зеркало из https://github.com/mozilla/gecko-dev.git
340 строки
9.9 KiB
C++
340 строки
9.9 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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if (!mBoundReadFramebuffer) {
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ClearBackbufferIfNeeded();
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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("%s: Cannot modify framebuffer 0.", funcName);
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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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////
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static bool
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ValidateBackbufferAttachmentEnum(WebGLContext* webgl, const char* funcName,
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GLenum attachment)
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{
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switch (attachment) {
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case LOCAL_GL_COLOR:
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case LOCAL_GL_DEPTH:
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case LOCAL_GL_STENCIL:
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return true;
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default:
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webgl->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x.",
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funcName, attachment);
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return false;
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}
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}
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static bool
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ValidateFramebufferAttachmentEnum(WebGLContext* webgl, const char* funcName,
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GLenum attachment)
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{
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switch (attachment) {
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case LOCAL_GL_DEPTH_ATTACHMENT:
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case LOCAL_GL_STENCIL_ATTACHMENT:
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case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
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return true;
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}
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if (attachment < LOCAL_GL_COLOR_ATTACHMENT0) {
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webgl->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x.",
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funcName, attachment);
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return false;
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}
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if (attachment > webgl->LastColorAttachmentEnum()) {
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// That these errors have different types is ridiculous.
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webgl->ErrorInvalidOperation("%s: Too-large LOCAL_GL_COLOR_ATTACHMENTn.",
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funcName);
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return false;
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}
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return true;
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}
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bool
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WebGLContext::ValidateInvalidateFramebuffer(const char* funcName, GLenum target,
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const dom::Sequence<GLenum>& attachments,
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ErrorResult* const out_rv,
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std::vector<GLenum>* const scopedVector,
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GLsizei* const out_glNumAttachments,
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const GLenum** const out_glAttachments)
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{
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if (IsContextLost())
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return false;
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gl->MakeCurrent();
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if (!ValidateFramebufferTarget(target, funcName))
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return false;
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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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*out_glNumAttachments = attachments.Length();
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*out_glAttachments = attachments.Elements();
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if (fb) {
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for (const auto& attachment : attachments) {
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if (!ValidateFramebufferAttachmentEnum(this, funcName, attachment))
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return false;
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}
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} else {
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for (const auto& attachment : attachments) {
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if (!ValidateBackbufferAttachmentEnum(this, funcName, attachment))
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return false;
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}
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if (!isDefaultFB) {
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MOZ_ASSERT(scopedVector->empty());
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scopedVector->reserve(attachments.Length());
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for (const auto& attachment : attachments) {
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switch (attachment) {
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case LOCAL_GL_COLOR:
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scopedVector->push_back(LOCAL_GL_COLOR_ATTACHMENT0);
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break;
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case LOCAL_GL_DEPTH:
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scopedVector->push_back(LOCAL_GL_DEPTH_ATTACHMENT);
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break;
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case LOCAL_GL_STENCIL:
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scopedVector->push_back(LOCAL_GL_STENCIL_ATTACHMENT);
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break;
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default:
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MOZ_CRASH();
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}
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}
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*out_glNumAttachments = scopedVector->size();
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*out_glAttachments = scopedVector->data();
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}
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}
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////
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if (!fb) {
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ClearBackbufferIfNeeded();
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// Don't do more validation after these.
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Invalidate();
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mShouldPresent = true;
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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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std::vector<GLenum> scopedVector;
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GLsizei glNumAttachments;
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const GLenum* glAttachments;
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if (!ValidateInvalidateFramebuffer(funcName, target, attachments, &rv, &scopedVector,
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&glNumAttachments, &glAttachments))
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{
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return;
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}
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////
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// Some drivers (like OSX 10.9 GL) just don't support invalidate_framebuffer.
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const bool useFBInvalidation = (mAllowFBInvalidation &&
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gl->IsSupported(gl::GLFeature::invalidate_framebuffer));
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if (useFBInvalidation) {
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gl->fInvalidateFramebuffer(target, glNumAttachments, glAttachments);
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return;
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}
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// Use clear instead?
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// No-op for now.
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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 (!ValidateNonNegative(funcName, "width", width) ||
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!ValidateNonNegative(funcName, "height", height))
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{
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return;
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}
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std::vector<GLenum> scopedVector;
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GLsizei glNumAttachments;
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const GLenum* glAttachments;
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if (!ValidateInvalidateFramebuffer(funcName, target, attachments, &rv, &scopedVector,
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&glNumAttachments, &glAttachments))
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{
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return;
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}
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////
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// Some drivers (like OSX 10.9 GL) just don't support invalidate_framebuffer.
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const bool useFBInvalidation = (mAllowFBInvalidation &&
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gl->IsSupported(gl::GLFeature::invalidate_framebuffer));
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if (useFBInvalidation) {
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gl->fInvalidateSubFramebuffer(target, glNumAttachments, glAttachments, x, y,
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width, height);
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return;
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}
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// Use clear instead?
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// No-op for now.
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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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nsCString enumName;
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EnumName(mode, &enumName);
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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.BeginReading());
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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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