gecko-dev/dom/canvas/WebGL2ContextTextures.cpp
2016-08-13 12:38:25 +02:00

340 lines
11 KiB
C++

/* -*- Mode: C++; tab-width: 4; 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 "GLContext.h"
#include "WebGL2Context.h"
#include "WebGLContextUtils.h"
#include "WebGLTexture.h"
namespace mozilla {
void
WebGL2Context::TexStorage2D(GLenum rawTexTarget, GLsizei levels, GLenum internalFormat,
GLsizei width, GLsizei height)
{
const char funcName[] = "TexStorage2D";
const uint8_t funcDims = 2;
TexTarget target;
WebGLTexture* tex;
if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &target, &tex))
return;
const GLsizei depth = 1;
tex->TexStorage(funcName, target, levels, internalFormat, width, height, depth);
}
void
WebGL2Context::TexStorage3D(GLenum rawTexTarget, GLsizei levels, GLenum internalFormat,
GLsizei width, GLsizei height, GLsizei depth)
{
const char funcName[] = "texStorage3D";
const uint8_t funcDims = 3;
TexTarget target;
WebGLTexture* tex;
if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &target, &tex))
return;
tex->TexStorage(funcName, target, levels, internalFormat, width, height, depth);
}
void
WebGL2Context::TexImage3D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLsizei depth, GLint border,
GLenum unpackFormat, GLenum unpackType,
const dom::Nullable<dom::ArrayBufferView>& maybeView)
{
const char funcName[] = "texImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const dom::ArrayBufferView* view = nullptr;
if (!maybeView.IsNull()) {
view = &maybeView.Value();
}
const bool isSubImage = false;
const GLint xOffset = 0;
const GLint yOffset = 0;
const GLint zOffset = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, view);
}
void
WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum unpackFormat, GLenum unpackType,
const dom::ArrayBufferView& view, ErrorResult&)
{
const char funcName[] = "texSubImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
const GLint border = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, &view);
}
void
WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLenum unpackFormat,
GLenum unpackType, const dom::ImageData& imageData,
ErrorResult&)
{
const char funcName[] = "texSubImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, unpackFormat, unpackType, imageData);
}
void
WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLenum unpackFormat,
GLenum unpackType, const dom::Element& elem,
ErrorResult& out_rv)
{
const char funcName[] = "texSubImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, unpackFormat, unpackType, elem, &out_rv);
}
void
WebGL2Context::CompressedTexImage3D(GLenum rawTexImageTarget, GLint level,
GLenum internalFormat, GLsizei width, GLsizei height,
GLsizei depth, GLint border,
const dom::ArrayBufferView& view)
{
const char funcName[] = "compressedTexImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
tex->CompressedTexImage(funcName, target, level, internalFormat, width, height, depth,
border, view);
}
void
WebGL2Context::CompressedTexSubImage3D(GLenum rawTexImageTarget, GLint level,
GLint xOffset, GLint yOffset, GLint zOffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum sizedUnpackFormat,
const dom::ArrayBufferView& view)
{
const char funcName[] = "compressedTexSubImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
tex->CompressedTexSubImage(funcName, target, level, xOffset, yOffset, zOffset, width,
height, depth, sizedUnpackFormat, view);
}
void
WebGL2Context::CopyTexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLint x, GLint y,
GLsizei width, GLsizei height)
{
const char funcName[] = "copyTexSubImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
tex->CopyTexSubImage(funcName, target, level, xOffset, yOffset, zOffset, x, y, width,
height);
}
////////////////////
void
WebGL2Context::TexImage2D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border,
GLenum unpackFormat, GLenum unpackType, WebGLsizeiptr offset,
ErrorResult&)
{
const char funcName[] = "texImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = false;
const GLint xOffset = 0;
const GLint yOffset = 0;
const GLint zOffset = 0;
const GLsizei depth = 1;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, offset);
}
void
WebGL2Context::TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLsizei width, GLsizei height,
GLenum unpackFormat, GLenum unpackType, WebGLsizeiptr offset,
ErrorResult&)
{
const char funcName[] = "texSubImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
const GLint zOffset = 0;
const GLsizei depth = 1;
const GLint border = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, offset);
}
//////////
void
WebGL2Context::TexImage3D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLsizei depth, GLint border,
GLenum unpackFormat, GLenum unpackType, WebGLsizeiptr offset)
{
const char funcName[] = "texImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = false;
const GLint xOffset = 0;
const GLint yOffset = 0;
const GLint zOffset = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, offset);
}
void
WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum unpackFormat, GLenum unpackType,
WebGLsizeiptr offset, ErrorResult&)
{
const char funcName[] = "texSubImage3D";
const uint8_t funcDims = 3;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
const GLint border = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, offset);
}
////////////////////
/*virtual*/ bool
WebGL2Context::IsTexParamValid(GLenum pname) const
{
switch (pname) {
case LOCAL_GL_TEXTURE_BASE_LEVEL:
case LOCAL_GL_TEXTURE_COMPARE_FUNC:
case LOCAL_GL_TEXTURE_COMPARE_MODE:
case LOCAL_GL_TEXTURE_IMMUTABLE_FORMAT:
case LOCAL_GL_TEXTURE_IMMUTABLE_LEVELS:
case LOCAL_GL_TEXTURE_MAX_LEVEL:
case LOCAL_GL_TEXTURE_WRAP_R:
case LOCAL_GL_TEXTURE_MAX_LOD:
case LOCAL_GL_TEXTURE_MIN_LOD:
return true;
default:
return WebGLContext::IsTexParamValid(pname);
}
}
} // namespace mozilla