зеркало из https://github.com/mozilla/gecko-dev.git
602 строки
17 KiB
C++
602 строки
17 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 "WebGLContext.h"
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#include "WebGLProgram.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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#include "mozilla/dom/WebGL2RenderingContextBinding.h"
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namespace mozilla {
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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,
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GLsizei* out_alignment, const char* info)
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{
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MOZ_ASSERT(out_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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*out_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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*out_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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*out_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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*out_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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*out_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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bool
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WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/)
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{
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return true;
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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,
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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,
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"vertexAttribIPointer"))
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{
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return;
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}
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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* loc, GLuint v0)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform1ui(rawLoc, v0);
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}
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void
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WebGL2Context::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform2ui(rawLoc, v0, v1);
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}
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void
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WebGL2Context::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform3ui(rawLoc, v0, v1, v2);
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}
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void
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WebGL2Context::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform4ui(rawLoc, v0, v1, v2, v3);
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}
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void
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WebGL2Context::Uniform1uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform1uiv", &rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniform1uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::Uniform2uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform2uiv", &rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniform2uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::Uniform3uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform3uiv", &rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniform1uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::Uniform4uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform4uiv", &rawLoc, &numElementsToUpload)) {
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return;
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}
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MakeContextCurrent();
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gl->fUniform4uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::UniformMatrix2x3fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 2, 3, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix2x3fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix2x3fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix2x4fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 2, 4, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix2x4fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix2x4fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix3x2fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 3, 2, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix3x2fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix3x2fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix3x4fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 3, 4, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix3x4fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix3x4fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix4x2fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 4, 2, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix4x2fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix4x2fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix4x3fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 4, 3, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix4x3fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix4x3fv(rawLoc, numElementsToUpload, transpose, data);
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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,
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GLintptr offset, GLsizeiptr size);
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*/
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/* This doesn't belong here. It's part of state querying */
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void
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WebGL2Context::GetIndexedParameter(GLenum target, GLuint index,
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dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval)
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{
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retval.SetNull();
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if (IsContextLost())
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return;
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GLint64 data = 0;
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MakeContextCurrent();
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switch (target) {
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
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if (index >= mGLMaxTransformFeedbackSeparateAttribs)
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return ErrorInvalidValue("getIndexedParameter: index should be less than "
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"MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
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retval.SetValue().SetAsWebGLBuffer() =
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mBoundTransformFeedbackBuffers[index].get();
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return;
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case LOCAL_GL_UNIFORM_BUFFER_BINDING:
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if (index >= mGLMaxUniformBufferBindings)
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return ErrorInvalidValue("getIndexedParameter: index should be than "
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"MAX_UNIFORM_BUFFER_BINDINGS");
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retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get();
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return;
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
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case LOCAL_GL_UNIFORM_BUFFER_START:
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case LOCAL_GL_UNIFORM_BUFFER_SIZE:
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gl->fGetInteger64i_v(target, index, &data);
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retval.SetValue().SetAsLongLong() = data;
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return;
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}
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ErrorInvalidEnumInfo("getIndexedParameter: target", target);
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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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retval.SetNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getUniformIndices: program", program))
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return;
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if (!uniformNames.Length())
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return;
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GLuint progname = program->mGLName;
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size_t count = uniformNames.Length();
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nsTArray<GLuint>& arr = retval.SetValue();
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MakeContextCurrent();
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for (size_t n = 0; n < count; n++) {
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NS_LossyConvertUTF16toASCII name(uniformNames[n]);
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// const GLchar* glname = name.get();
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const GLchar* glname = nullptr;
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name.BeginReading(glname);
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GLuint index = 0;
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gl->fGetUniformIndices(progname, 1, &glname, &index);
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arr.AppendElement(index);
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}
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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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retval.SetNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getActiveUniforms: program", program))
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return;
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size_t count = uniformIndices.Length();
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if (!count)
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return;
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GLuint progname = program->mGLName;
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nsTArray<GLint>& arr = retval.SetValue();
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arr.SetLength(count);
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MakeContextCurrent();
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gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
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arr.Elements());
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}
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GLuint
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WebGL2Context::GetUniformBlockIndex(WebGLProgram* program,
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const nsAString& uniformBlockName)
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{
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if (IsContextLost())
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return 0;
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if (!ValidateObject("getUniformBlockIndex: program", program))
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return 0;
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return program->GetUniformBlockIndex(uniformBlockName);
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}
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void
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WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, WebGLProgram* program,
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GLuint uniformBlockIndex, GLenum pname,
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|
Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
|
|
ErrorResult& rv)
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|
{
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|
retval.SetNull();
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if (IsContextLost())
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|
return;
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|
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if (!ValidateObject("getActiveUniformBlockParameter: program", program))
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return;
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MakeContextCurrent();
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|
|
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switch(pname) {
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case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
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|
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:
|
|
program->GetActiveUniformBlockParam(uniformBlockIndex, pname, retval);
|
|
return;
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|
|
|
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
|
|
program->GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex, retval, rv);
|
|
return;
|
|
}
|
|
|
|
ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
|
|
}
|
|
|
|
void
|
|
WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
|
|
nsAString& retval)
|
|
{
|
|
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
|