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C++ WebGLContext::GL方法代码示例

本文整理汇总了C++中WebGLContext::GL方法的典型用法代码示例。如果您正苦于以下问题:C++ WebGLContext::GL方法的具体用法?C++ WebGLContext::GL怎么用?C++ WebGLContext::GL使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在WebGLContext的用法示例。


在下文中一共展示了WebGLContext::GL方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: scopedFB

bool
TexUnpackImage::TexOrSubImage(bool isSubImage, bool needsRespec, const char* funcName,
                              WebGLTexture* tex, TexImageTarget target, GLint level,
                              const webgl::DriverUnpackInfo* dui, GLint xOffset,
                              GLint yOffset, GLint zOffset, GLenum* const out_error) const
{
    MOZ_ASSERT_IF(needsRespec, !isSubImage);

    WebGLContext* webgl = tex->mContext;

    gl::GLContext* gl = webgl->GL();
    gl->MakeCurrent();

    if (needsRespec) {
        *out_error = DoTexOrSubImage(isSubImage, gl, target.get(), level, dui, xOffset,
                                     yOffset, zOffset, mWidth, mHeight, mDepth,
                                     nullptr);
        if (*out_error)
            return false;
    }

    do {
        if (mDepth != 1)
            break;

        const bool isDstPremult = webgl->mPixelStore_PremultiplyAlpha;
        if (mIsSrcPremult != isDstPremult)
            break;

        if (dui->unpackFormat != LOCAL_GL_RGB && dui->unpackFormat != LOCAL_GL_RGBA)
            break;

        if (dui->unpackType != LOCAL_GL_UNSIGNED_BYTE)
            break;

        gl::ScopedFramebuffer scopedFB(gl);
        gl::ScopedBindFramebuffer bindFB(gl, scopedFB.FB());

        {
            gl::GLContext::LocalErrorScope errorScope(*gl);

            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
                                      target.get(), tex->mGLName, level);

            if (errorScope.GetError())
                break;
        }

        const GLenum status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
        if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE)
            break;

        const gfx::IntSize destSize(mWidth, mHeight);
        const auto dstOrigin = (webgl->mPixelStore_FlipY ? gl::OriginPos::TopLeft
                                                         : gl::OriginPos::BottomLeft);
        if (!gl->BlitHelper()->BlitImageToFramebuffer(mImage, destSize, scopedFB.FB(),
                                                      dstOrigin))
        {
            break;
        }

        // Blitting was successful, so we're done!
        *out_error = 0;
        return true;
    } while (false);

    webgl->GenerateWarning("%s: Failed to hit GPU-copy fast-path. Falling back to CPU"
                           " upload.",
                           funcName);

    const RefPtr<gfx::SourceSurface> surf = mImage->GetAsSourceSurface();

    RefPtr<gfx::DataSourceSurface> dataSurf;
    if (surf) {
        // WARNING: OSX can lose our MakeCurrent here.
        dataSurf = surf->GetDataSurface();
    }
    if (!dataSurf) {
        webgl->ErrorOutOfMemory("%s: GetAsSourceSurface or GetDataSurface failed after"
                                " blit failed for TexUnpackImage.",
                                funcName);
        return false;
    }

    const TexUnpackSurface surfBlob(webgl, target, mWidth, mHeight, mDepth, dataSurf,
                                    mIsSrcPremult);

    return surfBlob.TexOrSubImage(isSubImage, needsRespec, funcName, tex, target, level,
                                  dui, xOffset, yOffset, zOffset, out_error);
}
开发者ID:subsevenx2001,项目名称:gecko-dev,代码行数:90,代码来源:TexUnpackBlob.cpp

示例2: scopedFB

bool
TexUnpackImage::TexOrSubImage(bool isSubImage, bool needsRespec, const char* funcName,
                              WebGLTexture* tex, TexImageTarget target, GLint level,
                              const webgl::DriverUnpackInfo* dui, GLint xOffset,
                              GLint yOffset, GLint zOffset, const webgl::PackingInfo& pi,
                              GLenum* const out_error) const
{
    MOZ_ASSERT_IF(needsRespec, !isSubImage);

    WebGLContext* webgl = tex->mContext;

    gl::GLContext* gl = webgl->GL();
    gl->MakeCurrent();

    if (needsRespec) {
        *out_error = DoTexOrSubImage(isSubImage, gl, target.get(), level, dui, xOffset,
                                     yOffset, zOffset, mWidth, mHeight, mDepth,
                                     nullptr);
        if (*out_error)
            return true;
    }

    const char* fallbackReason;
    do {
        if (mDepth != 1) {
            fallbackReason = "depth is not 1";
            break;
        }

        if (webgl->mPixelStore_UnpackSkipPixels ||
            webgl->mPixelStore_UnpackSkipRows ||
            webgl->mPixelStore_UnpackSkipImages)
        {
            fallbackReason = "non-zero UNPACK_SKIP_* not yet supported";
            break;
        }

        const auto fnHasPremultMismatch = [&]() {
            if (mSrcAlphaType == gfxAlphaType::Opaque)
                return false;

            const bool srcIsPremult = (mSrcAlphaType == gfxAlphaType::Premult);
            const auto& dstIsPremult = webgl->mPixelStore_PremultiplyAlpha;
            if (srcIsPremult == dstIsPremult)
                return false;

            if (dstIsPremult) {
                fallbackReason = "UNPACK_PREMULTIPLY_ALPHA_WEBGL is not true";
            } else {
                fallbackReason = "UNPACK_PREMULTIPLY_ALPHA_WEBGL is not false";
            }
            return true;
        };
        if (fnHasPremultMismatch())
            break;

        if (dui->unpackFormat != LOCAL_GL_RGB && dui->unpackFormat != LOCAL_GL_RGBA) {
            fallbackReason = "`format` is not RGB or RGBA";
            break;
        }

        if (dui->unpackType != LOCAL_GL_UNSIGNED_BYTE) {
            fallbackReason = "`type` is not UNSIGNED_BYTE";
            break;
        }

        gl::ScopedFramebuffer scopedFB(gl);
        gl::ScopedBindFramebuffer bindFB(gl, scopedFB.FB());

        {
            gl::GLContext::LocalErrorScope errorScope(*gl);

            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
                                      target.get(), tex->mGLName, level);

            if (errorScope.GetError()) {
                fallbackReason = "bug: failed to attach to FB for blit";
                break;
            }
        }

        const GLenum status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
        if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
            fallbackReason = "bug: failed to confirm FB for blit";
            break;
        }

        const gfx::IntSize destSize(mWidth, mHeight);
        const auto dstOrigin = (webgl->mPixelStore_FlipY ? gl::OriginPos::TopLeft
                                                         : gl::OriginPos::BottomLeft);
        if (!gl->BlitHelper()->BlitImageToFramebuffer(mImage, destSize, scopedFB.FB(),
                                                      dstOrigin))
        {
            fallbackReason = "likely bug: failed to blit";
            break;
        }

        // Blitting was successful, so we're done!
        *out_error = 0;
        return true;
//.........这里部分代码省略.........
开发者ID:bgrins,项目名称:gecko-dev,代码行数:101,代码来源:TexUnpackBlob.cpp

示例3: scopedFB

void
TexUnpackImage::TexOrSubImage(bool isSubImage, bool needsRespec, const char* funcName,
                              WebGLTexture* tex, TexImageTarget target, GLint level,
                              const webgl::DriverUnpackInfo* dui, GLint xOffset,
                              GLint yOffset, GLint zOffset, GLenum* const out_glError)
{
    MOZ_ASSERT_IF(needsRespec, !isSubImage);
    *out_glError = 0;

    WebGLContext* webgl = tex->mContext;

    gl::GLContext* gl = webgl->GL();
    gl->MakeCurrent();

    if (needsRespec) {
        GLenum error = DoTexOrSubImage(isSubImage, gl, target.get(), level, dui, xOffset,
                                       yOffset, zOffset, mWidth, mHeight, mDepth,
                                       nullptr);
        if (error) {
            MOZ_ASSERT(!error);
            *out_glError = LOCAL_GL_OUT_OF_MEMORY;
            return;
        }
    }

    do {
        if (dui->unpackFormat != LOCAL_GL_RGB && dui->unpackFormat != LOCAL_GL_RGBA)
            break;

        if (dui->unpackType != LOCAL_GL_UNSIGNED_BYTE)
            break;

        gl::ScopedFramebuffer scopedFB(gl);
        gl::ScopedBindFramebuffer bindFB(gl, scopedFB.FB());

        {
            gl::GLContext::LocalErrorScope errorScope(*gl);

            gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
                                      target.get(), tex->mGLName, level);

            if (errorScope.GetError())
                break;
        }

        const GLenum status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
        if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE)
            break;

        gl::OriginPos srcOrigin, dstOrigin;
        OriginsForDOM(webgl, &srcOrigin, &dstOrigin);

        const gfx::IntSize destSize(mWidth, mHeight);
        if (!gl->BlitHelper()->BlitImageToFramebuffer(mImage, destSize, scopedFB.FB(),
                                                      dstOrigin))
        {
            break;
        }

        return; // Blitting was successful, so we're done!
    } while (false);

    TexUnpackSurface surfBlob(mImage->GetAsSourceSurface(), mIsAlphaPremult);

    surfBlob.TexOrSubImage(isSubImage, needsRespec, funcName, tex, target, level, dui,
                           xOffset, yOffset, zOffset, out_glError);
}
开发者ID:,项目名称:,代码行数:67,代码来源:


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