gecko-dev/dom/canvas/WebGL2ContextUniforms.cpp

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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 "WebGLContext.h"
#include "WebGLProgram.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
using namespace mozilla;
using namespace mozilla::dom;
typedef union { GLint i; GLfloat f; GLuint u; } fi_t;
static inline
GLfloat PuntToFloat(GLint i)
{
fi_t tmp;
tmp.i = i;
return tmp.f;
}
static inline
GLfloat PuntToFloat(GLuint u)
{
fi_t tmp;
tmp.u = u;
return tmp.f;
}
bool
WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type,
GLsizei* out_alignment, const char* info)
{
MOZ_ASSERT(out_alignment);
switch (type) {
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
*out_alignment = 1;
return true;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
*out_alignment = 2;
return true;
case LOCAL_GL_INT:
case LOCAL_GL_UNSIGNED_INT:
*out_alignment = 4;
return true;
}
if (!integerMode) {
switch (type) {
case LOCAL_GL_HALF_FLOAT:
*out_alignment = 2;
return true;
case LOCAL_GL_FLOAT:
case LOCAL_GL_FIXED:
case LOCAL_GL_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
*out_alignment = 4;
return true;
}
}
ErrorInvalidEnum("%s: invalid enum value 0x%x", info, type);
return false;
}
// -------------------------------------------------------------------------
// Uniforms and attributes
void
WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
GLintptr offset)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribIPointer"))
return;
if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset,
"vertexAttribIPointer"))
{
return;
}
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->EnsureAttrib(index);
InvalidateBufferFetching();
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
vd.buf = mBoundArrayBuffer;
vd.stride = stride;
vd.size = size;
vd.byteOffset = offset;
vd.type = type;
vd.normalized = false;
vd.integer = true;
MakeContextCurrent();
gl->fVertexAttribIPointer(index, size, type, stride, reinterpret_cast<void*>(offset));
}
void
WebGL2Context::Uniform1ui(WebGLUniformLocation* location, GLuint v0)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform2ui(WebGLUniformLocation* location, GLuint v0, GLuint v1)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1,
GLuint v2, GLuint v3)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform1uiv(WebGLUniformLocation* location,
const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform2uiv(WebGLUniformLocation* location,
const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform3uiv(WebGLUniformLocation* location,
const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::Uniform4uiv(WebGLUniformLocation* location,
const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose,
const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose,
const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose,
const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose,
const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose,
const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose,
const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose,
const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose,
const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose,
const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose,
const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose,
const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose,
const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
if (IsContextLost())
return;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4i(index, x, y, z, w);
} else {
mVertexAttrib0Vector[0] = PuntToFloat(x);
mVertexAttrib0Vector[1] = PuntToFloat(y);
mVertexAttrib0Vector[2] = PuntToFloat(z);
mVertexAttrib0Vector[3] = PuntToFloat(w);
}
}
void
WebGL2Context::VertexAttribI4iv(GLuint index, size_t length, const GLint* v)
{
if (!ValidateAttribArraySetter("vertexAttribI4iv", 4, length))
return;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4iv(index, v);
} else {
mVertexAttrib0Vector[0] = PuntToFloat(v[0]);
mVertexAttrib0Vector[1] = PuntToFloat(v[1]);
mVertexAttrib0Vector[2] = PuntToFloat(v[2]);
mVertexAttrib0Vector[3] = PuntToFloat(v[3]);
}
}
void
WebGL2Context::VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v)
{
VertexAttribI4iv(index, v.Length(), v.Elements());
}
void
WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
if (IsContextLost())
return;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4ui(index, x, y, z, w);
} else {
mVertexAttrib0Vector[0] = PuntToFloat(x);
mVertexAttrib0Vector[1] = PuntToFloat(y);
mVertexAttrib0Vector[2] = PuntToFloat(z);
mVertexAttrib0Vector[3] = PuntToFloat(w);
}
}
void
WebGL2Context::VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v)
{
if (IsContextLost())
return;
if (index || gl->IsGLES()) {
MakeContextCurrent();
gl->fVertexAttribI4uiv(index, v);
} else {
mVertexAttrib0Vector[0] = PuntToFloat(v[0]);
mVertexAttrib0Vector[1] = PuntToFloat(v[1]);
mVertexAttrib0Vector[2] = PuntToFloat(v[2]);
mVertexAttrib0Vector[3] = PuntToFloat(v[3]);
}
}
void
WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v)
{
VertexAttribI4uiv(index, v.Length(), v.Elements());
}
// -------------------------------------------------------------------------
// Uniform Buffer Objects and Transform Feedback Buffers
// TODO(djg): Implemented in WebGLContext
/*
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer,
GLintptr offset, GLsizeiptr size);
*/
/* This doesn't belong here. It's part of state querying */
void
WebGL2Context::GetIndexedParameter(GLenum target, GLuint index,
dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
GLint64 data = 0;
MakeContextCurrent();
switch (target) {
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
if (index >= mGLMaxTransformFeedbackSeparateAttribs)
return ErrorInvalidValue("getIndexedParameter: index should be less than "
"MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
retval.SetValue().SetAsWebGLBuffer() =
mBoundTransformFeedbackBuffers[index].get();
return;
case LOCAL_GL_UNIFORM_BUFFER_BINDING:
if (index >= mGLMaxUniformBufferBindings)
return ErrorInvalidValue("getIndexedParameter: index should be than "
"MAX_UNIFORM_BUFFER_BINDINGS");
retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get();
return;
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
case LOCAL_GL_UNIFORM_BUFFER_START:
case LOCAL_GL_UNIFORM_BUFFER_SIZE:
gl->fGetInteger64i_v(target, index, &data);
retval.SetValue().SetAsLongLong() = data;
return;
}
ErrorInvalidEnumInfo("getIndexedParameter: target", target);
}
void
WebGL2Context::GetUniformIndices(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;
GLuint progname = program->mGLName;
size_t count = uniformNames.Length();
nsTArray<GLuint>& arr = retval.SetValue();
MakeContextCurrent();
for (size_t n = 0; n < count; n++) {
NS_LossyConvertUTF16toASCII name(uniformNames[n]);
// const GLchar* glname = name.get();
const GLchar* glname = nullptr;
name.BeginReading(glname);
GLuint index = 0;
gl->fGetUniformIndices(progname, 1, &glname, &index);
arr.AppendElement(index);
}
}
void
WebGL2Context::GetActiveUniforms(WebGLProgram* program,
const dom::Sequence<GLuint>& uniformIndices,
GLenum pname,
dom::Nullable< nsTArray<GLint> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniforms: program", program))
return;
size_t count = uniformIndices.Length();
if (!count)
return;
GLuint progname = program->mGLName;
nsTArray<GLint>& arr = retval.SetValue();
arr.SetLength(count);
MakeContextCurrent();
gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
arr.Elements());
}
GLuint
WebGL2Context::GetUniformBlockIndex(WebGLProgram* program,
const nsAString& uniformBlockName)
{
if (IsContextLost())
return 0;
if (!ValidateObject("getUniformBlockIndex: program", program))
return 0;
// Leave this unchecked for now.
const NS_LossyConvertUTF16toASCII cname(uniformBlockName);
GLuint progname = program->mGLName;
MakeContextCurrent();
return gl->fGetUniformBlockIndex(progname, cname.BeginReading());
}
static bool
GetUniformBlockActiveUniforms(gl::GLContext* gl, JSContext* cx,
WebGL2Context* owner, GLuint progname,
GLuint uniformBlockIndex,
JS::MutableHandleObject out_array)
{
GLint length = 0;
gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex,
LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &length);
JS::RootedObject obj(cx, Uint32Array::Create(cx, owner, length, nullptr));
if (!obj)
return false;
Uint32Array result;
DebugOnly<bool> inited = result.Init(obj);
MOZ_ASSERT(inited);
result.ComputeLengthAndData();
gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex,
LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES,
(GLint*) result.Data());
out_array.set(obj);
return true;
}
void
WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, WebGLProgram* program,
GLuint uniformBlockIndex, GLenum pname,
Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
ErrorResult& rv)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniformBlockParameter: program", program))
return;
GLuint progname = program->mGLName;
GLint param = 0;
MakeContextCurrent();
switch(pname) {
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex, pname, &param);
retval.SetValue().SetAsBoolean() = (param != 0);
return;
case LOCAL_GL_UNIFORM_BLOCK_BINDING:
case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_NAME_LENGTH:
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex, pname, &param);
retval.SetValue().SetAsUnsignedLong() = param;
return;
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
JS::RootedObject array(cx);
if (!GetUniformBlockActiveUniforms(gl, cx, this, progname, uniformBlockIndex,
&array))
{
rv = NS_ERROR_OUT_OF_MEMORY;
return;
}
DebugOnly<bool> inited = retval.SetValue().SetAsUint32Array().Init(array);
MOZ_ASSERT(inited);
return;
}
ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
}
#define WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH 256
void
WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
nsAString& retval)
{
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniformBlockName: program", program))
return;
GLuint progname = program->mGLName;
GLchar nameBuffer[WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH];
GLsizei length = 0;
MakeContextCurrent();
gl->fGetActiveUniformBlockName(progname, uniformBlockIndex,
WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH, &length,
nameBuffer);
retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(nameBuffer)));
}
#undef WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH
void
WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
if (IsContextLost())
return;
if (!ValidateObject("uniformBlockBinding: program", program))
return;
GLuint progname = program->mGLName;
MakeContextCurrent();
gl->fUniformBlockBinding(progname, uniformBlockIndex, uniformBlockBinding);
}