本文整理汇总了C++中dom::Nullable类的典型用法代码示例。如果您正苦于以下问题:C++ Nullable类的具体用法?C++ Nullable怎么用?C++ Nullable使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Nullable类的17个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: ErrorInvalidEnumInfo
void
WebGL2Context::GetActiveUniforms(WebGLProgram* program,
const dom::Sequence<GLuint>& uniformIndices,
GLenum pname,
dom::Nullable< nsTArray<GLint> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (pname == LOCAL_GL_UNIFORM_NAME_LENGTH) {
ErrorInvalidEnumInfo("getActiveUniforms: pname", pname);
return;
}
if (!ValidateObject("getActiveUniforms: program", program))
return;
size_t count = uniformIndices.Length();
if (!count)
return;
GLuint progname = program->mGLName;
nsTArray<GLint>& arr = retval.SetValue();
arr.SetLength(count);
MakeContextCurrent();
gl->fGetActiveUniformsiv(progname, count, uniformIndices.Elements(), pname,
arr.Elements());
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:30,代码来源:WebGL2ContextUniforms.cpp
示例2: WebGLExtensionID
void
WebGLContext::GetSupportedExtensions(JSContext* cx,
dom::Nullable< nsTArray<nsString> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
nsTArray<nsString>& arr = retval.SetValue();
for (size_t i = 0; i < size_t(WebGLExtensionID::Max); i++) {
WebGLExtensionID extension = WebGLExtensionID(i);
if (IsExtensionSupported(cx, extension)) {
const char* extStr = GetExtensionString(extension);
arr.AppendElement(NS_ConvertUTF8toUTF16(extStr));
}
}
/**
* We keep backward compatibility for these deprecated vendor-prefixed
* alias. Do not add new ones anymore. Hide it behind the
* webgl.enable-draft-extensions flag instead.
*/
if (IsExtensionSupported(cx, WebGLExtensionID::WEBGL_lose_context))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_lose_context"));
if (IsExtensionSupported(cx, WebGLExtensionID::WEBGL_compressed_texture_s3tc))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_s3tc"));
if (IsExtensionSupported(cx, WebGLExtensionID::WEBGL_compressed_texture_atc))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_atc"));
if (IsExtensionSupported(cx, WebGLExtensionID::WEBGL_compressed_texture_pvrtc))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_pvrtc"));
if (IsExtensionSupported(cx, WebGLExtensionID::WEBGL_depth_texture))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_depth_texture"));
}
开发者ID:70599,项目名称:Waterfox,代码行数:35,代码来源:WebGLContextExtensions.cpp
示例3: name
void
WebGL2Context::GetUniformIndices(WebGLProgram* program,
const dom::Sequence<nsString>& uniformNames,
dom::Nullable< nsTArray<GLuint> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getUniformIndices: program", program))
return;
if (!uniformNames.Length())
return;
GLuint progname = program->mGLName;
size_t count = uniformNames.Length();
nsTArray<GLuint>& arr = retval.SetValue();
MakeContextCurrent();
for (size_t n = 0; n < count; n++) {
NS_LossyConvertUTF16toASCII name(uniformNames[n]);
// const GLchar* glname = name.get();
const GLchar* glname = nullptr;
name.BeginReading(glname);
GLuint index = 0;
gl->fGetUniformIndices(progname, 1, &glname, &index);
arr.AppendElement(index);
}
}
开发者ID:Jar-win,项目名称:Waterfox,代码行数:32,代码来源:WebGL2ContextUniforms.cpp
示例4: LinkInfo
void
WebGLProgram::GetActiveUniformBlockParam(GLuint uniformBlockIndex, GLenum pname,
dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval) const
{
retval.SetNull();
if (!IsLinked()) {
mContext->ErrorInvalidOperation("getActiveUniformBlockParameter: `program` must be linked.");
return;
}
const webgl::LinkedProgramInfo* linkInfo = LinkInfo();
GLuint uniformBlockCount = (GLuint)linkInfo->uniformBlocks.size();
if (uniformBlockIndex >= uniformBlockCount) {
mContext->ErrorInvalidValue("getActiveUniformBlockParameter: index %u invalid.", uniformBlockIndex);
return;
}
gl::GLContext* gl = mContext->GL();
GLint param = 0;
switch (pname) {
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, ¶m);
retval.SetValue().SetAsBoolean() = (param != 0);
return;
case LOCAL_GL_UNIFORM_BLOCK_BINDING:
case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, ¶m);
retval.SetValue().SetAsUnsignedLong() = param;
return;
}
}
开发者ID:Danielzac,项目名称:gecko-dev,代码行数:35,代码来源:WebGLProgram.cpp
示例5: BufferSubDataT
void
WebGLContext::BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
if (maybeData.IsNull()) {
// see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
return;
}
BufferSubDataT(target, byteOffset, maybeData.Value());
}
开发者ID:Manishearth,项目名称:gecko-dev,代码行数:10,代码来源:WebGLContextBuffers.cpp
示例6: ErrorInvalidValue
void WebGL2Context::GetBufferSubData(GLenum target, GLintptr offset,
const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
// If returnedData is null then an INVALID_VALUE error is
// generated.
if (maybeData.IsNull())
return ErrorInvalidValue("getBufferSubData: returnedData is null");
const dom::ArrayBuffer& data = maybeData.Value();
GetBufferSubDataT(target, offset, data);
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:11,代码来源:WebGL2ContextBuffers.cpp
示例7: ErrorInvalidValue
void
WebGLContext::BufferData(GLenum target,
const dom::Nullable<dom::ArrayBuffer>& maybeData,
GLenum usage)
{
if (maybeData.IsNull()) {
// see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
return ErrorInvalidValue("bufferData: null object passed");
}
BufferDataT(target, maybeData.Value(), usage);
}
开发者ID:Manishearth,项目名称:gecko-dev,代码行数:11,代码来源:WebGLContextBuffers.cpp
示例8: MakeContextCurrent
void
WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, WebGLProgram* program,
GLuint uniformBlockIndex, GLenum pname,
dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
ErrorResult& rv)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getActiveUniformBlockParameter: program", program))
return;
MakeContextCurrent();
switch(pname) {
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
case LOCAL_GL_UNIFORM_BLOCK_BINDING:
case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
program->GetActiveUniformBlockParam(uniformBlockIndex, pname, retval);
return;
case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
program->GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex, retval, rv);
return;
}
ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:31,代码来源:WebGL2ContextUniforms.cpp
示例9: id
void
DominatorTree::GetImmediatelyDominated(uint64_t aNodeId,
dom::Nullable<nsTArray<uint64_t>>& aOutResult,
ErrorResult& aRv)
{
MOZ_ASSERT(aOutResult.IsNull());
JS::ubi::Node::Id id(aNodeId);
Maybe<JS::ubi::Node> node = mHeapSnapshot->getNodeById(id);
if (node.isNothing())
return;
// Get all immediately dominated nodes and their retained sizes.
MallocSizeOf mallocSizeOf = getCurrentThreadDebuggerMallocSizeOf();
Maybe<JS::ubi::DominatorTree::DominatedSetRange> range = mDominatorTree.getDominatedSet(*node);
MOZ_ASSERT(range.isSome(), "The node should be known, since we got it from the heap snapshot.");
size_t length = range->length();
nsTArray<NodeAndRetainedSize> dominatedNodes(length);
for (const JS::ubi::Node& dominatedNode : *range) {
JS::ubi::Node::Size retainedSize = 0;
if (NS_WARN_IF(!mDominatorTree.getRetainedSize(dominatedNode, mallocSizeOf, retainedSize))) {
aRv.Throw(NS_ERROR_OUT_OF_MEMORY);
return;
}
MOZ_ASSERT(retainedSize != 0,
"retainedSize should not be zero since we know the node is in the dominator tree.");
dominatedNodes.AppendElement(NodeAndRetainedSize(dominatedNode, retainedSize));
}
// Sort them by retained size.
NodeAndRetainedSize::Comparator comparator;
dominatedNodes.Sort(comparator);
// Fill the result with the nodes' ids.
JS::ubi::Node root = mDominatorTree.root();
aOutResult.SetValue(nsTArray<uint64_t>(length));
for (const NodeAndRetainedSize& entry : dominatedNodes) {
// The root dominates itself, but we don't want to expose that to JS.
if (entry.mNode == root)
continue;
aOutResult.Value().AppendElement(entry.mNode.identifier());
}
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:45,代码来源:DominatorTree.cpp
示例10: ErrorInvalidValue
/* This doesn't belong here. It's part of state querying */
void
WebGL2Context::GetIndexedParameter(GLenum target, GLuint index,
dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
GLint64 data = 0;
MakeContextCurrent();
switch (target) {
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
if (index >= mGLMaxTransformFeedbackSeparateAttribs)
return ErrorInvalidValue("getIndexedParameter: index should be less than "
"MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
retval.SetValue().SetAsWebGLBuffer() =
mBoundTransformFeedbackBuffers[index].get();
return;
case LOCAL_GL_UNIFORM_BUFFER_BINDING:
if (index >= mGLMaxUniformBufferBindings)
return ErrorInvalidValue("getIndexedParameter: index should be than "
"MAX_UNIFORM_BUFFER_BINDINGS");
retval.SetValue().SetAsWebGLBuffer() = mBoundUniformBuffers[index].get();
return;
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
case LOCAL_GL_UNIFORM_BUFFER_START:
case LOCAL_GL_UNIFORM_BUFFER_SIZE:
gl->fGetInteger64i_v(target, index, &data);
retval.SetValue().SetAsLongLong() = data;
return;
}
ErrorInvalidEnumInfo("getIndexedParameter: target", target);
}
开发者ID:bolt-dev,项目名称:gecko-dev,代码行数:42,代码来源:WebGL2ContextUniforms.cpp
示例11: BufferData
void WebGLContext::BufferData(GLenum target,
const dom::Nullable<dom::ArrayBuffer>& maybeSrc,
GLenum usage) {
const FuncScope funcScope(*this, "bufferData");
if (IsContextLost()) return;
if (!ValidateNonNull("src", maybeSrc)) return;
const auto& src = maybeSrc.Value();
src.ComputeLengthAndData();
BufferDataImpl(target, src.LengthAllowShared(), src.DataAllowShared(), usage);
}
开发者ID:jld,项目名称:gecko-dev,代码行数:12,代码来源:WebGLContextBuffers.cpp
示例12: WebGLExtensionID
void
WebGLContext::GetSupportedExtensions(dom::Nullable< nsTArray<nsString> >& retval,
dom::CallerType callerType)
{
retval.SetNull();
if (IsContextLost())
return;
nsTArray<nsString>& arr = retval.SetValue();
for (size_t i = 0; i < size_t(WebGLExtensionID::Max); i++) {
const auto extension = WebGLExtensionID(i);
if (extension == WebGLExtensionID::MOZ_debug)
continue; // Hide MOZ_debug from this list.
if (IsExtensionSupported(callerType, extension)) {
const char* extStr = GetExtensionString(extension);
arr.AppendElement(NS_ConvertUTF8toUTF16(extStr));
}
}
}
开发者ID:luke-chang,项目名称:gecko-1,代码行数:21,代码来源:WebGLContextExtensions.cpp
示例13: funcScope
void WebGL2Context::GetUniformIndices(
const WebGLProgram& program, const dom::Sequence<nsString>& uniformNames,
dom::Nullable<nsTArray<GLuint> >& retval) {
const FuncScope funcScope(*this, "getUniformIndices");
retval.SetNull();
if (IsContextLost()) return;
if (!ValidateObject("program", program)) return;
if (!uniformNames.Length()) return;
program.GetUniformIndices(uniformNames, retval);
}
开发者ID:Noctem,项目名称:gecko-dev,代码行数:13,代码来源:WebGL2ContextUniforms.cpp
示例14: mappedName
void
WebGLProgram::GetUniformIndices(const dom::Sequence<nsString>& uniformNames,
dom::Nullable< nsTArray<GLuint> >& retval) const
{
const char funcName[] = "getUniformIndices";
if (!IsLinked()) {
mContext->ErrorInvalidOperation("%s: `program` must be linked.", funcName);
return;
}
size_t count = uniformNames.Length();
nsTArray<GLuint>& arr = retval.SetValue();
gl::GLContext* gl = mContext->GL();
gl->MakeCurrent();
for (size_t i = 0; i < count; i++) {
const NS_LossyConvertUTF16toASCII userName(uniformNames[i]);
nsDependentCString baseUserName;
bool isArray;
size_t arrayIndex;
if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex)) {
arr.AppendElement(LOCAL_GL_INVALID_INDEX);
continue;
}
webgl::UniformInfo* info;
if (!LinkInfo()->FindUniform(baseUserName, &info)) {
arr.AppendElement(LOCAL_GL_INVALID_INDEX);
continue;
}
nsAutoCString mappedName(info->mActiveInfo->mBaseMappedName);
if (isArray) {
mappedName.AppendLiteral("[");
mappedName.AppendInt(uint32_t(arrayIndex));
mappedName.AppendLiteral("]");
}
const GLchar* mappedNameBytes = mappedName.BeginReading();
GLuint index = 0;
gl->fGetUniformIndices(mGLName, 1, &mappedNameBytes, &index);
arr.AppendElement(index);
}
}
开发者ID:mephisto41,项目名称:gecko-dev,代码行数:47,代码来源:WebGLProgram.cpp
示例15:
void
WebGL2Context::GetUniformIndices(WebGLProgram* program,
const dom::Sequence<nsString>& uniformNames,
dom::Nullable< nsTArray<GLuint> >& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getUniformIndices: program", program))
return;
if (!uniformNames.Length())
return;
program->GetUniformIndices(uniformNames, retval);
}
开发者ID:subsevenx2001,项目名称:gecko-dev,代码行数:17,代码来源:WebGL2ContextUniforms.cpp
示例16: obj
void
WebGLProgram::GetActiveUniformBlockActiveUniforms(JSContext* cx, GLuint uniformBlockIndex,
dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
ErrorResult& rv) const
{
if (!IsLinked()) {
mContext->ErrorInvalidOperation("getActiveUniformBlockParameter: `program` must be linked.");
return;
}
const webgl::LinkedProgramInfo* linkInfo = LinkInfo();
GLuint uniformBlockCount = (GLuint)linkInfo->uniformBlocks.size();
if (uniformBlockIndex >= uniformBlockCount) {
mContext->ErrorInvalidValue("getActiveUniformBlockParameter: index %u invalid.", uniformBlockIndex);
return;
}
gl::GLContext* gl = mContext->GL();
GLint activeUniformCount = 0;
gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex,
LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS,
&activeUniformCount);
JS::RootedObject obj(cx, dom::Uint32Array::Create(cx, mContext, activeUniformCount,
nullptr));
if (!obj) {
rv = NS_ERROR_OUT_OF_MEMORY;
return;
}
dom::Uint32Array result;
DebugOnly<bool> inited = result.Init(obj);
MOZ_ASSERT(inited);
result.ComputeLengthAndData();
gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex,
LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES,
(GLint*)result.Data());
inited = retval.SetValue().SetAsUint32Array().Init(obj);
MOZ_ASSERT(inited);
}
开发者ID:Danielzac,项目名称:gecko-dev,代码行数:40,代码来源:WebGLProgram.cpp
示例17: ErrorInvalidValue
void
WebGL2Context::GetBufferSubData(GLenum target, GLintptr offset,
const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
if (IsContextLost())
return;
// For the WebGLBuffer bound to the passed target, read
// returnedData.byteLength bytes from the buffer starting at byte
// offset offset and write them to returnedData.
// If zero is bound to target, an INVALID_OPERATION error is
// generated.
if (!ValidateBufferTarget(target, "getBufferSubData"))
return;
// If offset is less than zero, an INVALID_VALUE error is
// generated.
if (offset < 0)
return ErrorInvalidValue("getBufferSubData: negative offset");
// If returnedData is null then an INVALID_VALUE error is
// generated.
if (maybeData.IsNull())
return ErrorInvalidValue("getBufferSubData: returnedData is null");
WebGLRefPtr<WebGLBuffer>& bufferSlot = GetBufferSlotByTarget(target);
WebGLBuffer* boundBuffer = bufferSlot.get();
if (!boundBuffer)
return ErrorInvalidOperation("getBufferSubData: no buffer bound");
// If offset + returnedData.byteLength would extend beyond the end
// of the buffer an INVALID_VALUE error is generated.
const dom::ArrayBuffer& data = maybeData.Value();
data.ComputeLengthAndData();
CheckedInt<WebGLsizeiptr> neededByteLength = CheckedInt<WebGLsizeiptr>(offset) + data.Length();
if (!neededByteLength.isValid()) {
ErrorInvalidValue("getBufferSubData: Integer overflow computing the needed"
" byte length.");
return;
}
if (neededByteLength.value() > boundBuffer->ByteLength()) {
ErrorInvalidValue("getBufferSubData: Not enough data. Operation requires"
" %d bytes, but buffer only has %d bytes.",
neededByteLength.value(), boundBuffer->ByteLength());
return;
}
// If target is TRANSFORM_FEEDBACK_BUFFER, and any transform
// feedback object is currently active, an INVALID_OPERATION error
// is generated.
WebGLTransformFeedback* currentTF = mBoundTransformFeedback;
if (target == LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER && currentTF) {
if (currentTF->mIsActive)
return ErrorInvalidOperation("getBufferSubData: Currently bound transform"
" feedback is active");
// https://github.com/NVIDIA/WebGL/commit/63aff5e58c1d79825a596f0f4aa46174b9a5f72c
// Performing reads and writes on a buffer that is currently
// bound for transform feedback causes undefined results in
// GLES3.0 and OpenGL 4.5. In practice results of reads and
// writes might be consistent as long as transform feedback
// objects are not active, but neither GLES3.0 nor OpenGL 4.5
// spec guarantees this - just being bound for transform
// feedback is sufficient to cause undefined results.
BindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK, nullptr);
}
/* If the buffer is written and read sequentially by other
* operations and getBufferSubData, it is the responsibility of
* the WebGL API to ensure that data are access
* consistently. This applies even if the buffer is currently
* bound to a transform feedback binding point.
*/
void* ptr = gl->fMapBufferRange(target, offset, data.Length(), LOCAL_GL_MAP_READ_BIT);
memcpy(data.Data(), ptr, data.Length());
gl->fUnmapBuffer(target);
if (target == LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER && currentTF) {
BindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK, currentTF);
}
}
开发者ID:hobinjk,项目名称:gecko-dev,代码行数:86,代码来源:WebGL2ContextBuffers.cpp
注:本文中的dom::Nullable类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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