Bug 664066 - remove useless C casts in WebGL code - r=karlt
Just to make the code a little more robust.
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@@ -93,12 +93,12 @@ PRBool
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WebGLContext::ValidateBuffers(PRInt32 *maxAllowedCount, const char *info)
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{
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#ifdef DEBUG
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GLuint currentProgram = 0;
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GLint currentProgram = 0;
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MakeContextCurrent();
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gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, (GLint*) ¤tProgram);
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NS_ASSERTION(currentProgram == mCurrentProgram->GLName(),
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gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram);
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NS_ASSERTION(GLuint(currentProgram) == mCurrentProgram->GLName(),
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"WebGL: current program doesn't agree with GL state");
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if (currentProgram != mCurrentProgram->GLName())
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if (GLuint(currentProgram) != mCurrentProgram->GLName())
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return PR_FALSE;
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#endif
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@@ -471,9 +471,6 @@ WebGLContext::InitAndValidateGL()
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mMapFramebuffers.Clear();
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mMapRenderbuffers.Clear();
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// make sure that the opengl stuff that we need is supported
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GLint val = 0;
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MakeContextCurrent();
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// on desktop OpenGL, we always keep vertex attrib 0 array enabled
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@@ -481,7 +478,7 @@ WebGLContext::InitAndValidateGL()
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gl->fEnableVertexAttribArray(0);
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}
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, (GLint*) &mGLMaxVertexAttribs);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &mGLMaxVertexAttribs);
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if (mGLMaxVertexAttribs < 8) {
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LogMessage("GL_MAX_VERTEX_ATTRIBS: %d is < 8!", mGLMaxVertexAttribs);
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return PR_FALSE;
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@@ -492,7 +489,7 @@ WebGLContext::InitAndValidateGL()
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// Note: GL_MAX_TEXTURE_UNITS is fixed at 4 for most desktop hardware,
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// even though the hardware supports much more. The
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// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS value is the accurate value.
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gl->fGetIntegerv(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxTextureUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mGLMaxTextureUnits);
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if (mGLMaxTextureUnits < 8) {
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LogMessage("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d is < 8!", mGLMaxTextureUnits);
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return PR_FALSE;
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@@ -501,20 +498,20 @@ WebGLContext::InitAndValidateGL()
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mBound2DTextures.SetLength(mGLMaxTextureUnits);
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mBoundCubeMapTextures.SetLength(mGLMaxTextureUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*) &mGLMaxTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*) &mGLMaxCubeMapTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &mGLMaxTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mGLMaxCubeMapTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxTextureImageUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxVertexTextureImageUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, &mGLMaxTextureImageUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGLMaxVertexTextureImageUnits);
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if (gl->HasES2Compatibility()) {
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, (GLint*) &mGLMaxFragmentUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, (GLint*) &mGLMaxVertexUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, (GLint*) &mGLMaxVaryingVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGLMaxFragmentUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, &mGLMaxVertexUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, &mGLMaxVaryingVectors);
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} else {
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, (GLint*) &mGLMaxFragmentUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &mGLMaxFragmentUniformVectors);
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mGLMaxFragmentUniformVectors /= 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, (GLint*) &mGLMaxVertexUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, &mGLMaxVertexUniformVectors);
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mGLMaxVertexUniformVectors /= 4;
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// we are now going to try to read GL_MAX_VERTEX_OUTPUT_COMPONENTS and GL_MAX_FRAGMENT_INPUT_COMPONENTS,
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@@ -549,23 +546,8 @@ WebGLContext::InitAndValidateGL()
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}
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}
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#if 0
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// Leaving this code in here, even though it's ifdef'd out, for
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// when we support more than 1 color attachment.
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gl->fGetIntegerv(LOCAL_GL_MAX_COLOR_ATTACHMENTS, (GLint*) &val);
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#else
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// Always 1 for GLES2
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val = 1;
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#endif
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mMaxFramebufferColorAttachments = val;
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#if defined(DEBUG_vladimir) && defined(USE_GLES2)
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gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*) &val);
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fprintf(stderr, "GL_IMPLEMENTATION_COLOR_READ_FORMAT: 0x%04x\n", val);
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gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*) &val);
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fprintf(stderr, "GL_IMPLEMENTATION_COLOR_READ_TYPE: 0x%04x\n", val);
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#endif
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mMaxFramebufferColorAttachments = 1;
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if (!gl->IsGLES2()) {
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// gl_PointSize is always available in ES2 GLSL, but has to be
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@@ -589,8 +571,11 @@ WebGLContext::InitAndValidateGL()
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}
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}
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gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, (GLint*) &mPixelStorePackAlignment);
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gl->fGetIntegerv(LOCAL_GL_UNPACK_ALIGNMENT, (GLint*) &mPixelStoreUnpackAlignment);
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GLint i;
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gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &i);
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mPixelStorePackAlignment = i;
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gl->fGetIntegerv(LOCAL_GL_UNPACK_ALIGNMENT, &i);
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mPixelStoreUnpackAlignment = i;
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// Check the shader validator pref
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nsCOMPtr<nsIPrefBranch> prefService = do_GetService(NS_PREFSERVICE_CONTRACTID);
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