gecko-dev/dom/canvas/WebGL2ContextTransformFeedb...

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "WebGLProgram.h"
#include "WebGLTransformFeedback.h"
#include "GLContext.h"
namespace mozilla {
// -------------------------------------------------------------------------
// Transform Feedback
RefPtr<WebGLTransformFeedback> WebGL2Context::CreateTransformFeedback() {
const FuncScope funcScope(*this, "createTransformFeedback");
if (IsContextLost()) return nullptr;
GLuint tf = 0;
gl->fGenTransformFeedbacks(1, &tf);
return new WebGLTransformFeedback(this, tf);
}
void WebGL2Context::BindTransformFeedback(WebGLTransformFeedback* tf) {
FuncScope funcScope(*this, "bindTransformFeedback");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
if (tf && !ValidateObject("tf", *tf)) return;
if (mBoundTransformFeedback->mIsActive &&
!mBoundTransformFeedback->mIsPaused) {
ErrorInvalidOperation(
"Currently bound transform feedback is active and not"
" paused.");
return;
}
////
mBoundTransformFeedback = (tf ? tf : mDefaultTransformFeedback.get());
gl->fBindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK,
mBoundTransformFeedback->mGLName);
if (mBoundTransformFeedback) {
mBoundTransformFeedback->mHasBeenBound = true;
}
funcScope.mBindFailureGuard = false;
}
void WebGL2Context::BeginTransformFeedback(GLenum primMode) {
const FuncScope funcScope(*this, "beginTransformFeedback");
if (IsContextLost()) return;
mBoundTransformFeedback->BeginTransformFeedback(primMode);
}
void WebGL2Context::EndTransformFeedback() {
const FuncScope funcScope(*this, "endTransformFeedback");
if (IsContextLost()) return;
mBoundTransformFeedback->EndTransformFeedback();
}
void WebGL2Context::PauseTransformFeedback() {
const FuncScope funcScope(*this, "pauseTransformFeedback");
if (IsContextLost()) return;
mBoundTransformFeedback->PauseTransformFeedback();
}
void WebGL2Context::ResumeTransformFeedback() {
const FuncScope funcScope(*this, "resumeTransformFeedback");
if (IsContextLost()) return;
mBoundTransformFeedback->ResumeTransformFeedback();
}
void WebGL2Context::TransformFeedbackVaryings(
WebGLProgram& program, const std::vector<std::string>& varyings,
GLenum bufferMode) const {
const FuncScope funcScope(*this, "transformFeedbackVaryings");
if (IsContextLost()) return;
if (!ValidateObject("program", program)) return;
program.TransformFeedbackVaryings(varyings, bufferMode);
}
} // namespace mozilla