mirror of
https://github.com/mozilla/gecko-dev.git
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256 lines
6.9 KiB
C++
256 lines
6.9 KiB
C++
/* -*- Mode: C++; tab-width: 4; 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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#include "WebGLContext.h"
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#include "WebGLTexture.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLFramebuffer.h"
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#include "GLContext.h"
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using namespace mozilla;
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void
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WebGLContext::Clear(GLbitfield mask)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
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if (mask != m)
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return ErrorInvalidValue("clear: invalid mask bits");
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if (mask == 0) {
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GenerateWarning("Calling gl.clear(0) has no effect.");
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} else if (mRasterizerDiscardEnabled) {
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GenerateWarning("Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects.");
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}
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if (mBoundDrawFramebuffer) {
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if (!mBoundDrawFramebuffer->CheckAndInitializeAttachments())
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return ErrorInvalidFramebufferOperation("clear: incomplete framebuffer");
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gl->fClear(mask);
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return;
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} else {
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ClearBackbufferIfNeeded();
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}
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// Ok, we're clearing the default framebuffer/screen.
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{
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ScopedMaskWorkaround autoMask(*this);
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gl->fClear(mask);
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}
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Invalidate();
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mShouldPresent = true;
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}
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static GLfloat
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GLClampFloat(GLfloat val)
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{
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if (val < 0.0)
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return 0.0;
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if (val > 1.0)
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return 1.0;
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return val;
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}
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void
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WebGLContext::ClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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const bool supportsFloatColorBuffers = (IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) ||
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IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float));
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if (!supportsFloatColorBuffers) {
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r = GLClampFloat(r);
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g = GLClampFloat(g);
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b = GLClampFloat(b);
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a = GLClampFloat(a);
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}
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gl->fClearColor(r, g, b, a);
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mColorClearValue[0] = r;
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mColorClearValue[1] = g;
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mColorClearValue[2] = b;
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mColorClearValue[3] = a;
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}
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void
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WebGLContext::ClearDepth(GLclampf v)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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mDepthClearValue = GLClampFloat(v);
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gl->fClearDepth(v);
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}
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void
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WebGLContext::ClearStencil(GLint v)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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mStencilClearValue = v;
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gl->fClearStencil(v);
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}
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void
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WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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mColorWriteMask[0] = r;
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mColorWriteMask[1] = g;
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mColorWriteMask[2] = b;
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mColorWriteMask[3] = a;
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gl->fColorMask(r, g, b, a);
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}
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void
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WebGLContext::DepthMask(WebGLboolean b)
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{
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if (IsContextLost())
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return;
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MakeContextCurrent();
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mDepthWriteMask = b;
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gl->fDepthMask(b);
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}
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void
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WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
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{
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if (IsContextLost())
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return;
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const size_t buffersLength = buffers.Length();
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if (!buffersLength) {
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return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers must not be empty)");
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}
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if (!mBoundDrawFramebuffer) {
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// OK: we are rendering in the default framebuffer
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/* EXT_draw_buffers :
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If the GL is bound to the default framebuffer, then <buffersLength> must be 1
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and the constant must be BACK or NONE. When draw buffer zero is
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BACK, color values are written into the sole buffer for single-
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buffered contexts, or into the back buffer for double-buffered
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contexts. If DrawBuffersEXT is supplied with a constant other than
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BACK and NONE, the error INVALID_OPERATION is generated.
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*/
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if (buffersLength != 1) {
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return ErrorInvalidValue("drawBuffers: invalid <buffers> (main framebuffer: buffers.length must be 1)");
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}
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MakeContextCurrent();
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if (buffers[0] == LOCAL_GL_NONE) {
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const GLenum drawBuffersCommand = LOCAL_GL_NONE;
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gl->fDrawBuffers(1, &drawBuffersCommand);
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return;
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}
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else if (buffers[0] == LOCAL_GL_BACK) {
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const GLenum drawBuffersCommand = LOCAL_GL_COLOR_ATTACHMENT0;
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gl->fDrawBuffers(1, &drawBuffersCommand);
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return;
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}
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return ErrorInvalidOperation("drawBuffers: invalid operation (main framebuffer: buffers[0] must be GL_NONE or GL_BACK)");
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}
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// OK: we are rendering in a framebuffer object
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if (buffersLength > size_t(mGLMaxDrawBuffers)) {
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/* EXT_draw_buffers :
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The maximum number of draw buffers is implementation-dependent. The
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number of draw buffers supported can be queried by calling
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GetIntegerv with the symbolic constant MAX_DRAW_BUFFERS_EXT. An
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INVALID_VALUE error is generated if <buffersLength> is greater than
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MAX_DRAW_BUFFERS_EXT.
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*/
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return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers.length > GL_MAX_DRAW_BUFFERS)");
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}
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for (uint32_t i = 0; i < buffersLength; i++)
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{
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/* EXT_draw_buffers :
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If the GL is bound to a draw framebuffer object, the <i>th buffer listed
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in <bufs> must be COLOR_ATTACHMENT<i>_EXT or NONE. Specifying a
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buffer out of order, BACK, or COLOR_ATTACHMENT<m>_EXT where <m> is
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greater than or equal to the value of MAX_COLOR_ATTACHMENTS_EXT,
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will generate the error INVALID_OPERATION.
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*/
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/* WEBGL_draw_buffers :
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The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter.
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*/
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if (buffers[i] != LOCAL_GL_NONE &&
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buffers[i] != GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + i)) {
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return ErrorInvalidOperation("drawBuffers: invalid operation (buffers[i] must be GL_NONE or GL_COLOR_ATTACHMENTi)");
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}
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}
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MakeContextCurrent();
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gl->fDrawBuffers(buffersLength, buffers.Elements());
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}
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void
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WebGLContext::StencilMask(GLuint mask)
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{
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if (IsContextLost())
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return;
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mStencilWriteMaskFront = mask;
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mStencilWriteMaskBack = mask;
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MakeContextCurrent();
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gl->fStencilMask(mask);
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}
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void
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WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask)
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{
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if (IsContextLost())
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return;
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if (!ValidateFaceEnum(face, "stencilMaskSeparate: face"))
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return;
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switch (face) {
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case LOCAL_GL_FRONT_AND_BACK:
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mStencilWriteMaskFront = mask;
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mStencilWriteMaskBack = mask;
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break;
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case LOCAL_GL_FRONT:
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mStencilWriteMaskFront = mask;
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break;
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case LOCAL_GL_BACK:
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mStencilWriteMaskBack = mask;
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break;
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}
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MakeContextCurrent();
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gl->fStencilMaskSeparate(face, mask);
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}
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