gecko-dev/dom/canvas/WebGL2ContextUniforms.cpp

602 строки
17 KiB
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"
namespace mozilla {
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;
}
bool
WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/)
{
return true;
}
// -------------------------------------------------------------------------
// 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* loc, GLuint v0)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform1ui(rawLoc, v0);
}
void
WebGL2Context::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform2ui(rawLoc, v0, v1);
}
void
WebGL2Context::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform3ui(rawLoc, v0, v1, v2);
}
void
WebGL2Context::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform4ui(rawLoc, v0, v1, v2, v3);
}
void
WebGL2Context::Uniform1uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLuint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_UNSIGNED_INT, arrayLength,
"uniform1uiv", &rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform1uiv(rawLoc, numElementsToUpload, data);
}
void
WebGL2Context::Uniform2uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLuint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_UNSIGNED_INT, arrayLength,
"uniform2uiv", &rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform2uiv(rawLoc, numElementsToUpload, data);
}
void
WebGL2Context::Uniform3uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLuint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_UNSIGNED_INT, arrayLength,
"uniform3uiv", &rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform1uiv(rawLoc, numElementsToUpload, data);
}
void
WebGL2Context::Uniform4uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLuint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_UNSIGNED_INT, arrayLength,
"uniform4uiv", &rawLoc, &numElementsToUpload)) {
return;
}
MakeContextCurrent();
gl->fUniform4uiv(rawLoc, numElementsToUpload, data);
}
void
WebGL2Context::UniformMatrix2x3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 2, 3, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix2x3fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix2x3fv(rawLoc, numElementsToUpload, transpose, data);
}
void
WebGL2Context::UniformMatrix2x4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 2, 4, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix2x4fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix2x4fv(rawLoc, numElementsToUpload, transpose, data);
}
void
WebGL2Context::UniformMatrix3x2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 3, 2, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix3x2fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix3x2fv(rawLoc, numElementsToUpload, transpose, data);
}
void
WebGL2Context::UniformMatrix3x4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 3, 4, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix3x4fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix3x4fv(rawLoc, numElementsToUpload, transpose, data);
}
void
WebGL2Context::UniformMatrix4x2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 4, 2, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix4x2fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix4x2fv(rawLoc, numElementsToUpload, transpose, data);
}
void
WebGL2Context::UniformMatrix4x3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 4, 3, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix4x3fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix4x3fv(rawLoc, numElementsToUpload, transpose, data);
}
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;
return program->GetUniformBlockIndex(uniformBlockName);
}
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;
MakeContextCurrent();
switch(pname) {
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_BINDING:
case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
program->GetActiveUniformBlockParam(uniformBlockIndex, pname, retval);
return;
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
program->GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex, retval, rv);
return;
}
ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
}
void
WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
nsAString& retval)
{
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniformBlockName: program", program))
return;
program->GetActiveUniformBlockName(uniformBlockIndex, retval);
}
void
WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
if (IsContextLost())
return;
if (!ValidateObject("uniformBlockBinding: program", program))
return;
program->UniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
}
} // namespace mozilla