mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-05 00:25:27 +00:00
529 lines
16 KiB
C++
529 lines
16 KiB
C++
/* -*- Mode: C++; tab-width: 8; 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 "mozilla/UniquePtr.h"
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#include "GLContext.h"
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#include "ScopedGLHelpers.h"
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namespace mozilla {
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namespace gl {
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#ifdef DEBUG
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bool
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IsContextCurrent(GLContext* gl)
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{
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return gl->IsCurrent();
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}
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#endif
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/* ScopedGLState - Wraps glEnable/glDisable. **********************************/
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// Use |newState = true| to enable, |false| to disable.
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ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability, bool aNewState)
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: ScopedGLWrapper<ScopedGLState>(aGL)
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, mCapability(aCapability)
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{
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mOldState = mGL->fIsEnabled(mCapability);
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// Early out if we're already in the right state.
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if (aNewState == mOldState)
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return;
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if (aNewState) {
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mGL->fEnable(mCapability);
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} else {
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mGL->fDisable(mCapability);
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}
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}
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ScopedGLState::ScopedGLState(GLContext* aGL, GLenum aCapability)
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: ScopedGLWrapper<ScopedGLState>(aGL)
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, mCapability(aCapability)
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{
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mOldState = mGL->fIsEnabled(mCapability);
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}
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void
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ScopedGLState::UnwrapImpl()
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{
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if (mOldState) {
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mGL->fEnable(mCapability);
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} else {
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mGL->fDisable(mCapability);
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}
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}
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/* ScopedBindFramebuffer - Saves and restores with GetUserBoundFB and BindUserFB. */
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void
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ScopedBindFramebuffer::Init()
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{
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if (mGL->IsSupported(GLFeature::framebuffer_blit)) {
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mOldReadFB = mGL->GetReadFB();
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mOldDrawFB = mGL->GetDrawFB();
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} else {
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mOldReadFB = mOldDrawFB = mGL->GetFB();
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}
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}
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ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL)
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: ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
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{
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Init();
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}
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ScopedBindFramebuffer::ScopedBindFramebuffer(GLContext* aGL, GLuint aNewFB)
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: ScopedGLWrapper<ScopedBindFramebuffer>(aGL)
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{
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Init();
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mGL->BindFB(aNewFB);
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}
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void
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ScopedBindFramebuffer::UnwrapImpl()
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{
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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if (mOldReadFB == mOldDrawFB) {
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mGL->BindFB(mOldDrawFB);
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} else {
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mGL->BindDrawFB(mOldDrawFB);
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mGL->BindReadFB(mOldReadFB);
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}
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}
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/* ScopedBindTextureUnit ******************************************************/
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ScopedBindTextureUnit::ScopedBindTextureUnit(GLContext* aGL, GLenum aTexUnit)
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: ScopedGLWrapper<ScopedBindTextureUnit>(aGL)
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{
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MOZ_ASSERT(aTexUnit >= LOCAL_GL_TEXTURE0);
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mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
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mGL->fActiveTexture(aTexUnit);
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}
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void
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ScopedBindTextureUnit::UnwrapImpl() {
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fActiveTexture(mOldTexUnit);
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}
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/* ScopedTexture **************************************************************/
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ScopedTexture::ScopedTexture(GLContext* aGL)
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: ScopedGLWrapper<ScopedTexture>(aGL)
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{
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fGenTextures(1, &mTexture);
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}
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void
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ScopedTexture::UnwrapImpl()
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{
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// Check that we're not falling out of scope after
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// the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fDeleteTextures(1, &mTexture);
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}
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/* ScopedFramebuffer **************************************************************/
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ScopedFramebuffer::ScopedFramebuffer(GLContext* aGL)
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: ScopedGLWrapper<ScopedFramebuffer>(aGL)
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{
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fGenFramebuffers(1, &mFB);
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}
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void
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ScopedFramebuffer::UnwrapImpl()
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{
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// Check that we're not falling out of scope after
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// the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fDeleteFramebuffers(1, &mFB);
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}
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/* ScopedRenderbuffer **************************************************************/
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ScopedRenderbuffer::ScopedRenderbuffer(GLContext* aGL)
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: ScopedGLWrapper<ScopedRenderbuffer>(aGL)
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{
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fGenRenderbuffers(1, &mRB);
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}
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void
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ScopedRenderbuffer::UnwrapImpl()
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{
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// Check that we're not falling out of scope after
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// the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fDeleteRenderbuffers(1, &mRB);
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}
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/* ScopedBindTexture **********************************************************/
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void
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ScopedBindTexture::Init(GLenum aTarget)
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{
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mTarget = aTarget;
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mOldTex = 0;
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GLenum bindingTarget = (aTarget == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D
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: (aTarget == LOCAL_GL_TEXTURE_3D) ? LOCAL_GL_TEXTURE_BINDING_3D
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: (aTarget == LOCAL_GL_TEXTURE_RECTANGLE_ARB) ? LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB
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: (aTarget == LOCAL_GL_TEXTURE_CUBE_MAP) ? LOCAL_GL_TEXTURE_BINDING_CUBE_MAP
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: (aTarget == LOCAL_GL_TEXTURE_EXTERNAL) ? LOCAL_GL_TEXTURE_BINDING_EXTERNAL
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: LOCAL_GL_NONE;
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MOZ_ASSERT(bindingTarget != LOCAL_GL_NONE);
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mGL->GetUIntegerv(bindingTarget, &mOldTex);
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}
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ScopedBindTexture::ScopedBindTexture(GLContext* aGL, GLuint aNewTex, GLenum aTarget)
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: ScopedGLWrapper<ScopedBindTexture>(aGL)
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{
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Init(aTarget);
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mGL->fBindTexture(aTarget, aNewTex);
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}
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void
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ScopedBindTexture::UnwrapImpl()
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{
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fBindTexture(mTarget, mOldTex);
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}
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/* ScopedBindRenderbuffer *****************************************************/
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void
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ScopedBindRenderbuffer::Init()
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{
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mOldRB = 0;
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mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
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}
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ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL)
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: ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
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{
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Init();
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}
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ScopedBindRenderbuffer::ScopedBindRenderbuffer(GLContext* aGL, GLuint aNewRB)
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: ScopedGLWrapper<ScopedBindRenderbuffer>(aGL)
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{
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Init();
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, aNewRB);
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}
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void
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ScopedBindRenderbuffer::UnwrapImpl() {
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// Check that we're not falling out of scope after the current context changed.
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MOZ_ASSERT(mGL->IsCurrent());
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mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
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}
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/* ScopedFramebufferForTexture ************************************************/
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ScopedFramebufferForTexture::ScopedFramebufferForTexture(GLContext* aGL,
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GLuint aTexture,
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GLenum aTarget)
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: ScopedGLWrapper<ScopedFramebufferForTexture>(aGL)
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, mComplete(false)
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, mFB(0)
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{
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mGL->fGenFramebuffers(1, &mFB);
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ScopedBindFramebuffer autoFB(aGL, mFB);
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mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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aTarget,
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aTexture,
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0);
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GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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mComplete = true;
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} else {
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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}
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void ScopedFramebufferForTexture::UnwrapImpl()
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{
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if (!mFB)
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return;
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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/* ScopedFramebufferForRenderbuffer *******************************************/
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ScopedFramebufferForRenderbuffer::ScopedFramebufferForRenderbuffer(GLContext* aGL,
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GLuint aRB)
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: ScopedGLWrapper<ScopedFramebufferForRenderbuffer>(aGL)
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, mComplete(false)
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, mFB(0)
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{
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mGL->fGenFramebuffers(1, &mFB);
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ScopedBindFramebuffer autoFB(aGL, mFB);
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mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
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LOCAL_GL_COLOR_ATTACHMENT0,
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LOCAL_GL_RENDERBUFFER,
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aRB);
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GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
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if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
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mComplete = true;
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} else {
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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}
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void
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ScopedFramebufferForRenderbuffer::UnwrapImpl()
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{
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if (!mFB)
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return;
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mGL->fDeleteFramebuffers(1, &mFB);
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mFB = 0;
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}
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/* ScopedViewportRect *********************************************************/
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ScopedViewportRect::ScopedViewportRect(GLContext* aGL,
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GLint x, GLint y,
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GLsizei width, GLsizei height)
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: ScopedGLWrapper<ScopedViewportRect>(aGL)
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{
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mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, mSavedViewportRect);
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mGL->fViewport(x, y, width, height);
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}
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void ScopedViewportRect::UnwrapImpl()
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{
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mGL->fViewport(mSavedViewportRect[0],
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mSavedViewportRect[1],
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mSavedViewportRect[2],
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mSavedViewportRect[3]);
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}
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/* ScopedScissorRect **********************************************************/
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ScopedScissorRect::ScopedScissorRect(GLContext* aGL,
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GLint x, GLint y,
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GLsizei width, GLsizei height)
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: ScopedGLWrapper<ScopedScissorRect>(aGL)
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{
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
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mGL->fScissor(x, y, width, height);
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}
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ScopedScissorRect::ScopedScissorRect(GLContext* aGL)
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: ScopedGLWrapper<ScopedScissorRect>(aGL)
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{
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, mSavedScissorRect);
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}
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void ScopedScissorRect::UnwrapImpl()
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{
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mGL->fScissor(mSavedScissorRect[0],
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mSavedScissorRect[1],
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mSavedScissorRect[2],
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mSavedScissorRect[3]);
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}
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/* ScopedVertexAttribPointer **************************************************/
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ScopedVertexAttribPointer::ScopedVertexAttribPointer(GLContext* aGL,
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GLuint index,
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GLint size,
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GLenum type,
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realGLboolean normalized,
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GLsizei stride,
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GLuint buffer,
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const GLvoid* pointer)
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: ScopedGLWrapper<ScopedVertexAttribPointer>(aGL)
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{
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WrapImpl(index);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, buffer);
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mGL->fVertexAttribPointer(index, size, type, normalized, stride, pointer);
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mGL->fEnableVertexAttribArray(index);
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}
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ScopedVertexAttribPointer::ScopedVertexAttribPointer(GLContext* aGL,
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GLuint index)
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: ScopedGLWrapper<ScopedVertexAttribPointer>(aGL)
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{
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WrapImpl(index);
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}
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void
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ScopedVertexAttribPointer::WrapImpl(GLuint index)
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{
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mAttribIndex = index;
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/*
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* mGL->fGetVertexAttribiv takes:
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* VERTEX_ATTRIB_ARRAY_ENABLED
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* VERTEX_ATTRIB_ARRAY_SIZE,
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* VERTEX_ATTRIB_ARRAY_STRIDE,
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* VERTEX_ATTRIB_ARRAY_TYPE,
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* VERTEX_ATTRIB_ARRAY_NORMALIZED,
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* VERTEX_ATTRIB_ARRAY_BUFFER_BINDING,
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* CURRENT_VERTEX_ATTRIB
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*
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* CURRENT_VERTEX_ATTRIB is vertex shader state. \o/
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* Others appear to be vertex array state,
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* or alternatively in the internal vertex array state
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* for a buffer object.
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*/
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &mAttribEnabled);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &mAttribSize);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &mAttribStride);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &mAttribType);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &mAttribNormalized);
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mGL->fGetVertexAttribiv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &mAttribBufferBinding);
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mGL->fGetVertexAttribPointerv(mAttribIndex, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &mAttribPointer);
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// Note that uniform values are program state, so we don't need to rebind those.
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mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &mBoundBuffer);
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}
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void
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ScopedVertexAttribPointer::UnwrapImpl()
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{
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mAttribBufferBinding);
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mGL->fVertexAttribPointer(mAttribIndex, mAttribSize, mAttribType, mAttribNormalized, mAttribStride, mAttribPointer);
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if (mAttribEnabled)
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mGL->fEnableVertexAttribArray(mAttribIndex);
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else
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mGL->fDisableVertexAttribArray(mAttribIndex);
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundBuffer);
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}
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ScopedGLDrawState::ScopedGLDrawState(GLContext* aGL)
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: blend (aGL, LOCAL_GL_BLEND, false)
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, cullFace (aGL, LOCAL_GL_CULL_FACE, false)
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, depthTest (aGL, LOCAL_GL_DEPTH_TEST, false)
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, dither (aGL, LOCAL_GL_DITHER, false)
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, polyOffsFill(aGL, LOCAL_GL_POLYGON_OFFSET_FILL, false)
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, sampleAToC (aGL, LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE, false)
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, sampleCover (aGL, LOCAL_GL_SAMPLE_COVERAGE, false)
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, scissor (aGL, LOCAL_GL_SCISSOR_TEST, false)
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, stencil (aGL, LOCAL_GL_STENCIL_TEST, false)
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, mGL(aGL)
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, packAlign(4)
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{
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mGL->GetUIntegerv(LOCAL_GL_UNPACK_ALIGNMENT, &packAlign);
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mGL->GetUIntegerv(LOCAL_GL_CURRENT_PROGRAM, &boundProgram);
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mGL->GetUIntegerv(LOCAL_GL_ARRAY_BUFFER_BINDING, &boundBuffer);
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mGL->GetUIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &maxAttrib);
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attrib_enabled = MakeUnique<GLint[]>(maxAttrib);
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for (unsigned int i = 0; i < maxAttrib; i++) {
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mGL->fGetVertexAttribiv(i, LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED, &attrib_enabled[i]);
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mGL->fDisableVertexAttribArray(i);
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}
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// Only Attrib0's client side state affected
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE, &attrib0_size);
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE, &attrib0_stride);
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE, &attrib0_type);
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &attrib0_normalized);
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mGL->fGetVertexAttribiv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &attrib0_bufferBinding);
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mGL->fGetVertexAttribPointerv(0, LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER, &attrib0_pointer);
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mGL->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorMask);
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mGL->fGetIntegerv(LOCAL_GL_VIEWPORT, viewport);
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mGL->fGetIntegerv(LOCAL_GL_SCISSOR_BOX, scissorBox);
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}
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ScopedGLDrawState::~ScopedGLDrawState()
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{
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mGL->fScissor(scissorBox[0], scissorBox[1],
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scissorBox[2], scissorBox[3]);
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mGL->fViewport(viewport[0], viewport[1],
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viewport[2], viewport[3]);
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mGL->fColorMask(colorMask[0],
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colorMask[1],
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colorMask[2],
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colorMask[3]);
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mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, packAlign);
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for (unsigned int i = 0; i < maxAttrib; i++) {
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if (attrib_enabled[i])
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mGL->fEnableVertexAttribArray(i);
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else
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mGL->fDisableVertexAttribArray(i);
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}
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mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0_bufferBinding);
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mGL->fVertexAttribPointer(0,
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attrib0_size,
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attrib0_type,
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attrib0_normalized,
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attrib0_stride,
|
|
attrib0_pointer);
|
|
|
|
mGL->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, boundBuffer);
|
|
|
|
mGL->fUseProgram(boundProgram);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// ScopedPackAlignment
|
|
|
|
ScopedPackAlignment::ScopedPackAlignment(GLContext* gl, GLint scopedVal)
|
|
: ScopedGLWrapper<ScopedPackAlignment>(gl)
|
|
{
|
|
MOZ_ASSERT(scopedVal == 1 ||
|
|
scopedVal == 2 ||
|
|
scopedVal == 4 ||
|
|
scopedVal == 8);
|
|
|
|
gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &mOldVal);
|
|
|
|
if (scopedVal != mOldVal) {
|
|
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, scopedVal);
|
|
} else {
|
|
// Don't try to re-set it during unwrap.
|
|
mOldVal = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
ScopedPackAlignment::UnwrapImpl() {
|
|
// Check that we're not falling out of scope after the current context changed.
|
|
MOZ_ASSERT(mGL->IsCurrent());
|
|
|
|
if (mOldVal) {
|
|
mGL->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mOldVal);
|
|
}
|
|
}
|
|
|
|
} /* namespace gl */
|
|
} /* namespace mozilla */
|