mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
3e6bd6f644
This is needed for things to work with the shader translator
416 lines
12 KiB
C++
416 lines
12 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGL2Context.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGL2RenderingContextBinding.h"
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#include "mozilla/RefPtr.h"
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#include "WebGLBuffer.h"
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#include "WebGLContext.h"
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#include "WebGLProgram.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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namespace mozilla {
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bool
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WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/)
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{
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return true;
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}
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// -------------------------------------------------------------------------
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// Uniforms
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void
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WebGL2Context::Uniform1ui(WebGLUniformLocation* loc, GLuint v0)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform1ui(rawLoc, v0);
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}
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void
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WebGL2Context::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform2ui(rawLoc, v0, v1);
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}
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void
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WebGL2Context::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform3ui(rawLoc, v0, v1, v2);
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}
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void
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WebGL2Context::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
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{
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GLuint rawLoc;
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if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui", &rawLoc))
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return;
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MakeContextCurrent();
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gl->fUniform4ui(rawLoc, v0, v1, v2, v3);
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}
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void
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WebGL2Context::Uniform1uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform1uiv", &rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniform1uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::Uniform2uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform2uiv", &rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniform2uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::Uniform3uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform3uiv", &rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniform1uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::Uniform4uiv_base(WebGLUniformLocation* loc, size_t arrayLength,
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const GLuint* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_UNSIGNED_INT, arrayLength,
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"uniform4uiv", &rawLoc, &numElementsToUpload)) {
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return;
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}
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MakeContextCurrent();
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gl->fUniform4uiv(rawLoc, numElementsToUpload, data);
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}
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void
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WebGL2Context::UniformMatrix2x3fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 2, 3, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix2x3fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix2x3fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix2x4fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 2, 4, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix2x4fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix2x4fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix3x2fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 3, 2, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix3x2fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix3x2fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix3x4fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 3, 4, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix3x4fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix3x4fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix4x2fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 4, 2, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix4x2fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix4x2fv(rawLoc, numElementsToUpload, transpose, data);
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}
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void
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WebGL2Context::UniformMatrix4x3fv_base(WebGLUniformLocation* loc, bool transpose,
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size_t arrayLength, const GLfloat* data)
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{
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GLuint rawLoc;
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GLsizei numElementsToUpload;
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if (!ValidateUniformMatrixArraySetter(loc, 4, 3, LOCAL_GL_FLOAT, arrayLength,
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transpose, "uniformMatrix4x3fv",
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&rawLoc, &numElementsToUpload))
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{
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return;
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}
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MakeContextCurrent();
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gl->fUniformMatrix4x3fv(rawLoc, numElementsToUpload, transpose, data);
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}
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// -------------------------------------------------------------------------
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// Uniform Buffer Objects and Transform Feedback Buffers
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// TODO(djg): Implemented in WebGLContext
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/*
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void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
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void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer,
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GLintptr offset, GLsizeiptr size);
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*/
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/* This doesn't belong here. It's part of state querying */
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void
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WebGL2Context::GetIndexedParameter(GLenum target, GLuint index,
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dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval)
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{
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retval.SetNull();
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if (IsContextLost())
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return;
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GLint64 data = 0;
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MakeContextCurrent();
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switch (target) {
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
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if (index >= mGLMaxTransformFeedbackSeparateAttribs)
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return ErrorInvalidValue("getIndexedParameter: index should be less than "
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"MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
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retval.SetValue().SetAsWebGLBuffer() =
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mBoundTransformFeedbackBuffers[index].get();
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return;
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case LOCAL_GL_UNIFORM_BUFFER_BINDING:
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if (index >= mGLMaxUniformBufferBindings)
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return ErrorInvalidValue("getIndexedParameter: index should be than "
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"MAX_UNIFORM_BUFFER_BINDINGS");
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retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get();
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return;
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
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case LOCAL_GL_UNIFORM_BUFFER_START:
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case LOCAL_GL_UNIFORM_BUFFER_SIZE:
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gl->fGetInteger64i_v(target, index, &data);
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retval.SetValue().SetAsLongLong() = data;
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return;
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}
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ErrorInvalidEnumInfo("getIndexedParameter: target", target);
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}
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void
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WebGL2Context::GetUniformIndices(WebGLProgram* program,
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const dom::Sequence<nsString>& uniformNames,
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dom::Nullable< nsTArray<GLuint> >& retval)
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{
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retval.SetNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getUniformIndices: program", program))
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return;
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if (!uniformNames.Length())
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return;
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program->GetUniformIndices(uniformNames, retval);
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}
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void
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WebGL2Context::GetActiveUniforms(WebGLProgram* program,
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const dom::Sequence<GLuint>& uniformIndices,
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GLenum pname,
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dom::Nullable< nsTArray<GLint> >& retval)
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{
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retval.SetNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getActiveUniforms: program", program))
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return;
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size_t count = uniformIndices.Length();
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if (!count)
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return;
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GLuint progname = program->mGLName;
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nsTArray<GLint>& arr = retval.SetValue();
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arr.SetLength(count);
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MakeContextCurrent();
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gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
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arr.Elements());
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}
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GLuint
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WebGL2Context::GetUniformBlockIndex(WebGLProgram* program,
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const nsAString& uniformBlockName)
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{
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if (IsContextLost())
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return 0;
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if (!ValidateObject("getUniformBlockIndex: program", program))
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return 0;
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return program->GetUniformBlockIndex(uniformBlockName);
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}
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void
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WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, WebGLProgram* program,
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GLuint uniformBlockIndex, GLenum pname,
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dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
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ErrorResult& rv)
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{
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retval.SetNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getActiveUniformBlockParameter: program", program))
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return;
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MakeContextCurrent();
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switch(pname) {
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case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
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case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
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case LOCAL_GL_UNIFORM_BLOCK_BINDING:
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case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
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case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
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program->GetActiveUniformBlockParam(uniformBlockIndex, pname, retval);
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return;
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case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
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program->GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex, retval, rv);
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return;
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}
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ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
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}
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void
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WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
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nsAString& retval)
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{
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if (IsContextLost())
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return;
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if (!ValidateObject("getActiveUniformBlockName: program", program))
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return;
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program->GetActiveUniformBlockName(uniformBlockIndex, retval);
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}
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void
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WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex,
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GLuint uniformBlockBinding)
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{
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if (IsContextLost())
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return;
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if (!ValidateObject("uniformBlockBinding: program", program))
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return;
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program->UniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
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}
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} // namespace mozilla
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