gecko-dev/dom/canvas/WebGLContextUtils.h
David Parks 198fa063c2 Bug 1477756 - Initial out-of-process WebGL implementation. r=mccr8,handyman
Splits WebGLContext into ClientWebGLContext and HostWebGLContext.  The Client enables the JS-control of a WebGL context in a content procecss while the Host executes the WebGL graphics operations (via a WebGLContext that maintains much of the existing code) in the compositor process.  At this point, the cross-process behavior is disabled -- this series of patches is an incremental step toward that final goal.

Differential Revision: https://phabricator.services.mozilla.com/D54018

--HG--
extra : moz-landing-system : lando
2020-01-08 22:19:14 +00:00

63 lines
1.9 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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/. */
#ifndef WEBGL_CONTEXT_UTILS_H_
#define WEBGL_CONTEXT_UTILS_H_
#include "WebGLContext.h"
#include "mozilla/Assertions.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/TypedArray.h"
#include "WebGLStrongTypes.h"
namespace mozilla {
// For use with the different texture calls, i.e.
// TexImage2D, CopyTex[Sub]Image2D, ...
// that take a "target" parameter. This parameter is not always the same as
// the texture binding location, like GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
// For example, cube maps would pass GL_TEXTURE_CUBE_MAP_[POS|NEG]_[X|Y|Z]
// instead of just GL_TEXTURE_CUBE_MAP.
//
// This function converts the texture image target to the texture target a.k.a.
// binding location. The returned binding location can be used to check that
// the currently bound texture is appropriate for this texImageTarget.
//
// Returns GL_NONE if passed an invalid texture image target
TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
struct GLComponents {
unsigned char mComponents;
enum Components {
Red = (1 << 0),
Green = (1 << 1),
Blue = (1 << 2),
Alpha = (1 << 3),
Stencil = (1 << 4),
Depth = (1 << 5),
};
GLComponents() : mComponents(0) {}
explicit GLComponents(TexInternalFormat format);
// Returns true iff other has all (or more) of
// the components present in this GLComponents
bool IsSubsetOf(const GLComponents& other) const;
};
/**
* Return the displayable name for the texture function that is the
* source for validation.
*/
const char* InfoFrom(WebGLTexImageFunc func, WebGLTexDimensions dims);
} // namespace mozilla
#endif // WEBGL_CONTEXT_UTILS_H_