зеркало из https://github.com/mozilla/gecko-dev.git
348 строки
10 KiB
C++
348 строки
10 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 "GLScreenBuffer.h"
|
|
#include "mozilla/CheckedInt.h"
|
|
#include "WebGLContextUtils.h"
|
|
#include "WebGLFormats.h"
|
|
#include "WebGLFramebuffer.h"
|
|
|
|
namespace mozilla {
|
|
|
|
void
|
|
WebGL2Context::BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
|
|
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
|
|
GLbitfield mask, GLenum filter)
|
|
{
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
const GLbitfield validBits = LOCAL_GL_COLOR_BUFFER_BIT |
|
|
LOCAL_GL_DEPTH_BUFFER_BIT |
|
|
LOCAL_GL_STENCIL_BUFFER_BIT;
|
|
if ((mask | validBits) != validBits) {
|
|
ErrorInvalidValue("blitFramebuffer: Invalid bit set in mask.");
|
|
return;
|
|
}
|
|
|
|
switch (filter) {
|
|
case LOCAL_GL_NEAREST:
|
|
case LOCAL_GL_LINEAR:
|
|
break;
|
|
default:
|
|
ErrorInvalidEnumInfo("blitFramebuffer: Bad `filter`:", filter);
|
|
return;
|
|
}
|
|
|
|
// --
|
|
|
|
const auto fnLikelyOverflow = [](GLint p0, GLint p1) {
|
|
auto checked = CheckedInt<GLint>(p1) - p0;
|
|
checked = -checked; // And check the negation!
|
|
return !checked.isValid();
|
|
};
|
|
|
|
if (fnLikelyOverflow(srcX0, srcX1) || fnLikelyOverflow(srcY0, srcY1) ||
|
|
fnLikelyOverflow(dstX0, dstX1) || fnLikelyOverflow(dstY0, dstY1))
|
|
{
|
|
ErrorInvalidValue("blitFramebuffer: Likely-to-overflow large ranges are"
|
|
" forbidden.");
|
|
return;
|
|
}
|
|
|
|
// --
|
|
|
|
if (!ValidateAndInitFB("blitFramebuffer: READ_FRAMEBUFFER", mBoundReadFramebuffer) ||
|
|
!ValidateAndInitFB("blitFramebuffer: DRAW_FRAMEBUFFER", mBoundDrawFramebuffer))
|
|
{
|
|
return;
|
|
}
|
|
|
|
DoBindFB(mBoundReadFramebuffer, LOCAL_GL_READ_FRAMEBUFFER);
|
|
DoBindFB(mBoundDrawFramebuffer, LOCAL_GL_DRAW_FRAMEBUFFER);
|
|
|
|
WebGLFramebuffer::BlitFramebuffer(this,
|
|
srcX0, srcY0, srcX1, srcY1,
|
|
dstX0, dstY0, dstX1, dstY1,
|
|
mask, filter);
|
|
}
|
|
|
|
void
|
|
WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment,
|
|
WebGLTexture* texture, GLint level, GLint layer)
|
|
{
|
|
const char funcName[] = "framebufferTextureLayer";
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
if (!ValidateFramebufferTarget(target, funcName))
|
|
return;
|
|
|
|
WebGLFramebuffer* fb;
|
|
switch (target) {
|
|
case LOCAL_GL_FRAMEBUFFER:
|
|
case LOCAL_GL_DRAW_FRAMEBUFFER:
|
|
fb = mBoundDrawFramebuffer;
|
|
break;
|
|
|
|
case LOCAL_GL_READ_FRAMEBUFFER:
|
|
fb = mBoundReadFramebuffer;
|
|
break;
|
|
|
|
default:
|
|
MOZ_CRASH("GFX: Bad target.");
|
|
}
|
|
|
|
if (!fb)
|
|
return ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName);
|
|
|
|
fb->FramebufferTextureLayer(funcName, attachment, texture, level, layer);
|
|
}
|
|
|
|
JS::Value
|
|
WebGL2Context::GetFramebufferAttachmentParameter(JSContext* cx,
|
|
GLenum target,
|
|
GLenum attachment,
|
|
GLenum pname,
|
|
ErrorResult& out_error)
|
|
{
|
|
return WebGLContext::GetFramebufferAttachmentParameter(cx, target, attachment, pname,
|
|
out_error);
|
|
}
|
|
|
|
////
|
|
|
|
static bool
|
|
ValidateBackbufferAttachmentEnum(WebGLContext* webgl, const char* funcName,
|
|
GLenum attachment)
|
|
{
|
|
switch (attachment) {
|
|
case LOCAL_GL_COLOR:
|
|
case LOCAL_GL_DEPTH:
|
|
case LOCAL_GL_STENCIL:
|
|
return true;
|
|
|
|
default:
|
|
webgl->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x.",
|
|
funcName, attachment);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool
|
|
ValidateFramebufferAttachmentEnum(WebGLContext* webgl, const char* funcName,
|
|
GLenum attachment)
|
|
{
|
|
switch (attachment) {
|
|
case LOCAL_GL_DEPTH_ATTACHMENT:
|
|
case LOCAL_GL_STENCIL_ATTACHMENT:
|
|
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
|
|
return true;
|
|
}
|
|
|
|
if (attachment < LOCAL_GL_COLOR_ATTACHMENT0) {
|
|
webgl->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x.",
|
|
funcName, attachment);
|
|
return false;
|
|
}
|
|
|
|
if (attachment > webgl->LastColorAttachmentEnum()) {
|
|
// That these errors have different types is ridiculous.
|
|
webgl->ErrorInvalidOperation("%s: Too-large LOCAL_GL_COLOR_ATTACHMENTn.",
|
|
funcName);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
WebGLContext::ValidateInvalidateFramebuffer(const char* funcName, GLenum target,
|
|
const dom::Sequence<GLenum>& attachments,
|
|
ErrorResult* const out_rv,
|
|
std::vector<GLenum>* const scopedVector,
|
|
GLsizei* const out_glNumAttachments,
|
|
const GLenum** const out_glAttachments)
|
|
{
|
|
if (IsContextLost())
|
|
return false;
|
|
|
|
if (!ValidateFramebufferTarget(target, funcName))
|
|
return false;
|
|
|
|
const WebGLFramebuffer* fb;
|
|
bool isDefaultFB = false;
|
|
switch (target) {
|
|
case LOCAL_GL_FRAMEBUFFER:
|
|
case LOCAL_GL_DRAW_FRAMEBUFFER:
|
|
fb = mBoundDrawFramebuffer;
|
|
break;
|
|
|
|
case LOCAL_GL_READ_FRAMEBUFFER:
|
|
fb = mBoundReadFramebuffer;
|
|
break;
|
|
|
|
default:
|
|
MOZ_CRASH("GFX: Bad target.");
|
|
}
|
|
|
|
if (fb) {
|
|
const auto fbStatus = fb->CheckFramebufferStatus(funcName);
|
|
if (fbStatus != LOCAL_GL_FRAMEBUFFER_COMPLETE)
|
|
return false; // Not an error, but don't run forward to driver either.
|
|
} else {
|
|
if (!EnsureDefaultFB(funcName))
|
|
return false;
|
|
}
|
|
DoBindFB(fb, target);
|
|
|
|
*out_glNumAttachments = attachments.Length();
|
|
*out_glAttachments = attachments.Elements();
|
|
|
|
if (fb) {
|
|
for (const auto& attachment : attachments) {
|
|
if (!ValidateFramebufferAttachmentEnum(this, funcName, attachment))
|
|
return false;
|
|
}
|
|
} else {
|
|
for (const auto& attachment : attachments) {
|
|
if (!ValidateBackbufferAttachmentEnum(this, funcName, attachment))
|
|
return false;
|
|
}
|
|
|
|
if (!isDefaultFB) {
|
|
MOZ_ASSERT(scopedVector->empty());
|
|
scopedVector->reserve(attachments.Length());
|
|
for (const auto& attachment : attachments) {
|
|
switch (attachment) {
|
|
case LOCAL_GL_COLOR:
|
|
scopedVector->push_back(LOCAL_GL_COLOR_ATTACHMENT0);
|
|
break;
|
|
|
|
case LOCAL_GL_DEPTH:
|
|
scopedVector->push_back(LOCAL_GL_DEPTH_ATTACHMENT);
|
|
break;
|
|
|
|
case LOCAL_GL_STENCIL:
|
|
scopedVector->push_back(LOCAL_GL_STENCIL_ATTACHMENT);
|
|
break;
|
|
|
|
default:
|
|
MOZ_CRASH();
|
|
}
|
|
}
|
|
*out_glNumAttachments = scopedVector->size();
|
|
*out_glAttachments = scopedVector->data();
|
|
}
|
|
}
|
|
|
|
////
|
|
|
|
if (!fb) {
|
|
mDefaultFB_IsInvalid = true;
|
|
mResolvedDefaultFB = nullptr;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGL2Context::InvalidateFramebuffer(GLenum target,
|
|
const dom::Sequence<GLenum>& attachments,
|
|
ErrorResult& rv)
|
|
{
|
|
const char funcName[] = "invalidateSubFramebuffer";
|
|
|
|
std::vector<GLenum> scopedVector;
|
|
GLsizei glNumAttachments;
|
|
const GLenum* glAttachments;
|
|
if (!ValidateInvalidateFramebuffer(funcName, target, attachments, &rv, &scopedVector,
|
|
&glNumAttachments, &glAttachments))
|
|
{
|
|
return;
|
|
}
|
|
|
|
////
|
|
|
|
// Some drivers (like OSX 10.9 GL) just don't support invalidate_framebuffer.
|
|
const bool useFBInvalidation = (mAllowFBInvalidation &&
|
|
gl->IsSupported(gl::GLFeature::invalidate_framebuffer));
|
|
if (useFBInvalidation) {
|
|
gl->fInvalidateFramebuffer(target, glNumAttachments, glAttachments);
|
|
return;
|
|
}
|
|
|
|
// Use clear instead?
|
|
// No-op for now.
|
|
}
|
|
|
|
void
|
|
WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
|
|
GLint x, GLint y, GLsizei width, GLsizei height,
|
|
ErrorResult& rv)
|
|
{
|
|
const char funcName[] = "invalidateSubFramebuffer";
|
|
|
|
if (!ValidateNonNegative(funcName, "width", width) ||
|
|
!ValidateNonNegative(funcName, "height", height))
|
|
{
|
|
return;
|
|
}
|
|
|
|
std::vector<GLenum> scopedVector;
|
|
GLsizei glNumAttachments;
|
|
const GLenum* glAttachments;
|
|
if (!ValidateInvalidateFramebuffer(funcName, target, attachments, &rv, &scopedVector,
|
|
&glNumAttachments, &glAttachments))
|
|
{
|
|
return;
|
|
}
|
|
|
|
////
|
|
|
|
// Some drivers (like OSX 10.9 GL) just don't support invalidate_framebuffer.
|
|
const bool useFBInvalidation = (mAllowFBInvalidation &&
|
|
gl->IsSupported(gl::GLFeature::invalidate_framebuffer));
|
|
if (useFBInvalidation) {
|
|
gl->fInvalidateSubFramebuffer(target, glNumAttachments, glAttachments, x, y,
|
|
width, height);
|
|
return;
|
|
}
|
|
|
|
// Use clear instead?
|
|
// No-op for now.
|
|
}
|
|
|
|
void
|
|
WebGL2Context::ReadBuffer(GLenum mode)
|
|
{
|
|
const char funcName[] = "readBuffer";
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
if (mBoundReadFramebuffer) {
|
|
mBoundReadFramebuffer->ReadBuffer(funcName, mode);
|
|
return;
|
|
}
|
|
|
|
// Operating on the default framebuffer.
|
|
if (mode != LOCAL_GL_NONE &&
|
|
mode != LOCAL_GL_BACK)
|
|
{
|
|
nsCString enumName;
|
|
EnumName(mode, &enumName);
|
|
ErrorInvalidOperation("%s: If READ_FRAMEBUFFER is null, `mode` must be BACK or"
|
|
" NONE. Was %s.",
|
|
funcName, enumName.BeginReading());
|
|
return;
|
|
}
|
|
|
|
mDefaultFB_ReadBuffer = mode;
|
|
}
|
|
|
|
} // namespace mozilla
|