Add support for WebGL2 uniform matrix operations

Adds support for the `uniformMatrix[234]x[234]fv` WebGL2 functions.

See: https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
This commit is contained in:
Mátyás Mustoha 2020-01-16 12:34:45 +01:00
parent 0650fc3199
commit 7d5048f885
10 changed files with 398 additions and 219 deletions

View file

@ -1322,6 +1322,25 @@ impl WebGLRenderingContext {
Ok(vec)
}
pub fn uniform_matrix_section(
&self,
vec: Float32ArrayOrUnrestrictedFloatSequence,
offset: u32,
length: u32,
transpose: bool,
uniform_size: usize,
uniform_location: &WebGLUniformLocation,
) -> WebGLResult<Vec<f32>> {
let vec = match vec {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
self.uniform_vec_section::<f32>(vec, offset, length, uniform_size, uniform_location)
}
}
#[cfg(not(feature = "webgl_backtrace"))]
@ -3526,25 +3545,16 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT2 => {},
_ => return Err(InvalidOperation),
}
let val = match val {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
if val.len() < 4 || val.len() % 4 != 0 {
return Err(InvalidValue);
}
if location.size().is_none() && val.len() != 4 {
return Err(InvalidOperation);
}
let val =
self.uniform_matrix_section(val, src_offset, src_length, transpose, 4, location)?;
self.send_command(WebGLCommand::UniformMatrix2fv(location.id(), val));
Ok(())
});
@ -3556,25 +3566,16 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT3 => {},
_ => return Err(InvalidOperation),
}
let val = match val {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
if val.len() < 9 || val.len() % 9 != 0 {
return Err(InvalidValue);
}
if location.size().is_none() && val.len() != 9 {
return Err(InvalidOperation);
}
let val =
self.uniform_matrix_section(val, src_offset, src_length, transpose, 9, location)?;
self.send_command(WebGLCommand::UniformMatrix3fv(location.id(), val));
Ok(())
});
@ -3586,25 +3587,16 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT4 => {},
_ => return Err(InvalidOperation),
}
let val = match val {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
if val.len() < 16 || val.len() % 16 != 0 {
return Err(InvalidValue);
}
if location.size().is_none() && val.len() != 16 {
return Err(InvalidOperation);
}
let val =
self.uniform_matrix_section(val, src_offset, src_length, transpose, 16, location)?;
self.send_command(WebGLCommand::UniformMatrix4fv(location.id(), val));
Ok(())
});