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188212ebdf
So the correct typed array can be returned from GetVertexAttrib.
200 lines
5.0 KiB
C++
200 lines
5.0 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 "WebGL2Context.h"
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#include "GLContext.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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#include "mozilla/Casting.h"
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namespace mozilla {
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bool
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WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type,
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GLsizei* out_alignment, const char* info)
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{
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MOZ_ASSERT(out_alignment);
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switch (type) {
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case LOCAL_GL_BYTE:
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case LOCAL_GL_UNSIGNED_BYTE:
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*out_alignment = 1;
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return true;
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case LOCAL_GL_SHORT:
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case LOCAL_GL_UNSIGNED_SHORT:
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*out_alignment = 2;
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return true;
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case LOCAL_GL_INT:
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case LOCAL_GL_UNSIGNED_INT:
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*out_alignment = 4;
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return true;
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}
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if (!integerMode) {
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switch (type) {
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case LOCAL_GL_HALF_FLOAT:
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*out_alignment = 2;
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return true;
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case LOCAL_GL_FLOAT:
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case LOCAL_GL_FIXED:
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case LOCAL_GL_INT_2_10_10_10_REV:
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case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
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*out_alignment = 4;
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return true;
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}
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}
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ErrorInvalidEnum("%s: invalid enum value 0x%x", info, type);
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return false;
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}
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// -------------------------------------------------------------------------
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// Vertex Attributes
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void
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WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
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GLintptr offset)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "vertexAttribIPointer"))
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return;
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if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset,
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"vertexAttribIPointer"))
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{
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return;
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}
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->EnsureAttrib(index);
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InvalidateBufferFetching();
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WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
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vd.buf = mBoundArrayBuffer;
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vd.stride = stride;
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vd.size = size;
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vd.byteOffset = offset;
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vd.type = type;
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vd.normalized = false;
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vd.integer = true;
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MakeContextCurrent();
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gl->fVertexAttribIPointer(index, size, type, stride, reinterpret_cast<void*>(offset));
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}
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void
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WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "vertexAttribI4i"))
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return;
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mVertexAttribType[index] = LOCAL_GL_INT;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4i(index, x, y, z, w);
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} else {
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mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(x);
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mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(y);
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mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(z);
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mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(w);
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}
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}
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void
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WebGL2Context::VertexAttribI4iv(GLuint index, size_t length, const GLint* v)
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{
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if (!ValidateAttribIndex(index, "vertexAttribI4iv"))
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return;
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if (!ValidateAttribArraySetter("vertexAttribI4iv", 4, length))
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return;
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mVertexAttribType[index] = LOCAL_GL_INT;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4iv(index, v);
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} else {
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mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(v[0]);
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mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(v[1]);
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mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(v[2]);
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mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(v[3]);
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}
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}
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void
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WebGL2Context::VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v)
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{
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VertexAttribI4iv(index, v.Length(), v.Elements());
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}
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void
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WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "vertexAttribI4ui"))
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return;
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mVertexAttribType[index] = LOCAL_GL_UNSIGNED_INT;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4ui(index, x, y, z, w);
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} else {
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mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(x);
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mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(y);
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mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(z);
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mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(w);
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}
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}
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void
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WebGL2Context::VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "vertexAttribI4uiv"))
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return;
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if (!ValidateAttribIndex(index, "vertexAttribI4uiv"))
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return;
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mVertexAttribType[index] = LOCAL_GL_UNSIGNED_INT;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4uiv(index, v);
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} else {
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mVertexAttrib0Vector[0] = BitwiseCast<GLfloat>(v[0]);
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mVertexAttrib0Vector[1] = BitwiseCast<GLfloat>(v[1]);
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mVertexAttrib0Vector[2] = BitwiseCast<GLfloat>(v[2]);
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mVertexAttrib0Vector[3] = BitwiseCast<GLfloat>(v[3]);
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}
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}
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void
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WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v)
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{
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VertexAttribI4uiv(index, v.Length(), v.Elements());
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}
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} // namespace mozilla
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