funcName)
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{
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if (!funcName) {
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funcName = "vertexAttribI4ui";
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}
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, funcName))
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return;
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////
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fVertexAttribI4ui(index, x, y, z, w);
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}
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////
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mGenericVertexAttribTypes[index] = LOCAL_GL_UNSIGNED_INT;
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mGenericVertexAttribTypeInvalidator.InvalidateCaches();
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if (!index) {
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const uint32_t data[4] = { x, y, z, w };
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memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
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}
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}
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////////////////////////////////////////
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void
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WebGLContext::EnableVertexAttribArray(GLuint index)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "enableVertexAttribArray"))
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return;
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gl->fEnableVertexAttribArray(index);
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->mAttribs[index].mEnabled = true;
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mBoundVertexArray->InvalidateCaches();
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}
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void
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WebGLContext::DisableVertexAttribArray(GLuint index)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "disableVertexAttribArray"))
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return;
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fDisableVertexAttribArray(index);
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}
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->mAttribs[index].mEnabled = false;
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mBoundVertexArray->InvalidateCaches();
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}
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JS::Value
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WebGLContext::GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
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ErrorResult& rv)
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{
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const char funcName[] = "getVertexAttrib";
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if (IsContextLost())
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return JS::NullValue();
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if (!ValidateAttribIndex(index, funcName))
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return JS::NullValue();
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MOZ_ASSERT(mBoundVertexArray);
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switch (pname) {
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
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return WebGLObjectAsJSValue(cx, mBoundVertexArray->mAttribs[index].mBuf.get(), rv);
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE:
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].Stride());
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE:
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].Size());
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE:
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].Type());
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_INTEGER:
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if (IsWebGL2())
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return JS::BooleanValue(mBoundVertexArray->mAttribs[index].IntegerFunc());
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break;
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
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if (IsWebGL2() ||
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IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays))
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{
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].mDivisor);
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}
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break;
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case LOCAL_GL_CURRENT_VERTEX_ATTRIB:
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{
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JS::RootedObject obj(cx);
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switch (mGenericVertexAttribTypes[index]) {
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case LOCAL_GL_FLOAT:
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obj = GetVertexAttribFloat32Array(cx, index);
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break;
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case LOCAL_GL_INT:
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obj = GetVertexAttribInt32Array(cx, index);
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break;
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case LOCAL_GL_UNSIGNED_INT:
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obj = GetVertexAttribUint32Array(cx, index);
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break;
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}
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if (!obj) {
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rv.Throw(NS_ERROR_OUT_OF_MEMORY);
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return JS::NullValue();
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}
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return JS::ObjectValue(*obj);
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}
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED:
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return JS::BooleanValue(mBoundVertexArray->mAttribs[index].mEnabled);
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
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return JS::BooleanValue(mBoundVertexArray->mAttribs[index].Normalized());
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default:
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break;
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}
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ErrorInvalidEnumInfo("getVertexAttrib: parameter", pname);
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return JS::NullValue();
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}
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WebGLsizeiptr
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WebGLContext::GetVertexAttribOffset(GLuint index, GLenum pname)
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{
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if (IsContextLost())
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return 0;
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if (!ValidateAttribIndex(index, "getVertexAttribOffset"))
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return 0;
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if (pname != LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER) {
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ErrorInvalidEnum("getVertexAttribOffset: bad parameter");
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return 0;
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}
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MOZ_ASSERT(mBoundVertexArray);
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return mBoundVertexArray->mAttribs[index].ByteOffset();
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}
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////////////////////////////////////////
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void
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WebGLContext::VertexAttribAnyPointer(const char* funcName, bool isFuncInt, GLuint index,
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GLint size, GLenum type, bool normalized,
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GLsizei stride, WebGLintptr byteOffset)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, funcName))
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return;
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////
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if (size < 1 || size > 4) {
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ErrorInvalidValue("%s: invalid element size", funcName);
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return;
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}
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// see WebGL spec section 6.6 "Vertex Attribute Data Stride"
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if (stride < 0 || stride > 255) {
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ErrorInvalidValue("%s: negative or too large stride", funcName);
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return;
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}
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if (byteOffset < 0) {
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ErrorInvalidValue("%s: negative offset", funcName);
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return;
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}
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////
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bool isTypeValid = true;
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uint8_t typeAlignment;
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switch (type) {
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// WebGL 1:
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case LOCAL_GL_BYTE:
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case LOCAL_GL_UNSIGNED_BYTE:
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typeAlignment = 1;
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break;
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case LOCAL_GL_SHORT:
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case LOCAL_GL_UNSIGNED_SHORT:
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typeAlignment = 2;
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break;
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case LOCAL_GL_FLOAT:
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if (isFuncInt) {
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isTypeValid = false;
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}
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typeAlignment = 4;
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break;
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// WebGL 2:
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case LOCAL_GL_INT:
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case LOCAL_GL_UNSIGNED_INT:
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if (!IsWebGL2()) {
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isTypeValid = false;
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}
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typeAlignment = 4;
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break;
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case LOCAL_GL_HALF_FLOAT:
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if (isFuncInt || !IsWebGL2()) {
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isTypeValid = false;
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}
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typeAlignment = 2;
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break;
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case LOCAL_GL_FIXED:
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if (isFuncInt || !IsWebGL2()) {
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isTypeValid = false;
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}
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typeAlignment = 4;
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break;
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case LOCAL_GL_INT_2_10_10_10_REV:
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case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
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if (isFuncInt || !IsWebGL2()) {
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isTypeValid = false;
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break;
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}
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if (size != 4) {
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ErrorInvalidOperation("%s: size must be 4 for this type.", funcName);
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return;
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}
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typeAlignment = 4;
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break;
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default:
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isTypeValid = false;
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break;
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}
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if (!isTypeValid) {
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ErrorInvalidEnumArg(funcName, "type", type);
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return;
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}
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////
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// `alignment` should always be a power of two.
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MOZ_ASSERT(IsPowerOfTwo(typeAlignment));
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const GLsizei typeAlignmentMask = typeAlignment - 1;
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if (stride & typeAlignmentMask ||
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byteOffset & typeAlignmentMask)
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{
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ErrorInvalidOperation("%s: `stride` and `byteOffset` must satisfy the alignment"
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" requirement of `type`.",
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funcName);
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return;
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}
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////
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const auto& buffer = mBoundArrayBuffer;
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if (!buffer && byteOffset) {
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ErrorInvalidOperation("%s: If ARRAY_BUFFER is null, byteOffset must be zero.",
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funcName);
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return;
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}
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////
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if (isFuncInt) {
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gl->fVertexAttribIPointer(index, size, type, stride,
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reinterpret_cast<void*>(byteOffset));
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} else {
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gl->fVertexAttribPointer(index, size, type, normalized, stride,
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reinterpret_cast<void*>(byteOffset));
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}
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WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
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vd.VertexAttribPointer(isFuncInt, buffer, size, type, normalized, stride, byteOffset);
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mBoundVertexArray->InvalidateCaches();
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}
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////////////////////////////////////////
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void
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WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "vertexAttribDivisor"))
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return;
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->mAttribs[index].mDivisor = divisor;
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mBoundVertexArray->InvalidateCaches();
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gl->fVertexAttribDivisor(index, divisor);
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}
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} // namespace mozilla
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