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122 lines
4.2 KiB
C++
122 lines
4.2 KiB
C++
/* -*- Mode: C++; tab-width: 20; 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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#ifndef WEBGL_CONTEXT_UTILS_H_
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#define WEBGL_CONTEXT_UTILS_H_
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#include "WebGLContext.h"
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#include "WebGLStrongTypes.h"
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#include "mozilla/Assertions.h"
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#include "mozilla/dom/BindingUtils.h"
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namespace mozilla {
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bool IsGLDepthFormat(TexInternalFormat webGLFormat);
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bool IsGLDepthStencilFormat(TexInternalFormat webGLFormat);
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bool FormatHasAlpha(TexInternalFormat webGLFormat);
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void
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DriverFormatsFromEffectiveInternalFormat(gl::GLContext* gl,
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TexInternalFormat internalformat,
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GLenum* const out_driverInternalFormat,
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GLenum* const out_driverFormat,
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GLenum* const out_driverType);
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TexInternalFormat
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EffectiveInternalFormatFromInternalFormatAndType(TexInternalFormat internalformat,
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TexType type);
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TexInternalFormat
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EffectiveInternalFormatFromUnsizedInternalFormatAndType(TexInternalFormat internalformat,
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TexType type);
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void
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UnsizedInternalFormatAndTypeFromEffectiveInternalFormat(TexInternalFormat effectiveinternalformat,
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TexInternalFormat* const out_internalformat,
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TexType* const out_type);
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TexType TypeFromInternalFormat(TexInternalFormat internalformat);
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TexInternalFormat
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UnsizedInternalFormatFromInternalFormat(TexInternalFormat internalformat);
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size_t GetBitsPerTexel(TexInternalFormat effectiveinternalformat);
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// For use with the different texture calls, i.e.
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// TexImage2D, CopyTex[Sub]Image2D, ...
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// that take a "target" parameter. This parameter is not always the same as
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// the texture binding location, like GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
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// For example, cube maps would pass GL_TEXTURE_CUBE_MAP_[POS|NEG]_[X|Y|Z]
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// instead of just GL_TEXTURE_CUBE_MAP.
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//
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// This function converts the texture image target to the texture target a.k.a.
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// binding location. The returned binding location can be used to check that
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// the currently bound texture is appropriate for this texImageTarget.
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//
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// Returns GL_NONE if passed an invalid texture image target
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TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
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struct GLComponents
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{
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unsigned char mComponents;
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enum Components {
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Red = (1 << 0),
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Green = (1 << 1),
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Blue = (1 << 2),
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Alpha = (1 << 3),
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Stencil = (1 << 4),
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Depth = (1 << 5),
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};
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GLComponents()
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: mComponents(0)
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{}
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explicit GLComponents(TexInternalFormat format);
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// Returns true iff other has all (or more) of
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// the components present in this GLComponents
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bool IsSubsetOf(const GLComponents& other) const;
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};
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template <typename WebGLObjectType>
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JS::Value
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WebGLContext::WebGLObjectAsJSValue(JSContext* cx, const WebGLObjectType* object,
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ErrorResult& rv) const
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{
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if (!object)
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return JS::NullValue();
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MOZ_ASSERT(this == object->Context());
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JS::Rooted<JS::Value> v(cx);
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JS::Rooted<JSObject*> wrapper(cx, GetWrapper());
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JSAutoCompartment ac(cx, wrapper);
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if (!dom::GetOrCreateDOMReflector(cx, const_cast<WebGLObjectType*>(object), &v)) {
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rv.Throw(NS_ERROR_FAILURE);
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return JS::NullValue();
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}
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return v;
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}
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template <typename WebGLObjectType>
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JSObject*
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WebGLContext::WebGLObjectAsJSObject(JSContext* cx,
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const WebGLObjectType* object,
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ErrorResult& rv) const
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{
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JS::Value v = WebGLObjectAsJSValue(cx, object, rv);
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if (v.isNull())
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return nullptr;
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return &v.toObject();
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}
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/**
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* Return the displayable name for the texture function that is the
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* source for validation.
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*/
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const char* InfoFrom(WebGLTexImageFunc func, WebGLTexDimensions dims);
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} // namespace mozilla
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#endif // WEBGL_CONTEXT_UTILS_H_
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