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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 <algorithm>
#include "CanvasUtils.h"
#include "GLContext.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShader.h"
#include "WebGLTexelConversions.h"
#include "WebGLTexture.h"
#include "WebGLValidateStrings.h"
#include "WebGLVertexArray.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "gfxUtils.h"
#include "jsfriendapi.h"
#include "mozilla/DebugOnly.h"
#include "mozilla/EndianUtils.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "nsContentUtils.h"
#include "nsDebug.h"
#include "nsError.h"
#include "nsLayoutUtils.h"
#include "nsReadableUtils.h"
#include "nsString.h"
namespace mozilla {
/*virtual*/
bool WebGLContext::IsTexParamValid(GLenum pname) const {
switch (pname) {
case LOCAL_GL_TEXTURE_MIN_FILTER:
case LOCAL_GL_TEXTURE_MAG_FILTER:
case LOCAL_GL_TEXTURE_WRAP_S:
case LOCAL_GL_TEXTURE_WRAP_T:
return true;
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
return IsExtensionEnabled(
WebGLExtensionID::EXT_texture_filter_anisotropic);
default:
return false;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// GL calls
void WebGLContext::BindTexture(GLenum rawTarget, WebGLTexture* newTex) {
FuncScope funcScope(*this, "bindTexture");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
if (newTex && !ValidateObject("tex", *newTex)) return;
// Need to check rawTarget first before comparing against newTex->Target() as
// newTex->Target() returns a TexTarget, which will assert on invalid value.
RefPtr<WebGLTexture>* currentTexPtr = nullptr;
switch (rawTarget) {
case LOCAL_GL_TEXTURE_2D:
currentTexPtr = &mBound2DTextures[mActiveTexture];
break;
case LOCAL_GL_TEXTURE_CUBE_MAP:
currentTexPtr = &mBoundCubeMapTextures[mActiveTexture];
break;
case LOCAL_GL_TEXTURE_3D:
if (IsWebGL2()) currentTexPtr = &mBound3DTextures[mActiveTexture];
break;
case LOCAL_GL_TEXTURE_2D_ARRAY:
if (IsWebGL2()) currentTexPtr = &mBound2DArrayTextures[mActiveTexture];
break;
}
if (!currentTexPtr) {
ErrorInvalidEnumInfo("target", rawTarget);
return;
}
const auto texTarget = TexTarget(rawTarget);
if (newTex) {
if (!newTex->BindTexture(texTarget)) return;
} else {
gl->fBindTexture(texTarget.get(), 0);
}
*currentTexPtr = newTex;
funcScope.mBindFailureGuard = false;
}
void WebGLContext::GenerateMipmap(GLenum texTarget) {
const FuncScope funcScope(*this, "generateMipmap");
const auto& tex = GetActiveTex(texTarget);
if (!tex) return;
tex->GenerateMipmap();
}
Maybe<double> WebGLContext::GetTexParameter(const WebGLTexture& tex,
GLenum pname) const {
const FuncScope funcScope(*this, "getTexParameter");
if (!IsTexParamValid(pname)) {
ErrorInvalidEnumInfo("pname", pname);
return Nothing();
}
return tex.GetTexParameter(pname);
}
void WebGLContext::TexParameter_base(GLenum texTarget, GLenum pname,
const FloatOrInt& param) {
const FuncScope funcScope(*this, "texParameter");
const auto& tex = GetActiveTex(texTarget);
if (!tex) return;
tex->TexParameter(texTarget, pname, param);
}
//////////////////////////////////////////////////////////////////////////////////////////
// Uploads
WebGLTexture* WebGLContext::GetActiveTex(const GLenum texTarget) const {
const auto* list = &mBound2DTextures;
switch (texTarget) {
case LOCAL_GL_TEXTURE_2D:
break;
case LOCAL_GL_TEXTURE_CUBE_MAP:
list = &mBoundCubeMapTextures;
break;
case LOCAL_GL_TEXTURE_3D:
list = IsWebGL2() ? &mBound3DTextures : nullptr;
break;
case LOCAL_GL_TEXTURE_2D_ARRAY:
list = IsWebGL2() ? &mBound2DArrayTextures : nullptr;
break;
default:
list = nullptr;
}
if (!list) {
ErrorInvalidEnumArg("target", texTarget);
return nullptr;
}
const auto& tex = (*list)[mActiveTexture];
if (!tex) {
GenerateError(LOCAL_GL_INVALID_OPERATION, "No texture bound to %s[%u].",
EnumString(texTarget).c_str(), mActiveTexture);
return nullptr;
}
return tex;
}
void WebGLContext::TexStorage(GLenum texTarget, uint32_t levels,
GLenum internalFormat, uvec3 size) const {
const FuncScope funcScope(*this, "texStorage(Multisample)?");
if (!IsTexTarget3D(texTarget)) {
size.z = 1;
}
const auto tex = GetActiveTex(texTarget);
if (!tex) return;
tex->TexStorage(texTarget, levels, internalFormat, size);
}
void WebGLContext::TexImage(uint32_t level, GLenum respecFormat, uvec3 offset,
const webgl::PackingInfo& pi,
const webgl::TexUnpackBlobDesc& src) const {
const WebGLContext::FuncScope funcScope(
*this, bool(respecFormat) ? "texImage" : "texSubImage");
const bool isUploadFromPbo = bool(src.pboOffset);
const bool isPboBound = bool(mBoundPixelUnpackBuffer);
if (isUploadFromPbo != isPboBound) {
GenerateError(LOCAL_GL_INVALID_OPERATION,
"Tex upload from %s but PIXEL_UNPACK_BUFFER %s bound.",
isUploadFromPbo ? "PBO" : "non-PBO",
isPboBound ? "was" : "was not");
return;
}
if (respecFormat) {
offset = {0, 0, 0};
}
const auto texTarget = ImageToTexTarget(src.imageTarget);
const auto tex = GetActiveTex(texTarget);
if (!tex) return;
tex->TexImage(level, respecFormat, offset, pi, src);
}
void WebGLContext::CompressedTexImage(bool sub, GLenum imageTarget,
uint32_t level, GLenum format,
uvec3 offset, uvec3 size,
const Range<const uint8_t>& src,
const uint32_t pboImageSize,
const Maybe<uint64_t>& pboOffset) const {
const WebGLContext::FuncScope funcScope(
*this, !sub ? "compressedTexImage" : "compressedTexSubImage");
if (!sub) {
offset = {0, 0, 0};
}
const auto texTarget = ImageToTexTarget(imageTarget);
if (!IsTexTarget3D(texTarget)) {
size.z = 1;
}
const auto tex = GetActiveTex(texTarget);
if (!tex) return;
tex->CompressedTexImage(sub, imageTarget, level, format, offset, size, src,
pboImageSize, pboOffset);
}
void WebGLContext::CopyTexImage(GLenum imageTarget, uint32_t level,
GLenum respecFormat, uvec3 dstOffset,
const ivec2& srcOffset,
const uvec2& size) const {
const WebGLContext::FuncScope funcScope(
*this, bool(respecFormat) ? "copyTexImage" : "copyTexSubImage");
if (respecFormat) {
dstOffset = {0, 0, 0};
}
const auto tex = GetActiveTex(ImageToTexTarget(imageTarget));
if (!tex) return;
tex->CopyTexImage(imageTarget, level, respecFormat, dstOffset, srcOffset,
size);
}
} // namespace mozilla
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