Bug 635666 - part 2/3 - WebGL crash [@mozilla::WebGLContext::CopyTexSubImage2D] - r=jrmuizel, a=joe

This commit is contained in:
Benoit Jacob 2011-02-24 17:17:34 -05:00
Родитель e43d31a9f4
Коммит abd1b0385b
2 изменённых файлов: 14 добавлений и 11 удалений

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@ -882,6 +882,10 @@ public:
return const_cast<WebGLTexture*>(this)->ImageInfoAt(level, face);
}
static size_t FaceForTarget(WebGLenum target) {
return target == LOCAL_GL_TEXTURE_2D ? 0 : target - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
protected:
WebGLenum mTarget;
@ -972,14 +976,12 @@ public:
void SetImageInfo(WebGLenum aTarget, WebGLint aLevel,
WebGLsizei aWidth, WebGLsizei aHeight,
WebGLenum aFormat = 0, WebGLenum aType = 0) {
size_t face = 0;
if (aTarget == LOCAL_GL_TEXTURE_2D) {
if (mTarget != LOCAL_GL_TEXTURE_2D) return;
} else {
if (mTarget == LOCAL_GL_TEXTURE_2D) return;
face = aTarget - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
WebGLenum aFormat = 0, WebGLenum aType = 0)
{
if ( (aTarget == LOCAL_GL_TEXTURE_2D) != (mTarget == LOCAL_GL_TEXTURE_2D) )
return;
size_t face = FaceForTarget(aTarget);
EnsureMaxLevelWithCustomImagesAtLeast(aLevel);

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@ -808,8 +808,9 @@ WebGLContext::CopyTexSubImage2D(WebGLenum target,
if (!tex)
return ErrorInvalidOperation("copyTexSubImage2D: no texture bound to this target");
WebGLsizei texWidth = tex->ImageInfoAt(level,0).mWidth;
WebGLsizei texHeight = tex->ImageInfoAt(level,0).mHeight;
WebGLint face = WebGLTexture::FaceForTarget(target);
WebGLsizei texWidth = tex->ImageInfoAt(level, face).mWidth;
WebGLsizei texHeight = tex->ImageInfoAt(level, face).mHeight;
if (xoffset + width > texWidth || xoffset + width < 0)
return ErrorInvalidValue("copyTexSubImage2D: xoffset+width is too large");
@ -817,7 +818,7 @@ WebGLContext::CopyTexSubImage2D(WebGLenum target,
if (yoffset + height > texHeight || yoffset + height < 0)
return ErrorInvalidValue("copyTexSubImage2D: yoffset+height is too large");
WebGLenum format = tex->ImageInfoAt(level,0).mFormat;
WebGLenum format = tex->ImageInfoAt(level, face).mFormat;
PRBool texFormatRequiresAlpha = format == LOCAL_GL_RGBA ||
format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_LUMINANCE_ALPHA;