gecko-dev/dom/canvas/WebGL2ContextVertices.cpp
Dan Glastonbury 188212ebdf Bug 1170455 - Part 4: Track the type of the generic vertex attribute. r=jgilbert
So the correct typed array can be returned from GetVertexAttrib.
2015-07-22 11:59:18 +10:00

200 lines
5.0 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 "WebGL2Context.h"
#include "GLContext.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#include "mozilla/Casting.h"
namespace mozilla {
bool
WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type,
GLsizei* out_alignment, const char* info)
{
MOZ_ASSERT(out_alignment);
switch (type) {
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
*out_alignment = 1;
return true;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
*out_alignment = 2;
return true;
case LOCAL_GL_INT:
case LOCAL_GL_UNSIGNED_INT:
*out_alignment = 4;
return true;
}
if (!integerMode) {
switch (type) {
case LOCAL_GL_HALF_FLOAT:
*out_alignment = 2;
return true;
case LOCAL_GL_FLOAT:
case LOCAL_GL_FIXED:
case LOCAL_GL_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
*out_alignment = 4;
return true;
}
}
ErrorInvalidEnum("%s: invalid enum value 0x%x", info, type);
return false;
}
// -------------------------------------------------------------------------
// Vertex Attributes
void
WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
GLintptr offset)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribIPointer"))
return;
if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset,
"vertexAttribIPointer"))
{
return;
}
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->EnsureAttrib(index);
InvalidateBufferFetching();
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
vd.buf = mBoundArrayBuffer;
vd.stride = stride;
vd.size = size;
vd.byteOffset = offset;
vd.type = type;
vd.normalized = false;
vd.integer = true;
MakeContextCurrent();
gl->fVertexAttribIPointer(index, size, type, stride, reinterpret_cast<void*>(offset));
}
void
WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribI4i"))
return;
mVertexAttribType[index] = LOCAL_GL_INT;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4i(index, x, y, z, w);
} else {
mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(x);
mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(y);
mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(z);
mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(w);
}
}
void
WebGL2Context::VertexAttribI4iv(GLuint index, size_t length, const GLint* v)
{
if (!ValidateAttribIndex(index, "vertexAttribI4iv"))
return;
if (!ValidateAttribArraySetter("vertexAttribI4iv", 4, length))
return;
mVertexAttribType[index] = LOCAL_GL_INT;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4iv(index, v);
} else {
mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(v[0]);
mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(v[1]);
mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(v[2]);
mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(v[3]);
}
}
void
WebGL2Context::VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v)
{
VertexAttribI4iv(index, v.Length(), v.Elements());
}
void
WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribI4ui"))
return;
mVertexAttribType[index] = LOCAL_GL_UNSIGNED_INT;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4ui(index, x, y, z, w);
} else {
mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(x);
mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(y);
mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(z);
mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(w);
}
}
void
WebGL2Context::VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribI4uiv"))
return;
if (!ValidateAttribIndex(index, "vertexAttribI4uiv"))
return;
mVertexAttribType[index] = LOCAL_GL_UNSIGNED_INT;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4uiv(index, v);
} else {
mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(v[0]);
mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(v[1]);
mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(v[2]);
mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(v[3]);
}
}
void
WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v)
{
VertexAttribI4uiv(index, v.Length(), v.Elements());
}
} // namespace mozilla