зеркало из https://github.com/mozilla/gecko-dev.git
364 строки
9.4 KiB
C++
364 строки
9.4 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 "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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using namespace mozilla;
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using namespace mozilla::dom;
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typedef union { GLint i; GLfloat f; GLuint u; } fi_t;
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static inline
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GLfloat PuntToFloat(GLint i)
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{
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fi_t tmp;
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tmp.i = i;
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return tmp.f;
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}
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static inline
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GLfloat PuntToFloat(GLuint u)
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{
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fi_t tmp;
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tmp.u = u;
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return tmp.f;
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}
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bool
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WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info)
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{
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MOZ_ASSERT(alignment);
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switch (type) {
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case LOCAL_GL_BYTE:
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case LOCAL_GL_UNSIGNED_BYTE:
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*alignment = 1;
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return true;
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case LOCAL_GL_SHORT:
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case LOCAL_GL_UNSIGNED_SHORT:
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*alignment = 2;
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return true;
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case LOCAL_GL_INT:
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case LOCAL_GL_UNSIGNED_INT:
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*alignment = 4;
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return true;
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}
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if (!integerMode) {
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switch (type) {
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case LOCAL_GL_HALF_FLOAT:
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*alignment = 2;
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return true;
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case LOCAL_GL_FLOAT:
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case LOCAL_GL_FIXED:
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case LOCAL_GL_INT_2_10_10_10_REV:
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case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
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*alignment = 4;
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return true;
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}
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}
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ErrorInvalidEnum("%s: invalid enum value 0x%x", info, type);
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return false;
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}
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// -------------------------------------------------------------------------
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// Uniforms and attributes
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void
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WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset)
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{
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if (IsContextLost())
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return;
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if (!ValidateAttribIndex(index, "vertexAttribIPointer"))
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return;
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if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset, "vertexAttribIPointer"))
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return;
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MOZ_ASSERT(mBoundVertexArray);
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mBoundVertexArray->EnsureAttrib(index);
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InvalidateBufferFetching();
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WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
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vd.buf = mBoundArrayBuffer;
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vd.stride = stride;
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vd.size = size;
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vd.byteOffset = offset;
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vd.type = type;
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vd.normalized = false;
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vd.integer = true;
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MakeContextCurrent();
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gl->fVertexAttribIPointer(index, size, type, stride, reinterpret_cast<void*>(offset));
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}
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void
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WebGL2Context::Uniform1ui(WebGLUniformLocation* location, GLuint v0)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform2ui(WebGLUniformLocation* location, GLuint v0, GLuint v1)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform1uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform2uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform3uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::Uniform4uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
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{
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if (IsContextLost())
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return;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4i(index, x, y, z, w);
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} else {
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mVertexAttrib0Vector[0] = PuntToFloat(x);
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mVertexAttrib0Vector[1] = PuntToFloat(y);
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mVertexAttrib0Vector[2] = PuntToFloat(z);
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mVertexAttrib0Vector[3] = PuntToFloat(w);
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}
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}
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void
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WebGL2Context::VertexAttribI4iv(GLuint index, size_t length, const GLint* v)
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{
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if (!ValidateAttribArraySetter("vertexAttribI4iv", 4, length))
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return;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4iv(index, v);
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} else {
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mVertexAttrib0Vector[0] = PuntToFloat(v[0]);
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mVertexAttrib0Vector[1] = PuntToFloat(v[1]);
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mVertexAttrib0Vector[2] = PuntToFloat(v[2]);
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mVertexAttrib0Vector[3] = PuntToFloat(v[3]);
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}
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}
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void
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WebGL2Context::VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v)
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{
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VertexAttribI4iv(index, v.Length(), v.Elements());
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}
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void
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WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
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{
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if (IsContextLost())
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return;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4ui(index, x, y, z, w);
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} else {
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mVertexAttrib0Vector[0] = PuntToFloat(x);
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mVertexAttrib0Vector[1] = PuntToFloat(y);
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mVertexAttrib0Vector[2] = PuntToFloat(z);
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mVertexAttrib0Vector[3] = PuntToFloat(w);
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}
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}
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void
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WebGL2Context::VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v)
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{
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if (IsContextLost())
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return;
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if (index || gl->IsGLES()) {
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MakeContextCurrent();
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gl->fVertexAttribI4uiv(index, v);
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} else {
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mVertexAttrib0Vector[0] = PuntToFloat(v[0]);
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mVertexAttrib0Vector[1] = PuntToFloat(v[1]);
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mVertexAttrib0Vector[2] = PuntToFloat(v[2]);
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mVertexAttrib0Vector[3] = PuntToFloat(v[3]);
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}
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}
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void
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WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v)
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{
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VertexAttribI4uiv(index, v.Length(), v.Elements());
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}
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// -------------------------------------------------------------------------
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// Uniform Buffer Objects and Transform Feedback Buffers
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// TODO(djg): Implemented in WebGLContext
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/*
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void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
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void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size);
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*/
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void
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WebGL2Context::GetIndexedParameter(JSContext*, GLenum target, GLuint index, JS::MutableHandleValue retval)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::GetUniformIndices(WebGLProgram* program,
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const dom::Sequence<nsString>& uniformNames,
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dom::Nullable< nsTArray<GLuint> >& retval)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::GetActiveUniforms(WebGLProgram* program,
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const dom::Sequence<GLuint>& uniformIndices,
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GLenum pname,
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dom::Nullable< nsTArray<GLint> >& retval)
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{
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MOZ_CRASH("Not Implemented.");
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}
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GLuint
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WebGL2Context::GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName)
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{
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MOZ_CRASH("Not Implemented.");
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return 0;
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}
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void
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WebGL2Context::GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program,
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GLuint uniformBlockIndex, GLenum pname,
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JS::MutableHandleValue retval)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, dom::DOMString& retval)
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{
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MOZ_CRASH("Not Implemented.");
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}
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void
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WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
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{
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MOZ_CRASH("Not Implemented.");
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}
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