gecko/content/canvas/src/WebGLContext.h

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/* -*- 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) 2007
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com> (original author)
* Mark Steele <mwsteele@gmail.com>
*
* 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 ***** */
#ifndef WEBGLCONTEXT_H_
#define WEBGLCONTEXT_H_
#include <stdarg.h>
#include <vector>
#include "nsTArray.h"
#include "nsDataHashtable.h"
#include "nsRefPtrHashtable.h"
#include "nsHashKeys.h"
#include "nsIDocShell.h"
#include "nsIDOMWebGLRenderingContext.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsHTMLCanvasElement.h"
#include "nsWeakReference.h"
#include "nsIDOMHTMLElement.h"
#include "nsIJSNativeInitializer.h"
#include "nsIMemoryReporter.h"
#include "nsContentUtils.h"
#include "GLContextProvider.h"
#include "Layers.h"
#include "CheckedInt.h"
/*
* Minimum value constants defined in 6.2 State Tables of OpenGL ES - 2.0.25
* https://bugzilla.mozilla.org/show_bug.cgi?id=686732
*
* Exceptions: some of the following values are set to higher values than in the spec because
* the values in the spec are ridiculously low. They are explicitly marked below
*/
#define MINVALUE_GL_MAX_TEXTURE_SIZE 1024 // Different from the spec, which sets it to 64 on page 162
#define MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE 512 // Different from the spec, which sets it to 16 on page 162
#define MINVALUE_GL_MAX_VERTEX_ATTRIBS 8 // Page 164
#define MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS 16 // Page 164
#define MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS 128 // Page 164
#define MINVALUE_GL_MAX_VARYING_VECTORS 8 // Page 164
#define MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS 8 // Page 164
#define MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0 // Page 164
#define MINVALUE_GL_MAX_RENDERBUFFER_SIZE 1024 // Different from the spec, which sets it to 1 on page 164
#define MINVALUE_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 8 // Page 164
class nsIDocShell;
class nsIPropertyBag;
namespace mozilla {
class WebGLTexture;
class WebGLBuffer;
class WebGLProgram;
class WebGLShader;
class WebGLFramebuffer;
class WebGLRenderbuffer;
class WebGLUniformLocation;
class WebGLExtension;
struct WebGLVertexAttribData;
class WebGLContextBoundObject;
enum FakeBlackStatus { DoNotNeedFakeBlack, DoNeedFakeBlack, DontKnowIfNeedFakeBlack };
struct VertexAttrib0Status {
enum { Default, EmulatedUninitializedArray, EmulatedInitializedArray };
};
struct BackbufferClearingStatus {
enum { NotClearedSinceLastPresented, ClearedToDefaultValues, HasBeenDrawnTo };
};
struct WebGLTexelFormat {
enum { Generic, Auto, RGBA8, RGB8, RGBX8, BGRA8, BGR8, BGRX8, RGBA5551, RGBA4444, RGB565, R8, RA8, A8,
RGBA32F, RGB32F, A32F, R32F, RA32F };
};
struct WebGLTexelPremultiplicationOp {
enum { Generic, None, Premultiply, Unmultiply };
};
int GetWebGLTexelFormat(GLenum format, GLenum type);
inline bool is_pot_assuming_nonnegative(WebGLsizei x)
{
return (x & (x-1)) == 0;
}
/* Each WebGL object class WebGLFoo wants to:
* - inherit WebGLRefCountedObject<WebGLFoo>
* - implement a Delete() method
* - have its destructor call DeleteOnce()
*
* This base class provides two features to WebGL object types:
* 1. support for OpenGL object reference counting
* 2. support for OpenGL deletion statuses
*
***** 1. OpenGL object reference counting *****
*
* WebGL objects such as WebGLTexture's really have two different refcounts:
* the XPCOM refcount, that is directly exposed to JavaScript, and the OpenGL
* refcount.
*
* For example, when in JavaScript one does: var newname = existingTexture;
* that increments the XPCOM refcount, but doesn't affect the OpenGL refcount.
* When one attaches the texture to a framebuffer object, that does increment
* its OpenGL refcount (and also its XPCOM refcount, to prevent the regular
* XPCOM refcounting mechanism from destroying objects prematurely).
*
* The actual OpenGL refcount is opaque to us (it's internal to the OpenGL
* implementation) but is affects the WebGL semantics that we have to implement:
* for example, a WebGLTexture that is attached to a WebGLFramebuffer must not
* be actually deleted, even if deleteTexture has been called on it, and even
* if JavaScript doesn't have references to it anymore. We can't just rely on
* OpenGL to keep alive the underlying OpenGL texture for us, for a variety of
* reasons, most importantly: we'd need to know when OpenGL objects are actually
* deleted, and OpenGL doesn't notify us about that, so we would have to query
* status very often with glIsXxx calls which isn't practical.
*
* This means that we have to keep track of the OpenGL refcount ourselves,
* in addition to the XPCOM refcount.
*
* This class implements such a refcount, see the mWebGLRefCnt
* member. In order to avoid name clashes (with regular XPCOM refcounting)
* in the derived class, we prefix members with 'WebGL', whence the names
* WebGLAddRef, WebGLRelease, etc.
*
* In practice, WebGLAddRef and WebGLRelease are only called from the
* WebGLRefPtr class.
*
***** 2. OpenGL deletion statuses *****
*
* In OpenGL, an object can go through 3 different deletion statuses during its
* lifetime, which correspond to the 3 enum values for DeletionStatus in this class:
* - the Default status, which it has from its creation to when the
* suitable glDeleteXxx function is called on it;
* - the DeleteRequested status, which is has from when the suitable glDeleteXxx
* function is called on it to when it is no longer referenced by other OpenGL
* objects. For example, a texture that is attached to a non-current FBO
* will enter that status when glDeleteTexture is called on it. For objects
* with that status, GL_DELETE_STATUS queries return true, but glIsXxx
* functions still return true.
* - the Deleted status, which is the status of objects on which the
* suitable glDeleteXxx function has been called, and that are not referenced
* by other OpenGL objects.
*
* This state is stored in the mDeletionStatus member of this class.
*
* When the GL refcount hits zero, if the status is DeleteRequested then we call
* the Delete() method on the derived class and the status becomes Deleted. This is
* what the MaybeDelete() function does.
*
* The DeleteOnce() function implemented here is a helper to ensure that we don't
* call Delete() twice on the same object. Since the derived class' destructor
* needs to call DeleteOnce() which calls Delete(), we can't allow either to be
* virtual. Strictly speaking, we could let them be virtual if the derived class
* were final, but that would be impossible to enforce and would lead to strange
* bugs if it were subclassed.
*
* This WebGLRefCountedObject class takes the Derived type
* as template parameter, as a means to allow DeleteOnce to call Delete()
* on the Derived class, without either method being virtual. This is a common
* C++ pattern known as the "curiously recursive template pattern (CRTP)".
*/
template<typename Derived>
class WebGLRefCountedObject
{
public:
enum DeletionStatus { Default, DeleteRequested, Deleted };
WebGLRefCountedObject()
: mDeletionStatus(Default)
{ }
~WebGLRefCountedObject() {
NS_ABORT_IF_FALSE(mWebGLRefCnt == 0, "destroying WebGL object still referenced by other WebGL objects");
NS_ABORT_IF_FALSE(mDeletionStatus == Deleted, "Derived class destructor must call DeleteOnce()");
}
// called by WebGLRefPtr
void WebGLAddRef() {
++mWebGLRefCnt;
}
// called by WebGLRefPtr
void WebGLRelease() {
NS_ABORT_IF_FALSE(mWebGLRefCnt > 0, "releasing WebGL object with WebGL refcnt already zero");
--mWebGLRefCnt;
MaybeDelete();
}
// this is the function that WebGL.deleteXxx() functions want to call
void RequestDelete() {
if (mDeletionStatus == Default)
mDeletionStatus = DeleteRequested;
MaybeDelete();
}
bool IsDeleted() const {
return mDeletionStatus == Deleted;
}
bool IsDeleteRequested() const {
return mDeletionStatus != Default;
}
void DeleteOnce() {
if (mDeletionStatus != Deleted) {
static_cast<Derived*>(this)->Delete();
mDeletionStatus = Deleted;
}
}
private:
void MaybeDelete() {
if (mWebGLRefCnt == 0 &&
mDeletionStatus == DeleteRequested)
{
DeleteOnce();
}
}
protected:
nsAutoRefCnt mWebGLRefCnt;
DeletionStatus mDeletionStatus;
};
/* This WebGLRefPtr class is meant to be used for references between WebGL objects.
* For example, a WebGLProgram holds WebGLRefPtr's to the WebGLShader's attached
* to it.
*
* Why the need for a separate refptr class? The only special thing that WebGLRefPtr
* does is that it increments and decrements the WebGL refcount of
* WebGLRefCountedObject's, in addition to incrementing and decrementing the
* usual XPCOM refcount.
*
* This means that by using a WebGLRefPtr instead of a nsRefPtr, you ensure that
* the WebGL refcount is incremented, which means that the object will be kept
* alive by this reference even if the matching webgl.deleteXxx() function is
* called on it.
*/
template<typename T>
class WebGLRefPtr
{
public:
WebGLRefPtr()
: mRawPtr(0)
{ }
WebGLRefPtr(const WebGLRefPtr<T>& aSmartPtr)
: mRawPtr(aSmartPtr.mRawPtr)
{
AddRefOnPtr(mRawPtr);
}
WebGLRefPtr(T *aRawPtr)
: mRawPtr(aRawPtr)
{
AddRefOnPtr(mRawPtr);
}
~WebGLRefPtr() {
ReleasePtr(mRawPtr);
}
WebGLRefPtr<T>&
operator=(const WebGLRefPtr<T>& rhs)
{
assign_with_AddRef(rhs.mRawPtr);
return *this;
}
WebGLRefPtr<T>&
operator=(T* rhs)
{
assign_with_AddRef(rhs);
return *this;
}
T* get() const {
return static_cast<T*>(mRawPtr);
}
operator T*() const {
return get();
}
T* operator->() const {
NS_ABORT_IF_FALSE(mRawPtr != 0, "You can't dereference a NULL WebGLRefPtr with operator->()!");
return get();
}
T& operator*() const {
NS_ABORT_IF_FALSE(mRawPtr != 0, "You can't dereference a NULL WebGLRefPtr with operator*()!");
return *get();
}
private:
static void AddRefOnPtr(T* rawPtr) {
if (rawPtr) {
rawPtr->WebGLAddRef();
rawPtr->AddRef();
}
}
static void ReleasePtr(T* rawPtr) {
if (rawPtr) {
rawPtr->WebGLRelease(); // must be done first before Release(), as Release() might actually destroy the object
rawPtr->Release();
}
}
void assign_with_AddRef(T* rawPtr) {
AddRefOnPtr(rawPtr);
assign_assuming_AddRef(rawPtr);
}
void assign_assuming_AddRef(T* newPtr) {
T* oldPtr = mRawPtr;
mRawPtr = newPtr;
ReleasePtr(oldPtr);
}
protected:
T *mRawPtr;
};
typedef PRUint64 WebGLMonotonicHandle;
/* WebGLFastArray offers a fast array for the use case where all what one needs is to append
* and remove elements. Removal is fast because the array is always kept sorted with respect
* to "monotonic handles". Appending an element returns such a "monotonic handle" which the
* user needs to keep for future use for when it will want to remove the element.
*/
template<typename ElementType>
class WebGLFastArray
{
struct Entry {
ElementType mElement;
WebGLMonotonicHandle mMonotonicHandle;
Entry(ElementType elem, WebGLMonotonicHandle monotonicHandle)
: mElement(elem), mMonotonicHandle(monotonicHandle)
{}
struct Comparator {
bool Equals(const Entry& a, const Entry& b) const {
return a.mMonotonicHandle == b.mMonotonicHandle;
}
bool LessThan(const Entry& a, const Entry& b) const {
return a.mMonotonicHandle < b.mMonotonicHandle;
}
};
};
public:
WebGLFastArray()
: mCurrentMonotonicHandle(0) // CheckedInt already does it, this is just defensive coding
{}
ElementType operator[](size_t index) const {
return mArray[index].mElement;
}
size_t Length() const {
return mArray.Length();
}
ElementType Last() const {
return operator[](Length() - 1);
}
WebGLMonotonicHandle AppendElement(ElementType elem)
{
WebGLMonotonicHandle monotonicHandle = NextMonotonicHandle();
mArray.AppendElement(Entry(elem, monotonicHandle));
return monotonicHandle;
}
void RemoveElement(WebGLMonotonicHandle monotonicHandle)
{
mArray.RemoveElementSorted(Entry(ElementType(), monotonicHandle),
typename Entry::Comparator());
}
private:
WebGLMonotonicHandle NextMonotonicHandle() {
++mCurrentMonotonicHandle;
if (!mCurrentMonotonicHandle.valid())
NS_RUNTIMEABORT("ran out of monotonic ids!");
return mCurrentMonotonicHandle.value();
}
nsTArray<Entry> mArray;
CheckedInt<WebGLMonotonicHandle> mCurrentMonotonicHandle;
};
struct WebGLContextOptions {
// these are defaults
WebGLContextOptions()
: alpha(true), depth(true), stencil(false),
premultipliedAlpha(true), antialias(true),
preserveDrawingBuffer(false)
{ }
bool operator==(const WebGLContextOptions& other) const {
return
alpha == other.alpha &&
depth == other.depth &&
stencil == other.stencil &&
premultipliedAlpha == other.premultipliedAlpha &&
antialias == other.antialias &&
preserveDrawingBuffer == other.preserveDrawingBuffer;
}
bool operator!=(const WebGLContextOptions& other) const {
return !operator==(other);
}
bool alpha;
bool depth;
bool stencil;
bool premultipliedAlpha;
bool antialias;
bool preserveDrawingBuffer;
};
class WebGLContext :
public nsIDOMWebGLRenderingContext,
public nsICanvasRenderingContextInternal,
public nsSupportsWeakReference,
public nsITimerCallback
{
friend class WebGLMemoryReporter;
friend class WebGLExtensionLoseContext;
friend class WebGLContextUserData;
public:
WebGLContext();
virtual ~WebGLContext();
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_CLASS_AMBIGUOUS(WebGLContext, nsIDOMWebGLRenderingContext)
NS_DECL_NSIDOMWEBGLRENDERINGCONTEXT
NS_DECL_NSITIMERCALLBACK
// nsICanvasRenderingContextInternal
NS_IMETHOD SetCanvasElement(nsHTMLCanvasElement* aParentCanvas);
NS_IMETHOD SetDimensions(PRInt32 width, PRInt32 height);
NS_IMETHOD InitializeWithSurface(nsIDocShell *docShell, gfxASurface *surface, PRInt32 width, PRInt32 height)
{ return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Reset()
{ /* (InitializeWithSurface) */ return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Render(gfxContext *ctx, gfxPattern::GraphicsFilter f);
NS_IMETHOD GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream);
NS_IMETHOD GetThebesSurface(gfxASurface **surface);
mozilla::TemporaryRef<mozilla::gfx::SourceSurface> GetSurfaceSnapshot()
{ return nsnull; }
NS_IMETHOD SetIsOpaque(bool b) { return NS_OK; };
NS_IMETHOD SetContextOptions(nsIPropertyBag *aOptions);
NS_IMETHOD SetIsIPC(bool b) { return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Redraw(const gfxRect&) { return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Swap(mozilla::ipc::Shmem& aBack,
PRInt32 x, PRInt32 y, PRInt32 w, PRInt32 h)
{ return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Swap(PRUint32 nativeID,
PRInt32 x, PRInt32 y, PRInt32 w, PRInt32 h)
{ return NS_ERROR_NOT_IMPLEMENTED; }
bool LoseContext();
bool RestoreContext();
nsresult SynthesizeGLError(WebGLenum err);
nsresult SynthesizeGLError(WebGLenum err, const char *fmt, ...);
nsresult ErrorInvalidEnum(const char *fmt = 0, ...);
nsresult ErrorInvalidOperation(const char *fmt = 0, ...);
nsresult ErrorInvalidValue(const char *fmt = 0, ...);
nsresult ErrorInvalidEnumInfo(const char *info, PRUint32 enumvalue) {
return ErrorInvalidEnum("%s: invalid enum value 0x%x", info, enumvalue);
}
nsresult ErrorOutOfMemory(const char *fmt = 0, ...);
const char *ErrorName(GLenum error);
WebGLTexture *activeBoundTextureForTarget(WebGLenum target) {
return target == LOCAL_GL_TEXTURE_2D ? mBound2DTextures[mActiveTexture]
: mBoundCubeMapTextures[mActiveTexture];
}
already_AddRefed<CanvasLayer> GetCanvasLayer(nsDisplayListBuilder* aBuilder,
CanvasLayer *aOldLayer,
LayerManager *aManager);
void MarkContextClean() { mInvalidated = false; }
// a number that increments every time we have an event that causes
// all context resources to be lost.
PRUint32 Generation() { return mGeneration.value(); }
// this is similar to GLContext::ClearSafely, but is more comprehensive
// (takes care of scissor, stencil write mask, dithering, viewport...)
// WebGL has more complex needs than GLContext as content controls GL state.
void ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect);
// if the preserveDrawingBuffer context option is false, we need to clear the back buffer
// after it's been presented to the compositor. This function does that if needed.
// See section 2.2 in the WebGL spec.
void EnsureBackbufferClearedAsNeeded();
// checks for GL errors, clears any pending GL error, stores the current GL error in currentGLError,
// and copies it into mWebGLError if it doesn't already have an error set
void UpdateWebGLErrorAndClearGLError(GLenum *currentGLError) {
// get and clear GL error in ALL cases
*currentGLError = gl->GetAndClearError();
// only store in mWebGLError if is hasn't already recorded an error
if (!mWebGLError)
mWebGLError = *currentGLError;
}
// checks for GL errors, clears any pending GL error,
// and stores the current GL error into mWebGLError if it doesn't already have an error set
void UpdateWebGLErrorAndClearGLError() {
GLenum currentGLError;
UpdateWebGLErrorAndClearGLError(&currentGLError);
}
bool MinCapabilityMode() const {
return mMinCapability;
}
// Sets up the GL_ARB_robustness timer if it isn't already, so that if the
// driver gets restarted, the context may get reset with it.
void SetupRobustnessTimer() {
if (mContextLost || (!mHasRobustness && gl->GetContextType() != gl::GLContext::ContextTypeEGL))
return;
// If the timer was already running, don't restart it here. Instead,
// wait until the previous call is done, then fire it one more time.
// This is an optimization to prevent unnecessary cross-communication
// between threads.
if (mRobustnessTimerRunning) {
mDrawSinceRobustnessTimerSet = true;
return;
}
mContextRestorer->InitWithCallback(static_cast<nsITimerCallback*>(this),
PR_MillisecondsToInterval(1000),
nsITimer::TYPE_ONE_SHOT);
mRobustnessTimerRunning = true;
mDrawSinceRobustnessTimerSet = false;
}
void TerminateRobustnessTimer() {
if (mRobustnessTimerRunning) {
mContextRestorer->Cancel();
mRobustnessTimerRunning = false;
}
}
protected:
void SetDontKnowIfNeedFakeBlack() {
mFakeBlackStatus = DontKnowIfNeedFakeBlack;
}
bool NeedFakeBlack();
void BindFakeBlackTextures();
void UnbindFakeBlackTextures();
int WhatDoesVertexAttrib0Need();
bool DoFakeVertexAttrib0(WebGLuint vertexCount);
void UndoFakeVertexAttrib0();
void InvalidateFakeVertexAttrib0();
static CheckedUint32 GetImageSize(WebGLsizei height,
WebGLsizei width,
PRUint32 pixelSize,
PRUint32 alignment);
// Returns x rounded to the next highest multiple of y.
static CheckedUint32 RoundedToNextMultipleOf(CheckedUint32 x, CheckedUint32 y) {
return ((x + y - 1) / y) * y;
}
nsCOMPtr<nsIDOMHTMLCanvasElement> mCanvasElement;
nsHTMLCanvasElement *HTMLCanvasElement() {
return static_cast<nsHTMLCanvasElement*>(mCanvasElement.get());
}
nsRefPtr<gl::GLContext> gl;
PRInt32 mWidth, mHeight;
CheckedUint32 mGeneration;
WebGLContextOptions mOptions;
bool mInvalidated;
bool mResetLayer;
bool mVerbose;
bool mOptionsFrozen;
bool mMinCapability;
bool mDisableExtensions;
bool mHasRobustness;
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
WebGLuint mActiveTexture;
WebGLenum mWebGLError;
// whether shader validation is supported
bool mShaderValidation;
// some GL constants
PRInt32 mGLMaxVertexAttribs;
PRInt32 mGLMaxTextureUnits;
PRInt32 mGLMaxTextureSize;
PRInt32 mGLMaxCubeMapTextureSize;
PRInt32 mGLMaxTextureImageUnits;
PRInt32 mGLMaxVertexTextureImageUnits;
PRInt32 mGLMaxVaryingVectors;
PRInt32 mGLMaxFragmentUniformVectors;
PRInt32 mGLMaxVertexUniformVectors;
// extensions
enum WebGLExtensionID {
WebGL_OES_texture_float,
WebGL_OES_standard_derivatives,
WebGL_WEBGL_EXT_lose_context,
WebGLExtensionID_Max
};
nsCOMPtr<WebGLExtension> mEnabledExtensions[WebGLExtensionID_Max];
bool IsExtensionEnabled(WebGLExtensionID ext) const {
NS_ABORT_IF_FALSE(ext >= 0 && ext < WebGLExtensionID_Max, "bogus index!");
return mEnabledExtensions[ext] != nsnull;
}
bool IsExtensionSupported(WebGLExtensionID ei);
bool InitAndValidateGL();
bool ValidateBuffers(PRInt32* maxAllowedCount, const char *info);
bool ValidateCapabilityEnum(WebGLenum cap, const char *info);
bool ValidateBlendEquationEnum(WebGLenum cap, const char *info);
bool ValidateBlendFuncDstEnum(WebGLenum mode, const char *info);
bool ValidateBlendFuncSrcEnum(WebGLenum mode, const char *info);
bool ValidateBlendFuncEnumsCompatibility(WebGLenum sfactor, WebGLenum dfactor, const char *info);
bool ValidateTextureTargetEnum(WebGLenum target, const char *info);
bool ValidateComparisonEnum(WebGLenum target, const char *info);
bool ValidateStencilOpEnum(WebGLenum action, const char *info);
bool ValidateFaceEnum(WebGLenum face, const char *info);
bool ValidateBufferUsageEnum(WebGLenum target, const char *info);
bool ValidateTexFormatAndType(WebGLenum format, WebGLenum type, int jsArrayType,
PRUint32 *texelSize, const char *info);
bool ValidateDrawModeEnum(WebGLenum mode, const char *info);
bool ValidateAttribIndex(WebGLuint index, const char *info);
bool ValidateStencilParamsForDrawCall();
bool ValidateGLSLVariableName(const nsAString& name, const char *info);
bool ValidateGLSLCharacter(PRUnichar c);
bool ValidateGLSLString(const nsAString& string, const char *info);
static PRUint32 GetTexelSize(WebGLenum format, WebGLenum type);
void Invalidate();
void DestroyResourcesAndContext();
void MakeContextCurrent() { gl->MakeCurrent(); }
// helpers
nsresult TexImage2D_base(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero, WebGLint border,
WebGLenum format, WebGLenum type,
void *data, PRUint32 byteLength,
int jsArrayType,
int srcFormat, bool srcPremultiplied);
nsresult TexSubImage2D_base(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLenum format, WebGLenum type,
void *pixels, PRUint32 byteLength,
int jsArrayType,
int srcFormat, bool srcPremultiplied);
nsresult ReadPixels_base(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type, JSObject* pixels);
nsresult TexParameter_base(WebGLenum target, WebGLenum pname,
WebGLint *intParamPtr, WebGLfloat *floatParamPtr);
void ConvertImage(size_t width, size_t height, size_t srcStride, size_t dstStride,
const PRUint8*src, PRUint8 *dst,
int srcFormat, bool srcPremultiplied,
int dstFormat, bool dstPremultiplied,
size_t dstTexelSize);
nsresult DOMElementToImageSurface(nsIDOMElement *imageOrCanvas,
gfxImageSurface **imageOut,
int *format);
nsresult CopyTexSubImage2D_base(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
bool sub
);
// Conversion from public nsI* interfaces to concrete objects
template<class ConcreteObjectType, class BaseInterfaceType>
bool GetConcreteObject(const char *info,
BaseInterfaceType *aInterface,
ConcreteObjectType **aConcreteObject,
bool *isNull = 0,
bool *isDeleted = 0,
bool generateErrors = true);
template<class ConcreteObjectType, class BaseInterfaceType>
bool GetConcreteObjectAndGLName(const char *info,
BaseInterfaceType *aInterface,
ConcreteObjectType **aConcreteObject,
WebGLuint *aGLObjectName,
bool *isNull = 0,
bool *isDeleted = 0);
template<class ConcreteObjectType, class BaseInterfaceType>
bool GetGLName(const char *info,
BaseInterfaceType *aInterface,
WebGLuint *aGLObjectName,
bool *isNull = 0,
bool *isDeleted = 0);
template<class ConcreteObjectType, class BaseInterfaceType>
bool CanGetConcreteObject(const char *info,
BaseInterfaceType *aInterface,
bool *isNull = 0,
bool *isDeleted = 0);
PRInt32 MaxTextureSizeForTarget(WebGLenum target) const {
return target == LOCAL_GL_TEXTURE_2D ? mGLMaxTextureSize : mGLMaxCubeMapTextureSize;
}
/** like glBufferData but if the call may change the buffer size, checks any GL error generated
* by this glBufferData call and returns it */
GLenum CheckedBufferData(GLenum target,
GLsizeiptr size,
const GLvoid *data,
GLenum usage);
/** like glTexImage2D but if the call may change the texture size, checks any GL error generated
* by this glTexImage2D call and returns it */
GLenum CheckedTexImage2D(GLenum target,
GLint level,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid *data);
void MaybeRestoreContext();
void ForceLoseContext();
void ForceRestoreContext();
// the buffers bound to the current program's attribs
nsTArray<WebGLVertexAttribData> mAttribBuffers;
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBoundCubeMapTextures;
WebGLRefPtr<WebGLBuffer> mBoundArrayBuffer;
WebGLRefPtr<WebGLBuffer> mBoundElementArrayBuffer;
WebGLRefPtr<WebGLProgram> mCurrentProgram;
PRUint32 mMaxFramebufferColorAttachments;
WebGLRefPtr<WebGLFramebuffer> mBoundFramebuffer;
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
WebGLFastArray<WebGLTexture*> mTextures;
WebGLFastArray<WebGLBuffer*> mBuffers;
WebGLFastArray<WebGLProgram*> mPrograms;
WebGLFastArray<WebGLShader*> mShaders;
WebGLFastArray<WebGLRenderbuffer*> mRenderbuffers;
WebGLFastArray<WebGLFramebuffer*> mFramebuffers;
WebGLFastArray<WebGLUniformLocation*> mUniformLocations;
// PixelStore parameters
PRUint32 mPixelStorePackAlignment, mPixelStoreUnpackAlignment, mPixelStoreColorspaceConversion;
bool mPixelStoreFlipY, mPixelStorePremultiplyAlpha;
FakeBlackStatus mFakeBlackStatus;
WebGLuint mBlackTexture2D, mBlackTextureCubeMap;
bool mBlackTexturesAreInitialized;
WebGLfloat mVertexAttrib0Vector[4];
WebGLfloat mFakeVertexAttrib0BufferObjectVector[4];
size_t mFakeVertexAttrib0BufferObjectSize;
GLuint mFakeVertexAttrib0BufferObject;
int mFakeVertexAttrib0BufferStatus;
WebGLint mStencilRefFront, mStencilRefBack;
WebGLuint mStencilValueMaskFront, mStencilValueMaskBack,
mStencilWriteMaskFront, mStencilWriteMaskBack;
realGLboolean mColorWriteMask[4];
realGLboolean mDepthWriteMask;
realGLboolean mScissorTestEnabled;
realGLboolean mDitherEnabled;
WebGLfloat mColorClearValue[4];
WebGLint mStencilClearValue;
WebGLfloat mDepthClearValue;
int mBackbufferClearingStatus;
nsCOMPtr<nsITimer> mContextRestorer;
bool mContextLost;
bool mAllowRestore;
bool mRobustnessTimerRunning;
bool mDrawSinceRobustnessTimerSet;
public:
// console logging helpers
static void LogMessage(const char *fmt, ...);
static void LogMessage(const char *fmt, va_list ap);
void LogMessageIfVerbose(const char *fmt, ...);
void LogMessageIfVerbose(const char *fmt, va_list ap);
friend class WebGLTexture;
friend class WebGLFramebuffer;
friend class WebGLRenderbuffer;
friend class WebGLProgram;
friend class WebGLBuffer;
friend class WebGLShader;
friend class WebGLUniformLocation;
};
// this class is a mixin for GL objects that have dimensions
// that we need to track.
class WebGLRectangleObject
{
protected:
WebGLRectangleObject()
: mWidth(0), mHeight(0) { }
public:
WebGLsizei width() const { return mWidth; }
void width(WebGLsizei value) { mWidth = value; }
WebGLsizei height() const { return mHeight; }
void height(WebGLsizei value) { mHeight = value; }
void setDimensions(WebGLsizei width, WebGLsizei height) {
mWidth = width;
mHeight = height;
}
void setDimensions(WebGLRectangleObject *rect) {
if (rect) {
mWidth = rect->width();
mHeight = rect->height();
} else {
mWidth = 0;
mHeight = 0;
}
}
bool HasSameDimensionsAs(const WebGLRectangleObject& other) const {
return width() == other.width() && height() == other.height();
}
protected:
WebGLsizei mWidth;
WebGLsizei mHeight;
};
// This class is a mixin for objects that are tied to a specific
// context (which is to say, all of them). They provide initialization
// as well as comparison with the current context.
class WebGLContextBoundObject
{
public:
WebGLContextBoundObject(WebGLContext *context) {
mContext = context;
mContextGeneration = context->Generation();
}
bool IsCompatibleWithContext(WebGLContext *other) {
return mContext == other &&
mContextGeneration == other->Generation();
}
protected:
WebGLContext *mContext;
PRUint32 mContextGeneration;
};
struct WebGLVertexAttribData {
// note that these initial values are what GL initializes vertex attribs to
WebGLVertexAttribData()
: buf(0), stride(0), size(4), byteOffset(0),
type(LOCAL_GL_FLOAT), enabled(false), normalized(false)
{ }
WebGLRefPtr<WebGLBuffer> buf;
WebGLuint stride;
WebGLuint size;
GLuint byteOffset;
GLenum type;
bool enabled;
bool normalized;
GLuint componentSize() const {
switch(type) {
case LOCAL_GL_BYTE:
return sizeof(GLbyte);
break;
case LOCAL_GL_UNSIGNED_BYTE:
return sizeof(GLubyte);
break;
case LOCAL_GL_SHORT:
return sizeof(GLshort);
break;
case LOCAL_GL_UNSIGNED_SHORT:
return sizeof(GLushort);
break;
// XXX case LOCAL_GL_FIXED:
case LOCAL_GL_FLOAT:
return sizeof(GLfloat);
break;
default:
NS_ERROR("Should never get here!");
return 0;
}
}
GLuint actualStride() const {
if (stride) return stride;
return size * componentSize();
}
};
class WebGLBuffer
: public nsIWebGLBuffer
, public WebGLRefCountedObject<WebGLBuffer>
, public WebGLContextBoundObject
{
public:
WebGLBuffer(WebGLContext *context)
: WebGLContextBoundObject(context)
, mHasEverBeenBound(false)
, mByteLength(0)
, mTarget(LOCAL_GL_NONE)
, mData(nsnull)
{
mContext->MakeContextCurrent();
mContext->gl->fGenBuffers(1, &mGLName);
mMonotonicHandle = mContext->mBuffers.AppendElement(this);
}
~WebGLBuffer() {
DeleteOnce();
}
void Delete() {
mContext->MakeContextCurrent();
mContext->gl->fDeleteBuffers(1, &mGLName);
free(mData);
mData = nsnull;
mByteLength = 0;
mContext->mBuffers.RemoveElement(mMonotonicHandle);
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
GLuint GLName() const { return mGLName; }
GLuint ByteLength() const { return mByteLength; }
GLenum Target() const { return mTarget; }
const void *Data() const { return mData; }
void SetByteLength(GLuint byteLength) { mByteLength = byteLength; }
void SetTarget(GLenum target) { mTarget = target; }
// element array buffers are the only buffers for which we need to keep a copy of the data.
// this method assumes that the byte length has previously been set by calling SetByteLength.
bool CopyDataIfElementArray(const void* data) {
if (mTarget == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
mData = realloc(mData, mByteLength);
if (!mData) {
mByteLength = 0;
return false;
}
memcpy(mData, data, mByteLength);
}
return true;
}
// same comments as for CopyElementArrayData
bool ZeroDataIfElementArray() {
if (mTarget == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
mData = realloc(mData, mByteLength);
if (!mData) {
mByteLength = 0;
return false;
}
memset(mData, 0, mByteLength);
}
return true;
}
// same comments as for CopyElementArrayData
void CopySubDataIfElementArray(GLuint byteOffset, GLuint byteLength, const void* data) {
if (mTarget == LOCAL_GL_ELEMENT_ARRAY_BUFFER && mByteLength) {
memcpy((void*) (size_t(mData)+byteOffset), data, byteLength);
}
}
// this method too is only for element array buffers. It returns the maximum value in the part of
// the buffer starting at given offset, consisting of given count of elements. The type T is the type
// to interprete the array elements as, must be GLushort or GLubyte.
template<typename T>
PRInt32 FindMaxElementInSubArray(GLuint count, GLuint byteOffset)
{
const T* start = reinterpret_cast<T*>(reinterpret_cast<size_t>(mData) + byteOffset);
const T* stop = start + count;
T result = 0;
for(const T* ptr = start; ptr != stop; ++ptr) {
if (*ptr > result) result = *ptr;
}
return result;
}
void InvalidateCachedMaxElements() {
mHasCachedMaxUbyteElement = false;
mHasCachedMaxUshortElement = false;
}
PRInt32 FindMaxUbyteElement() {
if (mHasCachedMaxUbyteElement) {
return mCachedMaxUbyteElement;
} else {
mHasCachedMaxUbyteElement = true;
mCachedMaxUbyteElement = FindMaxElementInSubArray<GLubyte>(mByteLength, 0);
return mCachedMaxUbyteElement;
}
}
PRInt32 FindMaxUshortElement() {
if (mHasCachedMaxUshortElement) {
return mCachedMaxUshortElement;
} else {
mHasCachedMaxUshortElement = true;
mCachedMaxUshortElement = FindMaxElementInSubArray<GLshort>(mByteLength>>1, 0);
return mCachedMaxUshortElement;
}
}
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLBUFFER
protected:
WebGLuint mGLName;
bool mHasEverBeenBound;
GLuint mByteLength;
GLenum mTarget;
WebGLMonotonicHandle mMonotonicHandle;
PRUint8 mCachedMaxUbyteElement;
bool mHasCachedMaxUbyteElement;
PRUint16 mCachedMaxUshortElement;
bool mHasCachedMaxUshortElement;
void* mData; // in the case of an Element Array Buffer, we keep a copy.
};
class WebGLTexture
: public nsIWebGLTexture
, public WebGLRefCountedObject<WebGLTexture>
, public WebGLContextBoundObject
{
public:
WebGLTexture(WebGLContext *context)
: WebGLContextBoundObject(context)
, mHasEverBeenBound(false)
, mTarget(0)
, mMinFilter(LOCAL_GL_NEAREST_MIPMAP_LINEAR)
, mMagFilter(LOCAL_GL_LINEAR)
, mWrapS(LOCAL_GL_REPEAT)
, mWrapT(LOCAL_GL_REPEAT)
, mFacesCount(0)
, mMaxLevelWithCustomImages(0)
, mHaveGeneratedMipmap(false)
, mFakeBlackStatus(DoNotNeedFakeBlack)
{
mContext->MakeContextCurrent();
mContext->gl->fGenTextures(1, &mGLName);
mMonotonicHandle = mContext->mTextures.AppendElement(this);
}
~WebGLTexture() {
DeleteOnce();
}
void Delete() {
mImageInfos.Clear();
mContext->MakeContextCurrent();
mContext->gl->fDeleteTextures(1, &mGLName);
mContext->mTextures.RemoveElement(mMonotonicHandle);
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() { return mGLName; }
GLenum Target() const { return mTarget; }
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLTEXTURE
protected:
friend class WebGLContext;
friend class WebGLFramebuffer;
bool mHasEverBeenBound;
WebGLuint mGLName;
// we store information about the various images that are part of
// this texture (cubemap faces, mipmap levels)
public:
struct ImageInfo {
ImageInfo() : mWidth(0), mHeight(0), mFormat(0), mType(0), mIsDefined(false) {}
ImageInfo(WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type)
: mWidth(width), mHeight(height), mFormat(format), mType(type), mIsDefined(true) {}
bool operator==(const ImageInfo& a) const {
return mWidth == a.mWidth && mHeight == a.mHeight &&
mFormat == a.mFormat && mType == a.mType;
}
bool operator!=(const ImageInfo& a) const {
return !(*this == a);
}
bool IsSquare() const {
return mWidth == mHeight;
}
bool IsPositive() const {
return mWidth > 0 && mHeight > 0;
}
bool IsPowerOfTwo() const {
return is_pot_assuming_nonnegative(mWidth) &&
is_pot_assuming_nonnegative(mHeight); // negative sizes should never happen (caught in texImage2D...)
}
PRInt64 MemoryUsage() const {
if (!mIsDefined)
return 0;
PRInt64 texelSize = WebGLContext::GetTexelSize(mFormat, mType);
return PRInt64(mWidth) * PRInt64(mHeight) * texelSize;
}
WebGLsizei mWidth, mHeight;
WebGLenum mFormat, mType;
bool mIsDefined;
};
ImageInfo& ImageInfoAt(size_t level, size_t face = 0) {
#ifdef DEBUG
if (face >= mFacesCount)
NS_ERROR("wrong face index, must be 0 for TEXTURE_2D and at most 5 for cube maps");
#endif
// no need to check level as a wrong value would be caught by ElementAt().
return mImageInfos.ElementAt(level * mFacesCount + face);
}
const ImageInfo& ImageInfoAt(size_t level, size_t face) const {
return const_cast<WebGLTexture*>(this)->ImageInfoAt(level, face);
}
bool HasImageInfoAt(size_t level, size_t face) const {
CheckedUint32 checked_index = CheckedUint32(level) * mFacesCount + face;
return checked_index.valid() &&
checked_index.value() < mImageInfos.Length() &&
ImageInfoAt(level, face).mIsDefined;
}
static size_t FaceForTarget(WebGLenum target) {
return target == LOCAL_GL_TEXTURE_2D ? 0 : target - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
PRInt64 MemoryUsage() const {
if (IsDeleted())
return 0;
PRInt64 result = 0;
for(size_t face = 0; face < mFacesCount; face++) {
if (mHaveGeneratedMipmap) {
// Each mipmap level is 1/4 the size of the previous level
// 1 + x + x^2 + ... = 1/(1-x)
// for x = 1/4, we get 1/(1-1/4) = 4/3
result += ImageInfoAt(0, face).MemoryUsage() * 4 / 3;
} else {
for(size_t level = 0; level <= mMaxLevelWithCustomImages; level++)
result += ImageInfoAt(level, face).MemoryUsage();
}
}
return result;
}
protected:
WebGLenum mTarget;
WebGLenum mMinFilter, mMagFilter, mWrapS, mWrapT;
size_t mFacesCount, mMaxLevelWithCustomImages;
nsTArray<ImageInfo> mImageInfos;
bool mHaveGeneratedMipmap;
FakeBlackStatus mFakeBlackStatus;
WebGLMonotonicHandle mMonotonicHandle;
void EnsureMaxLevelWithCustomImagesAtLeast(size_t aMaxLevelWithCustomImages) {
mMaxLevelWithCustomImages = NS_MAX(mMaxLevelWithCustomImages, aMaxLevelWithCustomImages);
mImageInfos.EnsureLengthAtLeast((mMaxLevelWithCustomImages + 1) * mFacesCount);
}
bool CheckFloatTextureFilterParams() const {
// Without OES_texture_float_linear, only NEAREST and NEAREST_MIMPAMP_NEAREST are supported
return (mMagFilter == LOCAL_GL_NEAREST) &&
(mMinFilter == LOCAL_GL_NEAREST || mMinFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST);
}
bool AreBothWrapModesClampToEdge() const {
return mWrapS == LOCAL_GL_CLAMP_TO_EDGE && mWrapT == LOCAL_GL_CLAMP_TO_EDGE;
}
bool DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(size_t face) const {
if (mHaveGeneratedMipmap)
return true;
ImageInfo expected = ImageInfoAt(0, face);
// checks if custom level>0 images are all defined up to the highest level defined
// and have the expected dimensions
for (size_t level = 0; level <= mMaxLevelWithCustomImages; ++level) {
const ImageInfo& actual = ImageInfoAt(level, face);
if (actual != expected)
return false;
expected.mWidth = NS_MAX(1, expected.mWidth >> 1);
expected.mHeight = NS_MAX(1, expected.mHeight >> 1);
// if the current level has size 1x1, we can stop here: the spec doesn't seem to forbid the existence
// of extra useless levels.
if (actual.mWidth == 1 && actual.mHeight == 1)
return true;
}
// if we're here, we've exhausted all levels without finding a 1x1 image
return false;
}
public:
void SetDontKnowIfNeedFakeBlack() {
mFakeBlackStatus = DontKnowIfNeedFakeBlack;
mContext->SetDontKnowIfNeedFakeBlack();
}
void Bind(WebGLenum aTarget) {
// this function should only be called by bindTexture().
// it assumes that the GL context is already current.
bool firstTimeThisTextureIsBound = !mHasEverBeenBound;
if (!firstTimeThisTextureIsBound && aTarget != mTarget) {
mContext->ErrorInvalidOperation("bindTexture: this texture has already been bound to a different target");
// very important to return here before modifying texture state! This was the place when I lost a whole day figuring
// very strange 'invalid write' crashes.
return;
}
mTarget = aTarget;
mContext->gl->fBindTexture(mTarget, mGLName);
if (firstTimeThisTextureIsBound) {
mFacesCount = (mTarget == LOCAL_GL_TEXTURE_2D) ? 1 : 6;
EnsureMaxLevelWithCustomImagesAtLeast(0);
SetDontKnowIfNeedFakeBlack();
// thanks to the WebKit people for finding this out: GL_TEXTURE_WRAP_R is not
// present in GLES 2, but is present in GL and it seems as if for cube maps
// we need to set it to GL_CLAMP_TO_EDGE to get the expected GLES behavior.
if (mTarget == LOCAL_GL_TEXTURE_CUBE_MAP && !mContext->gl->IsGLES2())
mContext->gl->fTexParameteri(mTarget, LOCAL_GL_TEXTURE_WRAP_R, LOCAL_GL_CLAMP_TO_EDGE);
}
mHasEverBeenBound = true;
}
void SetImageInfo(WebGLenum aTarget, WebGLint aLevel,
WebGLsizei aWidth, WebGLsizei aHeight,
WebGLenum aFormat, WebGLenum aType)
{
if ( (aTarget == LOCAL_GL_TEXTURE_2D) != (mTarget == LOCAL_GL_TEXTURE_2D) )
return;
size_t face = FaceForTarget(aTarget);
EnsureMaxLevelWithCustomImagesAtLeast(aLevel);
ImageInfoAt(aLevel, face) = ImageInfo(aWidth, aHeight, aFormat, aType);
if (aLevel > 0)
SetCustomMipmap();
SetDontKnowIfNeedFakeBlack();
}
void SetMinFilter(WebGLenum aMinFilter) {
mMinFilter = aMinFilter;
SetDontKnowIfNeedFakeBlack();
}
void SetMagFilter(WebGLenum aMagFilter) {
mMagFilter = aMagFilter;
SetDontKnowIfNeedFakeBlack();
}
void SetWrapS(WebGLenum aWrapS) {
mWrapS = aWrapS;
SetDontKnowIfNeedFakeBlack();
}
void SetWrapT(WebGLenum aWrapT) {
mWrapT = aWrapT;
SetDontKnowIfNeedFakeBlack();
}
WebGLenum MinFilter() const { return mMinFilter; }
bool DoesMinFilterRequireMipmap() const {
return !(mMinFilter == LOCAL_GL_NEAREST || mMinFilter == LOCAL_GL_LINEAR);
}
void SetGeneratedMipmap() {
if (!mHaveGeneratedMipmap) {
mHaveGeneratedMipmap = true;
SetDontKnowIfNeedFakeBlack();
}
}
void SetCustomMipmap() {
if (mHaveGeneratedMipmap) {
// if we were in GeneratedMipmap mode and are now switching to CustomMipmap mode,
// we need to compute now all the mipmap image info.
// since we were in GeneratedMipmap mode, we know that the level 0 images all have the same info,
// and are power-of-two.
ImageInfo imageInfo = ImageInfoAt(0, 0);
NS_ASSERTION(imageInfo.IsPowerOfTwo(), "this texture is NPOT, so how could GenerateMipmap() ever accept it?");
WebGLsizei size = NS_MAX(imageInfo.mWidth, imageInfo.mHeight);
// so, the size is a power of two, let's find its log in base 2.
size_t maxLevel = 0;
for (WebGLsizei n = size; n > 1; n >>= 1)
++maxLevel;
EnsureMaxLevelWithCustomImagesAtLeast(maxLevel);
for (size_t level = 1; level <= maxLevel; ++level) {
// again, since the sizes are powers of two, no need for any max(1,x) computation
imageInfo.mWidth >>= 1;
imageInfo.mHeight >>= 1;
for(size_t face = 0; face < mFacesCount; ++face)
ImageInfoAt(level, face) = imageInfo;
}
}
mHaveGeneratedMipmap = false;
}
bool IsFirstImagePowerOfTwo() const {
return ImageInfoAt(0, 0).IsPowerOfTwo();
}
bool AreAllLevel0ImageInfosEqual() const {
for (size_t face = 1; face < mFacesCount; ++face) {
if (ImageInfoAt(0, face) != ImageInfoAt(0, 0))
return false;
}
return true;
}
bool IsMipmapTexture2DComplete() const {
if (mTarget != LOCAL_GL_TEXTURE_2D)
return false;
if (!ImageInfoAt(0, 0).IsPositive())
return false;
if (mHaveGeneratedMipmap)
return true;
return DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(0);
}
bool IsCubeComplete() const {
if (mTarget != LOCAL_GL_TEXTURE_CUBE_MAP)
return false;
const ImageInfo &first = ImageInfoAt(0, 0);
if (!first.IsPositive() || !first.IsSquare())
return false;
return AreAllLevel0ImageInfosEqual();
}
bool IsMipmapCubeComplete() const {
if (!IsCubeComplete()) // in particular, this checks that this is a cube map
return false;
for (size_t face = 0; face < mFacesCount; ++face) {
if (!DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(face))
return false;
}
return true;
}
bool NeedFakeBlack() {
// handle this case first, it's the generic case
if (mFakeBlackStatus == DoNotNeedFakeBlack)
return false;
if (mFakeBlackStatus == DontKnowIfNeedFakeBlack) {
// Determine if the texture needs to be faked as a black texture.
// See 3.8.2 Shader Execution in the OpenGL ES 2.0.24 spec.
for (size_t face = 0; face < mFacesCount; ++face) {
if (!ImageInfoAt(0, face).mIsDefined) {
// In case of undefined texture image, we don't print any message because this is a very common
// and often legitimate case, for example when doing asynchronous texture loading.
// An extreme case of this is the photowall google demo.
// Exiting early here allows us to avoid making noise on valid webgl code.
mFakeBlackStatus = DoNeedFakeBlack;
return true;
}
}
const char *msg_rendering_as_black
= "A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, "
"because it";
if (mTarget == LOCAL_GL_TEXTURE_2D)
{
if (DoesMinFilterRequireMipmap())
{
if (!IsMipmapTexture2DComplete()) {
mContext->LogMessageIfVerbose
("%s is a 2D texture, with a minification filter requiring a mipmap, "
"and is not mipmap complete (as defined in section 3.7.10).", msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
} else if (!ImageInfoAt(0).IsPowerOfTwo()) {
mContext->LogMessageIfVerbose
("%s is a 2D texture, with a minification filter requiring a mipmap, "
"and either its width or height is not a power of two.", msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
}
}
else // no mipmap required
{
if (!ImageInfoAt(0).IsPositive()) {
mContext->LogMessageIfVerbose
("%s is a 2D texture and its width or height is equal to zero.",
msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
} else if (!AreBothWrapModesClampToEdge() && !ImageInfoAt(0).IsPowerOfTwo()) {
mContext->LogMessageIfVerbose
("%s is a 2D texture, with a minification filter not requiring a mipmap, "
"with its width or height not a power of two, and with a wrap mode "
"different from CLAMP_TO_EDGE.", msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
}
}
}
else // cube map
{
bool areAllLevel0ImagesPOT = true;
for (size_t face = 0; face < mFacesCount; ++face)
areAllLevel0ImagesPOT &= ImageInfoAt(0, face).IsPowerOfTwo();
if (DoesMinFilterRequireMipmap())
{
if (!IsMipmapCubeComplete()) {
mContext->LogMessageIfVerbose("%s is a cube map texture, with a minification filter requiring a mipmap, "
"and is not mipmap cube complete (as defined in section 3.7.10).",
msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
} else if (!areAllLevel0ImagesPOT) {
mContext->LogMessageIfVerbose("%s is a cube map texture, with a minification filter requiring a mipmap, "
"and either the width or the height of some level 0 image is not a power of two.",
msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
}
}
else // no mipmap required
{
if (!IsCubeComplete()) {
mContext->LogMessageIfVerbose("%s is a cube map texture, with a minification filter not requiring a mipmap, "
"and is not cube complete (as defined in section 3.7.10).",
msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
} else if (!AreBothWrapModesClampToEdge() && !areAllLevel0ImagesPOT) {
mContext->LogMessageIfVerbose("%s is a cube map texture, with a minification filter not requiring a mipmap, "
"with some level 0 image having width or height not a power of two, and with a wrap mode "
"different from CLAMP_TO_EDGE.", msg_rendering_as_black);
mFakeBlackStatus = DoNeedFakeBlack;
}
}
}
// we have exhausted all cases where we do need fakeblack, so if the status is still unknown,
// that means that we do NOT need it.
if (mFakeBlackStatus == DontKnowIfNeedFakeBlack)
mFakeBlackStatus = DoNotNeedFakeBlack;
}
return mFakeBlackStatus == DoNeedFakeBlack;
}
};
class WebGLShader
: public nsIWebGLShader
, public WebGLRefCountedObject<WebGLShader>
, public WebGLContextBoundObject
{
public:
WebGLShader(WebGLContext *context, WebGLenum stype)
: WebGLContextBoundObject(context)
, mType(stype)
, mNeedsTranslation(true)
{
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateShader(mType);
mMonotonicHandle = mContext->mShaders.AppendElement(this);
}
~WebGLShader() {
DeleteOnce();
}
void Delete() {
mSource.Truncate();
mTranslationLog.Truncate();
mContext->MakeContextCurrent();
mContext->gl->fDeleteShader(mGLName);
mContext->mShaders.RemoveElement(mMonotonicHandle);
}
WebGLuint GLName() { return mGLName; }
WebGLenum ShaderType() { return mType; }
void SetSource(const nsAString& src) {
// XXX do some quick gzip here maybe -- getting this will be very rare
mSource.Assign(src);
}
const nsString& Source() const { return mSource; }
void SetNeedsTranslation() { mNeedsTranslation = true; }
bool NeedsTranslation() const { return mNeedsTranslation; }
void SetTranslationSuccess() {
mTranslationLog.SetIsVoid(true);
mNeedsTranslation = false;
}
void SetTranslationFailure(const nsCString& msg) {
mTranslationLog.Assign(msg);
}
const nsCString& TranslationLog() const { return mTranslationLog; }
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLSHADER
protected:
WebGLuint mGLName;
WebGLenum mType;
nsString mSource;
nsCString mTranslationLog;
bool mNeedsTranslation;
WebGLMonotonicHandle mMonotonicHandle;
};
class WebGLProgram
: public nsIWebGLProgram
, public WebGLRefCountedObject<WebGLProgram>
, public WebGLContextBoundObject
{
public:
WebGLProgram(WebGLContext *context)
: WebGLContextBoundObject(context)
, mLinkStatus(false)
, mGeneration(0)
, mUniformMaxNameLength(0)
, mAttribMaxNameLength(0)
, mUniformCount(0)
, mAttribCount(0)
{
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateProgram();
mMonotonicHandle = mContext->mPrograms.AppendElement(this);
}
~WebGLProgram() {
DeleteOnce();
}
void Delete() {
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
mContext->mPrograms.RemoveElement(mMonotonicHandle);
}
void DetachShaders() {
mAttachedShaders.Clear();
}
WebGLuint GLName() { return mGLName; }
const nsTArray<WebGLRefPtr<WebGLShader> >& AttachedShaders() const { return mAttachedShaders; }
bool LinkStatus() { return mLinkStatus; }
PRUint32 Generation() const { return mGeneration.value(); }
void SetLinkStatus(bool val) { mLinkStatus = val; }
bool ContainsShader(WebGLShader *shader) {
return mAttachedShaders.Contains(shader);
}
// return true if the shader wasn't already attached
bool AttachShader(WebGLShader *shader) {
if (ContainsShader(shader))
return false;
mAttachedShaders.AppendElement(shader);
mContext->MakeContextCurrent();
mContext->gl->fAttachShader(GLName(), shader->GLName());
return true;
}
// return true if the shader was found and removed
bool DetachShader(WebGLShader *shader) {
if (!mAttachedShaders.RemoveElement(shader))
return false;
mContext->MakeContextCurrent();
mContext->gl->fDetachShader(GLName(), shader->GLName());
return true;
}
bool HasAttachedShaderOfType(GLenum shaderType) {
for (PRUint32 i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
return true;
}
}
return false;
}
bool HasBothShaderTypesAttached() {
return
HasAttachedShaderOfType(LOCAL_GL_VERTEX_SHADER) &&
HasAttachedShaderOfType(LOCAL_GL_FRAGMENT_SHADER);
}
bool NextGeneration()
{
if (!(mGeneration+1).valid())
return false; // must exit without changing mGeneration
++mGeneration;
return true;
}
/* Called only after LinkProgram */
bool UpdateInfo(gl::GLContext *gl);
/* Getters for cached program info */
WebGLint UniformMaxNameLength() const { return mUniformMaxNameLength; }
WebGLint AttribMaxNameLength() const { return mAttribMaxNameLength; }
WebGLint UniformCount() const { return mUniformCount; }
WebGLint AttribCount() const { return mAttribCount; }
bool IsAttribInUse(unsigned i) const { return mAttribsInUse[i]; }
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLPROGRAM
protected:
WebGLuint mGLName;
bool mLinkStatus;
// attached shaders of the program object
nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;
CheckedUint32 mGeneration;
// post-link data
GLint mUniformMaxNameLength;
GLint mAttribMaxNameLength;
GLint mUniformCount;
GLint mAttribCount;
std::vector<bool> mAttribsInUse;
WebGLMonotonicHandle mMonotonicHandle;
};
class WebGLRenderbuffer
: public nsIWebGLRenderbuffer
, public WebGLRefCountedObject<WebGLRenderbuffer>
, public WebGLRectangleObject
, public WebGLContextBoundObject
{
public:
WebGLRenderbuffer(WebGLContext *context)
: WebGLContextBoundObject(context)
, mInternalFormat(0)
, mInternalFormatForGL(0)
, mHasEverBeenBound(false)
, mInitialized(false)
{
mContext->MakeContextCurrent();
mContext->gl->fGenRenderbuffers(1, &mGLName);
mMonotonicHandle = mContext->mRenderbuffers.AppendElement(this);
}
~WebGLRenderbuffer() {
DeleteOnce();
}
void Delete() {
mContext->MakeContextCurrent();
mContext->gl->fDeleteRenderbuffers(1, &mGLName);
mContext->mRenderbuffers.RemoveElement(mMonotonicHandle);
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() const { return mGLName; }
bool Initialized() const { return mInitialized; }
void SetInitialized(bool aInitialized) { mInitialized = aInitialized; }
WebGLenum InternalFormat() const { return mInternalFormat; }
void SetInternalFormat(WebGLenum aInternalFormat) { mInternalFormat = aInternalFormat; }
WebGLenum InternalFormatForGL() const { return mInternalFormatForGL; }
void SetInternalFormatForGL(WebGLenum aInternalFormatForGL) { mInternalFormatForGL = aInternalFormatForGL; }
PRInt64 MemoryUsage() const {
PRInt64 pixels = PRInt64(width()) * PRInt64(height());
switch (mInternalFormatForGL) {
case LOCAL_GL_STENCIL_INDEX8:
return pixels;
case LOCAL_GL_RGBA4:
case LOCAL_GL_RGB5_A1:
case LOCAL_GL_RGB565:
case LOCAL_GL_DEPTH_COMPONENT16:
return 2 * pixels;
case LOCAL_GL_RGB8:
case LOCAL_GL_DEPTH_COMPONENT24:
return 3*pixels;
case LOCAL_GL_RGBA8:
case LOCAL_GL_DEPTH24_STENCIL8:
return 4*pixels;
default:
break;
}
NS_ABORT();
return 0;
}
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLRENDERBUFFER
protected:
WebGLuint mGLName;
WebGLenum mInternalFormat;
WebGLenum mInternalFormatForGL;
WebGLMonotonicHandle mMonotonicHandle;
bool mHasEverBeenBound;
bool mInitialized;
friend class WebGLFramebuffer;
};
class WebGLFramebufferAttachment
: public WebGLRectangleObject
{
// deleting a texture or renderbuffer immediately detaches it
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
WebGLenum mAttachmentPoint;
WebGLint mTextureLevel;
WebGLenum mTextureCubeMapFace;
public:
WebGLFramebufferAttachment(WebGLenum aAttachmentPoint)
: mAttachmentPoint(aAttachmentPoint)
{}
bool IsDefined() const {
return Texture() || Renderbuffer();
}
bool IsDeleteRequested() const {
return Texture() ? Texture()->IsDeleteRequested()
: Renderbuffer() ? Renderbuffer()->IsDeleteRequested()
: false;
}
bool HasAlpha() const {
WebGLenum format = 0;
if (Texture() && Texture()->HasImageInfoAt(0,0))
format = mTexturePtr->ImageInfoAt(0,0).mFormat;
else if (Renderbuffer())
format = mRenderbufferPtr->InternalFormat();
return format == LOCAL_GL_RGBA ||
format == LOCAL_GL_LUMINANCE_ALPHA ||
format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_RGBA4 ||
format == LOCAL_GL_RGB5_A1;
}
void SetTexture(WebGLTexture *tex, WebGLint level, WebGLenum face) {
mTexturePtr = tex;
mRenderbufferPtr = nsnull;
mTextureLevel = level;
mTextureCubeMapFace = face;
if (tex) {
const WebGLTexture::ImageInfo &imageInfo = tex->ImageInfoAt(level, face);
setDimensions(imageInfo.mWidth, imageInfo.mHeight);
} else {
setDimensions(0, 0);
}
}
void SetRenderbuffer(WebGLRenderbuffer *rb) {
mTexturePtr = nsnull;
mRenderbufferPtr = rb;
setDimensions(rb);
}
WebGLTexture *Texture() const {
return mTexturePtr.get();
}
WebGLRenderbuffer *Renderbuffer() const {
return mRenderbufferPtr.get();
}
WebGLint TextureLevel() const {
return mTextureLevel;
}
WebGLenum TextureCubeMapFace() const {
return mTextureCubeMapFace;
}
bool IsIncompatibleWithAttachmentPoint() const
{
// textures can only be color textures in WebGL
if (mTexturePtr)
return mAttachmentPoint != LOCAL_GL_COLOR_ATTACHMENT0;
if (mRenderbufferPtr) {
WebGLenum format = mRenderbufferPtr->InternalFormat();
switch (mAttachmentPoint) {
case LOCAL_GL_COLOR_ATTACHMENT0:
return format != LOCAL_GL_RGB565 &&
format != LOCAL_GL_RGB5_A1 &&
format != LOCAL_GL_RGBA4;
case LOCAL_GL_DEPTH_ATTACHMENT:
return format != LOCAL_GL_DEPTH_COMPONENT16;
case LOCAL_GL_STENCIL_ATTACHMENT:
return format != LOCAL_GL_STENCIL_INDEX8;
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return format != LOCAL_GL_DEPTH_STENCIL;
}
}
return false; // no attachment at all, so no incompatibility
}
bool HasUninitializedRenderbuffer() const {
return mRenderbufferPtr && !mRenderbufferPtr->Initialized();
}
void Reset() {
mTexturePtr = nsnull;
mRenderbufferPtr = nsnull;
}
};
class WebGLFramebuffer
: public nsIWebGLFramebuffer
, public WebGLRefCountedObject<WebGLFramebuffer>
, public WebGLContextBoundObject
{
public:
WebGLFramebuffer(WebGLContext *context)
: WebGLContextBoundObject(context)
, mHasEverBeenBound(false)
, mColorAttachment(LOCAL_GL_COLOR_ATTACHMENT0)
, mDepthAttachment(LOCAL_GL_DEPTH_ATTACHMENT)
, mStencilAttachment(LOCAL_GL_STENCIL_ATTACHMENT)
, mDepthStencilAttachment(LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
{
mContext->MakeContextCurrent();
mContext->gl->fGenFramebuffers(1, &mGLName);
mMonotonicHandle = mContext->mFramebuffers.AppendElement(this);
}
~WebGLFramebuffer() {
DeleteOnce();
}
void Delete() {
mColorAttachment.Reset();
mDepthAttachment.Reset();
mStencilAttachment.Reset();
mDepthStencilAttachment.Reset();
mContext->MakeContextCurrent();
mContext->gl->fDeleteFramebuffers(1, &mGLName);
mContext->mFramebuffers.RemoveElement(mMonotonicHandle);
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() { return mGLName; }
WebGLsizei width() { return mColorAttachment.width(); }
WebGLsizei height() { return mColorAttachment.height(); }
nsresult FramebufferRenderbuffer(WebGLenum target,
WebGLenum attachment,
WebGLenum rbtarget,
nsIWebGLRenderbuffer *rbobj)
{
WebGLuint renderbuffername;
bool isNull;
WebGLRenderbuffer *wrb;
if (!mContext->GetConcreteObjectAndGLName("framebufferRenderbuffer: renderbuffer",
rbobj, &wrb, &renderbuffername, &isNull))
{
return NS_OK;
}
if (target != LOCAL_GL_FRAMEBUFFER)
return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: target", target);
if (rbtarget != LOCAL_GL_RENDERBUFFER)
return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: renderbuffer target:", rbtarget);
switch (attachment) {
case LOCAL_GL_DEPTH_ATTACHMENT:
mDepthAttachment.SetRenderbuffer(wrb);
break;
case LOCAL_GL_STENCIL_ATTACHMENT:
mStencilAttachment.SetRenderbuffer(wrb);
break;
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
mDepthStencilAttachment.SetRenderbuffer(wrb);
break;
default:
// finish checking that the 'attachment' parameter is among the allowed values
if (attachment != LOCAL_GL_COLOR_ATTACHMENT0)
return mContext->ErrorInvalidEnumInfo("framebufferRenderbuffer: attachment", attachment);
mColorAttachment.SetRenderbuffer(wrb);
break;
}
mContext->MakeContextCurrent();
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
mContext->gl->fFramebufferRenderbuffer(target, LOCAL_GL_DEPTH_ATTACHMENT, rbtarget, renderbuffername);
mContext->gl->fFramebufferRenderbuffer(target, LOCAL_GL_STENCIL_ATTACHMENT, rbtarget, renderbuffername);
} else {
mContext->gl->fFramebufferRenderbuffer(target, attachment, rbtarget, renderbuffername);
}
return NS_OK;
}
nsresult FramebufferTexture2D(WebGLenum target,
WebGLenum attachment,
WebGLenum textarget,
nsIWebGLTexture *tobj,
WebGLint level)
{
WebGLuint texturename;
bool isNull;
WebGLTexture *wtex;
if (!mContext->GetConcreteObjectAndGLName("framebufferTexture2D: texture",
tobj, &wtex, &texturename, &isNull))
{
return NS_OK;
}
if (target != LOCAL_GL_FRAMEBUFFER)
return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: target", target);
if (textarget != LOCAL_GL_TEXTURE_2D &&
(textarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
textarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z))
return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: invalid texture target", textarget);
if (level != 0)
return mContext->ErrorInvalidValue("framebufferTexture2D: level must be 0");
size_t face = WebGLTexture::FaceForTarget(textarget);
switch (attachment) {
case LOCAL_GL_DEPTH_ATTACHMENT:
mDepthAttachment.SetTexture(wtex, level, face);
break;
case LOCAL_GL_STENCIL_ATTACHMENT:
mStencilAttachment.SetTexture(wtex, level, face);
break;
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
mDepthStencilAttachment.SetTexture(wtex, level, face);
break;
default:
if (attachment != LOCAL_GL_COLOR_ATTACHMENT0)
return mContext->ErrorInvalidEnumInfo("framebufferTexture2D: attachment", attachment);
mColorAttachment.SetTexture(wtex, level, face);
break;
}
mContext->MakeContextCurrent();
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
mContext->gl->fFramebufferTexture2D(target, LOCAL_GL_DEPTH_ATTACHMENT, textarget, texturename, level);
mContext->gl->fFramebufferTexture2D(target, LOCAL_GL_STENCIL_ATTACHMENT, textarget, texturename, level);
} else {
mContext->gl->fFramebufferTexture2D(target, attachment, textarget, texturename, level);
}
return NS_OK;
}
bool CheckAndInitializeRenderbuffers()
{
if (HasBadAttachments()) {
mContext->SynthesizeGLError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
return false;
}
if (mColorAttachment.HasUninitializedRenderbuffer() ||
mDepthAttachment.HasUninitializedRenderbuffer() ||
mStencilAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer())
{
InitializeRenderbuffers();
}
return true;
}
bool HasBadAttachments() const {
if (mColorAttachment.IsIncompatibleWithAttachmentPoint() ||
mDepthAttachment.IsIncompatibleWithAttachmentPoint() ||
mStencilAttachment.IsIncompatibleWithAttachmentPoint() ||
mDepthStencilAttachment.IsIncompatibleWithAttachmentPoint())
{
// some attachment is incompatible with its attachment point
return true;
}
if (int(mDepthAttachment.IsDefined()) +
int(mStencilAttachment.IsDefined()) +
int(mDepthStencilAttachment.IsDefined()) >= 2)
{
// has at least two among Depth, Stencil, DepthStencil
return true;
}
if (mDepthAttachment.IsDefined() && !mDepthAttachment.HasSameDimensionsAs(mColorAttachment))
return true;
if (mStencilAttachment.IsDefined() && !mStencilAttachment.HasSameDimensionsAs(mColorAttachment))
return true;
if (mDepthStencilAttachment.IsDefined() && !mDepthStencilAttachment.HasSameDimensionsAs(mColorAttachment))
return true;
return false;
}
const WebGLFramebufferAttachment& ColorAttachment() const {
return mColorAttachment;
}
const WebGLFramebufferAttachment& DepthAttachment() const {
return mDepthAttachment;
}
const WebGLFramebufferAttachment& StencilAttachment() const {
return mStencilAttachment;
}
const WebGLFramebufferAttachment& DepthStencilAttachment() const {
return mDepthStencilAttachment;
}
const WebGLFramebufferAttachment& GetAttachment(WebGLenum attachment) const {
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
return mDepthAttachment;
if (attachment == LOCAL_GL_STENCIL_ATTACHMENT)
return mStencilAttachment;
NS_ASSERTION(attachment == LOCAL_GL_COLOR_ATTACHMENT0, "bad attachment!");
return mColorAttachment;
}
void DetachTexture(const WebGLTexture *tex) {
if (mColorAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_TEXTURE_2D, nsnull, 0);
if (mDepthAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nsnull, 0);
if (mStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nsnull, 0);
if (mDepthStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nsnull, 0);
}
void DetachRenderbuffer(const WebGLRenderbuffer *rb) {
if (mColorAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_RENDERBUFFER, nsnull);
if (mDepthAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nsnull);
if (mStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nsnull);
if (mDepthStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nsnull);
}
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLFRAMEBUFFER
protected:
// protected because WebGLContext should only call InitializeRenderbuffers
void InitializeRenderbuffers()
{
mContext->MakeContextCurrent();
if (mContext->gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return;
PRUint32 mask = 0;
if (mColorAttachment.HasUninitializedRenderbuffer())
mask |= LOCAL_GL_COLOR_BUFFER_BIT;
if (mDepthAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer())
{
mask |= LOCAL_GL_DEPTH_BUFFER_BIT;
}
if (mStencilAttachment.HasUninitializedRenderbuffer() ||
mDepthStencilAttachment.HasUninitializedRenderbuffer())
{
mask |= LOCAL_GL_STENCIL_BUFFER_BIT;
}
// the one useful line of code
mContext->ForceClearFramebufferWithDefaultValues(mask, nsIntRect(0,0,width(),height()));
if (mColorAttachment.HasUninitializedRenderbuffer())
mColorAttachment.Renderbuffer()->SetInitialized(true);
if (mDepthAttachment.HasUninitializedRenderbuffer())
mDepthAttachment.Renderbuffer()->SetInitialized(true);
if (mStencilAttachment.HasUninitializedRenderbuffer())
mStencilAttachment.Renderbuffer()->SetInitialized(true);
if (mDepthStencilAttachment.HasUninitializedRenderbuffer())
mDepthStencilAttachment.Renderbuffer()->SetInitialized(true);
}
WebGLuint mGLName;
bool mHasEverBeenBound;
// we only store pointers to attached renderbuffers, not to attached textures, because
// we will only need to initialize renderbuffers. Textures are already initialized.
WebGLFramebufferAttachment mColorAttachment,
mDepthAttachment,
mStencilAttachment,
mDepthStencilAttachment;
WebGLMonotonicHandle mMonotonicHandle;
};
class WebGLUniformLocation
: public nsIWebGLUniformLocation
, public WebGLContextBoundObject
, public WebGLRefCountedObject<WebGLUniformLocation>
{
public:
WebGLUniformLocation(WebGLContext *context, WebGLProgram *program, GLint location)
: WebGLContextBoundObject(context)
, mProgram(program)
, mProgramGeneration(program->Generation())
, mLocation(location)
{
mMonotonicHandle = mContext->mUniformLocations.AppendElement(this);
}
~WebGLUniformLocation() {
DeleteOnce();
}
void Delete() {
mProgram = nsnull;
mContext->mUniformLocations.RemoveElement(mMonotonicHandle);
}
WebGLProgram *Program() const { return mProgram; }
GLint Location() const { return mLocation; }
PRUint32 ProgramGeneration() const { return mProgramGeneration; }
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLUNIFORMLOCATION
protected:
// nsRefPtr, not WebGLRefPtr, so that we don't prevent the program from being explicitly deleted.
// we just want to avoid having a dangling pointer.
nsRefPtr<WebGLProgram> mProgram;
PRUint32 mProgramGeneration;
GLint mLocation;
WebGLMonotonicHandle mMonotonicHandle;
friend class WebGLProgram;
};
class WebGLActiveInfo
: public nsIWebGLActiveInfo
{
public:
WebGLActiveInfo(WebGLint size, WebGLenum type, const char *nameptr, PRUint32 namelength) :
mSize(size),
mType(type)
{
mName.AssignASCII(nameptr, namelength);
}
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLACTIVEINFO
protected:
WebGLint mSize;
WebGLenum mType;
nsString mName;
};
class WebGLShaderPrecisionFormat
: public nsIWebGLShaderPrecisionFormat
{
public:
WebGLShaderPrecisionFormat(WebGLint rangeMin, WebGLint rangeMax, WebGLint precision) :
mRangeMin(rangeMin),
mRangeMax(rangeMax),
mPrecision(precision)
{
}
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLSHADERPRECISIONFORMAT
protected:
WebGLint mRangeMin;
WebGLint mRangeMax;
WebGLint mPrecision;
};
class WebGLExtension
: public nsIWebGLExtension
, public WebGLContextBoundObject
{
public:
WebGLExtension(WebGLContext *baseContext)
: WebGLContextBoundObject(baseContext)
{}
NS_DECL_ISUPPORTS
NS_DECL_NSIWEBGLEXTENSION
};
/**
** Template implementations
**/
/* Helper function taking a BaseInterfaceType pointer, casting it to
* ConcreteObjectType and performing some checks along the way.
*
* By default, null (respectively: deleted) aInterface pointers are
* not allowed, but if you pass a non-null isNull (respectively:
* isDeleted) pointer, then they become allowed and the value at
* isNull (respecively isDeleted) is overwritten.
*
* If generateErrors is true (which is the default) then upon errors,
* GL errors are synthesized and error messages are printed, prepended by
* the 'info' string.
*/
template<class ConcreteObjectType, class BaseInterfaceType>
inline bool
WebGLContext::GetConcreteObject(const char *info,
BaseInterfaceType *aInterface,
ConcreteObjectType **aConcreteObject,
bool *isNull,
bool *isDeleted,
bool generateErrors)
{
if (!aInterface) {
if (NS_LIKELY(isNull)) {
// non-null isNull means that the caller will accept a null arg
*isNull = true;
if(isDeleted) *isDeleted = false;
*aConcreteObject = 0;
return true;
} else {
if (generateErrors)
ErrorInvalidValue("%s: null object passed as argument", info);
return false;
}
}
if (isNull)
*isNull = false;
// the key to why this static_cast is all we need to do (as opposed to the QueryInterface check we used to do)
// is that since bug 638328, WebGL interfaces are marked 'builtinclass' in the IDL
ConcreteObjectType *concrete = static_cast<ConcreteObjectType*>(aInterface);
*aConcreteObject = concrete;
if (!concrete->IsCompatibleWithContext(this)) {
// the object doesn't belong to this WebGLContext
if (generateErrors)
ErrorInvalidOperation("%s: object from different WebGL context (or older generation of this one) "
"passed as argument", info);
return false;
}
if (concrete->IsDeleted()) {
if (NS_LIKELY(isDeleted)) {
// non-null isDeleted means that the caller will accept a deleted arg
*isDeleted = true;
return true;
} else {
if (generateErrors)
ErrorInvalidValue("%s: deleted object passed as argument", info);
return false;
}
}
if (isDeleted)
*isDeleted = false;
return true;
}
/* Same as GetConcreteObject, and in addition gets the GL object name.
* Null objects give the name 0.
*/
template<class ConcreteObjectType, class BaseInterfaceType>
inline bool
WebGLContext::GetConcreteObjectAndGLName(const char *info,
BaseInterfaceType *aInterface,
ConcreteObjectType **aConcreteObject,
WebGLuint *aGLObjectName,
bool *isNull,
bool *isDeleted)
{
bool result = GetConcreteObject(info, aInterface, aConcreteObject, isNull, isDeleted);
if (result == false) return false;
*aGLObjectName = *aConcreteObject ? (*aConcreteObject)->GLName() : 0;
return true;
}
/* Same as GetConcreteObjectAndGLName when you don't need the concrete object pointer.
*/
template<class ConcreteObjectType, class BaseInterfaceType>
inline bool
WebGLContext::GetGLName(const char *info,
BaseInterfaceType *aInterface,
WebGLuint *aGLObjectName,
bool *isNull,
bool *isDeleted)
{
ConcreteObjectType *aConcreteObject;
return GetConcreteObjectAndGLName(info, aInterface, &aConcreteObject, aGLObjectName, isNull, isDeleted);
}
/* Same as GetConcreteObject when you only want to check if the conversion succeeds.
*/
template<class ConcreteObjectType, class BaseInterfaceType>
inline bool
WebGLContext::CanGetConcreteObject(const char *info,
BaseInterfaceType *aInterface,
bool *isNull,
bool *isDeleted)
{
ConcreteObjectType *aConcreteObject;
return GetConcreteObject(info, aInterface, &aConcreteObject, isNull, isDeleted, false);
}
class WebGLMemoryReporter
{
WebGLMemoryReporter();
~WebGLMemoryReporter();
static WebGLMemoryReporter* sUniqueInstance;
// here we store plain pointers, not RefPtrs: we don't want the WebGLMemoryReporter unique instance to keep alive all
// WebGLContexts ever created.
typedef nsTArray<const WebGLContext*> ContextsArrayType;
ContextsArrayType mContexts;
nsCOMPtr<nsIMemoryReporter> mTextureMemoryUsageReporter;
nsCOMPtr<nsIMemoryReporter> mTextureCountReporter;
nsCOMPtr<nsIMemoryReporter> mBufferMemoryUsageReporter;
nsCOMPtr<nsIMemoryReporter> mBufferCacheMemoryUsageReporter;
nsCOMPtr<nsIMemoryReporter> mBufferCountReporter;
nsCOMPtr<nsIMemoryReporter> mRenderbufferMemoryUsageReporter;
nsCOMPtr<nsIMemoryReporter> mRenderbufferCountReporter;
nsCOMPtr<nsIMemoryReporter> mShaderSourcesSizeReporter;
nsCOMPtr<nsIMemoryReporter> mShaderTranslationLogsSizeReporter;
nsCOMPtr<nsIMemoryReporter> mShaderCountReporter;
nsCOMPtr<nsIMemoryReporter> mContextCountReporter;
static WebGLMemoryReporter* UniqueInstance();
static ContextsArrayType & Contexts() { return UniqueInstance()->mContexts; }
public:
static void AddWebGLContext(const WebGLContext* c) {
Contexts().AppendElement(c);
}
static void RemoveWebGLContext(const WebGLContext* c) {
ContextsArrayType & contexts = Contexts();
contexts.RemoveElement(c);
if (contexts.IsEmpty()) {
delete sUniqueInstance;
sUniqueInstance = nsnull;
}
}
static PRInt64 GetTextureMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t t = 0; t < contexts[i]->mTextures.Length(); ++t)
result += contexts[i]->mTextures[t]->MemoryUsage();
return result;
}
static PRInt64 GetTextureCount() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
result += contexts[i]->mTextures.Length();
return result;
}
static PRInt64 GetBufferMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t b = 0; b < contexts[i]->mBuffers.Length(); ++b)
result += contexts[i]->mBuffers[b]->ByteLength();
return result;
}
static PRInt64 GetBufferCacheMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t b = 0; b < contexts[i]->mBuffers.Length(); ++b)
if (contexts[i]->mBuffers[b]->Target() == LOCAL_GL_ELEMENT_ARRAY_BUFFER)
result += contexts[i]->mBuffers[b]->ByteLength();
return result;
}
static PRInt64 GetBufferCount() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
result += contexts[i]->mBuffers.Length();
return result;
}
static PRInt64 GetRenderbufferMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t r = 0; r < contexts[i]->mRenderbuffers.Length(); ++r)
result += contexts[i]->mRenderbuffers[r]->MemoryUsage();
return result;
}
static PRInt64 GetRenderbufferCount() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
result += contexts[i]->mRenderbuffers.Length();
return result;
}
static PRInt64 GetShaderSourcesSize() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t s = 0; s < contexts[i]->mShaders.Length(); ++s)
result += contexts[i]->mShaders[s]->Source().Length();
return result;
}
static PRInt64 GetShaderTranslationLogsSize() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
for (size_t s = 0; s < contexts[i]->mShaders.Length(); ++s)
result += contexts[i]->mShaders[s]->TranslationLog().Length();
return result;
}
static PRInt64 GetShaderCount() {
const ContextsArrayType & contexts = Contexts();
PRInt64 result = 0;
for(size_t i = 0; i < contexts.Length(); ++i)
result += contexts[i]->mShaders.Length();
return result;
}
static PRInt64 GetContextCount() {
return Contexts().Length();
}
};
}
#endif