gecko-dev/dom/canvas/WebGL2ContextMRTs.cpp

182 строки
5.0 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 "WebGL2Context.h"
#include "GLContext.h"
#include "WebGLFramebuffer.h"
namespace mozilla {
bool WebGL2Context::ValidateClearBuffer(GLenum buffer, GLint drawBuffer,
size_t availElemCount,
GLuint elemOffset, GLenum funcType) {
if (elemOffset > availElemCount) {
ErrorInvalidValue("Offset too big for list.");
return false;
}
availElemCount -= elemOffset;
////
size_t requiredElements;
GLint maxDrawBuffer;
switch (buffer) {
case LOCAL_GL_COLOR:
requiredElements = 4;
maxDrawBuffer = mGLMaxDrawBuffers - 1;
break;
case LOCAL_GL_DEPTH:
case LOCAL_GL_STENCIL:
requiredElements = 1;
maxDrawBuffer = 0;
break;
case LOCAL_GL_DEPTH_STENCIL:
requiredElements = 2;
maxDrawBuffer = 0;
break;
default:
ErrorInvalidEnumInfo("buffer", buffer);
return false;
}
if (drawBuffer < 0 || drawBuffer > maxDrawBuffer) {
ErrorInvalidValue(
"Invalid drawbuffer %d. This buffer only supports"
" `drawbuffer` values between 0 and %u.",
drawBuffer, maxDrawBuffer);
return false;
}
if (availElemCount < requiredElements) {
ErrorInvalidValue("Not enough elements. Require %zu. Given %zu.",
requiredElements, availElemCount);
return false;
}
////
if (!BindCurFBForDraw()) return false;
const auto& fb = mBoundDrawFramebuffer;
if (fb) {
if (!fb->ValidateClearBufferType(buffer, drawBuffer, funcType))
return false;
} else if (buffer == LOCAL_GL_COLOR) {
if (drawBuffer != 0) return true;
if (mDefaultFB_DrawBuffer0 == LOCAL_GL_NONE) return true;
if (funcType != LOCAL_GL_FLOAT) {
ErrorInvalidOperation(
"For default framebuffer, COLOR is always of type"
" FLOAT.");
return false;
}
}
return true;
}
////
void WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawBuffer,
const Float32Arr& src, GLuint srcElemOffset) {
const FuncScope funcScope(*this, "clearBufferfv");
if (IsContextLost()) return;
if (buffer != LOCAL_GL_COLOR && buffer != LOCAL_GL_DEPTH) {
ErrorInvalidEnum("`buffer` must be COLOR or DEPTH.");
return;
}
if (!ValidateClearBuffer(buffer, drawBuffer, src.elemCount, srcElemOffset,
LOCAL_GL_FLOAT)) {
return;
}
if (!mBoundDrawFramebuffer && buffer == LOCAL_GL_DEPTH && mNeedsFakeNoDepth) {
return;
}
ScopedDrawCallWrapper wrapper(*this);
const auto ptr = src.elemBytes + srcElemOffset;
gl->fClearBufferfv(buffer, drawBuffer, ptr);
}
void WebGL2Context::ClearBufferiv(GLenum buffer, GLint drawBuffer,
const Int32Arr& src, GLuint srcElemOffset) {
const FuncScope funcScope(*this, "clearBufferiv");
if (IsContextLost()) return;
if (buffer != LOCAL_GL_COLOR && buffer != LOCAL_GL_STENCIL) {
ErrorInvalidEnum("`buffer` must be COLOR or STENCIL.");
return;
}
if (!ValidateClearBuffer(buffer, drawBuffer, src.elemCount, srcElemOffset,
LOCAL_GL_INT)) {
return;
}
if (!mBoundDrawFramebuffer && buffer == LOCAL_GL_STENCIL &&
mNeedsFakeNoStencil) {
return;
}
ScopedDrawCallWrapper wrapper(*this);
const auto ptr = src.elemBytes + srcElemOffset;
gl->fClearBufferiv(buffer, drawBuffer, ptr);
}
void WebGL2Context::ClearBufferuiv(GLenum buffer, GLint drawBuffer,
const Uint32Arr& src, GLuint srcElemOffset) {
const FuncScope funcScope(*this, "clearBufferuiv");
if (IsContextLost()) return;
if (buffer != LOCAL_GL_COLOR)
return ErrorInvalidEnum("`buffer` must be COLOR.");
if (!ValidateClearBuffer(buffer, drawBuffer, src.elemCount, srcElemOffset,
LOCAL_GL_UNSIGNED_INT)) {
return;
}
ScopedDrawCallWrapper wrapper(*this);
const auto ptr = src.elemBytes + srcElemOffset;
gl->fClearBufferuiv(buffer, drawBuffer, ptr);
}
////
void WebGL2Context::ClearBufferfi(GLenum buffer, GLint drawBuffer,
GLfloat depth, GLint stencil) {
const FuncScope funcScope(*this, "clearBufferfi");
if (IsContextLost()) return;
if (buffer != LOCAL_GL_DEPTH_STENCIL)
return ErrorInvalidEnum("`buffer` must be DEPTH_STENCIL.");
if (!ValidateClearBuffer(buffer, drawBuffer, 2, 0, 0)) return;
auto driverDepth = depth;
auto driverStencil = stencil;
if (!mBoundDrawFramebuffer) {
if (mNeedsFakeNoDepth) {
driverDepth = 1.0f;
} else if (mNeedsFakeNoStencil) {
driverStencil = 0;
}
}
ScopedDrawCallWrapper wrapper(*this);
gl->fClearBufferfi(buffer, drawBuffer, driverDepth, driverStencil);
}
} // namespace mozilla