gecko-dev/dom/canvas/WebGL2ContextUniforms.cpp

309 строки
9.0 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 "mozilla/dom/WebGL2RenderingContextBinding.h"
#include "mozilla/RefPtr.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
namespace mozilla {
bool
WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/)
{
return true;
}
// -------------------------------------------------------------------------
// Uniforms
void
WebGLContext::Uniform1ui(WebGLUniformLocation* loc, GLuint v0)
{
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui"))
return;
MakeContextCurrent();
gl->fUniform1ui(loc->mLoc, v0);
}
void
WebGLContext::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1)
{
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui"))
return;
MakeContextCurrent();
gl->fUniform2ui(loc->mLoc, v0, v1);
}
void
WebGLContext::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2)
{
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui"))
return;
MakeContextCurrent();
gl->fUniform3ui(loc->mLoc, v0, v1, v2);
}
void
WebGLContext::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2,
GLuint v3)
{
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui"))
return;
MakeContextCurrent();
gl->fUniform4ui(loc->mLoc, v0, v1, v2, v3);
}
// -------------------------------------------------------------------------
// Uniform Buffer Objects and Transform Feedback Buffers
void
WebGL2Context::GetIndexedParameter(JSContext* cx, GLenum target, GLuint index,
JS::MutableHandleValue retval, ErrorResult& out_error)
{
const char funcName[] = "getIndexedParameter";
retval.set(JS::NullValue());
if (IsContextLost())
return;
const std::vector<IndexedBufferBinding>* bindings;
switch (target) {
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
bindings = &(mBoundTransformFeedback->mIndexedBindings);
break;
case LOCAL_GL_UNIFORM_BUFFER_BINDING:
case LOCAL_GL_UNIFORM_BUFFER_START:
case LOCAL_GL_UNIFORM_BUFFER_SIZE:
bindings = &mIndexedUniformBufferBindings;
break;
default:
ErrorInvalidEnumInfo("getIndexedParameter: target", target);
return;
}
if (index >= bindings->size()) {
ErrorInvalidValue("%s: `index` must be < %s.", funcName,
"MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
return;
}
const auto& binding = (*bindings)[index];
JS::Value ret = JS::NullValue();
switch (target) {
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
case LOCAL_GL_UNIFORM_BUFFER_BINDING:
if (binding.mBufferBinding) {
ret = WebGLObjectAsJSValue(cx, binding.mBufferBinding.get(), out_error);
}
break;
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
case LOCAL_GL_UNIFORM_BUFFER_START:
ret = JS::NumberValue(binding.mRangeStart);
break;
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
case LOCAL_GL_UNIFORM_BUFFER_SIZE:
ret = JS::NumberValue(binding.mRangeSize);
break;
}
retval.set(ret);
}
void
WebGL2Context::GetUniformIndices(const WebGLProgram& program,
const dom::Sequence<nsString>& uniformNames,
dom::Nullable< nsTArray<GLuint> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getUniformIndices: program", program))
return;
if (!uniformNames.Length())
return;
program.GetUniformIndices(uniformNames, retval);
}
static bool
ValidateUniformEnum(WebGLContext* webgl, GLenum pname, const char* info)
{
switch (pname) {
case LOCAL_GL_UNIFORM_TYPE:
case LOCAL_GL_UNIFORM_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_INDEX:
case LOCAL_GL_UNIFORM_OFFSET:
case LOCAL_GL_UNIFORM_ARRAY_STRIDE:
case LOCAL_GL_UNIFORM_MATRIX_STRIDE:
case LOCAL_GL_UNIFORM_IS_ROW_MAJOR:
return true;
default:
webgl->ErrorInvalidEnum("%s: invalid pname: %s", info, webgl->EnumName(pname));
return false;
}
}
void
WebGL2Context::GetActiveUniforms(JSContext* cx, const WebGLProgram& program,
const dom::Sequence<GLuint>& uniformIndices,
GLenum pname, JS::MutableHandleValue retval)
{
const char funcName[] = "getActiveUniforms";
retval.setNull();
if (IsContextLost())
return;
if (!ValidateUniformEnum(this, pname, funcName))
return;
if (!ValidateObject("getActiveUniforms: program", program))
return;
const auto& numActiveUniforms = program.LinkInfo()->uniforms.size();
for (const auto& curIndex : uniformIndices) {
if (curIndex >= numActiveUniforms) {
ErrorInvalidValue("%s: Too-large active uniform index queried.", funcName);
return;
}
}
const auto& count = uniformIndices.Length();
JS::Rooted<JSObject*> array(cx, JS_NewArrayObject(cx, count));
UniquePtr<GLint[]> samples(new GLint[count]);
if (!array || !samples) {
ErrorOutOfMemory("%s: Failed to allocate buffers.", funcName);
return;
}
retval.setObject(*array);
MakeContextCurrent();
gl->fGetActiveUniformsiv(program.mGLName, count, uniformIndices.Elements(), pname,
samples.get());
switch (pname) {
case LOCAL_GL_UNIFORM_TYPE:
case LOCAL_GL_UNIFORM_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_INDEX:
case LOCAL_GL_UNIFORM_OFFSET:
case LOCAL_GL_UNIFORM_ARRAY_STRIDE:
case LOCAL_GL_UNIFORM_MATRIX_STRIDE:
for (size_t i = 0; i < count; ++i) {
JS::RootedValue value(cx);
value = JS::Int32Value(samples[i]);
if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE))
return;
}
break;
case LOCAL_GL_UNIFORM_IS_ROW_MAJOR:
for (size_t i = 0; i < count; ++i) {
JS::RootedValue value(cx);
value = JS::BooleanValue(samples[i]);
if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE))
return;
}
break;
default:
MOZ_CRASH("Invalid pname");
}
}
GLuint
WebGL2Context::GetUniformBlockIndex(const WebGLProgram& program,
const nsAString& uniformBlockName)
{
if (IsContextLost())
return 0;
if (!ValidateObject("getUniformBlockIndex: program", program))
return 0;
return program.GetUniformBlockIndex(uniformBlockName);
}
void
WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, const WebGLProgram& program,
GLuint uniformBlockIndex, GLenum pname,
JS::MutableHandleValue out_retval,
ErrorResult& out_error)
{
out_retval.setNull();
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniformBlockParameter: program", program))
return;
MakeContextCurrent();
switch(pname) {
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_BINDING:
case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
out_retval.set(program.GetActiveUniformBlockParam(uniformBlockIndex, pname));
return;
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
out_retval.set(program.GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex,
&out_error));
return;
}
ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
}
void
WebGL2Context::GetActiveUniformBlockName(const WebGLProgram& program,
GLuint uniformBlockIndex, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniformBlockName: program", program))
return;
program.GetActiveUniformBlockName(uniformBlockIndex, retval);
}
void
WebGL2Context::UniformBlockBinding(WebGLProgram& program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
if (IsContextLost())
return;
if (!ValidateObject("uniformBlockBinding: program", program))
return;
program.UniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
}
} // namespace mozilla