summaryrefslogtreecommitdiff
path: root/dom/canvas/WebGL2ContextUniforms.cpp
blob: 7f8c07332b17cb0a819a7f1a1f1facb167f5697b (plain)
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
/* -*- 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 "mozilla/dom/WebGL2RenderingContextBinding.h"
#include "mozilla/RefPtr.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"

namespace mozilla {

bool
WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/)
{
    return true;
}

// -------------------------------------------------------------------------
// Uniforms

void
WebGLContext::Uniform1ui(WebGLUniformLocation* loc, GLuint v0)
{
    if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui"))
        return;

    MakeContextCurrent();
    gl->fUniform1ui(loc->mLoc, v0);
}

void
WebGLContext::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1)
{
    if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui"))
        return;

    MakeContextCurrent();
    gl->fUniform2ui(loc->mLoc, v0, v1);
}

void
WebGLContext::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2)
{
    if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui"))
        return;

    MakeContextCurrent();
    gl->fUniform3ui(loc->mLoc, v0, v1, v2);
}

void
WebGLContext::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2,
                         GLuint v3)
{
    if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui"))
        return;

    MakeContextCurrent();
    gl->fUniform4ui(loc->mLoc, v0, v1, v2, v3);
}

// -------------------------------------------------------------------------
// Uniform Buffer Objects and Transform Feedback Buffers

void
WebGL2Context::GetIndexedParameter(JSContext* cx, GLenum target, GLuint index,
                                   JS::MutableHandleValue retval, ErrorResult& out_error)
{
    const char funcName[] = "getIndexedParameter";
    retval.set(JS::NullValue());
    if (IsContextLost())
        return;

    const std::vector<IndexedBufferBinding>* bindings;
    switch (target) {
    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
        bindings = &(mBoundTransformFeedback->mIndexedBindings);
        break;

    case LOCAL_GL_UNIFORM_BUFFER_BINDING:
    case LOCAL_GL_UNIFORM_BUFFER_START:
    case LOCAL_GL_UNIFORM_BUFFER_SIZE:
        bindings = &mIndexedUniformBufferBindings;
        break;

    default:
        ErrorInvalidEnumInfo("getIndexedParameter: target", target);
        return;
    }

    if (index >= bindings->size()) {
        ErrorInvalidValue("%s: `index` must be < %s.", funcName,
                          "MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
        return;
    }
    const auto& binding = (*bindings)[index];

    JS::Value ret = JS::NullValue();

    switch (target) {
    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
    case LOCAL_GL_UNIFORM_BUFFER_BINDING:
        if (binding.mBufferBinding) {
            ret = WebGLObjectAsJSValue(cx, binding.mBufferBinding.get(), out_error);
        }
        break;

    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
    case LOCAL_GL_UNIFORM_BUFFER_START:
        ret = JS::NumberValue(binding.mRangeStart);
        break;

    case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
    case LOCAL_GL_UNIFORM_BUFFER_SIZE:
        ret = JS::NumberValue(binding.mRangeSize);
        break;
    }

    retval.set(ret);
}

void
WebGL2Context::GetUniformIndices(const 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;

    program.GetUniformIndices(uniformNames, retval);
}

static bool
ValidateUniformEnum(WebGLContext* webgl, GLenum pname, const char* info)
{
    switch (pname) {
    case LOCAL_GL_UNIFORM_TYPE:
    case LOCAL_GL_UNIFORM_SIZE:
    case LOCAL_GL_UNIFORM_BLOCK_INDEX:
    case LOCAL_GL_UNIFORM_OFFSET:
    case LOCAL_GL_UNIFORM_ARRAY_STRIDE:
    case LOCAL_GL_UNIFORM_MATRIX_STRIDE:
    case LOCAL_GL_UNIFORM_IS_ROW_MAJOR:
        return true;

    default:
        webgl->ErrorInvalidEnumArg(info, "pname", pname);
        return false;
    }
}

void
WebGL2Context::GetActiveUniforms(JSContext* cx, const WebGLProgram& program,
                                 const dom::Sequence<GLuint>& uniformIndices,
                                 GLenum pname, JS::MutableHandleValue retval)
{
    const char funcName[] = "getActiveUniforms";
    retval.setNull();
    if (IsContextLost())
        return;

    if (!ValidateUniformEnum(this, pname, funcName))
        return;

    if (!ValidateObject("getActiveUniforms: program", program))
        return;

    const auto& numActiveUniforms = program.LinkInfo()->uniforms.size();
    for (const auto& curIndex : uniformIndices) {
        if (curIndex >= numActiveUniforms) {
            ErrorInvalidValue("%s: Too-large active uniform index queried.", funcName);
            return;
        }
    }

    const auto& count = uniformIndices.Length();

    JS::Rooted<JSObject*> array(cx, JS_NewArrayObject(cx, count));
    UniquePtr<GLint[]> samples(new GLint[count]);
    if (!array || !samples) {
        ErrorOutOfMemory("%s: Failed to allocate buffers.", funcName);
        return;
    }
    retval.setObject(*array);

    MakeContextCurrent();
    gl->fGetActiveUniformsiv(program.mGLName, count, uniformIndices.Elements(), pname,
                             samples.get());

    switch (pname) {
    case LOCAL_GL_UNIFORM_TYPE:
    case LOCAL_GL_UNIFORM_SIZE:
    case LOCAL_GL_UNIFORM_BLOCK_INDEX:
    case LOCAL_GL_UNIFORM_OFFSET:
    case LOCAL_GL_UNIFORM_ARRAY_STRIDE:
    case LOCAL_GL_UNIFORM_MATRIX_STRIDE:
        for (size_t i = 0; i < count; ++i) {
            JS::RootedValue value(cx);
            value = JS::Int32Value(samples[i]);
            if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE))
                return;
        }
        break;
    case LOCAL_GL_UNIFORM_IS_ROW_MAJOR:
        for (size_t i = 0; i < count; ++i) {
            JS::RootedValue value(cx);
            value = JS::BooleanValue(samples[i]);
            if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE))
                return;
        }
        break;

    default:
        MOZ_CRASH("Invalid pname");
    }
}

GLuint
WebGL2Context::GetUniformBlockIndex(const WebGLProgram& program,
                                    const nsAString& uniformBlockName)
{
    if (IsContextLost())
        return 0;

    if (!ValidateObject("getUniformBlockIndex: program", program))
        return 0;

    return program.GetUniformBlockIndex(uniformBlockName);
}

void
WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, const WebGLProgram& program,
                                              GLuint uniformBlockIndex, GLenum pname,
                                              JS::MutableHandleValue out_retval,
                                              ErrorResult& out_error)
{
    out_retval.setNull();
    if (IsContextLost())
        return;

    if (!ValidateObject("getActiveUniformBlockParameter: program", program))
        return;

    MakeContextCurrent();

    switch(pname) {
    case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
    case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
    case LOCAL_GL_UNIFORM_BLOCK_BINDING:
    case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
    case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
        out_retval.set(program.GetActiveUniformBlockParam(uniformBlockIndex, pname));
        return;

    case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
        out_retval.set(program.GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex,
                                                                   &out_error));
        return;
    }

    ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
}

void
WebGL2Context::GetActiveUniformBlockName(const WebGLProgram& program,
                                         GLuint uniformBlockIndex, nsAString& retval)
{
    retval.SetIsVoid(true);
    if (IsContextLost())
        return;

    if (!ValidateObject("getActiveUniformBlockName: program", program))
        return;

    program.GetActiveUniformBlockName(uniformBlockIndex, retval);
}

void
WebGL2Context::UniformBlockBinding(WebGLProgram& program, GLuint uniformBlockIndex,
                                   GLuint uniformBlockBinding)
{
    if (IsContextLost())
        return;

    if (!ValidateObject("uniformBlockBinding: program", program))
        return;

    program.UniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
}

} // namespace mozilla