/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is mozilla.org code. * * The Initial Developer of the Original Code is * Mozilla Corporation. * Portions created by the Initial Developer are Copyright (C) 2009 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Vladimir Vukicevic (original author) * Mark Steele * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #include "WebGLContext.h" using namespace mozilla; /* * Verify that we can read count consecutive elements from each bound VBO. */ PRBool WebGLContext::ValidateBuffers(PRUint32 count) { GLint len = 0; GLint enabled = 0, size = 4, type = LOCAL_GL_FLOAT, binding = 0; PRBool someEnabled = PR_FALSE; GLint currentProgram = -1; GLint numAttributes = -1; MakeContextCurrent(); // XXX cache this per program gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram); if (currentProgram == -1) { // what? LogMessage("glGetIntegerv GL_CURRENT_PROGRAM failed: 0x%08x", (uint) gl->fGetError()); return PR_FALSE; } gl->fGetProgramiv(currentProgram, LOCAL_GL_ACTIVE_ATTRIBUTES, &numAttributes); if (numAttributes == -1) { // what? LogMessage("glGetProgramiv GL_ACTIVE_ATTRIBUTES failed: 0x%08x", (uint) gl->fGetError()); return PR_FALSE; } // is this valid? if (numAttributes > (GLint) mAttribBuffers.Length()) { // what? LogMessage("GL_ACTIVE_ATTRIBUTES > GL_MAX_VERTEX_ATTRIBS"); return PR_FALSE; } PRUint32 maxAttribs = numAttributes; for (PRUint32 i = 0; i < maxAttribs; ++i) { WebGLVertexAttribData& vd = mAttribBuffers[i]; // is this a problem? if (!vd.enabled) continue; if (vd.buf == nsnull) { LogMessage("No VBO bound to index %d (or it's been deleted)!", i); return PR_FALSE; } GLuint needed = vd.offset + (vd.stride ? vd.stride : vd.size) * count; if (vd.buf->Count() < needed) { LogMessage("VBO too small for bound attrib index %d: need at least %d elements, but have only %d", i, needed, vd.buf->Count()); return PR_FALSE; } } return PR_TRUE; }