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/* -*- 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 "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& readFB = mBoundReadFramebuffer;
if (readFB &&
!readFB->ValidateAndInitAttachments("blitFramebuffer's READ_FRAMEBUFFER"))
{
return;
}
const auto& drawFB = mBoundDrawFramebuffer;
if (drawFB &&
!drawFB->ValidateAndInitAttachments("blitFramebuffer's DRAW_FRAMEBUFFER"))
{
return;
}
////
if (!mBoundReadFramebuffer) {
ClearBackbufferIfNeeded();
}
WebGLFramebuffer::BlitFramebuffer(this,
readFB, srcX0, srcY0, srcX1, srcY1,
drawFB, 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;
gl->MakeCurrent();
if (!ValidateFramebufferTarget(target, funcName))
return false;
const WebGLFramebuffer* fb;
bool isDefaultFB;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
break;
default:
MOZ_CRASH("GFX: Bad 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) {
ClearBackbufferIfNeeded();
// Don't do more validation after these.
Invalidate();
mShouldPresent = true;
}
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;
}
gl->Screen()->SetReadBuffer(mode);
}
} // namespace mozilla
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