gecko-dev/dom/canvas/WebGLUniformLocation.cpp
Jeff Gilbert 5b753da289 Bug 1470325 - s/FooBinding/Foo_Binding/g - r=qdot
MozReview-Commit-ID: JtTcLL5OPF0
2018-06-26 17:05:01 -07:00

318 lines
10 KiB
C++

/* -*- Mode: C++; tab-width: 20; 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 "WebGLUniformLocation.h"
#include "GLContext.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLActiveInfo.h"
#include "WebGLContext.h"
#include "WebGLProgram.h"
namespace mozilla {
WebGLUniformLocation::WebGLUniformLocation(WebGLContext* webgl,
const webgl::LinkedProgramInfo* linkInfo,
webgl::UniformInfo* info, GLuint loc,
size_t arrayIndex)
: WebGLContextBoundObject(webgl)
, mLinkInfo(linkInfo)
, mInfo(info)
, mLoc(loc)
, mArrayIndex(arrayIndex)
{ }
WebGLUniformLocation::~WebGLUniformLocation()
{ }
bool
WebGLUniformLocation::ValidateForProgram(const WebGLProgram* prog,
const char* funcName) const
{
// Check the weak-pointer.
if (!mLinkInfo) {
mContext->ErrorInvalidOperation("%s: This uniform location is obsolete because"
" its program has been successfully relinked.",
funcName);
return false;
}
if (mLinkInfo->prog != prog) {
mContext->ErrorInvalidOperation("%s: This uniform location corresponds to a"
" different program.", funcName);
return false;
}
return true;
}
static bool
IsUniformSetterTypeValid(GLenum setterType, GLenum uniformType)
{
// The order in this switch matches table 2.10 from OpenGL ES
// 3.0.4 (Aug 27, 2014) es_spec_3.0.4.pdf
switch (uniformType) {
case LOCAL_GL_FLOAT:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_FLOAT_VEC4:
return setterType == LOCAL_GL_FLOAT;
case LOCAL_GL_INT:
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_INT_VEC4:
return setterType == LOCAL_GL_INT;
case LOCAL_GL_UNSIGNED_INT:
case LOCAL_GL_UNSIGNED_INT_VEC2:
case LOCAL_GL_UNSIGNED_INT_VEC3:
case LOCAL_GL_UNSIGNED_INT_VEC4:
return setterType == LOCAL_GL_UNSIGNED_INT;
/* bool can be set via any function: 0, 0.0f -> FALSE, _ -> TRUE */
case LOCAL_GL_BOOL:
case LOCAL_GL_BOOL_VEC2:
case LOCAL_GL_BOOL_VEC3:
case LOCAL_GL_BOOL_VEC4:
return (setterType == LOCAL_GL_INT ||
setterType == LOCAL_GL_FLOAT ||
setterType == LOCAL_GL_UNSIGNED_INT);
case LOCAL_GL_FLOAT_MAT2:
case LOCAL_GL_FLOAT_MAT3:
case LOCAL_GL_FLOAT_MAT4:
case LOCAL_GL_FLOAT_MAT2x3:
case LOCAL_GL_FLOAT_MAT2x4:
case LOCAL_GL_FLOAT_MAT3x2:
case LOCAL_GL_FLOAT_MAT3x4:
case LOCAL_GL_FLOAT_MAT4x2:
case LOCAL_GL_FLOAT_MAT4x3:
return setterType == LOCAL_GL_FLOAT;
/* Samplers can only be set via Uniform1i */
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_3D:
case LOCAL_GL_SAMPLER_CUBE:
case LOCAL_GL_SAMPLER_2D_SHADOW:
case LOCAL_GL_SAMPLER_2D_ARRAY:
case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW:
case LOCAL_GL_SAMPLER_CUBE_SHADOW:
case LOCAL_GL_INT_SAMPLER_2D:
case LOCAL_GL_INT_SAMPLER_3D:
case LOCAL_GL_INT_SAMPLER_CUBE:
case LOCAL_GL_INT_SAMPLER_2D_ARRAY:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
return setterType == LOCAL_GL_INT;
default:
MOZ_CRASH("GFX: Bad `uniformType`.");
}
}
bool
WebGLUniformLocation::ValidateSizeAndType(uint8_t setterElemSize, GLenum setterType,
const char* funcName) const
{
MOZ_ASSERT(mLinkInfo);
const auto& uniformElemSize = mInfo->mActiveInfo->mElemSize;
if (setterElemSize != uniformElemSize) {
mContext->ErrorInvalidOperation("%s: Function used differs from uniform size: %i",
funcName, uniformElemSize);
return false;
}
const auto& uniformElemType = mInfo->mActiveInfo->mElemType;
if (!IsUniformSetterTypeValid(setterType, uniformElemType)) {
mContext->ErrorInvalidOperation("%s: Function used is incompatible with uniform"
" type: %i",
funcName, uniformElemType);
return false;
}
return true;
}
bool
WebGLUniformLocation::ValidateArrayLength(uint8_t setterElemSize, size_t setterArraySize,
const char* funcName) const
{
MOZ_ASSERT(mLinkInfo);
if (setterArraySize == 0 ||
setterArraySize % setterElemSize)
{
mContext->ErrorInvalidValue("%s: Expected an array of length a multiple of %d,"
" got an array of length %zu.",
funcName, setterElemSize, setterArraySize);
return false;
}
/* GLES 2.0.25, Section 2.10, p38
* When loading `N` elements starting at an arbitrary position `k` in a uniform
* declared as an array, elements `k` through `k + N - 1` in the array will be
* replaced with the new values. Values for any array element that exceeds the
* highest array element index used, as reported by `GetActiveUniform`, will be
* ignored by GL.
*/
if (!mInfo->mActiveInfo->mIsArray &&
setterArraySize != setterElemSize)
{
mContext->ErrorInvalidOperation("%s: Expected an array of length exactly %d"
" (since this uniform is not an array uniform),"
" got an array of length %zu.",
funcName, setterElemSize, setterArraySize);
return false;
}
return true;
}
JS::Value
WebGLUniformLocation::GetUniform(JSContext* js) const
{
MOZ_ASSERT(mLinkInfo);
const uint8_t elemSize = mInfo->mActiveInfo->mElemSize;
static const uint8_t kMaxElemSize = 16;
MOZ_ASSERT(elemSize <= kMaxElemSize);
GLuint prog = mLinkInfo->prog->mGLName;
gl::GLContext* gl = mContext->GL();
switch (mInfo->mActiveInfo->mElemType) {
case LOCAL_GL_INT:
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_INT_VEC4:
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_3D:
case LOCAL_GL_SAMPLER_CUBE:
case LOCAL_GL_SAMPLER_2D_SHADOW:
case LOCAL_GL_SAMPLER_2D_ARRAY:
case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW:
case LOCAL_GL_SAMPLER_CUBE_SHADOW:
case LOCAL_GL_INT_SAMPLER_2D:
case LOCAL_GL_INT_SAMPLER_3D:
case LOCAL_GL_INT_SAMPLER_CUBE:
case LOCAL_GL_INT_SAMPLER_2D_ARRAY:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
{
GLint buffer[kMaxElemSize] = {0};
gl->fGetUniformiv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::Int32Value(buffer[0]);
JSObject* obj = dom::Int32Array::Create(js, mContext, elemSize, buffer);
if (!obj) {
mContext->ErrorOutOfMemory("getUniform: Out of memory.");
return JS::NullValue();
}
return JS::ObjectOrNullValue(obj);
}
case LOCAL_GL_BOOL:
case LOCAL_GL_BOOL_VEC2:
case LOCAL_GL_BOOL_VEC3:
case LOCAL_GL_BOOL_VEC4:
{
GLint buffer[kMaxElemSize] = {0};
gl->fGetUniformiv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::BooleanValue(buffer[0]);
bool boolBuffer[kMaxElemSize];
for (uint8_t i = 0; i < kMaxElemSize; i++)
boolBuffer[i] = buffer[i];
JS::RootedValue val(js);
// Be careful: we don't want to convert all of |uv|!
if (!dom::ToJSValue(js, boolBuffer, elemSize, &val)) {
mContext->ErrorOutOfMemory("getUniform: Out of memory.");
return JS::NullValue();
}
return val;
}
case LOCAL_GL_FLOAT:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_FLOAT_VEC4:
case LOCAL_GL_FLOAT_MAT2:
case LOCAL_GL_FLOAT_MAT3:
case LOCAL_GL_FLOAT_MAT4:
case LOCAL_GL_FLOAT_MAT2x3:
case LOCAL_GL_FLOAT_MAT2x4:
case LOCAL_GL_FLOAT_MAT3x2:
case LOCAL_GL_FLOAT_MAT3x4:
case LOCAL_GL_FLOAT_MAT4x2:
case LOCAL_GL_FLOAT_MAT4x3:
{
GLfloat buffer[16] = {0.0f};
gl->fGetUniformfv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::DoubleValue(buffer[0]);
JSObject* obj = dom::Float32Array::Create(js, mContext, elemSize, buffer);
if (!obj) {
mContext->ErrorOutOfMemory("getUniform: Out of memory.");
return JS::NullValue();
}
return JS::ObjectOrNullValue(obj);
}
case LOCAL_GL_UNSIGNED_INT:
case LOCAL_GL_UNSIGNED_INT_VEC2:
case LOCAL_GL_UNSIGNED_INT_VEC3:
case LOCAL_GL_UNSIGNED_INT_VEC4:
{
GLuint buffer[kMaxElemSize] = {0};
gl->fGetUniformuiv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::DoubleValue(buffer[0]); // This is Double because only Int32 is special cased.
JSObject* obj = dom::Uint32Array::Create(js, mContext, elemSize, buffer);
if (!obj) {
mContext->ErrorOutOfMemory("getUniform: Out of memory.");
return JS::NullValue();
}
return JS::ObjectOrNullValue(obj);
}
default:
MOZ_CRASH("GFX: Invalid elemType.");
}
}
////////////////////////////////////////////////////////////////////////////////
JSObject*
WebGLUniformLocation::WrapObject(JSContext* js, JS::Handle<JSObject*> givenProto)
{
return dom::WebGLUniformLocation_Binding::Wrap(js, this, givenProto);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLUniformLocation)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLUniformLocation, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLUniformLocation, Release)
} // namespace mozilla