gecko-dev/dom/canvas/WebGL2ContextFramebuffers.cpp

294 строки
8.5 KiB
C++

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