/* -*- 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 "WebGLContext.h" #include "WebGLTexture.h" #include "WebGLRenderbuffer.h" #include "WebGLFramebuffer.h" #include "GLContext.h" #include "GLScreenBuffer.h" namespace mozilla { void WebGLContext::Clear(GLbitfield mask) { const char funcName[] = "clear"; if (IsContextLost()) return; MakeContextCurrent(); uint32_t m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT); if (mask != m) return ErrorInvalidValue("%s: invalid mask bits", funcName); if (mask == 0) { GenerateWarning("Calling gl.clear(0) has no effect."); } else if (mRasterizerDiscardEnabled) { GenerateWarning("Calling gl.clear() with RASTERIZER_DISCARD enabled has no effects."); } if (mBoundDrawFramebuffer) { if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(funcName)) return; if (mask & LOCAL_GL_COLOR_BUFFER_BIT) { for (const auto& cur : mBoundDrawFramebuffer->ColorDrawBuffers()) { if (!cur->IsDefined()) continue; switch (cur->Format()->format->componentType) { case webgl::ComponentType::Float: case webgl::ComponentType::NormInt: case webgl::ComponentType::NormUInt: break; default: ErrorInvalidOperation("%s: Color draw buffers must be floating-point" " or fixed-point. (normalized (u)ints)", funcName); return; } } } } ScopedDrawCallWrapper wrapper(*this); gl->fClear(mask); } static GLfloat GLClampFloat(GLfloat val) { if (val < 0.0) return 0.0; if (val > 1.0) return 1.0; return val; } void WebGLContext::ClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { if (IsContextLost()) return; MakeContextCurrent(); const bool supportsFloatColorBuffers = (IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_float) || IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) || IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float)); if (!supportsFloatColorBuffers) { r = GLClampFloat(r); g = GLClampFloat(g); b = GLClampFloat(b); a = GLClampFloat(a); } gl->fClearColor(r, g, b, a); mColorClearValue[0] = r; mColorClearValue[1] = g; mColorClearValue[2] = b; mColorClearValue[3] = a; } void WebGLContext::ClearDepth(GLclampf v) { if (IsContextLost()) return; MakeContextCurrent(); mDepthClearValue = GLClampFloat(v); gl->fClearDepth(mDepthClearValue); } void WebGLContext::ClearStencil(GLint v) { if (IsContextLost()) return; MakeContextCurrent(); mStencilClearValue = v; gl->fClearStencil(v); } void WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a) { if (IsContextLost()) return; MakeContextCurrent(); mColorWriteMask[0] = r; mColorWriteMask[1] = g; mColorWriteMask[2] = b; mColorWriteMask[3] = a; gl->fColorMask(r, g, b, a); } void WebGLContext::DepthMask(WebGLboolean b) { if (IsContextLost()) return; MakeContextCurrent(); mDepthWriteMask = b; gl->fDepthMask(b); } void WebGLContext::DrawBuffers(const dom::Sequence& buffers) { const char funcName[] = "drawBuffers"; if (IsContextLost()) return; if (mBoundDrawFramebuffer) { mBoundDrawFramebuffer->DrawBuffers(funcName, buffers); return; } // GLES 3.0.4 p186: // "If the GL is bound to the default framebuffer, then `n` must be 1 and the // constant must be BACK or NONE. [...] If DrawBuffers is supplied with a // constant other than BACK and NONE, or with a value of `n` other than 1, the // error INVALID_OPERATION is generated." if (buffers.Length() != 1) { ErrorInvalidOperation("%s: For the default framebuffer, `buffers` must have a" " length of 1.", funcName); return; } switch (buffers[0]) { case LOCAL_GL_NONE: case LOCAL_GL_BACK: break; default: ErrorInvalidOperation("%s: For the default framebuffer, `buffers[0]` must be" " BACK or NONE.", funcName); return; } mDefaultFB_DrawBuffer0 = buffers[0]; gl->Screen()->SetDrawBuffer(buffers[0]); } void WebGLContext::StencilMask(GLuint mask) { if (IsContextLost()) return; mStencilWriteMaskFront = mask; mStencilWriteMaskBack = mask; MakeContextCurrent(); gl->fStencilMask(mask); } void WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilMaskSeparate: face")) return; switch (face) { case LOCAL_GL_FRONT_AND_BACK: mStencilWriteMaskFront = mask; mStencilWriteMaskBack = mask; break; case LOCAL_GL_FRONT: mStencilWriteMaskFront = mask; break; case LOCAL_GL_BACK: mStencilWriteMaskBack = mask; break; } MakeContextCurrent(); gl->fStencilMaskSeparate(face, mask); } } // namespace mozilla