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-rw-r--r--dom/canvas/WebGL2ContextMRTs.cpp188
1 files changed, 188 insertions, 0 deletions
diff --git a/dom/canvas/WebGL2ContextMRTs.cpp b/dom/canvas/WebGL2ContextMRTs.cpp
new file mode 100644
index 000000000..18e235bd6
--- /dev/null
+++ b/dom/canvas/WebGL2ContextMRTs.cpp
@@ -0,0 +1,188 @@
+/* -*- 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 "WebGLFramebuffer.h"
+
+namespace mozilla {
+
+bool
+WebGL2Context::ValidateClearBuffer(const char* funcName, GLenum buffer, GLint drawBuffer,
+ size_t availElemCount, GLuint elemOffset,
+ GLenum funcType)
+{
+ if (elemOffset > availElemCount) {
+ ErrorInvalidValue("%s: Offset too big for list.", funcName);
+ return false;
+ }
+ availElemCount -= elemOffset;
+
+ ////
+
+ size_t requiredElements;
+ GLint maxDrawBuffer;
+ switch (buffer) {
+ case LOCAL_GL_COLOR:
+ requiredElements = 4;
+ maxDrawBuffer = mGLMaxDrawBuffers - 1;
+ break;
+
+ case LOCAL_GL_DEPTH:
+ case LOCAL_GL_STENCIL:
+ requiredElements = 1;
+ maxDrawBuffer = 0;
+ break;
+
+ case LOCAL_GL_DEPTH_STENCIL:
+ requiredElements = 2;
+ maxDrawBuffer = 0;
+ break;
+
+ default:
+ ErrorInvalidEnumInfo(funcName, buffer);
+ return false;
+ }
+
+ if (drawBuffer < 0 || drawBuffer > maxDrawBuffer) {
+ ErrorInvalidValue("%s: Invalid drawbuffer %d. This buffer only supports"
+ " `drawbuffer` values between 0 and %u.",
+ funcName, drawBuffer, maxDrawBuffer);
+ return false;
+ }
+
+ if (availElemCount < requiredElements) {
+ ErrorInvalidValue("%s: Not enough elements. Require %u. Given %u.",
+ funcName, requiredElements, availElemCount);
+ return false;
+ }
+
+ ////
+
+ MakeContextCurrent();
+
+ const auto& fb = mBoundDrawFramebuffer;
+ if (fb) {
+ if (!fb->ValidateAndInitAttachments(funcName))
+ return false;
+
+ if (!fb->ValidateClearBufferType(funcName, buffer, drawBuffer, funcType))
+ return false;
+ } else if (buffer == LOCAL_GL_COLOR) {
+ if (drawBuffer != 0)
+ return true;
+
+ if (mDefaultFB_DrawBuffer0 == LOCAL_GL_NONE)
+ return true;
+
+ if (funcType != LOCAL_GL_FLOAT) {
+ ErrorInvalidOperation("%s: For default framebuffer, COLOR is always of type"
+ " FLOAT.",
+ funcName);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+////
+
+void
+WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawBuffer, const Float32Arr& src,
+ GLuint srcElemOffset)
+{
+ const char funcName[] = "clearBufferfv";
+ if (IsContextLost())
+ return;
+
+ if (buffer != LOCAL_GL_COLOR &&
+ buffer != LOCAL_GL_DEPTH)
+ {
+ ErrorInvalidEnum("%s: buffer must be COLOR or DEPTH.", funcName);
+ return;
+ }
+
+ if (!ValidateClearBuffer(funcName, buffer, drawBuffer, src.elemCount, srcElemOffset,
+ LOCAL_GL_FLOAT))
+ {
+ return;
+ }
+
+ ScopedDrawCallWrapper wrapper(*this);
+ const auto ptr = src.elemBytes + srcElemOffset;
+ gl->fClearBufferfv(buffer, drawBuffer, ptr);
+}
+
+void
+WebGL2Context::ClearBufferiv(GLenum buffer, GLint drawBuffer, const Int32Arr& src,
+ GLuint srcElemOffset)
+{
+ const char funcName[] = "clearBufferiv";
+ if (IsContextLost())
+ return;
+
+ if (buffer != LOCAL_GL_COLOR &&
+ buffer != LOCAL_GL_STENCIL)
+ {
+ ErrorInvalidEnum("%s: buffer must be COLOR or STENCIL.", funcName);
+ return;
+ }
+
+ if (!ValidateClearBuffer(funcName, buffer, drawBuffer, src.elemCount, srcElemOffset,
+ LOCAL_GL_INT))
+ {
+ return;
+ }
+
+ ScopedDrawCallWrapper wrapper(*this);
+ const auto ptr = src.elemBytes + srcElemOffset;
+ gl->fClearBufferiv(buffer, drawBuffer, ptr);
+}
+
+void
+WebGL2Context::ClearBufferuiv(GLenum buffer, GLint drawBuffer, const Uint32Arr& src,
+ GLuint srcElemOffset)
+{
+ const char funcName[] = "clearBufferuiv";
+ if (IsContextLost())
+ return;
+
+ if (buffer != LOCAL_GL_COLOR)
+ return ErrorInvalidEnum("%s: buffer must be COLOR.", funcName);
+
+ if (!ValidateClearBuffer(funcName, buffer, drawBuffer, src.elemCount, srcElemOffset,
+ LOCAL_GL_UNSIGNED_INT))
+ {
+ return;
+ }
+
+ ScopedDrawCallWrapper wrapper(*this);
+ const auto ptr = src.elemBytes + srcElemOffset;
+ gl->fClearBufferuiv(buffer, drawBuffer, ptr);
+}
+
+////
+
+void
+WebGL2Context::ClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth,
+ GLint stencil)
+{
+ const char funcName[] = "clearBufferfi";
+ if (IsContextLost())
+ return;
+
+ if (buffer != LOCAL_GL_DEPTH_STENCIL)
+ return ErrorInvalidEnum("%s: buffer must be DEPTH_STENCIL.", funcName);
+
+ if (!ValidateClearBuffer(funcName, buffer, drawBuffer, 2, 0, 0))
+ return;
+
+ ScopedDrawCallWrapper wrapper(*this);
+ gl->fClearBufferfi(buffer, drawBuffer, depth, stencil);
+}
+
+} // namespace mozilla