LibGL+LibWeb: Remove WebGL-specific API from GLContext

The OpenGL API has ways to retrieve these values, so let's make sure to
implement them. :^)
This commit is contained in:
Jelle Raaijmakers 2022-12-25 00:45:33 +01:00 committed by Andreas Kling
parent bc1293925a
commit ae82b14e59
Notes: sideshowbarker 2024-07-17 02:50:48 +09:00
5 changed files with 72 additions and 9 deletions

View file

@ -61,3 +61,51 @@ TEST_CASE(0003_gl_bind_buffer_names_must_be_allocated)
glBindBuffer(GL_ARRAY_BUFFER, 123); glBindBuffer(GL_ARRAY_BUFFER, 123);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_VALUE)); EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_VALUE));
} }
TEST_CASE(0004_gl_color_clear_value)
{
auto context = create_testing_context();
Array<GLdouble, 4> clear_color;
glGetDoublev(GL_COLOR_CLEAR_VALUE, clear_color.data());
EXPECT_EQ(clear_color[0], 0.);
EXPECT_EQ(clear_color[1], 0.);
EXPECT_EQ(clear_color[2], 0.);
EXPECT_EQ(clear_color[3], 0.);
glClearColor(.1f, .2f, .3f, .4f);
glGetDoublev(GL_COLOR_CLEAR_VALUE, clear_color.data());
EXPECT_APPROXIMATE(clear_color[0], .1);
EXPECT_APPROXIMATE(clear_color[1], .2);
EXPECT_APPROXIMATE(clear_color[2], .3);
EXPECT_APPROXIMATE(clear_color[3], .4);
}
TEST_CASE(0005_gl_depth_clear_value)
{
auto context = create_testing_context();
GLdouble clear_depth;
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_EQ(clear_depth, 1.);
glClearDepth(.1f);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_APPROXIMATE(clear_depth, .1);
}
TEST_CASE(0006_gl_stencil_clear_value)
{
auto context = create_testing_context();
GLint clear_stencil;
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clear_stencil);
EXPECT_EQ(clear_stencil, 0);
glClearStencil(255);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clear_stencil);
EXPECT_EQ(clear_stencil, 255);
}

View file

@ -30,6 +30,18 @@ Optional<ContextParameter> GLContext::get_context_parameter(GLenum name)
return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(u8) * 8 } }; return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(u8) * 8 } };
case GL_CLIENT_ACTIVE_TEXTURE: case GL_CLIENT_ACTIVE_TEXTURE:
return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(GL_TEXTURE0 + m_client_active_texture) } }; return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(GL_TEXTURE0 + m_client_active_texture) } };
case GL_COLOR_CLEAR_VALUE:
return ContextParameter {
.type = GL_DOUBLE,
.count = 4,
.value = {
.double_list = {
static_cast<GLdouble>(m_clear_color.x()),
static_cast<GLdouble>(m_clear_color.y()),
static_cast<GLdouble>(m_clear_color.z()),
static_cast<GLdouble>(m_clear_color.w()),
} }
};
case GL_COLOR_MATERIAL: case GL_COLOR_MATERIAL:
return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_color_material_enabled } }; return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_color_material_enabled } };
case GL_COLOR_MATERIAL_FACE: case GL_COLOR_MATERIAL_FACE:
@ -52,6 +64,8 @@ Optional<ContextParameter> GLContext::get_context_parameter(GLenum name)
return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_cull_faces } }; return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_cull_faces } };
case GL_DEPTH_BITS: case GL_DEPTH_BITS:
return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } }; return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
case GL_DEPTH_CLEAR_VALUE:
return ContextParameter { .type = GL_DOUBLE, .value = { .double_value = static_cast<GLdouble>(m_clear_depth) } };
case GL_DEPTH_TEST: case GL_DEPTH_TEST:
return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_test_enabled } }; return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_test_enabled } };
case GL_DITHER: case GL_DITHER:

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@ -103,10 +103,12 @@ extern "C" {
#define GL_COLOR_MATERIAL 0x0B57 #define GL_COLOR_MATERIAL 0x0B57
#define GL_FOG_START 0x0B63 #define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64 #define GL_FOG_END 0x0B64
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_STENCIL_CLEAR_VALUE 0x0B91 #define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_MATRIX_MODE 0x0BA0 #define GL_MATRIX_MODE 0x0BA0
#define GL_NORMALIZE 0x0BA1 #define GL_NORMALIZE 0x0BA1
#define GL_VIEWPORT 0x0BA2 #define GL_VIEWPORT 0x0BA2
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_DOUBLEBUFFER 0x0C32 #define GL_DOUBLEBUFFER 0x0C32
#define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61 #define GL_TEXTURE_GEN_T 0x0C61

View file

@ -107,12 +107,6 @@ public:
NonnullRefPtr<Gfx::Bitmap> frontbuffer() const { return m_frontbuffer; }; NonnullRefPtr<Gfx::Bitmap> frontbuffer() const { return m_frontbuffer; };
void present(); void present();
// Used by WebGL to preserve the clear values when implicitly clearing the front buffer.
// FIXME: Add ContextParameters for these and expose them through methods such as gl_get_floatv instead of having a public API like this.
FloatVector4 current_clear_color() const { return m_clear_color; }
GLdouble current_clear_depth() const { return m_clear_depth; }
GLint current_clear_stencil() const { return m_clear_stencil; }
void gl_begin(GLenum mode); void gl_begin(GLenum mode);
void gl_clear(GLbitfield mask); void gl_clear(GLbitfield mask);
void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);

View file

@ -52,9 +52,14 @@ void WebGLRenderingContextBase::present()
// This default behavior can be changed by setting the preserveDrawingBuffer attribute of the WebGLContextAttributes object. // This default behavior can be changed by setting the preserveDrawingBuffer attribute of the WebGLContextAttributes object.
// If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them." // If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them."
if (!m_context_creation_parameters.preserve_drawing_buffer) { if (!m_context_creation_parameters.preserve_drawing_buffer) {
auto current_clear_color = m_context->current_clear_color(); Array<GLdouble, 4> current_clear_color;
auto current_clear_depth = m_context->current_clear_depth(); m_context->gl_get_doublev(GL_COLOR_CLEAR_VALUE, current_clear_color.data());
auto current_clear_stencil = m_context->current_clear_stencil();
GLdouble current_clear_depth;
m_context->gl_get_doublev(GL_DEPTH_CLEAR_VALUE, &current_clear_depth);
GLint current_clear_stencil;
m_context->gl_get_integerv(GL_STENCIL_CLEAR_VALUE, &current_clear_stencil);
// The implicit clear value for the color buffer is (0, 0, 0, 0) // The implicit clear value for the color buffer is (0, 0, 0, 0)
m_context->gl_clear_color(0, 0, 0, 0); m_context->gl_clear_color(0, 0, 0, 0);