/* -*- 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 "WebGLContext.h" #include "WebGLProgram.h" #include "WebGLVertexArray.h" #include "WebGLVertexAttribData.h" #include "mozilla/dom/WebGL2RenderingContextBinding.h" namespace mozilla { typedef union { GLint i; GLfloat f; GLuint u; } fi_t; static inline GLfloat PuntToFloat(GLint i) { fi_t tmp; tmp.i = i; return tmp.f; } static inline GLfloat PuntToFloat(GLuint u) { fi_t tmp; tmp.u = u; return tmp.f; } bool WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* out_alignment, const char* info) { MOZ_ASSERT(out_alignment); switch (type) { case LOCAL_GL_BYTE: case LOCAL_GL_UNSIGNED_BYTE: *out_alignment = 1; return true; case LOCAL_GL_SHORT: case LOCAL_GL_UNSIGNED_SHORT: *out_alignment = 2; return true; case LOCAL_GL_INT: case LOCAL_GL_UNSIGNED_INT: *out_alignment = 4; return true; } if (!integerMode) { switch (type) { case LOCAL_GL_HALF_FLOAT: *out_alignment = 2; return true; case LOCAL_GL_FLOAT: case LOCAL_GL_FIXED: case LOCAL_GL_INT_2_10_10_10_REV: case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV: *out_alignment = 4; return true; } } ErrorInvalidEnum("%s: invalid enum value 0x%x", info, type); return false; } bool WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/) { return true; } // ------------------------------------------------------------------------- // Uniforms and attributes void WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset) { if (IsContextLost()) return; if (!ValidateAttribIndex(index, "vertexAttribIPointer")) return; if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset, "vertexAttribIPointer")) { return; } MOZ_ASSERT(mBoundVertexArray); mBoundVertexArray->EnsureAttrib(index); InvalidateBufferFetching(); WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index]; vd.buf = mBoundArrayBuffer; vd.stride = stride; vd.size = size; vd.byteOffset = offset; vd.type = type; vd.normalized = false; vd.integer = true; MakeContextCurrent(); gl->fVertexAttribIPointer(index, size, type, stride, reinterpret_cast(offset)); } void WebGL2Context::Uniform1ui(WebGLUniformLocation* loc, GLuint v0) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui", &rawLoc)) return; MakeContextCurrent(); gl->fUniform1ui(rawLoc, v0); } void WebGL2Context::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui", &rawLoc)) return; MakeContextCurrent(); gl->fUniform2ui(rawLoc, v0, v1); } void WebGL2Context::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui", &rawLoc)) return; MakeContextCurrent(); gl->fUniform3ui(rawLoc, v0, v1, v2); } void WebGL2Context::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui", &rawLoc)) return; MakeContextCurrent(); gl->fUniform4ui(rawLoc, v0, v1, v2, v3); } void WebGL2Context::Uniform1uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_UNSIGNED_INT, arrayLength, "uniform1uiv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform1uiv(rawLoc, numElementsToUpload, data); } void WebGL2Context::Uniform2uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_UNSIGNED_INT, arrayLength, "uniform2uiv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform2uiv(rawLoc, numElementsToUpload, data); } void WebGL2Context::Uniform3uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_UNSIGNED_INT, arrayLength, "uniform3uiv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform1uiv(rawLoc, numElementsToUpload, data); } void WebGL2Context::Uniform4uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_UNSIGNED_INT, arrayLength, "uniform4uiv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform4uiv(rawLoc, numElementsToUpload, data); } void WebGL2Context::UniformMatrix2x3fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 2, 3, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix2x3fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix2x3fv(rawLoc, numElementsToUpload, transpose, data); } void WebGL2Context::UniformMatrix2x4fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 2, 4, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix2x4fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix2x4fv(rawLoc, numElementsToUpload, transpose, data); } void WebGL2Context::UniformMatrix3x2fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 3, 2, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix3x2fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix3x2fv(rawLoc, numElementsToUpload, transpose, data); } void WebGL2Context::UniformMatrix3x4fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 3, 4, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix3x4fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix3x4fv(rawLoc, numElementsToUpload, transpose, data); } void WebGL2Context::UniformMatrix4x2fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 4, 2, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix4x2fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix4x2fv(rawLoc, numElementsToUpload, transpose, data); } void WebGL2Context::UniformMatrix4x3fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 4, 3, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix4x3fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix4x3fv(rawLoc, numElementsToUpload, transpose, data); } void WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) { if (IsContextLost()) return; if (index || gl->IsGLES()) { MakeContextCurrent(); gl->fVertexAttribI4i(index, x, y, z, w); } else { mVertexAttrib0Vector[0] = PuntToFloat(x); mVertexAttrib0Vector[1] = PuntToFloat(y); mVertexAttrib0Vector[2] = PuntToFloat(z); mVertexAttrib0Vector[3] = PuntToFloat(w); } } void WebGL2Context::VertexAttribI4iv(GLuint index, size_t length, const GLint* v) { if (!ValidateAttribArraySetter("vertexAttribI4iv", 4, length)) return; if (index || gl->IsGLES()) { MakeContextCurrent(); gl->fVertexAttribI4iv(index, v); } else { mVertexAttrib0Vector[0] = PuntToFloat(v[0]); mVertexAttrib0Vector[1] = PuntToFloat(v[1]); mVertexAttrib0Vector[2] = PuntToFloat(v[2]); mVertexAttrib0Vector[3] = PuntToFloat(v[3]); } } void WebGL2Context::VertexAttribI4iv(GLuint index, const dom::Sequence& v) { VertexAttribI4iv(index, v.Length(), v.Elements()); } void WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) { if (IsContextLost()) return; if (index || gl->IsGLES()) { MakeContextCurrent(); gl->fVertexAttribI4ui(index, x, y, z, w); } else { mVertexAttrib0Vector[0] = PuntToFloat(x); mVertexAttrib0Vector[1] = PuntToFloat(y); mVertexAttrib0Vector[2] = PuntToFloat(z); mVertexAttrib0Vector[3] = PuntToFloat(w); } } void WebGL2Context::VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v) { if (IsContextLost()) return; if (index || gl->IsGLES()) { MakeContextCurrent(); gl->fVertexAttribI4uiv(index, v); } else { mVertexAttrib0Vector[0] = PuntToFloat(v[0]); mVertexAttrib0Vector[1] = PuntToFloat(v[1]); mVertexAttrib0Vector[2] = PuntToFloat(v[2]); mVertexAttrib0Vector[3] = PuntToFloat(v[3]); } } void WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence& v) { VertexAttribI4uiv(index, v.Length(), v.Elements()); } // ------------------------------------------------------------------------- // Uniform Buffer Objects and Transform Feedback Buffers // TODO(djg): Implemented in WebGLContext /* void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer); void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size); */ /* This doesn't belong here. It's part of state querying */ void WebGL2Context::GetIndexedParameter(GLenum target, GLuint index, dom::Nullable& retval) { retval.SetNull(); if (IsContextLost()) return; GLint64 data = 0; MakeContextCurrent(); switch (target) { case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: if (index >= mGLMaxTransformFeedbackSeparateAttribs) return ErrorInvalidValue("getIndexedParameter: index should be less than " "MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS"); retval.SetValue().SetAsWebGLBuffer() = mBoundTransformFeedbackBuffers[index].get(); return; case LOCAL_GL_UNIFORM_BUFFER_BINDING: if (index >= mGLMaxUniformBufferBindings) return ErrorInvalidValue("getIndexedParameter: index should be than " "MAX_UNIFORM_BUFFER_BINDINGS"); retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get(); return; case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START: case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: case LOCAL_GL_UNIFORM_BUFFER_START: case LOCAL_GL_UNIFORM_BUFFER_SIZE: gl->fGetInteger64i_v(target, index, &data); retval.SetValue().SetAsLongLong() = data; return; } ErrorInvalidEnumInfo("getIndexedParameter: target", target); } void WebGL2Context::GetUniformIndices(WebGLProgram* program, const dom::Sequence& uniformNames, dom::Nullable< nsTArray >& retval) { retval.SetNull(); if (IsContextLost()) return; if (!ValidateObject("getUniformIndices: program", program)) return; if (!uniformNames.Length()) return; GLuint progname = program->mGLName; size_t count = uniformNames.Length(); nsTArray& arr = retval.SetValue(); MakeContextCurrent(); for (size_t n = 0; n < count; n++) { NS_LossyConvertUTF16toASCII name(uniformNames[n]); // const GLchar* glname = name.get(); const GLchar* glname = nullptr; name.BeginReading(glname); GLuint index = 0; gl->fGetUniformIndices(progname, 1, &glname, &index); arr.AppendElement(index); } } void WebGL2Context::GetActiveUniforms(WebGLProgram* program, const dom::Sequence& uniformIndices, GLenum pname, dom::Nullable< nsTArray >& retval) { retval.SetNull(); if (IsContextLost()) return; if (!ValidateObject("getActiveUniforms: program", program)) return; size_t count = uniformIndices.Length(); if (!count) return; GLuint progname = program->mGLName; nsTArray& arr = retval.SetValue(); arr.SetLength(count); MakeContextCurrent(); gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname, arr.Elements()); } GLuint WebGL2Context::GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName) { if (IsContextLost()) return 0; if (!ValidateObject("getUniformBlockIndex: program", program)) return 0; return program->GetUniformBlockIndex(uniformBlockName); } void WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, WebGLProgram* program, GLuint uniformBlockIndex, GLenum pname, Nullable& retval, ErrorResult& rv) { retval.SetNull(); if (IsContextLost()) return; if (!ValidateObject("getActiveUniformBlockParameter: program", program)) return; MakeContextCurrent(); switch(pname) { case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: case LOCAL_GL_UNIFORM_BLOCK_BINDING: case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE: case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: program->GetActiveUniformBlockParam(uniformBlockIndex, pname, retval); return; case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: program->GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex, retval, rv); return; } ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname); } void WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, nsAString& retval) { if (IsContextLost()) return; if (!ValidateObject("getActiveUniformBlockName: program", program)) return; program->GetActiveUniformBlockName(uniformBlockIndex, retval); } void WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { if (IsContextLost()) return; if (!ValidateObject("uniformBlockBinding: program", program)) return; program->UniformBlockBinding(uniformBlockIndex, uniformBlockBinding); } } // namespace mozilla