/* -*- 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" namespace mozilla { bool WebGL2Context::ValidateClearBuffer(const char* info, GLenum buffer, GLint drawbuffer, size_t elemCount) { size_t requiredElements = -1; GLint maxDrawbuffer = -1; switch (buffer) { case LOCAL_GL_COLOR: case LOCAL_GL_FRONT: case LOCAL_GL_BACK: case LOCAL_GL_LEFT: case LOCAL_GL_RIGHT: case LOCAL_GL_FRONT_AND_BACK: requiredElements = 4; maxDrawbuffer = mGLMaxDrawBuffers - 1; break; case LOCAL_GL_DEPTH: case LOCAL_GL_STENCIL: requiredElements = 1; maxDrawbuffer = 0; break; default: ErrorInvalidEnumInfo(info, buffer); return false; } if (drawbuffer < 0 || drawbuffer > maxDrawbuffer) { ErrorInvalidValue("%s: invalid drawbuffer %d. This buffer only supports drawbuffer values between 0 and %d", info, drawbuffer, maxDrawbuffer); return false; } if (elemCount < requiredElements) { ErrorInvalidValue("%s: Not enough elements. Require %u. Given %u.", info, requiredElements, elemCount); return false; } return true; } // Common base functionality. These a good candidates to be moved into WebGLContextUnchecked.cpp void WebGL2Context::ClearBufferiv_base(GLenum buffer, GLint drawbuffer, const GLint* value) { MakeContextCurrent(); gl->fClearBufferiv(buffer, drawbuffer, value); } void WebGL2Context::ClearBufferuiv_base(GLenum buffer, GLint drawbuffer, const GLuint* value) { MakeContextCurrent(); gl->fClearBufferuiv(buffer, drawbuffer, value); } void WebGL2Context::ClearBufferfv_base(GLenum buffer, GLint drawbuffer, const GLfloat* value) { MakeContextCurrent(); gl->fClearBufferfv(buffer, drawbuffer, value); } void WebGL2Context::ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Int32Array& value) { value.ComputeLengthAndData(); if (!ValidateClearBuffer("clearBufferiv", buffer, drawbuffer, value.Length())) { return; } ClearBufferiv_base(buffer, drawbuffer, value.Data()); } void WebGL2Context::ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Sequence& value) { if (!ValidateClearBuffer("clearBufferiv", buffer, drawbuffer, value.Length())) { return; } ClearBufferiv_base(buffer, drawbuffer, value.Elements()); } void WebGL2Context::ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Uint32Array& value) { value.ComputeLengthAndData(); if (!ValidateClearBuffer("clearBufferuiv", buffer, drawbuffer, value.Length())) { return; } ClearBufferuiv_base(buffer, drawbuffer, value.Data()); } void WebGL2Context::ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Sequence& value) { if (!ValidateClearBuffer("clearBufferuiv", buffer, drawbuffer, value.Length())) { return; } ClearBufferuiv_base(buffer, drawbuffer, value.Elements()); } void WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Float32Array& value) { value.ComputeLengthAndData(); if (!ValidateClearBuffer("clearBufferfv", buffer, drawbuffer, value.Length())) { return; } ClearBufferfv_base(buffer, drawbuffer, value.Data()); } void WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Sequence& value) { if (!ValidateClearBuffer("clearBufferfv", buffer, drawbuffer, value.Length())) { return; } ClearBufferfv_base(buffer, drawbuffer, value.Elements()); } void WebGL2Context::ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { if (buffer != LOCAL_GL_DEPTH_STENCIL) { return ErrorInvalidEnumInfo("clearBufferfi: buffer", buffer); } MakeContextCurrent(); gl->fClearBufferfi(buffer, drawbuffer, depth, stencil); } } // namespace mozilla