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