зеркало из https://github.com/mozilla/gecko-dev.git
294 строки
8.5 KiB
C++
294 строки
8.5 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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#include "GLScreenBuffer.h"
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#include "WebGLContextUtils.h"
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#include "WebGLFormats.h"
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#include "WebGLFramebuffer.h"
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namespace mozilla {
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void
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WebGL2Context::BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter)
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{
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if (IsContextLost())
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return;
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const GLbitfield validBits = LOCAL_GL_COLOR_BUFFER_BIT |
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LOCAL_GL_DEPTH_BUFFER_BIT |
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LOCAL_GL_STENCIL_BUFFER_BIT;
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if ((mask | validBits) != validBits) {
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ErrorInvalidValue("blitFramebuffer: Invalid bit set in mask.");
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return;
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}
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switch (filter) {
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case LOCAL_GL_NEAREST:
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case LOCAL_GL_LINEAR:
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break;
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default:
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ErrorInvalidEnumInfo("blitFramebuffer: Bad `filter`:", filter);
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return;
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}
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////
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const auto& readFB = mBoundReadFramebuffer;
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if (readFB &&
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!readFB->ValidateAndInitAttachments("blitFramebuffer's READ_FRAMEBUFFER"))
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{
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return;
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}
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const auto& drawFB = mBoundDrawFramebuffer;
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if (drawFB &&
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!drawFB->ValidateAndInitAttachments("blitFramebuffer's DRAW_FRAMEBUFFER"))
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{
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return;
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}
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////
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WebGLFramebuffer::BlitFramebuffer(this,
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readFB, srcX0, srcY0, srcX1, srcY1,
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drawFB, dstX0, dstY0, dstX1, dstY1,
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mask, filter);
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}
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void
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WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment,
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WebGLTexture* texture, GLint level, GLint layer)
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{
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const char funcName[] = "framebufferTextureLayer";
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if (IsContextLost())
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return;
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if (!ValidateFramebufferTarget(target, funcName))
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return;
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WebGLFramebuffer* fb;
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switch (target) {
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case LOCAL_GL_FRAMEBUFFER:
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case LOCAL_GL_DRAW_FRAMEBUFFER:
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fb = mBoundDrawFramebuffer;
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break;
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case LOCAL_GL_READ_FRAMEBUFFER:
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fb = mBoundReadFramebuffer;
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break;
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default:
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MOZ_CRASH("GFX: Bad target.");
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}
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if (!fb)
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return ErrorInvalidOperation("%a: Xannot modify framebuffer 0.");
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fb->FramebufferTextureLayer(funcName, attachment, texture, level, layer);
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}
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JS::Value
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WebGL2Context::GetFramebufferAttachmentParameter(JSContext* cx,
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GLenum target,
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GLenum attachment,
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GLenum pname,
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ErrorResult& out_error)
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{
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return WebGLContext::GetFramebufferAttachmentParameter(cx, target, attachment, pname,
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out_error);
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}
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// Map attachments intended for the default buffer, to attachments for a non-
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// default buffer.
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static bool
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TranslateDefaultAttachments(const dom::Sequence<GLenum>& in, dom::Sequence<GLenum>* out)
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{
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for (size_t i = 0; i < in.Length(); i++) {
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switch (in[i]) {
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case LOCAL_GL_COLOR:
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if (!out->AppendElement(LOCAL_GL_COLOR_ATTACHMENT0, fallible)) {
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return false;
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}
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break;
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case LOCAL_GL_DEPTH:
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if (!out->AppendElement(LOCAL_GL_DEPTH_ATTACHMENT, fallible)) {
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return false;
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}
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break;
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case LOCAL_GL_STENCIL:
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if (!out->AppendElement(LOCAL_GL_STENCIL_ATTACHMENT, fallible)) {
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return false;
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}
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break;
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}
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}
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return true;
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}
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void
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WebGL2Context::InvalidateFramebuffer(GLenum target,
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const dom::Sequence<GLenum>& attachments,
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ErrorResult& rv)
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{
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const char funcName[] = "invalidateSubFramebuffer";
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (!ValidateFramebufferTarget(target, funcName))
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return;
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const WebGLFramebuffer* fb;
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bool isDefaultFB;
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switch (target) {
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case LOCAL_GL_FRAMEBUFFER:
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case LOCAL_GL_DRAW_FRAMEBUFFER:
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fb = mBoundDrawFramebuffer;
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isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
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break;
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case LOCAL_GL_READ_FRAMEBUFFER:
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fb = mBoundReadFramebuffer;
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isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
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break;
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default:
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MOZ_CRASH("GFX: Bad target.");
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}
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const bool badColorAttachmentIsInvalidOp = true;
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for (size_t i = 0; i < attachments.Length(); i++) {
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if (!ValidateFramebufferAttachment(fb, attachments[i], funcName,
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badColorAttachmentIsInvalidOp))
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{
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return;
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}
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}
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// InvalidateFramebuffer is a hint to the driver. Should be OK to
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// skip calls if not supported, for example by OSX 10.9 GL
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// drivers.
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if (!gl->IsSupported(gl::GLFeature::invalidate_framebuffer))
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return;
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if (!fb && !isDefaultFB) {
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dom::Sequence<GLenum> tmpAttachments;
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if (!TranslateDefaultAttachments(attachments, &tmpAttachments)) {
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rv.Throw(NS_ERROR_OUT_OF_MEMORY);
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return;
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}
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gl->fInvalidateFramebuffer(target, tmpAttachments.Length(),
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tmpAttachments.Elements());
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} else {
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gl->fInvalidateFramebuffer(target, attachments.Length(), attachments.Elements());
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}
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}
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void
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WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
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GLint x, GLint y, GLsizei width, GLsizei height,
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ErrorResult& rv)
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{
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const char funcName[] = "invalidateSubFramebuffer";
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if (IsContextLost())
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return;
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MakeContextCurrent();
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if (!ValidateFramebufferTarget(target, funcName))
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return;
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if (width < 0 || height < 0) {
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ErrorInvalidValue("%s: width and height must be >= 0.", funcName);
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return;
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}
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const WebGLFramebuffer* fb;
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bool isDefaultFB;
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switch (target) {
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case LOCAL_GL_FRAMEBUFFER:
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case LOCAL_GL_DRAW_FRAMEBUFFER:
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fb = mBoundDrawFramebuffer;
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isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
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break;
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case LOCAL_GL_READ_FRAMEBUFFER:
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fb = mBoundReadFramebuffer;
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isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
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break;
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default:
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MOZ_CRASH("GFX: Bad target.");
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}
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const bool badColorAttachmentIsInvalidOp = true;
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for (size_t i = 0; i < attachments.Length(); i++) {
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if (!ValidateFramebufferAttachment(fb, attachments[i], funcName,
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badColorAttachmentIsInvalidOp))
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{
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return;
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}
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}
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// InvalidateFramebuffer is a hint to the driver. Should be OK to
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// skip calls if not supported, for example by OSX 10.9 GL
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// drivers.
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if (!gl->IsSupported(gl::GLFeature::invalidate_framebuffer))
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return;
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if (!fb && !isDefaultFB) {
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dom::Sequence<GLenum> tmpAttachments;
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if (!TranslateDefaultAttachments(attachments, &tmpAttachments)) {
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rv.Throw(NS_ERROR_OUT_OF_MEMORY);
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return;
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}
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gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(),
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tmpAttachments.Elements(), x, y, width, height);
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} else {
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gl->fInvalidateSubFramebuffer(target, attachments.Length(),
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attachments.Elements(), x, y, width, height);
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}
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}
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void
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WebGL2Context::ReadBuffer(GLenum mode)
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{
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const char funcName[] = "readBuffer";
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if (IsContextLost())
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return;
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if (mBoundReadFramebuffer) {
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mBoundReadFramebuffer->ReadBuffer(funcName, mode);
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return;
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}
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// Operating on the default framebuffer.
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if (mode != LOCAL_GL_NONE &&
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mode != LOCAL_GL_BACK)
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{
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ErrorInvalidOperation("%s: If READ_FRAMEBUFFER is null, `mode` must be BACK or"
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" NONE. Was %s",
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funcName, EnumName(mode));
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return;
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}
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gl->Screen()->SetReadBuffer(mode);
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}
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} // namespace mozilla
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