--- a/dom/canvas/WebGL2Context.h
+++ b/dom/canvas/WebGL2Context.h
@@ -9,20 +9,16 @@
#include "WebGLContext.h"
namespace mozilla {
class WebGLSampler;
class WebGLSync;
class WebGLTransformFeedback;
class WebGLVertexArrayObject;
-namespace dom {
-class OwningUnsignedLongOrUint32ArrayOrBoolean;
-class OwningWebGLBufferOrLongLong;
-}
class WebGL2Context
: public WebGLContext
{
public:
virtual ~WebGL2Context();
@@ -230,33 +226,24 @@ public:
// -------------------------------------------------------------------------
// Uniform Buffer Objects and Transform Feedback Buffers - WebGL2ContextUniforms.cpp
// TODO(djg): Implemented in WebGLContext
/*
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size);
*/
- void GetIndexedParameter(GLenum target, GLuint index,
- dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval);
- void GetUniformIndices(WebGLProgram* program,
- const dom::Sequence<nsString>& uniformNames,
- dom::Nullable< nsTArray<GLuint> >& retval);
- void GetActiveUniforms(WebGLProgram* program,
- const dom::Sequence<GLuint>& uniformIndices, GLenum pname,
+ void GetIndexedParameter(JSContext*, GLenum target, GLuint index, JS::MutableHandleValue retval);
+ void GetUniformIndices(WebGLProgram* program, const dom::Sequence<nsString>& uniformNames, dom::Nullable< nsTArray<GLuint> >& retval);
+ void GetActiveUniforms(WebGLProgram* program, const dom::Sequence<GLuint>& uniformIndices, GLenum pname,
dom::Nullable< nsTArray<GLint> >& retval);
GLuint GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName);
- void GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program,
- GLuint uniformBlockIndex, GLenum pname,
- dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
- ErrorResult& rv);
- void GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
- nsAString& retval);
- void UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex,
- GLuint uniformBlockBinding);
+ void GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program, GLuint uniformBlockIndex, GLenum pname, JS::MutableHandleValue retval);
+ void GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, dom::DOMString& retval);
+ void UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
// -------------------------------------------------------------------------
// Vertex Array Object - WebGL2ContextVAOs.cpp
// TODO(djg): Implemented in WebGLContext
/*
already_AddRefed<WebGLVertexArrayObject> CreateVertexArray();
void DeleteVertexArray(WebGLVertexArrayObject* vertexArray);
--- a/dom/canvas/WebGL2ContextUniforms.cpp
+++ b/dom/canvas/WebGL2ContextUniforms.cpp
@@ -1,20 +1,17 @@
/* -*- 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 "WebGLContext.h"
-#include "WebGLProgram.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
-#include "mozilla/dom/WebGL2RenderingContextBinding.h"
using namespace mozilla;
using namespace mozilla::dom;
typedef union { GLint i; GLfloat f; GLuint u; } fi_t;
static inline
GLfloat PuntToFloat(GLint i)
@@ -28,75 +25,70 @@ static inline
GLfloat PuntToFloat(GLuint u)
{
fi_t tmp;
tmp.u = u;
return tmp.f;
}
bool
-WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type,
- GLsizei* out_alignment, const char* info)
+WebGL2Context::ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info)
{
- MOZ_ASSERT(out_alignment);
+ MOZ_ASSERT(alignment);
switch (type) {
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
- *out_alignment = 1;
+ *alignment = 1;
return true;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
- *out_alignment = 2;
+ *alignment = 2;
return true;
case LOCAL_GL_INT:
case LOCAL_GL_UNSIGNED_INT:
- *out_alignment = 4;
+ *alignment = 4;
return true;
}
if (!integerMode) {
switch (type) {
case LOCAL_GL_HALF_FLOAT:
- *out_alignment = 2;
+ *alignment = 2;
return true;
case LOCAL_GL_FLOAT:
case LOCAL_GL_FIXED:
case LOCAL_GL_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
- *out_alignment = 4;
+ *alignment = 4;
return true;
}
}
ErrorInvalidEnum("%s: invalid enum value 0x%x", info, type);
return false;
}
// -------------------------------------------------------------------------
// Uniforms and attributes
void
-WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
- GLintptr offset)
+WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset)
{
if (IsContextLost())
return;
if (!ValidateAttribIndex(index, "vertexAttribIPointer"))
return;
- if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset,
- "vertexAttribIPointer"))
- {
+ if (!ValidateAttribPointer(true, index, size, type, LOCAL_GL_FALSE, stride, offset, "vertexAttribIPointer"))
return;
- }
MOZ_ASSERT(mBoundVertexArray);
mBoundVertexArray->EnsureAttrib(index);
InvalidateBufferFetching();
WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[index];
@@ -126,130 +118,113 @@ WebGL2Context::Uniform2ui(WebGLUniformLo
void
WebGL2Context::Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1,
- GLuint v2, GLuint v3)
+WebGL2Context::Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::Uniform1uiv(WebGLUniformLocation* location,
- const dom::Sequence<GLuint>& value)
+WebGL2Context::Uniform1uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::Uniform2uiv(WebGLUniformLocation* location,
- const dom::Sequence<GLuint>& value)
+WebGL2Context::Uniform2uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::Uniform3uiv(WebGLUniformLocation* location,
- const dom::Sequence<GLuint>& value)
+WebGL2Context::Uniform3uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::Uniform4uiv(WebGLUniformLocation* location,
- const dom::Sequence<GLuint>& value)
+WebGL2Context::Uniform4uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose,
- const dom::Float32Array& value)
+WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose,
- const dom::Sequence<GLfloat>& value)
+WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose,
- const dom::Float32Array& value)
+WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose,
- const dom::Sequence<GLfloat>& value)
+WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose,
- const dom::Float32Array& value)
+WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose,
- const dom::Sequence<GLfloat>& value)
+WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose,
- const dom::Float32Array& value)
+WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose,
- const dom::Sequence<GLfloat>& value)
+WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose,
- const dom::Float32Array& value)
+WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose,
- const dom::Sequence<GLfloat>& value)
+WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose,
- const dom::Float32Array& value)
+WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value)
{
MOZ_CRASH("Not Implemented.");
}
void
-WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose,
- const dom::Sequence<GLfloat>& value)
+WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value)
{
MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
if (IsContextLost())
@@ -329,250 +304,60 @@ WebGL2Context::VertexAttribI4uiv(GLuint
VertexAttribI4uiv(index, v.Length(), v.Elements());
}
// -------------------------------------------------------------------------
// Uniform Buffer Objects and Transform Feedback Buffers
// TODO(djg): Implemented in WebGLContext
/*
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
- void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer,
- GLintptr offset, GLsizeiptr size);
+ void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size);
*/
-/* This doesn't belong here. It's part of state querying */
void
-WebGL2Context::GetIndexedParameter(GLenum target, GLuint index,
- dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval)
+WebGL2Context::GetIndexedParameter(JSContext*, GLenum target, GLuint index, JS::MutableHandleValue retval)
{
- retval.SetNull();
- if (IsContextLost())
- return;
-
- GLint64 data = 0;
-
- MakeContextCurrent();
-
- switch (target) {
- case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
- if (index >= mGLMaxTransformFeedbackSeparateAttribs)
- return ErrorInvalidValue("getIndexedParameter: index should be less than "
- "MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
-
- retval.SetValue().SetAsWebGLBuffer() =
- mBoundTransformFeedbackBuffers[index].get();
- return;
-
- case LOCAL_GL_UNIFORM_BUFFER_BINDING:
- if (index >= mGLMaxUniformBufferBindings)
- return ErrorInvalidValue("getIndexedParameter: index should be than "
- "MAX_UNIFORM_BUFFER_BINDINGS");
-
- retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get();
- return;
-
- case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
- case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
- case LOCAL_GL_UNIFORM_BUFFER_START:
- case LOCAL_GL_UNIFORM_BUFFER_SIZE:
- gl->fGetInteger64i_v(target, index, &data);
- retval.SetValue().SetAsLongLong() = data;
- return;
- }
-
- ErrorInvalidEnumInfo("getIndexedParameter: target", target);
+ MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::GetUniformIndices(WebGLProgram* program,
const dom::Sequence<nsString>& uniformNames,
dom::Nullable< nsTArray<GLuint> >& retval)
{
- retval.SetNull();
- if (IsContextLost())
- return;
-
- if (!ValidateObject("getUniformIndices: program", program))
- return;
-
- if (!uniformNames.Length())
- return;
-
- GLuint progname = program->GLName();
- size_t count = uniformNames.Length();
- nsTArray<GLuint>& arr = retval.SetValue();
-
- MakeContextCurrent();
-
- for (size_t n = 0; n < count; n++) {
- NS_LossyConvertUTF16toASCII name(uniformNames[n]);
- // const GLchar* glname = name.get();
- const GLchar* glname = nullptr;
- name.BeginReading(glname);
-
- GLuint index = 0;
- gl->fGetUniformIndices(progname, 1, &glname, &index);
- arr.AppendElement(index);
- }
+ MOZ_CRASH("Not Implemented.");
}
void
WebGL2Context::GetActiveUniforms(WebGLProgram* program,
const dom::Sequence<GLuint>& uniformIndices,
GLenum pname,
dom::Nullable< nsTArray<GLint> >& retval)
{
- retval.SetNull();
- if (IsContextLost())
- return;
-
- if (!ValidateObject("getActiveUniforms: program", program))
- return;
-
- size_t count = uniformIndices.Length();
- if (!count)
- return;
-
- GLuint progname = program->GLName();
- nsTArray<GLint>& arr = retval.SetValue();
- arr.SetLength(count);
-
- MakeContextCurrent();
- gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
- arr.Elements());
+ MOZ_CRASH("Not Implemented.");
}
GLuint
-WebGL2Context::GetUniformBlockIndex(WebGLProgram* program,
- const nsAString& uniformBlockName)
+WebGL2Context::GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName)
{
- if (IsContextLost())
- return 0;
-
- if (!ValidateObject("getUniformBlockIndex: program", program))
- return 0;
-
- if (!ValidateGLSLVariableName(uniformBlockName, "getUniformBlockIndex"))
- return 0;
-
- NS_LossyConvertUTF16toASCII cname(uniformBlockName);
- nsCString mappedName;
- program->MapIdentifier(cname, &mappedName);
-
- GLuint progname = program->GLName();
-
- MakeContextCurrent();
- return gl->fGetUniformBlockIndex(progname, mappedName.get());
-}
-
-static bool
-GetUniformBlockActiveUniforms(gl::GLContext* gl, JSContext* cx,
- WebGL2Context* owner, GLuint progname,
- GLuint uniformBlockIndex,
- JS::MutableHandleObject out_array)
-{
- GLint length = 0;
- gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex,
- LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &length);
- JS::RootedObject obj(cx, Uint32Array::Create(cx, owner, length, nullptr));
- if (!obj)
- return false;
-
- JS::AutoCheckCannotGC nogc;
- gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex,
- LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES,
- (GLint*) JS_GetUint32ArrayData(obj, nogc));
-
- out_array.set(obj);
- return true;
+ MOZ_CRASH("Not Implemented.");
+ return 0;
}
void
-WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, WebGLProgram* program,
+WebGL2Context::GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program,
GLuint uniformBlockIndex, GLenum pname,
- Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
- ErrorResult& rv)
+ JS::MutableHandleValue retval)
{
- retval.SetNull();
- if (IsContextLost())
- return;
-
- if (!ValidateObject("getActiveUniformBlockParameter: program", program))
- return;
-
- GLuint progname = program->GLName();
- GLint param = 0;
- JS::RootedObject array(cx);
-
- MakeContextCurrent();
-
- switch(pname) {
- case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
- case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
- gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex, pname, ¶m);
- retval.SetValue().SetAsBoolean() = (param != 0);
- return;
-
- case LOCAL_GL_UNIFORM_BLOCK_BINDING:
- case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
- case LOCAL_GL_UNIFORM_BLOCK_NAME_LENGTH:
- case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
- gl->fGetActiveUniformBlockiv(progname, uniformBlockIndex, pname, ¶m);
- retval.SetValue().SetAsUnsignedLong() = param;
- return;
-
- case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
- if (!GetUniformBlockActiveUniforms(gl, cx, this, progname, uniformBlockIndex,
- &array))
- {
- rv = NS_ERROR_OUT_OF_MEMORY;
- return;
- }
-
- DebugOnly<bool> inited = retval.SetValue().SetAsUint32Array().Init(array);
- MOZ_ASSERT(inited);
-
- return;
- }
-
- ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
+ MOZ_CRASH("Not Implemented.");
}
-#define WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH 256
+void
+WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, dom::DOMString& retval)
+{
+ MOZ_CRASH("Not Implemented.");
+}
void
-WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
- nsAString& retval)
+WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
- if (IsContextLost())
- return;
-
- if (!ValidateObject("getActiveUniformBlockName: program", program))
- return;
-
- GLuint progname = program->GLName();
- GLchar nameBuffer[WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH];
- GLsizei length = 0;
-
- MakeContextCurrent();
- gl->fGetActiveUniformBlockName(progname, uniformBlockIndex,
- WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH, &length,
- nameBuffer);
- retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(nameBuffer)));
+ MOZ_CRASH("Not Implemented.");
}
-
-#undef WEBGL_MAX_UNIFORM_BLOCK_NAME_LENGTH
-
-void
-WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex,
- GLuint uniformBlockBinding)
-{
- if (IsContextLost())
- return;
-
- if (!ValidateObject("uniformBlockBinding: program", program))
- return;
-
- GLuint progname = program->GLName();
-
- MakeContextCurrent();
- gl->fUniformBlockBinding(progname, uniformBlockIndex, uniformBlockBinding);
-}