gecko-dev/dom/canvas/WebGL2ContextBuffers.cpp

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8.1 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"
#include "WebGLBuffer.h"
#include "WebGLTransformFeedback.h"
namespace mozilla {
bool
WebGL2Context::ValidateBufferTarget(GLenum target, const char* info)
{
switch (target) {
case LOCAL_GL_ARRAY_BUFFER:
case LOCAL_GL_COPY_READ_BUFFER:
case LOCAL_GL_COPY_WRITE_BUFFER:
case LOCAL_GL_ELEMENT_ARRAY_BUFFER:
case LOCAL_GL_PIXEL_PACK_BUFFER:
case LOCAL_GL_PIXEL_UNPACK_BUFFER:
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER:
case LOCAL_GL_UNIFORM_BUFFER:
return true;
default:
ErrorInvalidEnumInfo(info, target);
return false;
}
}
bool
WebGL2Context::ValidateBufferIndexedTarget(GLenum target, const char* info)
{
switch (target) {
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER:
case LOCAL_GL_UNIFORM_BUFFER:
return true;
default:
ErrorInvalidEnumInfo(info, target);
return false;
}
}
bool
WebGL2Context::ValidateBufferUsageEnum(GLenum usage, const char* info)
{
switch (usage) {
case LOCAL_GL_DYNAMIC_COPY:
case LOCAL_GL_DYNAMIC_DRAW:
case LOCAL_GL_DYNAMIC_READ:
case LOCAL_GL_STATIC_COPY:
case LOCAL_GL_STATIC_DRAW:
case LOCAL_GL_STATIC_READ:
case LOCAL_GL_STREAM_COPY:
case LOCAL_GL_STREAM_DRAW:
case LOCAL_GL_STREAM_READ:
return true;
default:
break;
}
ErrorInvalidEnumInfo(info, usage);
return false;
}
// -------------------------------------------------------------------------
// Buffer objects
void
WebGL2Context::CopyBufferSubData(GLenum readTarget, GLenum writeTarget,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size)
{
if (IsContextLost())
return;
if (!ValidateBufferTarget(readTarget, "copyBufferSubData") ||
!ValidateBufferTarget(writeTarget, "copyBufferSubData"))
{
return;
}
const WebGLRefPtr<WebGLBuffer>& readBufferSlot = GetBufferSlotByTarget(readTarget);
const WebGLRefPtr<WebGLBuffer>& writeBufferSlot = GetBufferSlotByTarget(writeTarget);
if (!readBufferSlot || !writeBufferSlot)
return;
const WebGLBuffer* readBuffer = readBufferSlot.get();
if (!readBuffer)
return ErrorInvalidOperation("copyBufferSubData: No buffer bound to readTarget");
WebGLBuffer* writeBuffer = writeBufferSlot.get();
if (!writeBuffer)
return ErrorInvalidOperation("copyBufferSubData: No buffer bound to writeTarget");
if (!ValidateDataOffsetSize(readOffset, size, readBuffer->ByteLength(),
"copyBufferSubData"))
{
return;
}
if (!ValidateDataOffsetSize(writeOffset, size, writeBuffer->ByteLength(),
"copyBufferSubData"))
{
return;
}
if (readTarget == writeTarget &&
!ValidateDataRanges(readOffset, writeOffset, size, "copyBufferSubData"))
{
return;
}
WebGLBuffer::Kind readType = readBuffer->Content();
WebGLBuffer::Kind writeType = writeBuffer->Content();
if (readType != WebGLBuffer::Kind::Undefined &&
writeType != WebGLBuffer::Kind::Undefined &&
writeType != readType)
{
ErrorInvalidOperation("copyBufferSubData: Can't copy %s data to %s data",
(readType == WebGLBuffer::Kind::OtherData) ? "other" : "element",
(writeType == WebGLBuffer::Kind::OtherData) ? "other" : "element");
return;
}
WebGLContextUnchecked::CopyBufferSubData(readTarget, writeTarget, readOffset,
writeOffset, size);
if (writeType == WebGLBuffer::Kind::Undefined) {
writeBuffer->BindTo(
(readType == WebGLBuffer::Kind::OtherData) ? LOCAL_GL_ARRAY_BUFFER
: LOCAL_GL_ELEMENT_ARRAY_BUFFER);
}
}
// BufferT may be one of
// const dom::ArrayBuffer&
// const dom::SharedArrayBuffer&
template<typename BufferT>
void
WebGL2Context::GetBufferSubDataT(GLenum target, GLintptr offset, const BufferT& data)
{
if (IsContextLost())
return;
// For the WebGLBuffer bound to the passed target, read
// returnedData.byteLength bytes from the buffer starting at byte
// offset offset and write them to returnedData.
// If zero is bound to target, an INVALID_OPERATION error is
// generated.
if (!ValidateBufferTarget(target, "getBufferSubData"))
return;
// If offset is less than zero, an INVALID_VALUE error is
// generated.
if (offset < 0)
return ErrorInvalidValue("getBufferSubData: negative offset");
WebGLRefPtr<WebGLBuffer>& bufferSlot = GetBufferSlotByTarget(target);
WebGLBuffer* boundBuffer = bufferSlot.get();
if (!boundBuffer)
return ErrorInvalidOperation("getBufferSubData: no buffer bound");
// If offset + returnedData.byteLength would extend beyond the end
// of the buffer an INVALID_VALUE error is generated.
data.ComputeLengthAndData();
CheckedInt<WebGLsizeiptr> neededByteLength = CheckedInt<WebGLsizeiptr>(offset) + data.Length();
if (!neededByteLength.isValid()) {
ErrorInvalidValue("getBufferSubData: Integer overflow computing the needed"
" byte length.");
return;
}
if (neededByteLength.value() > boundBuffer->ByteLength()) {
ErrorInvalidValue("getBufferSubData: Not enough data. Operation requires"
" %d bytes, but buffer only has %d bytes.",
neededByteLength.value(), boundBuffer->ByteLength());
return;
}
// If target is TRANSFORM_FEEDBACK_BUFFER, and any transform
// feedback object is currently active, an INVALID_OPERATION error
// is generated.
WebGLTransformFeedback* currentTF = mBoundTransformFeedback;
if (target == LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER && currentTF) {
if (currentTF->mIsActive)
return ErrorInvalidOperation("getBufferSubData: Currently bound transform"
" feedback is active");
// https://github.com/NVIDIA/WebGL/commit/63aff5e58c1d79825a596f0f4aa46174b9a5f72c
// Performing reads and writes on a buffer that is currently
// bound for transform feedback causes undefined results in
// GLES3.0 and OpenGL 4.5. In practice results of reads and
// writes might be consistent as long as transform feedback
// objects are not active, but neither GLES3.0 nor OpenGL 4.5
// spec guarantees this - just being bound for transform
// feedback is sufficient to cause undefined results.
BindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK, nullptr);
}
/* If the buffer is written and read sequentially by other
* operations and getBufferSubData, it is the responsibility of
* the WebGL API to ensure that data are access
* consistently. This applies even if the buffer is currently
* bound to a transform feedback binding point.
*/
void* ptr = gl->fMapBufferRange(target, offset, data.Length(), LOCAL_GL_MAP_READ_BIT);
memcpy(data.Data(), ptr, data.Length());
gl->fUnmapBuffer(target);
if (target == LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER && currentTF) {
BindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK, currentTF);
}
}
void WebGL2Context::GetBufferSubData(GLenum target, GLintptr offset,
const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
// If returnedData is null then an INVALID_VALUE error is
// generated.
if (maybeData.IsNull())
return ErrorInvalidValue("getBufferSubData: returnedData is null");
const dom::ArrayBuffer& data = maybeData.Value();
GetBufferSubDataT(target, offset, data);
}
void WebGL2Context::GetBufferSubData(GLenum target, GLintptr offset,
const dom::SharedArrayBuffer& data)
{
GetBufferSubDataT(target, offset, data);
}
} // namespace mozilla