void
WebGLFramebuffer::FramebufferTexture2D(GLenum target,
                                       GLenum attachment,
                                       GLenum textarget,
                                       WebGLTexture* wtex,
                                       GLint level)
{
    MOZ_ASSERT(mContext->mBoundFramebuffer == this);

    if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture", wtex))
        return;

    if (target != LOCAL_GL_FRAMEBUFFER)
        return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: target", target);

    if (textarget != LOCAL_GL_TEXTURE_2D &&
        (textarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
         textarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z))
    {
        return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: invalid texture target", textarget);
    }

    if (wtex) {
        bool isTexture2D = wtex->Target() == LOCAL_GL_TEXTURE_2D;
        bool isTexTarget2D = textarget == LOCAL_GL_TEXTURE_2D;
        if (isTexture2D != isTexTarget2D) {
            return mContext->ErrorInvalidOperation("framebufferTexture2D: mismatched texture and texture target");
        }
    }

    if (level != 0)
        return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");

    /* Get the requested attachment. If result is NULL, attachment is
     * invalid and an error is generated.
     *
     * Don't use GetAttachment(...) here because it opt builds it
     * returns mColorAttachment[0] for invalid attachment, which we
     * really don't want to mess with.
     */
    Attachment* a = GetAttachmentOrNull(attachment);
    if (!a)
        return; // Error generated internally to GetAttachmentOrNull.

    /* Invalidate cached framebuffer status and inform texture of it's
     * new attachment
     */
    mStatus = 0;
    // Detach current
    if (a->Texture())
        a->Texture()->DetachFrom(this, attachment);
    else if (a->Renderbuffer())
        a->Renderbuffer()->DetachFrom(this, attachment);

    // Attach new
    if (wtex)
        wtex->AttachTo(this, attachment);

    a->SetTexImage(wtex, textarget, level);
}
Example #2
0
void
WebGLFramebuffer::FramebufferTexture2D(FBAttachment attachPoint,
                                       TexImageTarget texImageTarget,
                                       WebGLTexture* tex, GLint level)
{
    MOZ_ASSERT(mContext->mBoundDrawFramebuffer == this ||
               mContext->mBoundReadFramebuffer == this);

    if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
                                           tex))
    {
        return;
    }

    if (tex) {
        bool isTexture2D = tex->Target() == LOCAL_GL_TEXTURE_2D;
        bool isTexTarget2D = texImageTarget == LOCAL_GL_TEXTURE_2D;
        if (isTexture2D != isTexTarget2D) {
            mContext->ErrorInvalidOperation("framebufferTexture2D: Mismatched"
                                            " texture and texture target.");
            return;
        }
    }

    if (level != 0) {
        mContext->ErrorInvalidValue("framebufferTexture2D: Level must be 0.");
        return;
    }

    /* Get the requested attachment. If result is NULL, attachment is invalid
     * and an error is generated.
     *
     * Don't use GetAttachment(...) here because it opt builds it returns
     * mColorAttachment[0] for invalid attachment, which we really don't want to
     * mess with.
     */
    Attachment* attachment = GetAttachmentOrNull(attachPoint);
    if (!attachment)
        return; // Error generated internally to GetAttachmentOrNull.

    // Invalidate cached framebuffer status and inform texture of its new
    // attachment.
    mStatus = 0;

    // Detach current:
    if (attachment->Texture())
        attachment->Texture()->DetachFrom(this, attachPoint);
    else if (attachment->Renderbuffer())
        attachment->Renderbuffer()->DetachFrom(this, attachPoint);

    // Attach new:
    if (tex)
        tex->AttachTo(this, attachPoint);

    attachment->SetTexImage(tex, texImageTarget, level);
}