gecko-dev/dom/canvas/WebGLUniformLocation.cpp

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8.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; 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 "WebGLUniformLocation.h"
#include "GLContext.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLActiveInfo.h"
#include "WebGLContext.h"
#include "WebGLProgram.h"
namespace mozilla {
WebGLUniformLocation::WebGLUniformLocation(WebGLContext* webgl,
const webgl::LinkedProgramInfo* linkInfo,
GLuint loc, const WebGLActiveInfo* activeInfo)
: WebGLContextBoundObject(webgl)
, mLinkInfo(linkInfo)
, mLoc(loc)
, mActiveInfo(activeInfo)
{ }
WebGLUniformLocation::~WebGLUniformLocation()
{ }
bool
WebGLUniformLocation::ValidateForProgram(WebGLProgram* prog, WebGLContext* webgl,
const char* funcName) const
{
// Check the weak-pointer.
if (!mLinkInfo) {
webgl->ErrorInvalidOperation("%s: This uniform location is obsolete because its"
" program has been successfully relinked.",
funcName);
return false;
}
if (mLinkInfo->prog != prog) {
webgl->ErrorInvalidOperation("%s: This uniform location corresponds to a"
" different program.", funcName);
return false;
}
return true;
}
static bool
IsUniformSetterTypeValid(GLenum setterType, GLenum uniformType)
{
switch (uniformType) {
case LOCAL_GL_BOOL:
case LOCAL_GL_BOOL_VEC2:
case LOCAL_GL_BOOL_VEC3:
case LOCAL_GL_BOOL_VEC4:
return setterType == LOCAL_GL_INT ||
setterType == LOCAL_GL_FLOAT; // GLfloat(0.0) sets a bool to false.
case LOCAL_GL_INT:
case LOCAL_GL_INT_SAMPLER_2D:
case LOCAL_GL_INT_SAMPLER_2D_ARRAY:
case LOCAL_GL_INT_SAMPLER_3D:
case LOCAL_GL_INT_SAMPLER_CUBE:
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_INT_VEC4:
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_2D_ARRAY:
case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW:
case LOCAL_GL_SAMPLER_2D_SHADOW:
case LOCAL_GL_SAMPLER_CUBE:
case LOCAL_GL_SAMPLER_CUBE_SHADOW:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE:
return setterType == LOCAL_GL_INT;
case LOCAL_GL_FLOAT:
case LOCAL_GL_FLOAT_MAT2:
case LOCAL_GL_FLOAT_MAT2x3:
case LOCAL_GL_FLOAT_MAT2x4:
case LOCAL_GL_FLOAT_MAT3:
case LOCAL_GL_FLOAT_MAT3x2:
case LOCAL_GL_FLOAT_MAT3x4:
case LOCAL_GL_FLOAT_MAT4:
case LOCAL_GL_FLOAT_MAT4x2:
case LOCAL_GL_FLOAT_MAT4x3:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_FLOAT_VEC4:
return setterType == LOCAL_GL_FLOAT;
default:
MOZ_CRASH("Bad `uniformType`.");
}
}
bool
WebGLUniformLocation::ValidateSizeAndType(uint8_t setterElemSize, GLenum setterType,
WebGLContext* webgl, const char* funcName) const
{
MOZ_ASSERT(mLinkInfo);
if (setterElemSize != mActiveInfo->mElemSize) {
webgl->ErrorInvalidOperation("%s: Bad uniform size: %i", funcName,
mActiveInfo->mElemSize);
return false;
}
if (!IsUniformSetterTypeValid(setterType, mActiveInfo->mElemType)) {
webgl->ErrorInvalidOperation("%s: Bad uniform type: %i", funcName,
mActiveInfo->mElemSize);
return false;
}
return true;
}
bool
WebGLUniformLocation::ValidateArrayLength(uint8_t setterElemSize, size_t setterArraySize,
WebGLContext* webgl, const char* funcName) const
{
MOZ_ASSERT(mLinkInfo);
if (setterArraySize == 0 ||
setterArraySize % setterElemSize)
{
webgl->ErrorInvalidValue("%s: expected an array of length a multiple of"
" %d, got an array of length %d.",
funcName, setterElemSize, setterArraySize);
return false;
}
/* GLES 2.0.25, Section 2.10, p38
* When loading `N` elements starting at an arbitrary position `k` in a uniform
* declared as an array, elements `k` through `k + N - 1` in the array will be
* replaced with the new values. Values for any array element that exceeds the
* highest array element index used, as reported by `GetActiveUniform`, will be
* ignored by GL.
*/
if (!mActiveInfo->mIsArray &&
setterArraySize != setterElemSize)
{
webgl->ErrorInvalidOperation("%s: expected an array of length exactly %d"
" (since this uniform is not an array"
" uniform), got an array of length %d.",
funcName, setterElemSize, setterArraySize);
return false;
}
return true;
}
bool
WebGLUniformLocation::ValidateSamplerSetter(GLint value, WebGLContext* webgl,
const char* funcName) const
{
MOZ_ASSERT(mLinkInfo);
if (mActiveInfo->mElemType != LOCAL_GL_SAMPLER_2D &&
mActiveInfo->mElemType != LOCAL_GL_SAMPLER_CUBE)
{
return true;
}
if (value >= 0 && value < (GLint)webgl->GLMaxTextureUnits())
return true;
webgl->ErrorInvalidValue("%s: This uniform location is a sampler, but %d is not a"
" valid texture unit.",
funcName, value);
return false;
}
JS::Value
WebGLUniformLocation::GetUniform(JSContext* js, WebGLContext* webgl) const
{
MOZ_ASSERT(mLinkInfo);
uint8_t elemSize = mActiveInfo->mElemSize;
static const uint8_t kMaxElemSize = 16;
MOZ_ASSERT(elemSize <= kMaxElemSize);
GLuint prog = mLinkInfo->prog->mGLName;
gl::GLContext* gl = webgl->GL();
gl->MakeCurrent();
switch (mActiveInfo->mElemType) {
case LOCAL_GL_INT:
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_INT_VEC4:
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_CUBE:
{
GLint buffer[kMaxElemSize] = {0};
gl->fGetUniformiv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::Int32Value(buffer[0]);
JSObject* obj = dom::Int32Array::Create(js, webgl, elemSize, buffer);
if (!obj) {
webgl->ErrorOutOfMemory("getUniform: out of memory");
return JS::NullValue();
}
return JS::ObjectOrNullValue(obj);
}
case LOCAL_GL_BOOL:
case LOCAL_GL_BOOL_VEC2:
case LOCAL_GL_BOOL_VEC3:
case LOCAL_GL_BOOL_VEC4:
{
GLint buffer[kMaxElemSize] = {0};
gl->fGetUniformiv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::BooleanValue(buffer[0]);
bool boolBuffer[kMaxElemSize];
for (uint8_t i = 0; i < kMaxElemSize; i++)
boolBuffer[i] = buffer[i];
JS::RootedValue val(js);
// Be careful: we don't want to convert all of |uv|!
if (!dom::ToJSValue(js, boolBuffer, elemSize, &val)) {
webgl->ErrorOutOfMemory("getUniform: out of memory");
return JS::NullValue();
}
return val;
}
case LOCAL_GL_FLOAT:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_FLOAT_VEC4:
case LOCAL_GL_FLOAT_MAT2:
case LOCAL_GL_FLOAT_MAT3:
case LOCAL_GL_FLOAT_MAT4:
{
GLfloat buffer[16] = {0.0f};
gl->fGetUniformfv(prog, mLoc, buffer);
if (elemSize == 1)
return JS::DoubleValue(buffer[0]);
JSObject* obj = dom::Float32Array::Create(js, webgl, elemSize, buffer);
if (!obj) {
webgl->ErrorOutOfMemory("getUniform: out of memory");
return JS::NullValue();
}
return JS::ObjectOrNullValue(obj);
}
default:
MOZ_CRASH("Invalid elemType.");
}
}
////////////////////////////////////////////////////////////////////////////////
JSObject*
WebGLUniformLocation::WrapObject(JSContext* js)
{
return dom::WebGLUniformLocationBinding::Wrap(js, this);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLUniformLocation)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLUniformLocation, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLUniformLocation, Release)
} // namespace mozilla