gecko-dev/dom/canvas/WebGLContextVertices.cpp

426 строки
12 KiB
C++

/* -*- 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 "WebGLContext.h"
#include "GLContext.h"
#include "mozilla/Casting.h"
#include "mozilla/CheckedInt.h"
#include "WebGLBuffer.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShader.h"
#include "WebGLTexture.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#include "mozilla/Casting.h"
namespace mozilla {
static bool ValidateAttribIndex(WebGLContext& webgl, GLuint index) {
bool valid = (index < webgl.MaxVertexAttribs());
if (!valid) {
if (index == GLuint(-1)) {
webgl.ErrorInvalidValue(
"-1 is not a valid `index`. This value"
" probably comes from a getAttribLocation()"
" call, where this return value -1 means"
" that the passed name didn't correspond to"
" an active attribute in the specified"
" program.");
} else {
webgl.ErrorInvalidValue(
"`index` must be less than"
" MAX_VERTEX_ATTRIBS.");
}
}
return valid;
}
JSObject* WebGLContext::GetVertexAttribFloat32Array(JSContext* cx,
GLuint index) {
GLfloat attrib[4];
if (index) {
gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
} else {
memcpy(attrib, mGenericVertexAttrib0Data,
sizeof(mGenericVertexAttrib0Data));
}
return dom::Float32Array::Create(cx, this, 4, attrib);
}
JSObject* WebGLContext::GetVertexAttribInt32Array(JSContext* cx, GLuint index) {
GLint attrib[4];
if (index) {
gl->fGetVertexAttribIiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
} else {
memcpy(attrib, mGenericVertexAttrib0Data,
sizeof(mGenericVertexAttrib0Data));
}
return dom::Int32Array::Create(cx, this, 4, attrib);
}
JSObject* WebGLContext::GetVertexAttribUint32Array(JSContext* cx,
GLuint index) {
GLuint attrib[4];
if (index) {
gl->fGetVertexAttribIuiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
} else {
memcpy(attrib, mGenericVertexAttrib0Data,
sizeof(mGenericVertexAttrib0Data));
}
return dom::Uint32Array::Create(cx, this, 4, attrib);
}
////////////////////////////////////////
void WebGLContext::VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z,
GLfloat w) {
const FuncScope funcScope(*this, "vertexAttrib4f");
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
////
if (index || !gl->IsCompatibilityProfile()) {
gl->fVertexAttrib4f(index, x, y, z, w);
}
////
mGenericVertexAttribTypes[index] = webgl::AttribBaseType::Float;
mGenericVertexAttribTypeInvalidator.InvalidateCaches();
if (!index) {
const float data[4] = {x, y, z, w};
memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
}
}
void WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z,
GLint w) {
const FuncScope funcScope(*this, "vertexAttribI4i");
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
////
if (index || !gl->IsCompatibilityProfile()) {
gl->fVertexAttribI4i(index, x, y, z, w);
}
////
mGenericVertexAttribTypes[index] = webgl::AttribBaseType::Int;
mGenericVertexAttribTypeInvalidator.InvalidateCaches();
if (!index) {
const int32_t data[4] = {x, y, z, w};
memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
}
}
void WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z,
GLuint w) {
const FuncScope funcScope(*this, "vertexAttribI4ui");
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
////
if (index || !gl->IsCompatibilityProfile()) {
gl->fVertexAttribI4ui(index, x, y, z, w);
}
////
mGenericVertexAttribTypes[index] = webgl::AttribBaseType::UInt;
mGenericVertexAttribTypeInvalidator.InvalidateCaches();
if (!index) {
const uint32_t data[4] = {x, y, z, w};
memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
}
}
////////////////////////////////////////
void WebGLContext::EnableVertexAttribArray(GLuint index) {
const FuncScope funcScope(*this, "enableVertexAttribArray");
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
gl->fEnableVertexAttribArray(index);
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->mAttribs[index].mEnabled = true;
mBoundVertexArray->InvalidateCaches();
}
void WebGLContext::DisableVertexAttribArray(GLuint index) {
const FuncScope funcScope(*this, "disableVertexAttribArray");
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
if (index || !gl->IsCompatibilityProfile()) {
gl->fDisableVertexAttribArray(index);
}
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->mAttribs[index].mEnabled = false;
mBoundVertexArray->InvalidateCaches();
}
JS::Value WebGLContext::GetVertexAttrib(JSContext* cx, GLuint index,
GLenum pname, ErrorResult& rv) {
const FuncScope funcScope(*this, "getVertexAttrib");
if (IsContextLost()) return JS::NullValue();
if (!ValidateAttribIndex(*this, index)) return JS::NullValue();
MOZ_ASSERT(mBoundVertexArray);
switch (pname) {
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
return WebGLObjectAsJSValue(
cx, mBoundVertexArray->mAttribs[index].mBuf.get(), rv);
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE:
return JS::Int32Value(mBoundVertexArray->mAttribs[index].Stride());
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE:
return JS::Int32Value(mBoundVertexArray->mAttribs[index].Size());
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE:
return JS::Int32Value(mBoundVertexArray->mAttribs[index].Type());
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_INTEGER:
if (IsWebGL2())
return JS::BooleanValue(
mBoundVertexArray->mAttribs[index].IntegerFunc());
break;
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays)) {
return JS::Int32Value(mBoundVertexArray->mAttribs[index].mDivisor);
}
break;
case LOCAL_GL_CURRENT_VERTEX_ATTRIB: {
JS::RootedObject obj(cx);
switch (mGenericVertexAttribTypes[index]) {
case webgl::AttribBaseType::Float:
obj = GetVertexAttribFloat32Array(cx, index);
break;
case webgl::AttribBaseType::Int:
obj = GetVertexAttribInt32Array(cx, index);
break;
case webgl::AttribBaseType::UInt:
obj = GetVertexAttribUint32Array(cx, index);
break;
case webgl::AttribBaseType::Boolean:
MOZ_CRASH("impossible");
}
if (!obj) {
rv.Throw(NS_ERROR_OUT_OF_MEMORY);
return JS::NullValue();
}
return JS::ObjectValue(*obj);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED:
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].mEnabled);
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].Normalized());
default:
break;
}
ErrorInvalidEnumInfo("pname", pname);
return JS::NullValue();
}
WebGLsizeiptr WebGLContext::GetVertexAttribOffset(GLuint index, GLenum pname) {
const FuncScope funcScope(*this, "getVertexAttribOffset");
if (IsContextLost()) return 0;
if (!ValidateAttribIndex(*this, index)) return 0;
if (pname != LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER) {
ErrorInvalidEnum("`pname` must be VERTEX_ATTRIB_ARRAY_POINTER.");
return 0;
}
MOZ_ASSERT(mBoundVertexArray);
return mBoundVertexArray->mAttribs[index].ByteOffset();
}
////////////////////////////////////////
void WebGLContext::VertexAttribAnyPointer(bool isFuncInt, GLuint index,
GLint size, GLenum type,
bool normalized, GLsizei stride,
WebGLintptr byteOffset) {
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
////
if (size < 1 || size > 4) {
ErrorInvalidValue("Invalid element size.");
return;
}
// see WebGL spec section 6.6 "Vertex Attribute Data Stride"
if (stride < 0 || stride > 255) {
ErrorInvalidValue("Negative or too large stride.");
return;
}
if (byteOffset < 0) {
ErrorInvalidValue("Negative offset.");
return;
}
////
bool isTypeValid = true;
uint8_t typeAlignment;
switch (type) {
// WebGL 1:
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
typeAlignment = 1;
break;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
typeAlignment = 2;
break;
case LOCAL_GL_FLOAT:
if (isFuncInt) {
isTypeValid = false;
}
typeAlignment = 4;
break;
// WebGL 2:
case LOCAL_GL_INT:
case LOCAL_GL_UNSIGNED_INT:
if (!IsWebGL2()) {
isTypeValid = false;
}
typeAlignment = 4;
break;
case LOCAL_GL_HALF_FLOAT:
if (isFuncInt || !IsWebGL2()) {
isTypeValid = false;
}
typeAlignment = 2;
break;
case LOCAL_GL_FIXED:
if (isFuncInt || !IsWebGL2()) {
isTypeValid = false;
}
typeAlignment = 4;
break;
case LOCAL_GL_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
if (isFuncInt || !IsWebGL2()) {
isTypeValid = false;
break;
}
if (size != 4) {
ErrorInvalidOperation("Size must be 4 for this type.");
return;
}
typeAlignment = 4;
break;
default:
isTypeValid = false;
break;
}
if (!isTypeValid) {
ErrorInvalidEnumInfo("type", type);
return;
}
////
// `alignment` should always be a power of two.
MOZ_ASSERT(IsPowerOfTwo(typeAlignment));
const GLsizei typeAlignmentMask = typeAlignment - 1;
if (stride & typeAlignmentMask || byteOffset & typeAlignmentMask) {
ErrorInvalidOperation(
"`stride` and `byteOffset` must satisfy the alignment"
" requirement of `type`.");
return;
}
////
const auto& buffer = mBoundArrayBuffer;
if (!buffer && byteOffset) {
ErrorInvalidOperation("If ARRAY_BUFFER is null, byteOffset must be zero.");
return;
}
////
if (isFuncInt) {
gl->fVertexAttribIPointer(index, size, type, stride,
reinterpret_cast<void*>(byteOffset));
} else {
gl->fVertexAttribPointer(index, size, type, normalized, stride,
reinterpret_cast<void*>(byteOffset));
}
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
vd.VertexAttribPointer(isFuncInt, buffer, AutoAssertCast(size), type,
normalized, stride, byteOffset);
mBoundVertexArray->InvalidateCaches();
}
////////////////////////////////////////
void WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor) {
const FuncScope funcScope(*this, "vertexAttribDivisor");
if (IsContextLost()) return;
if (!ValidateAttribIndex(*this, index)) return;
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->mAttribs[index].mDivisor = divisor;
mBoundVertexArray->InvalidateCaches();
gl->fVertexAttribDivisor(index, divisor);
}
} // namespace mozilla