gecko-dev/dom/canvas/WebGLContextFramebufferOper...

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/* -*- 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 "WebGLContext.h"
#include "WebGLTexture.h"
#include "WebGLRenderbuffer.h"
#include "WebGLFramebuffer.h"
#include "GLContext.h"
#include "GLScreenBuffer.h"
namespace mozilla {
void
WebGLContext::Clear(GLbitfield mask)
{
const char funcName[] = "clear";
if (IsContextLost())
return;
MakeContextCurrent();
uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
if (mask != m)
return ErrorInvalidValue("%s: invalid mask bits", funcName);
if (mask == 0) {
GenerateWarning("Calling gl.clear(0) has no effect.");
} else if (mRasterizerDiscardEnabled) {
GenerateWarning("Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects.");
}
if (mBoundDrawFramebuffer) {
if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(funcName))
return;
gl->fClear(mask);
return;
} else {
ClearBackbufferIfNeeded();
}
// Ok, we're clearing the default framebuffer/screen.
{
ScopedMaskWorkaround autoMask(*this);
gl->fClear(mask);
}
Invalidate();
mShouldPresent = true;
}
static GLfloat
GLClampFloat(GLfloat val)
{
if (val < 0.0)
return 0.0;
if (val > 1.0)
return 1.0;
return val;
}
void
WebGLContext::ClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
if (IsContextLost())
return;
MakeContextCurrent();
const bool supportsFloatColorBuffers = (IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_float) ||
IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float));
if (!supportsFloatColorBuffers) {
r = GLClampFloat(r);
g = GLClampFloat(g);
b = GLClampFloat(b);
a = GLClampFloat(a);
}
gl->fClearColor(r, g, b, a);
mColorClearValue[0] = r;
mColorClearValue[1] = g;
mColorClearValue[2] = b;
mColorClearValue[3] = a;
}
void
WebGLContext::ClearDepth(GLclampf v)
{
if (IsContextLost())
return;
MakeContextCurrent();
mDepthClearValue = GLClampFloat(v);
gl->fClearDepth(mDepthClearValue);
}
void
WebGLContext::ClearStencil(GLint v)
{
if (IsContextLost())
return;
MakeContextCurrent();
mStencilClearValue = v;
gl->fClearStencil(v);
}
void
WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a)
{
if (IsContextLost())
return;
MakeContextCurrent();
mColorWriteMask[0] = r;
mColorWriteMask[1] = g;
mColorWriteMask[2] = b;
mColorWriteMask[3] = a;
gl->fColorMask(r, g, b, a);
}
void
WebGLContext::DepthMask(WebGLboolean b)
{
if (IsContextLost())
return;
MakeContextCurrent();
mDepthWriteMask = b;
gl->fDepthMask(b);
}
void
WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
{
const char funcName[] = "drawBuffers";
if (IsContextLost())
return;
if (mBoundDrawFramebuffer) {
mBoundDrawFramebuffer->DrawBuffers(funcName, buffers);
return;
}
// GLES 3.0.4 p186:
// "If the GL is bound to the default framebuffer, then `n` must be 1 and the
// constant must be BACK or NONE. [...] If DrawBuffers is supplied with a
// constant other than BACK and NONE, or with a value of `n` other than 1, the
// error INVALID_OPERATION is generated."
if (buffers.Length() != 1) {
ErrorInvalidOperation("%s: For the default framebuffer, `buffers` must have a"
" length of 1.",
funcName);
return;
}
switch (buffers[0]) {
case LOCAL_GL_NONE:
case LOCAL_GL_BACK:
break;
default:
ErrorInvalidOperation("%s: For the default framebuffer, `buffers[0]` must be"
" BACK or NONE.",
funcName);
return;
}
mDefaultFB_DrawBuffer0 = buffers[0];
gl->Screen()->SetDrawBuffer(buffers[0]);
}
void
WebGLContext::StencilMask(GLuint mask)
{
if (IsContextLost())
return;
mStencilWriteMaskFront = mask;
mStencilWriteMaskBack = mask;
MakeContextCurrent();
gl->fStencilMask(mask);
}
void
WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilMaskSeparate: face"))
return;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilWriteMaskFront = mask;
mStencilWriteMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilWriteMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilWriteMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilMaskSeparate(face, mask);
}
} // namespace mozilla