content/canvas/src/WebGLContextFramebufferOperations.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/src/WebGLContextFramebufferOperations.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,244 @@
     1.4 +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "WebGLContext.h"
    1.10 +#include "WebGLTexture.h"
    1.11 +#include "WebGLRenderbuffer.h"
    1.12 +#include "WebGLFramebuffer.h"
    1.13 +#include "GLContext.h"
    1.14 +
    1.15 +using namespace mozilla;
    1.16 +
    1.17 +void
    1.18 +WebGLContext::Clear(GLbitfield mask)
    1.19 +{
    1.20 +    if (IsContextLost())
    1.21 +        return;
    1.22 +
    1.23 +    MakeContextCurrent();
    1.24 +
    1.25 +    uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
    1.26 +    if (mask != m)
    1.27 +        return ErrorInvalidValue("clear: invalid mask bits");
    1.28 +
    1.29 +    if (mask == 0) {
    1.30 +        GenerateWarning("Calling gl.clear(0) has no effect.");
    1.31 +    } else if (mRasterizerDiscardEnabled) {
    1.32 +        GenerateWarning("Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects.");
    1.33 +    }
    1.34 +
    1.35 +    if (mBoundFramebuffer) {
    1.36 +        if (!mBoundFramebuffer->CheckAndInitializeAttachments())
    1.37 +            return ErrorInvalidFramebufferOperation("clear: incomplete framebuffer");
    1.38 +
    1.39 +        gl->fClear(mask);
    1.40 +        return;
    1.41 +    } else {
    1.42 +        ClearBackbufferIfNeeded();
    1.43 +    }
    1.44 +
    1.45 +    // Ok, we're clearing the default framebuffer/screen.
    1.46 +
    1.47 +    gl->fClear(mask);
    1.48 +
    1.49 +    Invalidate();
    1.50 +    mShouldPresent = true;
    1.51 +}
    1.52 +
    1.53 +static GLclampf
    1.54 +GLClampFloat(GLclampf val)
    1.55 +{
    1.56 +    if (val < 0.0)
    1.57 +        return 0.0;
    1.58 +
    1.59 +    if (val > 1.0)
    1.60 +        return 1.0;
    1.61 +
    1.62 +    return val;
    1.63 +}
    1.64 +
    1.65 +void
    1.66 +WebGLContext::ClearColor(GLclampf r, GLclampf g,
    1.67 +                             GLclampf b, GLclampf a)
    1.68 +{
    1.69 +    if (IsContextLost())
    1.70 +        return;
    1.71 +
    1.72 +    MakeContextCurrent();
    1.73 +    mColorClearValue[0] = GLClampFloat(r);
    1.74 +    mColorClearValue[1] = GLClampFloat(g);
    1.75 +    mColorClearValue[2] = GLClampFloat(b);
    1.76 +    mColorClearValue[3] = GLClampFloat(a);
    1.77 +    gl->fClearColor(r, g, b, a);
    1.78 +}
    1.79 +
    1.80 +void
    1.81 +WebGLContext::ClearDepth(GLclampf v)
    1.82 +{
    1.83 +    if (IsContextLost())
    1.84 +        return;
    1.85 +
    1.86 +    MakeContextCurrent();
    1.87 +    mDepthClearValue = GLClampFloat(v);
    1.88 +    gl->fClearDepth(v);
    1.89 +}
    1.90 +
    1.91 +void
    1.92 +WebGLContext::ClearStencil(GLint v)
    1.93 +{
    1.94 +    if (IsContextLost())
    1.95 +        return;
    1.96 +
    1.97 +    MakeContextCurrent();
    1.98 +    mStencilClearValue = v;
    1.99 +    gl->fClearStencil(v);
   1.100 +}
   1.101 +
   1.102 +void
   1.103 +WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a)
   1.104 +{
   1.105 +    if (IsContextLost())
   1.106 +        return;
   1.107 +
   1.108 +    MakeContextCurrent();
   1.109 +    mColorWriteMask[0] = r;
   1.110 +    mColorWriteMask[1] = g;
   1.111 +    mColorWriteMask[2] = b;
   1.112 +    mColorWriteMask[3] = a;
   1.113 +    gl->fColorMask(r, g, b, a);
   1.114 +}
   1.115 +
   1.116 +void
   1.117 +WebGLContext::DepthMask(WebGLboolean b)
   1.118 +{
   1.119 +    if (IsContextLost())
   1.120 +        return;
   1.121 +
   1.122 +    MakeContextCurrent();
   1.123 +    mDepthWriteMask = b;
   1.124 +    gl->fDepthMask(b);
   1.125 +}
   1.126 +
   1.127 +void
   1.128 +WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
   1.129 +{
   1.130 +    if (IsContextLost())
   1.131 +        return;
   1.132 +
   1.133 +    const size_t buffersLength = buffers.Length();
   1.134 +
   1.135 +    if (buffersLength == 0) {
   1.136 +        return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers must not be empty)");
   1.137 +    }
   1.138 +
   1.139 +    if (mBoundFramebuffer == 0)
   1.140 +    {
   1.141 +        // OK: we are rendering in the default framebuffer
   1.142 +
   1.143 +        /* EXT_draw_buffers :
   1.144 +         If the GL is bound to the default framebuffer, then <buffersLength> must be 1
   1.145 +         and the constant must be BACK or NONE. When draw buffer zero is
   1.146 +         BACK, color values are written into the sole buffer for single-
   1.147 +         buffered contexts, or into the back buffer for double-buffered
   1.148 +         contexts. If DrawBuffersEXT is supplied with a constant other than
   1.149 +         BACK and NONE, the error INVALID_OPERATION is generated.
   1.150 +         */
   1.151 +        if (buffersLength != 1) {
   1.152 +            return ErrorInvalidValue("drawBuffers: invalid <buffers> (main framebuffer: buffers.length must be 1)");
   1.153 +        }
   1.154 +
   1.155 +        MakeContextCurrent();
   1.156 +
   1.157 +        if (buffers[0] == LOCAL_GL_NONE) {
   1.158 +            const GLenum drawBuffersCommand = LOCAL_GL_NONE;
   1.159 +            gl->fDrawBuffers(1, &drawBuffersCommand);
   1.160 +            return;
   1.161 +        }
   1.162 +        else if (buffers[0] == LOCAL_GL_BACK) {
   1.163 +            const GLenum drawBuffersCommand = LOCAL_GL_COLOR_ATTACHMENT0;
   1.164 +            gl->fDrawBuffers(1, &drawBuffersCommand);
   1.165 +            return;
   1.166 +        }
   1.167 +        return ErrorInvalidOperation("drawBuffers: invalid operation (main framebuffer: buffers[0] must be GL_NONE or GL_BACK)");
   1.168 +    }
   1.169 +
   1.170 +    // OK: we are rendering in a framebuffer object
   1.171 +
   1.172 +    if (buffersLength > size_t(mGLMaxDrawBuffers)) {
   1.173 +        /* EXT_draw_buffers :
   1.174 +         The maximum number of draw buffers is implementation-dependent. The
   1.175 +         number of draw buffers supported can be queried by calling
   1.176 +         GetIntegerv with the symbolic constant MAX_DRAW_BUFFERS_EXT. An
   1.177 +         INVALID_VALUE error is generated if <buffersLength> is greater than
   1.178 +         MAX_DRAW_BUFFERS_EXT.
   1.179 +         */
   1.180 +        return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers.length > GL_MAX_DRAW_BUFFERS)");
   1.181 +    }
   1.182 +
   1.183 +    for (uint32_t i = 0; i < buffersLength; i++)
   1.184 +    {
   1.185 +        /* EXT_draw_buffers :
   1.186 +         If the GL is bound to a draw framebuffer object, the <i>th buffer listed
   1.187 +         in <bufs> must be COLOR_ATTACHMENT<i>_EXT or NONE. Specifying a
   1.188 +         buffer out of order, BACK, or COLOR_ATTACHMENT<m>_EXT where <m> is
   1.189 +         greater than or equal to the value of MAX_COLOR_ATTACHMENTS_EXT,
   1.190 +         will generate the error INVALID_OPERATION.
   1.191 +         */
   1.192 +        /* WEBGL_draw_buffers :
   1.193 +         The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter.
   1.194 +         */
   1.195 +        if (buffers[i] != LOCAL_GL_NONE &&
   1.196 +            buffers[i] != GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + i)) {
   1.197 +            return ErrorInvalidOperation("drawBuffers: invalid operation (buffers[i] must be GL_NONE or GL_COLOR_ATTACHMENTi)");
   1.198 +        }
   1.199 +    }
   1.200 +
   1.201 +    MakeContextCurrent();
   1.202 +
   1.203 +    gl->fDrawBuffers(buffersLength, buffers.Elements());
   1.204 +}
   1.205 +
   1.206 +void
   1.207 +WebGLContext::StencilMask(GLuint mask)
   1.208 +{
   1.209 +    if (IsContextLost())
   1.210 +        return;
   1.211 +
   1.212 +    mStencilWriteMaskFront = mask;
   1.213 +    mStencilWriteMaskBack = mask;
   1.214 +
   1.215 +    MakeContextCurrent();
   1.216 +    gl->fStencilMask(mask);
   1.217 +}
   1.218 +
   1.219 +void
   1.220 +WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask)
   1.221 +{
   1.222 +    if (IsContextLost())
   1.223 +        return;
   1.224 +
   1.225 +    if (!ValidateFaceEnum(face, "stencilMaskSeparate: face"))
   1.226 +        return;
   1.227 +
   1.228 +    switch (face) {
   1.229 +        case LOCAL_GL_FRONT_AND_BACK:
   1.230 +            mStencilWriteMaskFront = mask;
   1.231 +            mStencilWriteMaskBack = mask;
   1.232 +            break;
   1.233 +        case LOCAL_GL_FRONT:
   1.234 +            mStencilWriteMaskFront = mask;
   1.235 +            break;
   1.236 +        case LOCAL_GL_BACK:
   1.237 +            mStencilWriteMaskBack = mask;
   1.238 +            break;
   1.239 +    }
   1.240 +
   1.241 +    MakeContextCurrent();
   1.242 +    gl->fStencilMaskSeparate(face, mask);
   1.243 +}
   1.244 +
   1.245 +
   1.246 +
   1.247 +

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