зеркало из https://github.com/mozilla/gecko-dev.git
340 строки
11 KiB
C++
340 строки
11 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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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 "GLContext.h"
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#include "WebGL2Context.h"
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#include "WebGLContextUtils.h"
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#include "WebGLTexture.h"
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namespace mozilla {
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void
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WebGL2Context::TexStorage2D(GLenum rawTexTarget, GLsizei levels, GLenum internalFormat,
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GLsizei width, GLsizei height)
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{
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const char funcName[] = "TexStorage2D";
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const uint8_t funcDims = 2;
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TexTarget target;
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WebGLTexture* tex;
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if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &target, &tex))
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return;
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const GLsizei depth = 1;
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tex->TexStorage(funcName, target, levels, internalFormat, width, height, depth);
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}
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void
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WebGL2Context::TexStorage3D(GLenum rawTexTarget, GLsizei levels, GLenum internalFormat,
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GLsizei width, GLsizei height, GLsizei depth)
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{
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const char funcName[] = "texStorage3D";
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const uint8_t funcDims = 3;
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TexTarget target;
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WebGLTexture* tex;
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if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &target, &tex))
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return;
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tex->TexStorage(funcName, target, levels, internalFormat, width, height, depth);
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}
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void
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WebGL2Context::TexImage3D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
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GLsizei width, GLsizei height, GLsizei depth, GLint border,
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GLenum unpackFormat, GLenum unpackType,
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const dom::Nullable<dom::ArrayBufferView>& maybeView)
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{
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const char funcName[] = "texImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const dom::ArrayBufferView* view = nullptr;
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if (!maybeView.IsNull()) {
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view = &maybeView.Value();
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}
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const bool isSubImage = false;
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const GLint xOffset = 0;
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const GLint yOffset = 0;
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const GLint zOffset = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, width, height, depth, border, unpackFormat,
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unpackType, view);
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}
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void
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WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
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GLint yOffset, GLint zOffset, GLsizei width, GLsizei height,
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GLsizei depth, GLenum unpackFormat, GLenum unpackType,
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const dom::ArrayBufferView& view, ErrorResult&)
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{
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const char funcName[] = "texSubImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = true;
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const GLenum internalFormat = 0;
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const GLint border = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, width, height, depth, border, unpackFormat,
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unpackType, &view);
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}
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void
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WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
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GLint yOffset, GLint zOffset, GLenum unpackFormat,
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GLenum unpackType, const dom::ImageData& imageData,
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ErrorResult&)
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{
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const char funcName[] = "texSubImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = true;
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const GLenum internalFormat = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, unpackFormat, unpackType, imageData);
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}
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void
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WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
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GLint yOffset, GLint zOffset, GLenum unpackFormat,
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GLenum unpackType, const dom::Element& elem,
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ErrorResult& out_rv)
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{
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const char funcName[] = "texSubImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = true;
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const GLenum internalFormat = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, unpackFormat, unpackType, elem, &out_rv);
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}
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void
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WebGL2Context::CompressedTexImage3D(GLenum rawTexImageTarget, GLint level,
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GLenum internalFormat, GLsizei width, GLsizei height,
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GLsizei depth, GLint border,
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const dom::ArrayBufferView& view)
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{
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const char funcName[] = "compressedTexImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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tex->CompressedTexImage(funcName, target, level, internalFormat, width, height, depth,
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border, view);
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}
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void
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WebGL2Context::CompressedTexSubImage3D(GLenum rawTexImageTarget, GLint level,
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GLint xOffset, GLint yOffset, GLint zOffset,
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GLsizei width, GLsizei height, GLsizei depth,
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GLenum sizedUnpackFormat,
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const dom::ArrayBufferView& view)
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{
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const char funcName[] = "compressedTexSubImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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tex->CompressedTexSubImage(funcName, target, level, xOffset, yOffset, zOffset, width,
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height, depth, sizedUnpackFormat, view);
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}
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void
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WebGL2Context::CopyTexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
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GLint yOffset, GLint zOffset, GLint x, GLint y,
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GLsizei width, GLsizei height)
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{
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const char funcName[] = "copyTexSubImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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tex->CopyTexSubImage(funcName, target, level, xOffset, yOffset, zOffset, x, y, width,
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height);
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}
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////////////////////
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void
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WebGL2Context::TexImage2D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
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GLsizei width, GLsizei height, GLint border,
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GLenum unpackFormat, GLenum unpackType, WebGLsizeiptr offset,
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ErrorResult&)
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{
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const char funcName[] = "texImage2D";
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const uint8_t funcDims = 2;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = false;
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const GLint xOffset = 0;
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const GLint yOffset = 0;
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const GLint zOffset = 0;
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const GLsizei depth = 1;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, width, height, depth, border, unpackFormat,
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unpackType, offset);
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}
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void
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WebGL2Context::TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
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GLint yOffset, GLsizei width, GLsizei height,
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GLenum unpackFormat, GLenum unpackType, WebGLsizeiptr offset,
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ErrorResult&)
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{
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const char funcName[] = "texSubImage2D";
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const uint8_t funcDims = 2;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = true;
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const GLenum internalFormat = 0;
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const GLint zOffset = 0;
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const GLsizei depth = 1;
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const GLint border = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, width, height, depth, border, unpackFormat,
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unpackType, offset);
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}
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//////////
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void
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WebGL2Context::TexImage3D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
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GLsizei width, GLsizei height, GLsizei depth, GLint border,
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GLenum unpackFormat, GLenum unpackType, WebGLsizeiptr offset)
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{
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const char funcName[] = "texImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = false;
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const GLint xOffset = 0;
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const GLint yOffset = 0;
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const GLint zOffset = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, width, height, depth, border, unpackFormat,
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unpackType, offset);
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}
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void
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WebGL2Context::TexSubImage3D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
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GLint yOffset, GLint zOffset, GLsizei width, GLsizei height,
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GLsizei depth, GLenum unpackFormat, GLenum unpackType,
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WebGLsizeiptr offset, ErrorResult&)
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{
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const char funcName[] = "texSubImage3D";
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const uint8_t funcDims = 3;
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TexImageTarget target;
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WebGLTexture* tex;
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if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
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&tex))
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{
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return;
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}
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const bool isSubImage = true;
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const GLenum internalFormat = 0;
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const GLint border = 0;
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tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
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yOffset, zOffset, width, height, depth, border, unpackFormat,
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unpackType, offset);
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}
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////////////////////
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/*virtual*/ bool
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WebGL2Context::IsTexParamValid(GLenum pname) const
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{
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switch (pname) {
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case LOCAL_GL_TEXTURE_BASE_LEVEL:
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case LOCAL_GL_TEXTURE_COMPARE_FUNC:
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case LOCAL_GL_TEXTURE_COMPARE_MODE:
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case LOCAL_GL_TEXTURE_IMMUTABLE_FORMAT:
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case LOCAL_GL_TEXTURE_IMMUTABLE_LEVELS:
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case LOCAL_GL_TEXTURE_MAX_LEVEL:
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case LOCAL_GL_TEXTURE_WRAP_R:
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case LOCAL_GL_TEXTURE_MAX_LOD:
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case LOCAL_GL_TEXTURE_MIN_LOD:
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return true;
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default:
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return WebGLContext::IsTexParamValid(pname);
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}
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}
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} // namespace mozilla
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