зеркало из https://github.com/mozilla/gecko-dev.git
197 строки
5.3 KiB
C++
197 строки
5.3 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 "WebGLContext.h"
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#include "GLContext.h"
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#include "GLScreenBuffer.h"
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#include "WebGLFormats.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLTexture.h"
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namespace mozilla {
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void WebGLContext::Clear(GLbitfield mask) {
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const FuncScope funcScope(*this, "clear");
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if (IsContextLost()) return;
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uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT |
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LOCAL_GL_STENCIL_BUFFER_BIT);
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if (mask != m) return ErrorInvalidValue("Invalid mask bits.");
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if (mask == 0) {
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GenerateWarning("Calling gl.clear(0) has no effect.");
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} else if (mRasterizerDiscardEnabled) {
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GenerateWarning(
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"Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects.");
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}
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if (mask & LOCAL_GL_COLOR_BUFFER_BIT && mBoundDrawFramebuffer) {
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for (const auto& cur : mBoundDrawFramebuffer->ColorDrawBuffers()) {
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const auto imageInfo = cur->GetImageInfo();
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if (!imageInfo || !imageInfo->mFormat) continue;
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if (imageInfo->mFormat->format->baseType !=
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webgl::TextureBaseType::Float) {
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ErrorInvalidOperation(
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"Color draw buffers must be floating-point"
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" or fixed-point. (normalized (u)ints)");
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return;
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}
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}
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}
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if (!BindCurFBForDraw()) return;
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auto driverMask = mask;
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if (!mBoundDrawFramebuffer) {
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if (mNeedsFakeNoDepth) {
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driverMask &= ~LOCAL_GL_DEPTH_BUFFER_BIT;
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}
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if (mNeedsFakeNoStencil) {
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driverMask &= ~LOCAL_GL_STENCIL_BUFFER_BIT;
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}
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}
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const ScopedDrawCallWrapper wrapper(*this);
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gl->fClear(driverMask);
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}
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static GLfloat GLClampFloat(GLfloat val) {
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if (val < 0.0) return 0.0;
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if (val > 1.0) return 1.0;
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return val;
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}
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void WebGLContext::ClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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const FuncScope funcScope(*this, "clearColor");
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if (IsContextLost()) return;
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const bool supportsFloatColorBuffers =
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(IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_float) ||
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IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) ||
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IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float));
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if (!supportsFloatColorBuffers) {
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r = GLClampFloat(r);
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g = GLClampFloat(g);
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b = GLClampFloat(b);
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a = GLClampFloat(a);
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}
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gl->fClearColor(r, g, b, a);
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mColorClearValue[0] = r;
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mColorClearValue[1] = g;
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mColorClearValue[2] = b;
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mColorClearValue[3] = a;
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}
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void WebGLContext::ClearDepth(GLclampf v) {
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const FuncScope funcScope(*this, "clearDepth");
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if (IsContextLost()) return;
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mDepthClearValue = GLClampFloat(v);
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gl->fClearDepth(mDepthClearValue);
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}
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void WebGLContext::ClearStencil(GLint v) {
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const FuncScope funcScope(*this, "clearStencil");
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if (IsContextLost()) return;
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mStencilClearValue = v;
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gl->fClearStencil(v);
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}
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void WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b,
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WebGLboolean a) {
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const FuncScope funcScope(*this, "colorMask");
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if (IsContextLost()) return;
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mColorWriteMask = uint8_t(bool(r) << 0) | uint8_t(bool(g) << 1) |
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uint8_t(bool(b) << 2) | uint8_t(bool(a) << 3);
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}
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void WebGLContext::DepthMask(WebGLboolean b) {
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const FuncScope funcScope(*this, "depthMask");
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if (IsContextLost()) return;
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mDepthWriteMask = b;
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gl->fDepthMask(b);
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}
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void WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers) {
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const FuncScope funcScope(*this, "drawBuffers");
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if (IsContextLost()) return;
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if (mBoundDrawFramebuffer) {
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mBoundDrawFramebuffer->DrawBuffers(buffers);
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return;
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}
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// GLES 3.0.4 p186:
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// "If the GL is bound to the default framebuffer, then `n` must be 1 and the
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// constant must be BACK or NONE. [...] If DrawBuffers is supplied with a
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// constant other than BACK and NONE, or with a value of `n` other than 1,
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// the error INVALID_OPERATION is generated."
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if (buffers.Length() != 1) {
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ErrorInvalidOperation(
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"For the default framebuffer, `buffers` must have a"
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" length of 1.");
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return;
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}
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switch (buffers[0]) {
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case LOCAL_GL_NONE:
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case LOCAL_GL_BACK:
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break;
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default:
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ErrorInvalidOperation(
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"For the default framebuffer, `buffers[0]` must be"
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" BACK or NONE.");
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return;
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}
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mDefaultFB_DrawBuffer0 = buffers[0];
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// Don't actually set it.
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}
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void WebGLContext::StencilMask(GLuint mask) {
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const FuncScope funcScope(*this, "stencilMask");
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if (IsContextLost()) return;
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mStencilWriteMaskFront = mask;
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mStencilWriteMaskBack = mask;
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gl->fStencilMask(mask);
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}
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void WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask) {
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const FuncScope funcScope(*this, "stencilMaskSeparate");
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if (IsContextLost()) return;
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if (!ValidateFaceEnum(face)) return;
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switch (face) {
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case LOCAL_GL_FRONT_AND_BACK:
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mStencilWriteMaskFront = mask;
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mStencilWriteMaskBack = mask;
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break;
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case LOCAL_GL_FRONT:
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mStencilWriteMaskFront = mask;
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break;
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case LOCAL_GL_BACK:
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mStencilWriteMaskBack = mask;
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break;
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}
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gl->fStencilMaskSeparate(face, mask);
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}
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} // namespace mozilla
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