本文整理汇总了C++中dom::Sequence::Elements方法的典型用法代码示例。如果您正苦于以下问题:C++ Sequence::Elements方法的具体用法?C++ Sequence::Elements怎么用?C++ Sequence::Elements使用的例子?那么, 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类dom::Sequence
的用法示例。
在下文中一共展示了Sequence::Elements方法的11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: ErrorInvalidEnumInfo
void
WebGL2Context::GetActiveUniforms(WebGLProgram* program,
const dom::Sequence<GLuint>& uniformIndices,
GLenum pname,
dom::Nullable< nsTArray<GLint> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (pname == LOCAL_GL_UNIFORM_NAME_LENGTH) {
ErrorInvalidEnumInfo("getActiveUniforms: pname", pname);
return;
}
if (!ValidateObject("getActiveUniforms: program", program))
return;
size_t count = uniformIndices.Length();
if (!count)
return;
GLuint progname = program->mGLName;
nsTArray<GLint>& arr = retval.SetValue();
arr.SetLength(count);
MakeContextCurrent();
gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
arr.Elements());
}
示例2: MakeContextCurrent
void
WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
GLint x, GLint y, GLsizei width, GLsizei height,
ErrorResult& rv)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
return;
const WebGLFramebuffer* fb;
bool isDefaultFB;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
break;
default:
MOZ_CRASH("Bad target.");
}
for (size_t i = 0; i < attachments.Length(); i++) {
if (!ValidateFramebufferAttachment(fb, attachments[i],
"invalidateSubFramebuffer"))
{
return;
}
}
// InvalidateFramebuffer is a hint to the driver. Should be OK to
// skip calls if not supported, for example by OSX 10.9 GL
// drivers.
static bool invalidateFBSupported = gl->IsSupported(gl::GLFeature::invalidate_framebuffer);
if (!invalidateFBSupported)
return;
if (!fb && !isDefaultFB) {
dom::Sequence<GLenum> tmpAttachments;
if (!TranslateDefaultAttachments(attachments, &tmpAttachments)) {
rv.Throw(NS_ERROR_OUT_OF_MEMORY);
return;
}
gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements(),
x, y, width, height);
} else {
gl->fInvalidateSubFramebuffer(target, attachments.Length(), attachments.Elements(),
x, y, width, height);
}
}
示例3:
void
WebGL2Context::ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLfloat>& value)
{
if (IsContextLost()) {
return;
}
if (!ValidateClearBuffer("clearBufferfv", buffer, drawbuffer, value.Length())) {
return;
}
ClearBufferfv_base(buffer, drawbuffer, value.Elements());
}
示例4: MakeContextCurrent
void
WebGL2Context::InvalidateSubFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
MakeContextCurrent();
if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
return;
const WebGLFramebuffer* fb;
bool isDefaultFB;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
isDefaultFB = gl->Screen()->IsDrawFramebufferDefault();
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
isDefaultFB = gl->Screen()->IsReadFramebufferDefault();
break;
default:
MOZ_CRASH("Bad target.");
}
for (size_t i = 0; i < attachments.Length(); i++) {
if (!ValidateFramebufferAttachment(fb, attachments[i],
"invalidateSubFramebuffer"))
{
return;
}
}
if (!fb && !isDefaultFB) {
dom::Sequence<GLenum> tmpAttachments;
TranslateDefaultAttachments(attachments, &tmpAttachments);
gl->fInvalidateSubFramebuffer(target, tmpAttachments.Length(), tmpAttachments.Elements(),
x, y, width, height);
} else {
gl->fInvalidateSubFramebuffer(target, attachments.Length(), attachments.Elements(),
x, y, width, height);
}
}
示例5: ErrorInvalidOperation
void
WebGL2Context::SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLfloat>& param)
{
if (IsContextLost())
return;
if (!sampler || sampler->IsDeleted())
return ErrorInvalidOperation("samplerParameterfv: invalid sampler");
if (param.Length() < 1)
return /* TODO(djg): Error message */;
/* TODO(djg): All of these calls in ES3 only take 1 param */
if (!ValidateSamplerParameterParams(pname, WebGLIntOrFloat(param[0]), "samplerParameterfv"))
return;
WebGLContextUnchecked::SamplerParameterfv(sampler, pname, param.Elements());
}
示例6: switch
void
WebGLProgram::TransformFeedbackVaryings(const dom::Sequence<nsString>& varyings,
GLenum bufferMode)
{
const char funcName[] = "transformFeedbackVaryings";
const auto& gl = mContext->gl;
gl->MakeCurrent();
switch (bufferMode) {
case LOCAL_GL_INTERLEAVED_ATTRIBS:
break;
case LOCAL_GL_SEPARATE_ATTRIBS:
{
GLuint maxAttribs = 0;
gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
&maxAttribs);
if (varyings.Length() > maxAttribs) {
mContext->ErrorInvalidValue("%s: Length of `varyings` exceeds %s.",
funcName,
"TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
return;
}
}
break;
default:
mContext->ErrorInvalidEnum("%s: Bad `bufferMode`: 0x%04x.", funcName, bufferMode);
return;
}
////
mNextLink_TransformFeedbackVaryings.assign(varyings.Elements(),
varyings.Elements() + varyings.Length());
mNextLink_TransformFeedbackBufferMode = bufferMode;
}
示例7: value
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");
}
}
示例8:
void
WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v)
{
VertexAttribI4uiv(index, v.Length(), v.Elements());
}
示例9: value
void
WebGL2Context::GetActiveUniforms(JSContext* cx,
WebGLProgram* program,
const dom::Sequence<GLuint>& uniformIndices,
GLenum pname,
JS::MutableHandleValue retval)
{
retval.set(JS::NullValue());
if (IsContextLost())
return;
if (!ValidateUniformEnum(this, pname, "getActiveUniforms"))
return;
if (!ValidateObject("getActiveUniforms: program", program))
return;
size_t count = uniformIndices.Length();
if (!count)
return;
GLuint progname = program->mGLName;
Vector<GLint> samples;
if (!samples.resize(count)) {
return;
}
MakeContextCurrent();
gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
samples.begin());
JS::Rooted<JSObject*> array(cx, JS_NewArrayObject(cx, count));
if (!array) {
return;
}
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 (uint32_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 (uint32_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:
return;
}
retval.setObjectOrNull(array);
}
示例10: ErrorInvalidValue
void
WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
{
const size_t buffersLength = buffers.Length();
if (buffersLength == 0) {
return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers must not be empty)");
}
if (mBoundFramebuffer == 0)
{
// OK: we are rendering in the default framebuffer
/* EXT_draw_buffers :
If the GL is bound to the default framebuffer, then <buffersLength> must be 1
and the constant must be BACK or NONE. When draw buffer zero is
BACK, color values are written into the sole buffer for single-
buffered contexts, or into the back buffer for double-buffered
contexts. If DrawBuffersEXT is supplied with a constant other than
BACK and NONE, the error INVALID_OPERATION is generated.
*/
if (buffersLength != 1) {
return ErrorInvalidValue("drawBuffers: invalid <buffers> (main framebuffer: buffers.length must be 1)");
}
MakeContextCurrent();
if (buffers[0] == LOCAL_GL_NONE) {
const GLenum drawBuffersCommand = LOCAL_GL_NONE;
gl->fDrawBuffers(1, &drawBuffersCommand);
return;
}
else if (buffers[0] == LOCAL_GL_BACK) {
const GLenum drawBuffersCommand = LOCAL_GL_COLOR_ATTACHMENT0;
gl->fDrawBuffers(1, &drawBuffersCommand);
return;
}
return ErrorInvalidOperation("drawBuffers: invalid operation (main framebuffer: buffers[0] must be GL_NONE or GL_BACK)");
}
// OK: we are rendering in a framebuffer object
if (buffersLength > size_t(mGLMaxDrawBuffers)) {
/* EXT_draw_buffers :
The maximum number of draw buffers is implementation-dependent. The
number of draw buffers supported can be queried by calling
GetIntegerv with the symbolic constant MAX_DRAW_BUFFERS_EXT. An
INVALID_VALUE error is generated if <buffersLength> is greater than
MAX_DRAW_BUFFERS_EXT.
*/
return ErrorInvalidValue("drawBuffers: invalid <buffers> (buffers.length > GL_MAX_DRAW_BUFFERS)");
}
for (uint32_t i = 0; i < buffersLength; i++)
{
/* EXT_draw_buffers :
If the GL is bound to a draw framebuffer object, the <i>th buffer listed
in <bufs> must be COLOR_ATTACHMENT<i>_EXT or NONE. Specifying a
buffer out of order, BACK, or COLOR_ATTACHMENT<m>_EXT where <m> is
greater than or equal to the value of MAX_COLOR_ATTACHMENTS_EXT,
will generate the error INVALID_OPERATION.
*/
/* WEBGL_draw_buffers :
The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter.
*/
if (buffers[i] != LOCAL_GL_NONE &&
buffers[i] != GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + i)) {
return ErrorInvalidOperation("drawBuffers: invalid operation (buffers[i] must be GL_NONE or GL_COLOR_ATTACHMENTi)");
}
}
MakeContextCurrent();
gl->fDrawBuffers(buffersLength, buffers.Elements());
}
示例11: ErrorInvalidOperation
void
WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
{
const char funcName[] = "drawBuffers";
if (IsContextLost())
return;
if (!mBoundDrawFramebuffer) {
// 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]);
return;
}
// Framebuffer object (not default framebuffer)
if (buffers.Length() > mImplMaxDrawBuffers) {
// "An INVALID_VALUE error is generated if `n` is greater than MAX_DRAW_BUFFERS."
ErrorInvalidValue("%s: `buffers` must have a length <= MAX_DRAW_BUFFERS.",
funcName);
return;
}
for (size_t i = 0; i < buffers.Length(); i++) {
// "If the GL is bound to a draw framebuffer object, the `i`th buffer listed in
// bufs must be COLOR_ATTACHMENTi or NONE. Specifying a buffer out of order,
// BACK, or COLOR_ATTACHMENTm where `m` is greater than or equal to the value of
// MAX_COLOR_ATTACHMENTS, will generate the error INVALID_OPERATION.
// WEBGL_draw_buffers:
// "The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or
// equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter."
// This means that if buffers.Length() isn't larger than MaxDrawBuffers, it won't
// be larger than MaxColorAttachments.
if (buffers[i] != LOCAL_GL_NONE &&
buffers[i] != LOCAL_GL_COLOR_ATTACHMENT0 + i)
{
ErrorInvalidOperation("%s: `buffers[i]` must be NONE or COLOR_ATTACHMENTi.",
funcName);
return;
}
}
MakeContextCurrent();
const GLenum* ptr = nullptr;
if (buffers.Length()) {
ptr = buffers.Elements();
}
gl->fDrawBuffers(buffers.Length(), ptr);
const auto end = ptr + buffers.Length();
mBoundDrawFramebuffer->mDrawBuffers.assign(ptr, end);
}