mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-14 15:37:55 +00:00
8cdd97be95
--HG-- extra : source : ba4e3272249d44f13d3923342be5916a5dc8519e
143 lines
4.1 KiB
C++
143 lines
4.1 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 "WebGL2Context.h"
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#include "GLContext.h"
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using namespace mozilla;
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using namespace mozilla::dom;
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bool WebGL2Context::ValidateClearBuffer(const char* info, GLenum buffer, GLint drawbuffer, size_t elemCount)
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{
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size_t requiredElements = -1;
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GLint maxDrawbuffer = -1;
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switch (buffer) {
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case LOCAL_GL_COLOR:
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case LOCAL_GL_FRONT:
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case LOCAL_GL_BACK:
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case LOCAL_GL_LEFT:
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case LOCAL_GL_RIGHT:
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case LOCAL_GL_FRONT_AND_BACK:
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requiredElements = 4;
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maxDrawbuffer = mGLMaxDrawBuffers - 1;
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break;
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case LOCAL_GL_DEPTH:
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case LOCAL_GL_STENCIL:
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requiredElements = 1;
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maxDrawbuffer = 0;
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break;
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default:
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ErrorInvalidEnumInfo(info, buffer);
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return false;
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}
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if (drawbuffer < 0 || drawbuffer > maxDrawbuffer) {
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ErrorInvalidValue("%s: invalid drawbuffer %d. This buffer only supports drawbuffer values between 0 and %d",
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info, drawbuffer, maxDrawbuffer);
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return false;
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}
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if (elemCount < requiredElements) {
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ErrorInvalidValue("%s: Not enough elements. Require %u. Given %u.",
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info, requiredElements, elemCount);
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return false;
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}
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return true;
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}
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// Common base functionality. These a good candidates to be moved into WebGLContextUnchecked.cpp
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void
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WebGL2Context::ClearBufferiv_base(GLenum buffer, GLint drawbuffer, const GLint* value)
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{
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MakeContextCurrent();
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gl->fClearBufferiv(buffer, drawbuffer, value);
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}
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void
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WebGL2Context::ClearBufferuiv_base(GLenum buffer, GLint drawbuffer, const GLuint* value)
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{
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MakeContextCurrent();
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gl->fClearBufferuiv(buffer, drawbuffer, value);
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}
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void
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WebGL2Context::ClearBufferfv_base(GLenum buffer, GLint drawbuffer, const GLfloat* value)
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{
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MakeContextCurrent();
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gl->fClearBufferfv(buffer, drawbuffer, value);
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}
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void
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WebGL2Context::ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Int32Array& value)
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{
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if (!ValidateClearBuffer("clearBufferiv", buffer, drawbuffer, value.Length())) {
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return;
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}
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ClearBufferiv_base(buffer, drawbuffer, value.Data());
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}
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void
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WebGL2Context::ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLint>& value)
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{
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if (!ValidateClearBuffer("clearBufferiv", buffer, drawbuffer, value.Length())) {
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return;
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}
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ClearBufferiv_base(buffer, drawbuffer, value.Elements());
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}
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void
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WebGL2Context::ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Uint32Array& value)
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{
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if (!ValidateClearBuffer("clearBufferuiv", buffer, drawbuffer, value.Length())) {
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return;
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}
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ClearBufferuiv_base(buffer, drawbuffer, value.Data());
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}
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void
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WebGL2Context::ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLuint>& value)
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{
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if (!ValidateClearBuffer("clearBufferuiv", buffer, drawbuffer, value.Length())) {
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return;
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}
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ClearBufferuiv_base(buffer, drawbuffer, value.Elements());
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}
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void
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WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Float32Array& value)
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{
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if (!ValidateClearBuffer("clearBufferfv", buffer, drawbuffer, value.Length())) {
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return;
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}
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ClearBufferfv_base(buffer, drawbuffer, value.Data());
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}
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void
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WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLfloat>& value)
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{
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if (!ValidateClearBuffer("clearBufferfv", buffer, drawbuffer, value.Length())) {
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return;
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}
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ClearBufferfv_base(buffer, drawbuffer, value.Elements());
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}
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void
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WebGL2Context::ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
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{
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if (buffer != LOCAL_GL_DEPTH_STENCIL) {
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return ErrorInvalidEnumInfo("clearBufferfi: buffer", buffer);
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}
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MakeContextCurrent();
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gl->fClearBufferfi(buffer, drawbuffer, depth, stencil);
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}
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