Coverage Report

Created: 2018-09-25 14:53

/src/mozilla-central/dom/canvas/WebGLUniformLocation.cpp
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLUniformLocation.h"
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#include "GLContext.h"
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#include "mozilla/dom/ToJSValue.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "WebGLActiveInfo.h"
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#include "WebGLContext.h"
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#include "WebGLProgram.h"
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namespace mozilla {
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WebGLUniformLocation::WebGLUniformLocation(WebGLContext* webgl,
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                                           const webgl::LinkedProgramInfo* linkInfo,
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                                           webgl::UniformInfo* info, GLuint loc,
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                                           size_t arrayIndex)
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    : WebGLContextBoundObject(webgl)
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    , mLinkInfo(linkInfo)
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    , mInfo(info)
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    , mLoc(loc)
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    , mArrayIndex(arrayIndex)
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0
{ }
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WebGLUniformLocation::~WebGLUniformLocation()
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0
{ }
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bool
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WebGLUniformLocation::ValidateForProgram(const WebGLProgram* prog) const
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0
{
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    // Check the weak-pointer.
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0
    if (!mLinkInfo) {
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        mContext->ErrorInvalidOperation("This uniform location is obsolete because"
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                                        " its program has been successfully relinked.");
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        return false;
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    }
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    if (mLinkInfo->prog != prog) {
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        mContext->ErrorInvalidOperation("This uniform location corresponds to a"
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                                        " different program.");
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        return false;
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    }
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    return true;
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}
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static bool
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IsUniformSetterTypeValid(GLenum setterType, GLenum uniformType)
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0
{
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    // The order in this switch matches table 2.10 from OpenGL ES
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    // 3.0.4 (Aug 27, 2014) es_spec_3.0.4.pdf
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    switch (uniformType) {
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    case LOCAL_GL_FLOAT:
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    case LOCAL_GL_FLOAT_VEC2:
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    case LOCAL_GL_FLOAT_VEC3:
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    case LOCAL_GL_FLOAT_VEC4:
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        return setterType == LOCAL_GL_FLOAT;
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0
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    case LOCAL_GL_INT:
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    case LOCAL_GL_INT_VEC2:
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    case LOCAL_GL_INT_VEC3:
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    case LOCAL_GL_INT_VEC4:
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        return setterType == LOCAL_GL_INT;
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0
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    case LOCAL_GL_UNSIGNED_INT:
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0
    case LOCAL_GL_UNSIGNED_INT_VEC2:
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    case LOCAL_GL_UNSIGNED_INT_VEC3:
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    case LOCAL_GL_UNSIGNED_INT_VEC4:
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        return setterType == LOCAL_GL_UNSIGNED_INT;
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0
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        /* bool can be set via any function: 0, 0.0f -> FALSE, _ -> TRUE */
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    case LOCAL_GL_BOOL:
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    case LOCAL_GL_BOOL_VEC2:
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    case LOCAL_GL_BOOL_VEC3:
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    case LOCAL_GL_BOOL_VEC4:
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        return (setterType == LOCAL_GL_INT   ||
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                setterType == LOCAL_GL_FLOAT ||
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                setterType == LOCAL_GL_UNSIGNED_INT);
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0
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    case LOCAL_GL_FLOAT_MAT2:
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0
    case LOCAL_GL_FLOAT_MAT3:
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    case LOCAL_GL_FLOAT_MAT4:
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    case LOCAL_GL_FLOAT_MAT2x3:
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    case LOCAL_GL_FLOAT_MAT2x4:
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    case LOCAL_GL_FLOAT_MAT3x2:
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    case LOCAL_GL_FLOAT_MAT3x4:
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    case LOCAL_GL_FLOAT_MAT4x2:
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    case LOCAL_GL_FLOAT_MAT4x3:
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        return setterType == LOCAL_GL_FLOAT;
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0
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        /* Samplers can only be set via Uniform1i */
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    case LOCAL_GL_SAMPLER_2D:
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    case LOCAL_GL_SAMPLER_3D:
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    case LOCAL_GL_SAMPLER_CUBE:
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    case LOCAL_GL_SAMPLER_2D_SHADOW:
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    case LOCAL_GL_SAMPLER_2D_ARRAY:
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    case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW:
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    case LOCAL_GL_SAMPLER_CUBE_SHADOW:
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0
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    case LOCAL_GL_INT_SAMPLER_2D:
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    case LOCAL_GL_INT_SAMPLER_3D:
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    case LOCAL_GL_INT_SAMPLER_CUBE:
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    case LOCAL_GL_INT_SAMPLER_2D_ARRAY:
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0
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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        return setterType == LOCAL_GL_INT;
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0
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    default:
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        MOZ_CRASH("GFX: Bad `uniformType`.");
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0
    }
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}
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bool
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WebGLUniformLocation::ValidateSizeAndType(uint8_t setterElemSize, GLenum setterType) const
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{
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    MOZ_ASSERT(mLinkInfo);
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    const auto& uniformElemSize = mInfo->mActiveInfo->mElemSize;
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    if (setterElemSize != uniformElemSize) {
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        mContext->ErrorInvalidOperation("Function used differs from uniform size: %i",
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                                        uniformElemSize);
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        return false;
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    }
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    const auto& uniformElemType = mInfo->mActiveInfo->mElemType;
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    if (!IsUniformSetterTypeValid(setterType, uniformElemType)) {
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        mContext->ErrorInvalidOperation("Function used is incompatible with uniform"
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                                        " type: %i",
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                                        uniformElemType);
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        return false;
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    }
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    return true;
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}
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bool
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WebGLUniformLocation::ValidateArrayLength(uint8_t setterElemSize,
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                                          size_t setterArraySize) const
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{
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    MOZ_ASSERT(mLinkInfo);
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    if (setterArraySize == 0 ||
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        setterArraySize % setterElemSize)
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    {
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        mContext->ErrorInvalidValue("Expected an array of length a multiple of %d,"
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                                    " got an array of length %zu.",
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                                    setterElemSize, setterArraySize);
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        return false;
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    }
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    /* GLES 2.0.25, Section 2.10, p38
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     *   When loading `N` elements starting at an arbitrary position `k` in a uniform
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     *   declared as an array, elements `k` through `k + N - 1` in the array will be
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     *   replaced with the new values. Values for any array element that exceeds the
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     *   highest array element index used, as reported by `GetActiveUniform`, will be
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     *   ignored by GL.
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     */
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    if (!mInfo->mActiveInfo->mIsArray &&
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        setterArraySize != setterElemSize)
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    {
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        mContext->ErrorInvalidOperation("Expected an array of length exactly %d"
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                                        " (since this uniform is not an array uniform),"
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                                        " got an array of length %zu.",
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                                       setterElemSize, setterArraySize);
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        return false;
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    }
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    return true;
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}
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JS::Value
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WebGLUniformLocation::GetUniform(JSContext* js) const
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{
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    MOZ_ASSERT(mLinkInfo);
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    const uint8_t elemSize = mInfo->mActiveInfo->mElemSize;
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    static const uint8_t kMaxElemSize = 16;
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    MOZ_ASSERT(elemSize <= kMaxElemSize);
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    GLuint prog = mLinkInfo->prog->mGLName;
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    gl::GLContext* gl = mContext->GL();
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    switch (mInfo->mActiveInfo->mElemType) {
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    case LOCAL_GL_INT:
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    case LOCAL_GL_INT_VEC2:
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    case LOCAL_GL_INT_VEC3:
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0
    case LOCAL_GL_INT_VEC4:
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0
    case LOCAL_GL_SAMPLER_2D:
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0
    case LOCAL_GL_SAMPLER_3D:
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    case LOCAL_GL_SAMPLER_CUBE:
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    case LOCAL_GL_SAMPLER_2D_SHADOW:
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    case LOCAL_GL_SAMPLER_2D_ARRAY:
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    case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW:
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    case LOCAL_GL_SAMPLER_CUBE_SHADOW:
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    case LOCAL_GL_INT_SAMPLER_2D:
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    case LOCAL_GL_INT_SAMPLER_3D:
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    case LOCAL_GL_INT_SAMPLER_CUBE:
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    case LOCAL_GL_INT_SAMPLER_2D_ARRAY:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE:
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    case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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        {
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            GLint buffer[kMaxElemSize] = {0};
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            gl->fGetUniformiv(prog, mLoc, buffer);
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            if (elemSize == 1)
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                return JS::Int32Value(buffer[0]);
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            JSObject* obj = dom::Int32Array::Create(js, mContext, elemSize, buffer);
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            if (!obj) {
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                mContext->ErrorOutOfMemory("getUniform: Out of memory.");
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                return JS::NullValue();
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            }
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            return JS::ObjectOrNullValue(obj);
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        }
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    case LOCAL_GL_BOOL:
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    case LOCAL_GL_BOOL_VEC2:
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    case LOCAL_GL_BOOL_VEC3:
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    case LOCAL_GL_BOOL_VEC4:
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        {
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            GLint buffer[kMaxElemSize] = {0};
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            gl->fGetUniformiv(prog, mLoc, buffer);
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0
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            if (elemSize == 1)
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                return JS::BooleanValue(buffer[0]);
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            bool boolBuffer[kMaxElemSize];
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            for (uint8_t i = 0; i < kMaxElemSize; i++)
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                boolBuffer[i] = buffer[i];
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            JS::RootedValue val(js);
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            // Be careful: we don't want to convert all of |uv|!
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            if (!dom::ToJSValue(js, boolBuffer, elemSize, &val)) {
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                mContext->ErrorOutOfMemory("getUniform: Out of memory.");
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                return JS::NullValue();
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            }
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            return val;
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        }
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0
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    case LOCAL_GL_FLOAT:
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    case LOCAL_GL_FLOAT_VEC2:
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    case LOCAL_GL_FLOAT_VEC3:
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0
    case LOCAL_GL_FLOAT_VEC4:
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0
    case LOCAL_GL_FLOAT_MAT2:
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    case LOCAL_GL_FLOAT_MAT3:
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    case LOCAL_GL_FLOAT_MAT4:
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    case LOCAL_GL_FLOAT_MAT2x3:
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0
    case LOCAL_GL_FLOAT_MAT2x4:
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    case LOCAL_GL_FLOAT_MAT3x2:
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    case LOCAL_GL_FLOAT_MAT3x4:
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    case LOCAL_GL_FLOAT_MAT4x2:
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    case LOCAL_GL_FLOAT_MAT4x3:
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        {
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            GLfloat buffer[16] = {0.0f};
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            gl->fGetUniformfv(prog, mLoc, buffer);
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0
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            if (elemSize == 1)
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                return JS::DoubleValue(buffer[0]);
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0
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            JSObject* obj = dom::Float32Array::Create(js, mContext, elemSize, buffer);
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            if (!obj) {
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                mContext->ErrorOutOfMemory("getUniform: Out of memory.");
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                return JS::NullValue();
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            }
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            return JS::ObjectOrNullValue(obj);
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        }
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0
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0
    case LOCAL_GL_UNSIGNED_INT:
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0
    case LOCAL_GL_UNSIGNED_INT_VEC2:
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0
    case LOCAL_GL_UNSIGNED_INT_VEC3:
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    case LOCAL_GL_UNSIGNED_INT_VEC4:
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        {
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0
            GLuint buffer[kMaxElemSize] = {0};
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            gl->fGetUniformuiv(prog, mLoc, buffer);
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0
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0
            if (elemSize == 1)
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                return JS::DoubleValue(buffer[0]); // This is Double because only Int32 is special cased.
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0
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            JSObject* obj = dom::Uint32Array::Create(js, mContext, elemSize, buffer);
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0
            if (!obj) {
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0
                mContext->ErrorOutOfMemory("getUniform: Out of memory.");
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                return JS::NullValue();
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            }
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            return JS::ObjectOrNullValue(obj);
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        }
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0
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0
    default:
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0
        MOZ_CRASH("GFX: Invalid elemType.");
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    }
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0
}
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////////////////////////////////////////////////////////////////////////////////
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JSObject*
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WebGLUniformLocation::WrapObject(JSContext* js, JS::Handle<JSObject*> givenProto)
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0
{
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    return dom::WebGLUniformLocation_Binding::Wrap(js, this, givenProto);
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0
}
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLUniformLocation)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLUniformLocation, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLUniformLocation, Release)
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} // namespace mozilla