mirror of
https://github.com/mozilla/gecko-dev.git
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9561417879
* Remove WebGLBuffer::SetSlot * Make most bindBuffer calls lazy. * Replace nsTArray with std::vector in WebGLVertexArray. Differential Revision: https://phabricator.services.mozilla.com/D36274 --HG-- extra : moz-landing-system : lando
419 lines
11 KiB
C++
419 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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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 "WebGLContext.h"
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#include "GLContext.h"
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#include "mozilla/Casting.h"
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#include "mozilla/CheckedInt.h"
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#include "WebGLBuffer.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLProgram.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLShader.h"
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#include "WebGLTexture.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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static bool ValidateAttribIndex(WebGLContext& webgl, GLuint index) {
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bool valid = (index < webgl.MaxVertexAttribs());
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if (!valid) {
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if (index == GLuint(-1)) {
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webgl.ErrorInvalidValue(
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"-1 is not a valid `index`. This value"
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" probably comes from a getAttribLocation()"
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" call, where this return value -1 means"
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" that the passed name didn't correspond to"
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" an active attribute in the specified"
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" program.");
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} else {
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webgl.ErrorInvalidValue(
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"`index` must be less than"
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" MAX_VERTEX_ATTRIBS.");
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}
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}
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return valid;
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}
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JSObject* WebGLContext::GetVertexAttribFloat32Array(JSContext* cx,
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GLuint index) {
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GLfloat attrib[4];
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if (index) {
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gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
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} else {
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memcpy(attrib, mGenericVertexAttrib0Data,
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sizeof(mGenericVertexAttrib0Data));
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}
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return dom::Float32Array::Create(cx, this, 4, attrib);
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}
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JSObject* WebGLContext::GetVertexAttribInt32Array(JSContext* cx, GLuint index) {
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GLint attrib[4];
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if (index) {
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gl->fGetVertexAttribIiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
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} else {
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memcpy(attrib, mGenericVertexAttrib0Data,
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sizeof(mGenericVertexAttrib0Data));
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}
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return dom::Int32Array::Create(cx, this, 4, attrib);
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}
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JSObject* WebGLContext::GetVertexAttribUint32Array(JSContext* cx,
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GLuint index) {
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GLuint attrib[4];
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if (index) {
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gl->fGetVertexAttribIuiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
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} else {
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memcpy(attrib, mGenericVertexAttrib0Data,
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sizeof(mGenericVertexAttrib0Data));
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}
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return dom::Uint32Array::Create(cx, this, 4, attrib);
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}
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////////////////////////////////////////
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void WebGLContext::VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z,
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GLfloat w) {
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const FuncScope funcScope(*this, "vertexAttrib4f");
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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////
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fVertexAttrib4f(index, x, y, z, w);
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}
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////
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mGenericVertexAttribTypes[index] = webgl::AttribBaseType::Float;
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mGenericVertexAttribTypeInvalidator.InvalidateCaches();
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if (!index) {
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const float data[4] = {x, y, z, w};
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memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
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}
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}
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void WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z,
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GLint w) {
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const FuncScope funcScope(*this, "vertexAttribI4i");
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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////
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fVertexAttribI4i(index, x, y, z, w);
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}
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////
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mGenericVertexAttribTypes[index] = webgl::AttribBaseType::Int;
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mGenericVertexAttribTypeInvalidator.InvalidateCaches();
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if (!index) {
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const int32_t data[4] = {x, y, z, w};
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memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
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}
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}
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void WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z,
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GLuint w) {
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const FuncScope funcScope(*this, "vertexAttribI4ui");
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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////
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fVertexAttribI4ui(index, x, y, z, w);
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}
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////
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mGenericVertexAttribTypes[index] = webgl::AttribBaseType::UInt;
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mGenericVertexAttribTypeInvalidator.InvalidateCaches();
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if (!index) {
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const uint32_t data[4] = {x, y, z, w};
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memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
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}
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}
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////////////////////////////////////////
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void WebGLContext::EnableVertexAttribArray(GLuint index) {
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const FuncScope funcScope(*this, "enableVertexAttribArray");
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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gl->fEnableVertexAttribArray(index);
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->mAttribs[index].mEnabled = true;
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mBoundVertexArray->InvalidateCaches();
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}
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void WebGLContext::DisableVertexAttribArray(GLuint index) {
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const FuncScope funcScope(*this, "disableVertexAttribArray");
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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if (index || !gl->IsCompatibilityProfile()) {
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gl->fDisableVertexAttribArray(index);
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}
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->mAttribs[index].mEnabled = false;
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mBoundVertexArray->InvalidateCaches();
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}
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JS::Value WebGLContext::GetVertexAttrib(JSContext* cx, GLuint index,
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GLenum pname, ErrorResult& rv) {
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const FuncScope funcScope(*this, "getVertexAttrib");
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if (IsContextLost()) return JS::NullValue();
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if (!ValidateAttribIndex(*this, index)) return JS::NullValue();
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MOZ_ASSERT(mBoundVertexArray);
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switch (pname) {
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
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return WebGLObjectAsJSValue(
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cx, mBoundVertexArray->mAttribs[index].mBuf.get(), rv);
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE:
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].Stride());
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE:
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].Size());
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE:
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].Type());
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_INTEGER:
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if (IsWebGL2())
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return JS::BooleanValue(
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mBoundVertexArray->mAttribs[index].IntegerFunc());
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break;
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
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if (IsWebGL2() ||
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IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays)) {
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return JS::Int32Value(mBoundVertexArray->mAttribs[index].mDivisor);
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}
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break;
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case LOCAL_GL_CURRENT_VERTEX_ATTRIB: {
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JS::RootedObject obj(cx);
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switch (mGenericVertexAttribTypes[index]) {
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case webgl::AttribBaseType::Float:
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obj = GetVertexAttribFloat32Array(cx, index);
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break;
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case webgl::AttribBaseType::Int:
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obj = GetVertexAttribInt32Array(cx, index);
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break;
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case webgl::AttribBaseType::UInt:
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obj = GetVertexAttribUint32Array(cx, index);
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break;
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case webgl::AttribBaseType::Boolean:
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MOZ_CRASH("impossible");
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}
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if (!obj) {
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rv.Throw(NS_ERROR_OUT_OF_MEMORY);
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return JS::NullValue();
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}
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return JS::ObjectValue(*obj);
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}
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED:
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return JS::BooleanValue(mBoundVertexArray->mAttribs[index].mEnabled);
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case LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
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return JS::BooleanValue(mBoundVertexArray->mAttribs[index].Normalized());
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default:
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break;
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}
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ErrorInvalidEnumInfo("pname", pname);
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return JS::NullValue();
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}
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WebGLsizeiptr WebGLContext::GetVertexAttribOffset(GLuint index, GLenum pname) {
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const FuncScope funcScope(*this, "getVertexAttribOffset");
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if (IsContextLost()) return 0;
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if (!ValidateAttribIndex(*this, index)) return 0;
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if (pname != LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER) {
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ErrorInvalidEnum("`pname` must be VERTEX_ATTRIB_ARRAY_POINTER.");
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return 0;
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}
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MOZ_ASSERT(mBoundVertexArray);
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return mBoundVertexArray->mAttribs[index].ByteOffset();
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}
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////////////////////////////////////////
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void WebGLContext::VertexAttribAnyPointer(bool isFuncInt, GLuint index,
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GLint size, GLenum type,
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bool normalized, GLsizei stride,
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WebGLintptr byteOffset) {
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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////
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if (size < 1 || size > 4) {
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ErrorInvalidValue("Invalid element size.");
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return;
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}
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// see WebGL spec section 6.6 "Vertex Attribute Data Stride"
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if (stride < 0 || stride > 255) {
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ErrorInvalidValue("Negative or too large stride.");
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return;
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}
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if (byteOffset < 0) {
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ErrorInvalidValue("Negative offset.");
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return;
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}
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////
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bool isTypeValid = true;
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uint8_t typeAlignment;
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switch (type) {
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// WebGL 1:
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case LOCAL_GL_BYTE:
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case LOCAL_GL_UNSIGNED_BYTE:
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typeAlignment = 1;
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break;
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case LOCAL_GL_SHORT:
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case LOCAL_GL_UNSIGNED_SHORT:
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typeAlignment = 2;
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break;
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case LOCAL_GL_FLOAT:
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if (isFuncInt) {
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isTypeValid = false;
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}
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typeAlignment = 4;
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break;
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// WebGL 2:
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case LOCAL_GL_INT:
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case LOCAL_GL_UNSIGNED_INT:
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if (!IsWebGL2()) {
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isTypeValid = false;
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}
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typeAlignment = 4;
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break;
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case LOCAL_GL_HALF_FLOAT:
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if (isFuncInt || !IsWebGL2()) {
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isTypeValid = false;
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}
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typeAlignment = 2;
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break;
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case LOCAL_GL_FIXED:
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if (isFuncInt || !IsWebGL2()) {
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isTypeValid = false;
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}
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typeAlignment = 4;
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break;
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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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if (isFuncInt || !IsWebGL2()) {
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isTypeValid = false;
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break;
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}
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if (size != 4) {
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ErrorInvalidOperation("Size must be 4 for this type.");
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return;
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}
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typeAlignment = 4;
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break;
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default:
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isTypeValid = false;
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break;
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}
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if (!isTypeValid) {
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ErrorInvalidEnumInfo("type", type);
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return;
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}
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////
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// `alignment` should always be a power of two.
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MOZ_ASSERT(IsPowerOfTwo(typeAlignment));
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const GLsizei typeAlignmentMask = typeAlignment - 1;
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if (stride & typeAlignmentMask || byteOffset & typeAlignmentMask) {
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ErrorInvalidOperation(
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"`stride` and `byteOffset` must satisfy the alignment"
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" requirement of `type`.");
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return;
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}
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////
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const auto& buffer = mBoundArrayBuffer;
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if (!buffer && byteOffset) {
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ErrorInvalidOperation("If ARRAY_BUFFER is null, byteOffset must be zero.");
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return;
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}
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////
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WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
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vd.VertexAttribPointer(isFuncInt, buffer, AutoAssertCast(size), type,
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normalized, stride, byteOffset);
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vd.DoVertexAttribPointer(gl, index);
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mBoundVertexArray->InvalidateCaches();
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}
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////////////////////////////////////////
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void WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor) {
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const FuncScope funcScope(*this, "vertexAttribDivisor");
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if (IsContextLost()) return;
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if (!ValidateAttribIndex(*this, index)) return;
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->mAttribs[index].mDivisor = divisor;
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mBoundVertexArray->InvalidateCaches();
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gl->fVertexAttribDivisor(index, divisor);
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}
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} // namespace mozilla
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