Пример #1
0
void
WebGLContext::AssertCachedGlobalState()
{
#ifdef DEBUG
    MakeContextCurrent();

    GetAndFlushUnderlyingGLErrors();

    ////////////////

    // Draw state
    MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_DEPTH_TEST) == mDepthTestEnabled);
    MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_DITHER) == mDitherEnabled);
    MOZ_ASSERT_IF(IsWebGL2(),
                  gl->fIsEnabled(LOCAL_GL_RASTERIZER_DISCARD) == mRasterizerDiscardEnabled);
    MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST) == mScissorTestEnabled);
    MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_STENCIL_TEST) == mStencilTestEnabled);

    realGLboolean colorWriteMask[4] = {0, 0, 0, 0};
    gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask);
    MOZ_ASSERT(colorWriteMask[0] == mColorWriteMask[0] &&
               colorWriteMask[1] == mColorWriteMask[1] &&
               colorWriteMask[2] == mColorWriteMask[2] &&
               colorWriteMask[3] == mColorWriteMask[3]);

    GLfloat colorClearValue[4] = {0.0f, 0.0f, 0.0f, 0.0f};
    gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue);
    MOZ_ASSERT(IsCacheCorrect(mColorClearValue[0], colorClearValue[0]) &&
               IsCacheCorrect(mColorClearValue[1], colorClearValue[1]) &&
               IsCacheCorrect(mColorClearValue[2], colorClearValue[2]) &&
               IsCacheCorrect(mColorClearValue[3], colorClearValue[3]));

    realGLboolean depthWriteMask = 0;
    gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
    MOZ_ASSERT(depthWriteMask == mDepthWriteMask);

    GLfloat depthClearValue = 0.0f;
    gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
    MOZ_ASSERT(IsCacheCorrect(mDepthClearValue, depthClearValue));

    AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_CLEAR_VALUE, mStencilClearValue);

    // GLES 3.0.4, $4.1.4, p177:
    //   [...] the front and back stencil mask are both set to the value `2^s - 1`, where
    //   `s` is greater than or equal to the number of bits in the deepest stencil buffer
    //   supported by the GL implementation.
    const int maxStencilBits = 8;
    const GLuint maxStencilBitsMask = (1 << maxStencilBits) - 1;
    AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK,      maxStencilBitsMask, mStencilValueMaskFront);
    AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK, maxStencilBitsMask, mStencilValueMaskBack);

    AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK,       maxStencilBitsMask, mStencilWriteMaskFront);
    AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK,  maxStencilBitsMask, mStencilWriteMaskBack);

    // Viewport
    GLint int4[4] = {0, 0, 0, 0};
    gl->fGetIntegerv(LOCAL_GL_VIEWPORT, int4);
    MOZ_ASSERT(int4[0] == mViewportX &&
               int4[1] == mViewportY &&
               int4[2] == mViewportWidth &&
               int4[3] == mViewportHeight);

    AssertUintParamCorrect(gl, LOCAL_GL_PACK_ALIGNMENT, mPixelStore_PackAlignment);
    AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_ALIGNMENT, mPixelStore_UnpackAlignment);

    if (IsWebGL2()) {
        AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_IMAGE_HEIGHT, mPixelStore_UnpackImageHeight);
        AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_SKIP_IMAGES , mPixelStore_UnpackSkipImages);
        AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_ROW_LENGTH  , mPixelStore_UnpackRowLength);
        AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_SKIP_ROWS   , mPixelStore_UnpackSkipRows);
        AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_SKIP_PIXELS , mPixelStore_UnpackSkipPixels);
        AssertUintParamCorrect(gl, LOCAL_GL_PACK_ROW_LENGTH    , mPixelStore_PackRowLength);
        AssertUintParamCorrect(gl, LOCAL_GL_PACK_SKIP_ROWS     , mPixelStore_PackSkipRows);
        AssertUintParamCorrect(gl, LOCAL_GL_PACK_SKIP_PIXELS   , mPixelStore_PackSkipPixels);
    }

    MOZ_ASSERT(!GetAndFlushUnderlyingGLErrors());
#endif
}
Пример #2
0
void WebGLContext::AssertCachedGlobalState() const {
#ifdef DEBUG
  gl::GLContext::LocalErrorScope errorScope(*gl);

  ////////////////

  // Draw state
  MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_DITHER) == mDitherEnabled);
  MOZ_ASSERT_IF(IsWebGL2(), gl->fIsEnabled(LOCAL_GL_RASTERIZER_DISCARD) ==
                                mRasterizerDiscardEnabled);
  MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST) == mScissorTestEnabled);

  // Cannot trivially check COLOR_CLEAR_VALUE, since in old GL versions glGet
  // may clamp based on whether the current framebuffer is floating-point or
  // not. This also means COLOR_CLEAR_VALUE save+restore is dangerous!

  realGLboolean depthWriteMask = 0;
  gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
  MOZ_ASSERT(depthWriteMask == mDepthWriteMask);

  GLfloat depthClearValue = 0.0f;
  gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
  MOZ_ASSERT(IsCacheCorrect(mDepthClearValue, depthClearValue));

  const int maxStencilBits = 8;
  const GLuint maxStencilBitsMask = (1 << maxStencilBits) - 1;
  AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_CLEAR_VALUE,
                               maxStencilBitsMask, mStencilClearValue);

  // GLES 3.0.4, $4.1.4, p177:
  //   [...] the front and back stencil mask are both set to the value `2^s -
  //   1`, where `s` is greater than or equal to the number of bits in the
  //   deepest stencil buffer supported by the GL implementation.
  AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK,
                               maxStencilBitsMask, mStencilValueMaskFront);
  AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK,
                               maxStencilBitsMask, mStencilValueMaskBack);

  AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK,
                               maxStencilBitsMask, mStencilWriteMaskFront);
  AssertMaskedUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK,
                               maxStencilBitsMask, mStencilWriteMaskBack);

  // Viewport
  GLint int4[4] = {0, 0, 0, 0};
  gl->fGetIntegerv(LOCAL_GL_VIEWPORT, int4);
  MOZ_ASSERT(int4[0] == mViewportX && int4[1] == mViewportY &&
             int4[2] == mViewportWidth && int4[3] == mViewportHeight);

  AssertUintParamCorrect(gl, LOCAL_GL_PACK_ALIGNMENT,
                         mPixelStore_PackAlignment);
  AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_ALIGNMENT,
                         mPixelStore_UnpackAlignment);

  if (IsWebGL2()) {
    AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_IMAGE_HEIGHT,
                           mPixelStore_UnpackImageHeight);
    AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_SKIP_IMAGES,
                           mPixelStore_UnpackSkipImages);
    AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_ROW_LENGTH,
                           mPixelStore_UnpackRowLength);
    AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_SKIP_ROWS,
                           mPixelStore_UnpackSkipRows);
    AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_SKIP_PIXELS,
                           mPixelStore_UnpackSkipPixels);
    AssertUintParamCorrect(gl, LOCAL_GL_PACK_ROW_LENGTH,
                           mPixelStore_PackRowLength);
    AssertUintParamCorrect(gl, LOCAL_GL_PACK_SKIP_ROWS,
                           mPixelStore_PackSkipRows);
    AssertUintParamCorrect(gl, LOCAL_GL_PACK_SKIP_PIXELS,
                           mPixelStore_PackSkipPixels);
  }

  MOZ_ASSERT(!gl::GLContext::IsBadCallError(errorScope.GetError()));
#endif
}