content/canvas/src/WebGLContextFramebufferOperations.cpp

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

michael@0 1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
michael@0 2 /* This Source Code Form is subject to the terms of the Mozilla Public
michael@0 3 * License, v. 2.0. If a copy of the MPL was not distributed with this
michael@0 4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
michael@0 5
michael@0 6 #include "WebGLContext.h"
michael@0 7 #include "WebGLTexture.h"
michael@0 8 #include "WebGLRenderbuffer.h"
michael@0 9 #include "WebGLFramebuffer.h"
michael@0 10 #include "GLContext.h"
michael@0 11
michael@0 12 using namespace mozilla;
michael@0 13
michael@0 14 void
michael@0 15 WebGLContext::Clear(GLbitfield mask)
michael@0 16 {
michael@0 17 if (IsContextLost())
michael@0 18 return;
michael@0 19
michael@0 20 MakeContextCurrent();
michael@0 21
michael@0 22 uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
michael@0 23 if (mask != m)
michael@0 24 return ErrorInvalidValue("clear: invalid mask bits");
michael@0 25
michael@0 26 if (mask == 0) {
michael@0 27 GenerateWarning("Calling gl.clear(0) has no effect.");
michael@0 28 } else if (mRasterizerDiscardEnabled) {
michael@0 29 GenerateWarning("Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects.");
michael@0 30 }
michael@0 31
michael@0 32 if (mBoundFramebuffer) {
michael@0 33 if (!mBoundFramebuffer->CheckAndInitializeAttachments())
michael@0 34 return ErrorInvalidFramebufferOperation("clear: incomplete framebuffer");
michael@0 35
michael@0 36 gl->fClear(mask);
michael@0 37 return;
michael@0 38 } else {
michael@0 39 ClearBackbufferIfNeeded();
michael@0 40 }
michael@0 41
michael@0 42 // Ok, we're clearing the default framebuffer/screen.
michael@0 43
michael@0 44 gl->fClear(mask);
michael@0 45
michael@0 46 Invalidate();
michael@0 47 mShouldPresent = true;
michael@0 48 }
michael@0 49
michael@0 50 static GLclampf
michael@0 51 GLClampFloat(GLclampf val)
michael@0 52 {
michael@0 53 if (val < 0.0)
michael@0 54 return 0.0;
michael@0 55
michael@0 56 if (val > 1.0)
michael@0 57 return 1.0;
michael@0 58
michael@0 59 return val;
michael@0 60 }
michael@0 61
michael@0 62 void
michael@0 63 WebGLContext::ClearColor(GLclampf r, GLclampf g,
michael@0 64 GLclampf b, GLclampf a)
michael@0 65 {
michael@0 66 if (IsContextLost())
michael@0 67 return;
michael@0 68
michael@0 69 MakeContextCurrent();
michael@0 70 mColorClearValue[0] = GLClampFloat(r);
michael@0 71 mColorClearValue[1] = GLClampFloat(g);
michael@0 72 mColorClearValue[2] = GLClampFloat(b);
michael@0 73 mColorClearValue[3] = GLClampFloat(a);
michael@0 74 gl->fClearColor(r, g, b, a);
michael@0 75 }
michael@0 76
michael@0 77 void
michael@0 78 WebGLContext::ClearDepth(GLclampf v)
michael@0 79 {
michael@0 80 if (IsContextLost())
michael@0 81 return;
michael@0 82
michael@0 83 MakeContextCurrent();
michael@0 84 mDepthClearValue = GLClampFloat(v);
michael@0 85 gl->fClearDepth(v);
michael@0 86 }
michael@0 87
michael@0 88 void
michael@0 89 WebGLContext::ClearStencil(GLint v)
michael@0 90 {
michael@0 91 if (IsContextLost())
michael@0 92 return;
michael@0 93
michael@0 94 MakeContextCurrent();
michael@0 95 mStencilClearValue = v;
michael@0 96 gl->fClearStencil(v);
michael@0 97 }
michael@0 98
michael@0 99 void
michael@0 100 WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a)
michael@0 101 {
michael@0 102 if (IsContextLost())
michael@0 103 return;
michael@0 104
michael@0 105 MakeContextCurrent();
michael@0 106 mColorWriteMask[0] = r;
michael@0 107 mColorWriteMask[1] = g;
michael@0 108 mColorWriteMask[2] = b;
michael@0 109 mColorWriteMask[3] = a;
michael@0 110 gl->fColorMask(r, g, b, a);
michael@0 111 }
michael@0 112
michael@0 113 void
michael@0 114 WebGLContext::DepthMask(WebGLboolean b)
michael@0 115 {
michael@0 116 if (IsContextLost())
michael@0 117 return;
michael@0 118
michael@0 119 MakeContextCurrent();
michael@0 120 mDepthWriteMask = b;
michael@0 121 gl->fDepthMask(b);
michael@0 122 }
michael@0 123
michael@0 124 void
michael@0 125 WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
michael@0 126 {
michael@0 127 if (IsContextLost())
michael@0 128 return;
michael@0 129
michael@0 130 const size_t buffersLength = buffers.Length();
michael@0 131
michael@0 132 if (buffersLength == 0) {
michael@0 133 return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers must not be empty)");
michael@0 134 }
michael@0 135
michael@0 136 if (mBoundFramebuffer == 0)
michael@0 137 {
michael@0 138 // OK: we are rendering in the default framebuffer
michael@0 139
michael@0 140 /* EXT_draw_buffers :
michael@0 141 If the GL is bound to the default framebuffer, then <buffersLength> must be 1
michael@0 142 and the constant must be BACK or NONE. When draw buffer zero is
michael@0 143 BACK, color values are written into the sole buffer for single-
michael@0 144 buffered contexts, or into the back buffer for double-buffered
michael@0 145 contexts. If DrawBuffersEXT is supplied with a constant other than
michael@0 146 BACK and NONE, the error INVALID_OPERATION is generated.
michael@0 147 */
michael@0 148 if (buffersLength != 1) {
michael@0 149 return ErrorInvalidValue("drawBuffers: invalid <buffers> (main framebuffer: buffers.length must be 1)");
michael@0 150 }
michael@0 151
michael@0 152 MakeContextCurrent();
michael@0 153
michael@0 154 if (buffers[0] == LOCAL_GL_NONE) {
michael@0 155 const GLenum drawBuffersCommand = LOCAL_GL_NONE;
michael@0 156 gl->fDrawBuffers(1, &drawBuffersCommand);
michael@0 157 return;
michael@0 158 }
michael@0 159 else if (buffers[0] == LOCAL_GL_BACK) {
michael@0 160 const GLenum drawBuffersCommand = LOCAL_GL_COLOR_ATTACHMENT0;
michael@0 161 gl->fDrawBuffers(1, &drawBuffersCommand);
michael@0 162 return;
michael@0 163 }
michael@0 164 return ErrorInvalidOperation("drawBuffers: invalid operation (main framebuffer: buffers[0] must be GL_NONE or GL_BACK)");
michael@0 165 }
michael@0 166
michael@0 167 // OK: we are rendering in a framebuffer object
michael@0 168
michael@0 169 if (buffersLength > size_t(mGLMaxDrawBuffers)) {
michael@0 170 /* EXT_draw_buffers :
michael@0 171 The maximum number of draw buffers is implementation-dependent. The
michael@0 172 number of draw buffers supported can be queried by calling
michael@0 173 GetIntegerv with the symbolic constant MAX_DRAW_BUFFERS_EXT. An
michael@0 174 INVALID_VALUE error is generated if <buffersLength> is greater than
michael@0 175 MAX_DRAW_BUFFERS_EXT.
michael@0 176 */
michael@0 177 return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers.length > GL_MAX_DRAW_BUFFERS)");
michael@0 178 }
michael@0 179
michael@0 180 for (uint32_t i = 0; i < buffersLength; i++)
michael@0 181 {
michael@0 182 /* EXT_draw_buffers :
michael@0 183 If the GL is bound to a draw framebuffer object, the <i>th buffer listed
michael@0 184 in <bufs> must be COLOR_ATTACHMENT<i>_EXT or NONE. Specifying a
michael@0 185 buffer out of order, BACK, or COLOR_ATTACHMENT<m>_EXT where <m> is
michael@0 186 greater than or equal to the value of MAX_COLOR_ATTACHMENTS_EXT,
michael@0 187 will generate the error INVALID_OPERATION.
michael@0 188 */
michael@0 189 /* WEBGL_draw_buffers :
michael@0 190 The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter.
michael@0 191 */
michael@0 192 if (buffers[i] != LOCAL_GL_NONE &&
michael@0 193 buffers[i] != GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + i)) {
michael@0 194 return ErrorInvalidOperation("drawBuffers: invalid operation (buffers[i] must be GL_NONE or GL_COLOR_ATTACHMENTi)");
michael@0 195 }
michael@0 196 }
michael@0 197
michael@0 198 MakeContextCurrent();
michael@0 199
michael@0 200 gl->fDrawBuffers(buffersLength, buffers.Elements());
michael@0 201 }
michael@0 202
michael@0 203 void
michael@0 204 WebGLContext::StencilMask(GLuint mask)
michael@0 205 {
michael@0 206 if (IsContextLost())
michael@0 207 return;
michael@0 208
michael@0 209 mStencilWriteMaskFront = mask;
michael@0 210 mStencilWriteMaskBack = mask;
michael@0 211
michael@0 212 MakeContextCurrent();
michael@0 213 gl->fStencilMask(mask);
michael@0 214 }
michael@0 215
michael@0 216 void
michael@0 217 WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask)
michael@0 218 {
michael@0 219 if (IsContextLost())
michael@0 220 return;
michael@0 221
michael@0 222 if (!ValidateFaceEnum(face, "stencilMaskSeparate: face"))
michael@0 223 return;
michael@0 224
michael@0 225 switch (face) {
michael@0 226 case LOCAL_GL_FRONT_AND_BACK:
michael@0 227 mStencilWriteMaskFront = mask;
michael@0 228 mStencilWriteMaskBack = mask;
michael@0 229 break;
michael@0 230 case LOCAL_GL_FRONT:
michael@0 231 mStencilWriteMaskFront = mask;
michael@0 232 break;
michael@0 233 case LOCAL_GL_BACK:
michael@0 234 mStencilWriteMaskBack = mask;
michael@0 235 break;
michael@0 236 }
michael@0 237
michael@0 238 MakeContextCurrent();
michael@0 239 gl->fStencilMaskSeparate(face, mask);
michael@0 240 }
michael@0 241
michael@0 242
michael@0 243
michael@0 244

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