gecko-dev/dom/canvas/WebGLContextVertices.cpp

456 строки
11 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 "WebGLContext.h"
#include "GLContext.h"
#include "mozilla/CheckedInt.h"
#include "WebGLBuffer.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShader.h"
#include "WebGLTexture.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#include "mozilla/Casting.h"
namespace mozilla {
JSObject*
WebGLContext::GetVertexAttribFloat32Array(JSContext* cx, GLuint index)
{
GLfloat attrib[4];
if (index) {
gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
} else {
memcpy(attrib, mGenericVertexAttrib0Data, sizeof(mGenericVertexAttrib0Data));
}
return dom::Float32Array::Create(cx, this, 4, attrib);
}
JSObject*
WebGLContext::GetVertexAttribInt32Array(JSContext* cx, GLuint index)
{
GLint attrib[4];
if (index) {
gl->fGetVertexAttribIiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
} else {
memcpy(attrib, mGenericVertexAttrib0Data, sizeof(mGenericVertexAttrib0Data));
}
return dom::Int32Array::Create(cx, this, 4, attrib);
}
JSObject*
WebGLContext::GetVertexAttribUint32Array(JSContext* cx, GLuint index)
{
GLuint attrib[4];
if (index) {
gl->fGetVertexAttribIuiv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, attrib);
} else {
memcpy(attrib, mGenericVertexAttrib0Data, sizeof(mGenericVertexAttrib0Data));
}
return dom::Uint32Array::Create(cx, this, 4, attrib);
}
////////////////////////////////////////
void
WebGLContext::VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w,
const char* funcName)
{
if (!funcName) {
funcName = "vertexAttrib4f";
}
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, funcName))
return;
////
gl->MakeCurrent();
if (index || !gl->IsCompatibilityProfile()) {
gl->fVertexAttrib4f(index, x, y, z, w);
}
////
mGenericVertexAttribTypes[index] = LOCAL_GL_FLOAT;
if (!index) {
const float data[4] = { x, y, z, w };
memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
}
}
void
WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w,
const char* funcName)
{
if (!funcName) {
funcName = "vertexAttribI4i";
}
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, funcName))
return;
////
gl->MakeCurrent();
if (index || !gl->IsCompatibilityProfile()) {
gl->fVertexAttribI4i(index, x, y, z, w);
}
////
mGenericVertexAttribTypes[index] = LOCAL_GL_INT;
if (!index) {
const int32_t data[4] = { x, y, z, w };
memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
}
}
void
WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w,
const char* funcName)
{
if (!funcName) {
funcName = "vertexAttribI4ui";
}
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, funcName))
return;
////
gl->MakeCurrent();
if (index || !gl->IsCompatibilityProfile()) {
gl->fVertexAttribI4ui(index, x, y, z, w);
}
////
mGenericVertexAttribTypes[index] = LOCAL_GL_UNSIGNED_INT;
if (!index) {
const uint32_t data[4] = { x, y, z, w };
memcpy(mGenericVertexAttrib0Data, data, sizeof(data));
}
}
////////////////////////////////////////
void
WebGLContext::EnableVertexAttribArray(GLuint index)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "enableVertexAttribArray"))
return;
MakeContextCurrent();
InvalidateBufferFetching();
gl->fEnableVertexAttribArray(index);
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->mAttribs[index].mEnabled = true;
}
void
WebGLContext::DisableVertexAttribArray(GLuint index)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "disableVertexAttribArray"))
return;
MakeContextCurrent();
InvalidateBufferFetching();
if (index || !gl->IsCompatibilityProfile()) {
gl->fDisableVertexAttribArray(index);
}
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->mAttribs[index].mEnabled = false;
}
JS::Value
WebGLContext::GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv)
{
const char funcName[] = "getVertexAttrib";
if (IsContextLost())
return JS::NullValue();
if (!ValidateAttribIndex(index, funcName))
return JS::NullValue();
MOZ_ASSERT(mBoundVertexArray);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
return WebGLObjectAsJSValue(cx, mBoundVertexArray->mAttribs[index].mBuf.get(), rv);
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE:
return JS::Int32Value(mBoundVertexArray->mAttribs[index].Stride());
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE:
return JS::Int32Value(mBoundVertexArray->mAttribs[index].Size());
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE:
return JS::Int32Value(mBoundVertexArray->mAttribs[index].Type());
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_INTEGER:
if (IsWebGL2())
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].IntegerFunc());
break;
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays))
{
return JS::Int32Value(mBoundVertexArray->mAttribs[index].mDivisor);
}
break;
case LOCAL_GL_CURRENT_VERTEX_ATTRIB:
{
JS::RootedObject obj(cx);
switch (mGenericVertexAttribTypes[index]) {
case LOCAL_GL_FLOAT:
obj = GetVertexAttribFloat32Array(cx, index);
break;
case LOCAL_GL_INT:
obj = GetVertexAttribInt32Array(cx, index);
break;
case LOCAL_GL_UNSIGNED_INT:
obj = GetVertexAttribUint32Array(cx, index);
break;
}
if (!obj) {
rv.Throw(NS_ERROR_OUT_OF_MEMORY);
return JS::NullValue();
}
return JS::ObjectValue(*obj);
}
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED:
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].mEnabled);
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
return JS::BooleanValue(mBoundVertexArray->mAttribs[index].Normalized());
default:
break;
}
ErrorInvalidEnumInfo("getVertexAttrib: parameter", pname);
return JS::NullValue();
}
WebGLsizeiptr
WebGLContext::GetVertexAttribOffset(GLuint index, GLenum pname)
{
if (IsContextLost())
return 0;
if (!ValidateAttribIndex(index, "getVertexAttribOffset"))
return 0;
if (pname != LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER) {
ErrorInvalidEnum("getVertexAttribOffset: bad parameter");
return 0;
}
MOZ_ASSERT(mBoundVertexArray);
return mBoundVertexArray->mAttribs[index].ByteOffset();
}
////////////////////////////////////////
void
WebGLContext::VertexAttribAnyPointer(const char* funcName, bool isFuncInt, GLuint index,
GLint size, GLenum type, bool normalized,
GLsizei stride, WebGLintptr byteOffset)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, funcName))
return;
////
if (size < 1 || size > 4) {
ErrorInvalidValue("%s: invalid element size", funcName);
return;
}
// see WebGL spec section 6.6 "Vertex Attribute Data Stride"
if (stride < 0 || stride > 255) {
ErrorInvalidValue("%s: negative or too large stride", funcName);
return;
}
if (byteOffset < 0) {
ErrorInvalidValue("%s: negative offset", funcName);
return;
}
////
bool isTypeValid = true;
uint8_t typeAlignment;
switch (type) {
// WebGL 1:
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
typeAlignment = 1;
break;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
typeAlignment = 2;
break;
case LOCAL_GL_FLOAT:
if (isFuncInt) {
isTypeValid = false;
}
typeAlignment = 4;
break;
// WebGL 2:
case LOCAL_GL_INT:
case LOCAL_GL_UNSIGNED_INT:
if (!IsWebGL2()) {
isTypeValid = false;
}
typeAlignment = 4;
break;
case LOCAL_GL_HALF_FLOAT:
if (isFuncInt || !IsWebGL2()) {
isTypeValid = false;
}
typeAlignment = 2;
break;
case LOCAL_GL_FIXED:
if (isFuncInt || !IsWebGL2()) {
isTypeValid = false;
}
typeAlignment = 4;
break;
case LOCAL_GL_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
if (isFuncInt || !IsWebGL2()) {
isTypeValid = false;
break;
}
if (size != 4) {
ErrorInvalidOperation("%s: size must be 4 for this type.", funcName);
return;
}
typeAlignment = 4;
break;
default:
isTypeValid = false;
break;
}
if (!isTypeValid) {
ErrorInvalidEnumArg(funcName, "type", type);
return;
}
////
// `alignment` should always be a power of two.
MOZ_ASSERT(IsPowerOfTwo(typeAlignment));
const GLsizei typeAlignmentMask = typeAlignment - 1;
if (stride & typeAlignmentMask ||
byteOffset & typeAlignmentMask)
{
ErrorInvalidOperation("%s: `stride` and `byteOffset` must satisfy the alignment"
" requirement of `type`.",
funcName);
return;
}
////
const auto& buffer = mBoundArrayBuffer;
if (!buffer && byteOffset) {
ErrorInvalidOperation("%s: If ARRAY_BUFFER is null, byteOffset must be zero.",
funcName);
return;
}
////
gl->MakeCurrent();
if (isFuncInt) {
gl->fVertexAttribIPointer(index, size, type, stride,
reinterpret_cast<void*>(byteOffset));
} else {
gl->fVertexAttribPointer(index, size, type, normalized, stride,
reinterpret_cast<void*>(byteOffset));
}
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
vd.VertexAttribPointer(isFuncInt, buffer, size, type, normalized, stride, byteOffset);
InvalidateBufferFetching();
}
////////////////////////////////////////
void
WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribDivisor"))
return;
MOZ_ASSERT(mBoundVertexArray);
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
vd.mDivisor = divisor;
InvalidateBufferFetching();
MakeContextCurrent();
gl->fVertexAttribDivisor(index, divisor);
}
} // namespace mozilla