gecko/dom/canvas/WebGLContextUtils.h

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/* -*- Mode: C++; tab-width: 20; 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/. */
#ifndef WEBGLCONTEXTUTILS_H_
#define WEBGLCONTEXTUTILS_H_
#include "WebGLContext.h"
#include "WebGLStrongTypes.h"
#include "mozilla/Assertions.h"
#include "mozilla/dom/BindingUtils.h"
namespace mozilla {
bool IsGLDepthFormat(TexInternalFormat webGLFormat);
bool IsGLDepthStencilFormat(TexInternalFormat webGLFormat);
bool FormatHasAlpha(TexInternalFormat webGLFormat);
void
DriverFormatsFromEffectiveInternalFormat(gl::GLContext* gl,
TexInternalFormat internalformat,
GLenum* out_driverInternalFormat,
GLenum* out_driverFormat,
GLenum* out_driverType);
TexInternalFormat
EffectiveInternalFormatFromInternalFormatAndType(TexInternalFormat internalformat,
TexType type);
TexInternalFormat
EffectiveInternalFormatFromUnsizedInternalFormatAndType(TexInternalFormat internalformat,
TexType type);
void
UnsizedInternalFormatAndTypeFromEffectiveInternalFormat(TexInternalFormat effectiveinternalformat,
TexInternalFormat* out_internalformat,
TexType* out_type);
TexType
TypeFromInternalFormat(TexInternalFormat internalformat);
TexInternalFormat
UnsizedInternalFormatFromInternalFormat(TexInternalFormat internalformat);
size_t
GetBitsPerTexel(TexInternalFormat effectiveinternalformat);
// For use with the different texture calls, i.e.
// TexImage2D, CopyTex[Sub]Image2D, ...
// that take a "target" parameter. This parameter is not always the same as
// the texture binding location, like GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
// For example, cube maps would pass GL_TEXTURE_CUBE_MAP_[POS|NEG]_[X|Y|Z]
// instead of just GL_TEXTURE_CUBE_MAP.
//
// This function converts the texture image target to the texture target a.k.a.
// binding location. The returned binding location can be used to check that
// the currently bound texture is appropriate for this texImageTarget.
//
// Returns GL_NONE if passed an invalid texture image target
TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
struct GLComponents
{
unsigned char mComponents;
enum Components {
Red = (1 << 0),
Green = (1 << 1),
Blue = (1 << 2),
Alpha = (1 << 3),
Stencil = (1 << 4),
Depth = (1 << 5),
};
GLComponents()
: mComponents(0)
{ }
explicit GLComponents(TexInternalFormat aFormat);
// Returns true iff other has all (or more) of
// the components present in this GLComponents
bool IsSubsetOf(const GLComponents& other) const;
};
template <typename WebGLObjectType>
JS::Value
WebGLContext::WebGLObjectAsJSValue(JSContext *cx, const WebGLObjectType *object, ErrorResult& rv) const
{
if (!object) {
return JS::NullValue();
}
MOZ_ASSERT(this == object->Context());
JS::Rooted<JS::Value> v(cx);
JS::Rooted<JSObject*> wrapper(cx, GetWrapper());
JSAutoCompartment ac(cx, wrapper);
if (!dom::WrapNewBindingObject(cx, const_cast<WebGLObjectType*>(object), &v)) {
rv.Throw(NS_ERROR_FAILURE);
return JS::NullValue();
}
return v;
}
template <typename WebGLObjectType>
JSObject*
WebGLContext::WebGLObjectAsJSObject(JSContext *cx, const WebGLObjectType *object, ErrorResult& rv) const
{
JS::Value v = WebGLObjectAsJSValue(cx, object, rv);
if (v.isNull()) {
return nullptr;
}
return &v.toObject();
}
/**
* Return the displayable name for the texture function that is the
* source for validation.
*/
const char*
InfoFrom(WebGLTexImageFunc func, WebGLTexDimensions dims);
} // namespace mozilla
#endif // WEBGLCONTEXTUTILS_H_