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C++ WebGLTexture::IsImmutable方法代码示例

本文整理汇总了C++中WebGLTexture::IsImmutable方法的典型用法代码示例。如果您正苦于以下问题:C++ WebGLTexture::IsImmutable方法的具体用法?C++ WebGLTexture::IsImmutable怎么用?C++ WebGLTexture::IsImmutable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WebGLTexture的用法示例。


在下文中一共展示了WebGLTexture::IsImmutable方法的2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: activeBoundTextureForTarget

/** Validates parameters to texStorage{2D,3D} */
bool
WebGL2Context::ValidateTexStorage(GLenum target, GLsizei levels, GLenum internalformat,
                                      GLsizei width, GLsizei height, GLsizei depth,
                                      const char* info)
{
    // GL_INVALID_OPERATION is generated if the default texture object is curently bound to target.
    WebGLTexture* tex = activeBoundTextureForTarget(target);
    if (!tex) {
        ErrorInvalidOperation("%s: no texture is bound to target %s", info, EnumName(target));
        return false;
    }

    // GL_INVALID_OPERATION is generated if the texture object currently bound to target already has
    // GL_TEXTURE_IMMUTABLE_FORMAT set to GL_TRUE.
    if (tex->IsImmutable()) {
        ErrorInvalidOperation("%s: texture bound to target %s is already immutable", info, EnumName(target));
        return false;
    }

    // GL_INVALID_ENUM is generated if internalformat is not a valid sized internal format.
    if (!ValidateSizedInternalFormat(internalformat, info))
        return false;

    // GL_INVALID_VALUE is generated if width, height or levels are less than 1.
    if (width < 1)  { ErrorInvalidValue("%s: width is < 1", info);  return false; }
    if (height < 1) { ErrorInvalidValue("%s: height is < 1", info); return false; }
    if (depth < 1)  { ErrorInvalidValue("%s: depth is < 1", info);  return false; }
    if (levels < 1) { ErrorInvalidValue("%s: levels is < 1", info); return false; }

    // GL_INVALID_OPERATION is generated if levels is greater than floor(log2(max(width, height, depth)))+1.
    if (FloorLog2(std::max(std::max(width, height), depth)) + 1 < levels) {
        ErrorInvalidOperation("%s: too many levels for given texture dimensions", info);
        return false;
    }

    return true;
}
开发者ID:Andrel322,项目名称:gecko-dev,代码行数:38,代码来源:WebGL2ContextTextures.cpp

示例2: ErrorInvalidOperation

void
WebGL2Context::TexImage3D(GLenum target, GLint level, GLenum internalformat,
                          GLsizei width, GLsizei height, GLsizei depth,
                          GLint border, GLenum format, GLenum type,
                          const Nullable<dom::ArrayBufferView> &pixels,
                          ErrorResult& rv)
{
    if (IsContextLost())
        return;

    void* data;
    size_t dataLength;
    js::Scalar::Type jsArrayType;
    if (pixels.IsNull()) {
        data = nullptr;
        dataLength = 0;
        jsArrayType = js::Scalar::TypeMax;
    } else {
        const ArrayBufferView& view = pixels.Value();
        view.ComputeLengthAndData();

        data = view.Data();
        dataLength = view.Length();
        jsArrayType = JS_GetArrayBufferViewType(view.Obj());
    }

    const WebGLTexImageFunc func = WebGLTexImageFunc::TexImage;
    const WebGLTexDimensions dims = WebGLTexDimensions::Tex3D;

    if (!ValidateTexImageTarget(target, func, dims))
        return;

    TexImageTarget texImageTarget = target;

    if (!ValidateTexImage(texImageTarget, level, internalformat,
                          0, 0, 0,
                          width, height, depth,
                          border, format, type, func, dims))
    {
        return;
    }

    if (!ValidateTexInputData(type, jsArrayType, func, dims))
        return;

    TexInternalFormat effectiveInternalFormat =
        EffectiveInternalFormatFromInternalFormatAndType(internalformat, type);

    if (effectiveInternalFormat == LOCAL_GL_NONE) {
        return ErrorInvalidOperation("texImage3D: bad combination of internalformat and type");
    }

    // we need to find the exact sized format of the source data. Slightly abusing
    // EffectiveInternalFormatFromInternalFormatAndType for that purpose. Really, an unsized source format
    // is the same thing as an unsized internalformat.
    TexInternalFormat effectiveSourceFormat =
        EffectiveInternalFormatFromInternalFormatAndType(format, type);
    MOZ_ASSERT(effectiveSourceFormat != LOCAL_GL_NONE); // should have validated format/type combo earlier
    const size_t srcbitsPerTexel = GetBitsPerTexel(effectiveSourceFormat);
    MOZ_ASSERT((srcbitsPerTexel % 8) == 0); // should not have compressed formats here.
    size_t srcTexelSize = srcbitsPerTexel / 8;

    CheckedUint32 checked_neededByteLength =
        GetImageSize(height, width, depth, srcTexelSize, mPixelStoreUnpackAlignment);

    if (!checked_neededByteLength.isValid())
        return ErrorInvalidOperation("texSubImage2D: integer overflow computing the needed buffer size");

    uint32_t bytesNeeded = checked_neededByteLength.value();

    if (dataLength && dataLength < bytesNeeded)
        return ErrorInvalidOperation("texImage3D: not enough data for operation (need %d, have %d)",
                                 bytesNeeded, dataLength);

    WebGLTexture* tex = activeBoundTextureForTexImageTarget(texImageTarget);

    if (!tex)
        return ErrorInvalidOperation("texImage3D: no texture is bound to this target");

    if (tex->IsImmutable()) {
        return ErrorInvalidOperation(
            "texImage3D: disallowed because the texture "
            "bound to this target has already been made immutable by texStorage3D");
    }

    GLenum driverType = LOCAL_GL_NONE;
    GLenum driverInternalFormat = LOCAL_GL_NONE;
    GLenum driverFormat = LOCAL_GL_NONE;
    DriverFormatsFromEffectiveInternalFormat(gl,
                                             effectiveInternalFormat,
                                             &driverInternalFormat,
                                             &driverFormat,
                                             &driverType);

    MakeContextCurrent();
    GetAndFlushUnderlyingGLErrors();
    gl->fTexImage3D(texImageTarget.get(), level,
                    driverInternalFormat,
                    width, height, depth,
                    0, driverFormat, driverType,
//.........这里部分代码省略.........
开发者ID:Andrel322,项目名称:gecko-dev,代码行数:101,代码来源:WebGL2ContextTextures.cpp


注:本文中的WebGLTexture::IsImmutable方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。