/* -*- 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 "mozilla/dom/WebGL2RenderingContextBinding.h" #include "mozilla/RefPtr.h" #include "WebGLBuffer.h" #include "WebGLContext.h" #include "WebGLProgram.h" #include "WebGLTransformFeedback.h" #include "WebGLUniformLocation.h" #include "WebGLVertexArray.h" #include "WebGLVertexAttribData.h" namespace mozilla { bool WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/) { return true; } // ------------------------------------------------------------------------- // Uniforms void WebGLContext::Uniform1ui(WebGLUniformLocation* loc, GLuint v0) { if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui")) return; MakeContextCurrent(); gl->fUniform1ui(loc->mLoc, v0); } void WebGLContext::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1) { if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui")) return; MakeContextCurrent(); gl->fUniform2ui(loc->mLoc, v0, v1); } void WebGLContext::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2) { if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui")) return; MakeContextCurrent(); gl->fUniform3ui(loc->mLoc, v0, v1, v2); } void WebGLContext::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui")) return; MakeContextCurrent(); gl->fUniform4ui(loc->mLoc, v0, v1, v2, v3); } // ------------------------------------------------------------------------- // Uniform Buffer Objects and Transform Feedback Buffers void WebGL2Context::GetIndexedParameter(JSContext* cx, GLenum target, GLuint index, JS::MutableHandleValue retval, ErrorResult& out_error) { const char funcName[] = "getIndexedParameter"; retval.set(JS::NullValue()); if (IsContextLost()) return; const std::vector* bindings; switch (target) { case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START: case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: bindings = &(mBoundTransformFeedback->mIndexedBindings); break; case LOCAL_GL_UNIFORM_BUFFER_BINDING: case LOCAL_GL_UNIFORM_BUFFER_START: case LOCAL_GL_UNIFORM_BUFFER_SIZE: bindings = &mIndexedUniformBufferBindings; break; default: ErrorInvalidEnumInfo("getIndexedParameter: target", target); return; } if (index >= bindings->size()) { ErrorInvalidValue("%s: `index` must be < %s.", funcName, "MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS"); return; } const auto& binding = (*bindings)[index]; JS::Value ret = JS::NullValue(); switch (target) { case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: case LOCAL_GL_UNIFORM_BUFFER_BINDING: if (binding.mBufferBinding) { ret = WebGLObjectAsJSValue(cx, binding.mBufferBinding.get(), out_error); } break; case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START: case LOCAL_GL_UNIFORM_BUFFER_START: ret = JS::NumberValue(binding.mRangeStart); break; case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: case LOCAL_GL_UNIFORM_BUFFER_SIZE: ret = JS::NumberValue(binding.mRangeSize); break; } retval.set(ret); } void WebGL2Context::GetUniformIndices(const 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; program.GetUniformIndices(uniformNames, retval); } static bool ValidateUniformEnum(WebGLContext* webgl, GLenum pname, const char* info) { switch (pname) { case LOCAL_GL_UNIFORM_TYPE: case LOCAL_GL_UNIFORM_SIZE: case LOCAL_GL_UNIFORM_BLOCK_INDEX: case LOCAL_GL_UNIFORM_OFFSET: case LOCAL_GL_UNIFORM_ARRAY_STRIDE: case LOCAL_GL_UNIFORM_MATRIX_STRIDE: case LOCAL_GL_UNIFORM_IS_ROW_MAJOR: return true; default: webgl->ErrorInvalidEnumArg(info, "pname", pname); return false; } } void WebGL2Context::GetActiveUniforms(JSContext* cx, const WebGLProgram& program, const dom::Sequence& uniformIndices, GLenum pname, JS::MutableHandleValue retval) { const char funcName[] = "getActiveUniforms"; retval.setNull(); if (IsContextLost()) return; if (!ValidateUniformEnum(this, pname, funcName)) return; if (!ValidateObject("getActiveUniforms: program", program)) return; const auto& numActiveUniforms = program.LinkInfo()->uniforms.size(); for (const auto& curIndex : uniformIndices) { if (curIndex >= numActiveUniforms) { ErrorInvalidValue("%s: Too-large active uniform index queried.", funcName); return; } } const auto& count = uniformIndices.Length(); JS::Rooted array(cx, JS_NewArrayObject(cx, count)); UniquePtr samples(new GLint[count]); if (!array || !samples) { ErrorOutOfMemory("%s: Failed to allocate buffers.", funcName); return; } retval.setObject(*array); MakeContextCurrent(); gl->fGetActiveUniformsiv(program.mGLName, count, uniformIndices.Elements(), pname, samples.get()); switch (pname) { case LOCAL_GL_UNIFORM_TYPE: case LOCAL_GL_UNIFORM_SIZE: case LOCAL_GL_UNIFORM_BLOCK_INDEX: case LOCAL_GL_UNIFORM_OFFSET: case LOCAL_GL_UNIFORM_ARRAY_STRIDE: case LOCAL_GL_UNIFORM_MATRIX_STRIDE: for (size_t i = 0; i < count; ++i) { JS::RootedValue value(cx); value = JS::Int32Value(samples[i]); if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE)) return; } break; case LOCAL_GL_UNIFORM_IS_ROW_MAJOR: for (size_t i = 0; i < count; ++i) { JS::RootedValue value(cx); value = JS::BooleanValue(samples[i]); if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE)) return; } break; default: MOZ_CRASH("Invalid pname"); } } GLuint WebGL2Context::GetUniformBlockIndex(const 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, const WebGLProgram& program, GLuint uniformBlockIndex, GLenum pname, JS::MutableHandleValue out_retval, ErrorResult& out_error) { out_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: out_retval.set(program.GetActiveUniformBlockParam(uniformBlockIndex, pname)); return; case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: out_retval.set(program.GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex, &out_error)); return; } ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname); } void WebGL2Context::GetActiveUniformBlockName(const WebGLProgram& program, GLuint uniformBlockIndex, nsAString& retval) { retval.SetIsVoid(true); 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