DXR is a code search and navigation tool aimed at making sense of large projects. It supports full-text and regex searches as well as structural queries.

Mercurial (d38398e5144e)

VCS Links

Line Code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339
/* -*- 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 "GLScreenBuffer.h"
#include "WebGLContextUtils.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"

namespace mozilla {

void
WebGL2Context::BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                               GLbitfield mask, GLenum filter)
{
    if (IsContextLost())
        return;

    const GLbitfield validBits = LOCAL_GL_COLOR_BUFFER_BIT |
                                 LOCAL_GL_DEPTH_BUFFER_BIT |
                                 LOCAL_GL_STENCIL_BUFFER_BIT;
    if ((mask | validBits) != validBits) {
        ErrorInvalidValue("blitFramebuffer: Invalid bit set in mask.");
        return;
    }

    switch (filter) {
    case LOCAL_GL_NEAREST:
    case LOCAL_GL_LINEAR:
        break;
    default:
        ErrorInvalidEnumInfo("blitFramebuffer: Bad `filter`:", filter);
        return;
    }

    ////

    const auto& readFB = mBoundReadFramebuffer;
    if (readFB &&
        !readFB->ValidateAndInitAttachments("blitFramebuffer's READ_FRAMEBUFFER"))
    {
        return;
    }

    const auto& drawFB = mBoundDrawFramebuffer;
    if (drawFB &&
        !drawFB->ValidateAndInitAttachments("blitFramebuffer's DRAW_FRAMEBUFFER"))
    {
        return;
    }

    ////

    if (!mBoundReadFramebuffer) {
        ClearBackbufferIfNeeded();
    }

    WebGLFramebuffer::BlitFramebuffer(this,
                                      readFB, srcX0, srcY0, srcX1, srcY1,
                                      drawFB, dstX0, dstY0, dstX1, dstY1,
                                      mask, filter);
}

void
WebGL2Context::FramebufferTextureLayer(GLenum target, GLenum attachment,
                                       WebGLTexture* texture, GLint level, GLint layer)
{
    const char funcName[] = "framebufferTextureLayer";
    if (IsContextLost())
        return;

    if (!ValidateFramebufferTarget(target, funcName))
        return;

    WebGLFramebuffer* fb;
    switch (target) {
    case LOCAL_GL_FRAMEBUFFER:
    case LOCAL_GL_DRAW_FRAMEBUFFER:
        fb = mBoundDrawFramebuffer;
        break;

    case LOCAL_GL_READ_FRAMEBUFFER:
        fb = mBoundReadFramebuffer;
        break;

    default:
        MOZ_CRASH("GFX: Bad target.");
    }

    if (!fb)
        return ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName);

    fb->FramebufferTextureLayer(funcName, attachment, texture, level, layer);
}

JS::Value
WebGL2Context::GetFramebufferAttachmentParameter(JSContext* cx,
                                                 GLenum target,
                                                 GLenum attachment,
                                                 GLenum pname,
                                                 ErrorResult& out_error)
{
    return WebGLContext::GetFramebufferAttachmentParameter(cx, target, attachment, pname,
                                                           out_error);
}

////

static bool
ValidateBackbufferAttachmentEnum(WebGLContext* webgl, const char* funcName,
                                 GLenum attachment)
{
    switch (attachment) {
    case LOCAL_GL_COLOR:
    case LOCAL_GL_DEPTH:
    case LOCAL_GL_STENCIL:
        return true;

    default:
        webgl->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x.",
                                funcName, attachment);
        return false;
    }
}

static bool
ValidateFramebufferAttachmentEnum(WebGLContext* webgl, const char* funcName,
                                  GLenum attachment)
{
    switch (attachment) {
    case LOCAL_GL_DEPTH_ATTACHMENT:
    case LOCAL_GL_STENCIL_ATTACHMENT:
    case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
        return true;
    }

    if (attachment < LOCAL_GL_COLOR_ATTACHMENT0) {
        webgl->ErrorInvalidEnum("%s: attachment: invalid enum value 0x%x.",
                                funcName, attachment);
        return false;
    }

    if (attachment > webgl->LastColorAttachmentEnum()) {
        // That these errors have different types is ridiculous.
        webgl->ErrorInvalidOperation("%s: Too-large LOCAL_GL_COLOR_ATTACHMENTn.",
                                     funcName);
        return false;
    }

    return true;
}

bool
WebGLContext::ValidateInvalidateFramebuffer(const char* funcName, GLenum target,
                                            const dom::Sequence<GLenum>& attachments,
                                            ErrorResult* const out_rv,
                                            std::vector<GLenum>* const scopedVector,
                                            GLsizei* const out_glNumAttachments,
                                            const GLenum** const out_glAttachments)
{
    if (IsContextLost())
        return false;

    gl->MakeCurrent();

    if (!ValidateFramebufferTarget(target, funcName))
        return false;

    const WebGLFramebuffer* fb;
    bool isDefaultFB;
    switch (target) {
    case LOCAL_GL_FRAMEBUFFER:
    case LOCAL_GL_DRAW_FRAMEBUFFER:
        fb = mBoundDrawFramebuffer;
        isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
        break;

    case LOCAL_GL_READ_FRAMEBUFFER:
        fb = mBoundReadFramebuffer;
        isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
        break;

    default:
        MOZ_CRASH("GFX: Bad target.");
    }

    *out_glNumAttachments = attachments.Length();
    *out_glAttachments = attachments.Elements();

    if (fb) {
        for (const auto& attachment : attachments) {
            if (!ValidateFramebufferAttachmentEnum(this, funcName, attachment))
                return false;
        }
    } else {
        for (const auto& attachment : attachments) {
            if (!ValidateBackbufferAttachmentEnum(this, funcName, attachment))
                return false;
        }

        if (!isDefaultFB) {
            MOZ_ASSERT(scopedVector->empty());
            scopedVector->reserve(attachments.Length());
            for (const auto& attachment : attachments) {
                switch (attachment) {
                case LOCAL_GL_COLOR:
                    scopedVector->push_back(LOCAL_GL_COLOR_ATTACHMENT0);
                    break;

                case LOCAL_GL_DEPTH:
                    scopedVector->push_back(LOCAL_GL_DEPTH_ATTACHMENT);
                    break;

                case LOCAL_GL_STENCIL:
                    scopedVector->push_back(LOCAL_GL_STENCIL_ATTACHMENT);
                    break;

                default:
                    MOZ_CRASH();
                }
            }
            *out_glNumAttachments = scopedVector->size();
            *out_glAttachments = scopedVector->data();
        }
    }

    ////

    if (!fb) {
        ClearBackbufferIfNeeded();

        // Don't do more validation after these.
        Invalidate();
        mShouldPresent = true;
    }

    return true;
}

void
WebGL2Context::InvalidateFramebuffer(GLenum target,
                                     const dom::Sequence<GLenum>& attachments,
                                     ErrorResult& rv)
{
    const char funcName[] = "invalidateSubFramebuffer";

    std::vector<GLenum> scopedVector;
    GLsizei glNumAttachments;
    const GLenum* glAttachments;
    if (!ValidateInvalidateFramebuffer(funcName, target, attachments, &rv, &scopedVector,
                                       &glNumAttachments, &glAttachments))
    {
        return;
    }

    ////

    // Some drivers (like OSX 10.9 GL) just don't support invalidate_framebuffer.
    const bool useFBInvalidation = (mAllowFBInvalidation &&
                                    gl->IsSupported(gl::GLFeature::invalidate_framebuffer));
    if (useFBInvalidation) {
        gl->fInvalidateFramebuffer(target, glNumAttachments, glAttachments);
        return;
    }

    // Use clear instead?
    // No-op for now.
}

void
WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
                                        GLint x, GLint y, GLsizei width, GLsizei height,
                                        ErrorResult& rv)
{
    const char funcName[] = "invalidateSubFramebuffer";

    if (!ValidateNonNegative(funcName, "width", width) ||
        !ValidateNonNegative(funcName, "height", height))
    {
        return;
    }

    std::vector<GLenum> scopedVector;
    GLsizei glNumAttachments;
    const GLenum* glAttachments;
    if (!ValidateInvalidateFramebuffer(funcName, target, attachments, &rv, &scopedVector,
                                       &glNumAttachments, &glAttachments))
    {
        return;
    }

    ////

    // Some drivers (like OSX 10.9 GL) just don't support invalidate_framebuffer.
    const bool useFBInvalidation = (mAllowFBInvalidation &&
                                    gl->IsSupported(gl::GLFeature::invalidate_framebuffer));
    if (useFBInvalidation) {
        gl->fInvalidateSubFramebuffer(target, glNumAttachments, glAttachments, x, y,
                                      width, height);
        return;
    }

    // Use clear instead?
    // No-op for now.
}

void
WebGL2Context::ReadBuffer(GLenum mode)
{
    const char funcName[] = "readBuffer";
    if (IsContextLost())
        return;

    if (mBoundReadFramebuffer) {
        mBoundReadFramebuffer->ReadBuffer(funcName, mode);
        return;
    }

    // Operating on the default framebuffer.
    if (mode != LOCAL_GL_NONE &&
        mode != LOCAL_GL_BACK)
    {
        nsCString enumName;
        EnumName(mode, &enumName);
        ErrorInvalidOperation("%s: If READ_FRAMEBUFFER is null, `mode` must be BACK or"
                              " NONE. Was %s.",
                              funcName, enumName.BeginReading());
        return;
    }

    gl->Screen()->SetReadBuffer(mode);
}

} // namespace mozilla