gecko-dev/dom/canvas/WebGL2ContextFramebuffers.cpp

116 строки
3.9 KiB
C++
Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGL2Context.h"
#include "GLContext.h"
using namespace mozilla;
using namespace mozilla::dom;
// -------------------------------------------------------------------------
// Framebuffer objects
void
WebGL2Context::BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat, GLenum pname, JS::MutableHandleValue retval)
{
MOZ_CRASH("Not Implemented.");
}
// Map attachments intended for the default buffer, to attachments for a non-
// default buffer.
static void
TranslateDefaultAttachments(const dom::Sequence<GLenum>& in, dom::Sequence<GLenum>* out)
{
for (size_t i = 0; i < in.Length(); i++) {
switch (in[i]) {
case LOCAL_GL_COLOR:
out->AppendElement(LOCAL_GL_COLOR_ATTACHMENT0);
break;
case LOCAL_GL_DEPTH:
out->AppendElement(LOCAL_GL_DEPTH_ATTACHMENT);
break;
case LOCAL_GL_STENCIL:
out->AppendElement(LOCAL_GL_STENCIL_ATTACHMENT);
break;
}
}
}
void
WebGL2Context::InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (target != LOCAL_GL_FRAMEBUFFER)
return ErrorInvalidEnumInfo("invalidateFramebuffer: target", target);
for (size_t i = 0; i < attachments.Length(); i++) {
if (!ValidateFramebufferAttachment(attachments[i], "invalidateFramebuffer"))
return;
}
if (!mBoundFramebuffer && !gl->IsDrawingToDefaultFramebuffer()) {
dom::Sequence<GLenum> tmpAttachments;
TranslateDefaultAttachments(attachments, &tmpAttachments);
gl->fInvalidateFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements());
} else {
gl->fInvalidateFramebuffer(target, attachments.Length(), attachments.Elements());
}
}
void
WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (target != LOCAL_GL_FRAMEBUFFER)
return ErrorInvalidEnumInfo("invalidateFramebuffer: target", target);
for (size_t i = 0; i < attachments.Length(); i++) {
if (!ValidateFramebufferAttachment(attachments[i], "invalidateSubFramebuffer"))
return;
}
if (!mBoundFramebuffer && !gl->IsDrawingToDefaultFramebuffer()) {
dom::Sequence<GLenum> tmpAttachments;
TranslateDefaultAttachments(attachments, &tmpAttachments);
gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements(),
x, y, width, height);
} else {
gl->fInvalidateSubFramebuffer(target, attachments.Length(), attachments.Elements(),
x, y, width, height);
}
}
void
WebGL2Context::ReadBuffer(GLenum mode)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height)
{
MOZ_CRASH("Not Implemented.");
}