gecko/content/canvas/src/WebGLContext.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "WebGL1Context.h"
#include "WebGLObjectModel.h"
#include "WebGLExtensions.h"
#include "WebGLContextUtils.h"
#include "WebGLBuffer.h"
#include "WebGLVertexAttribData.h"
#include "WebGLMemoryMultiReporterWrapper.h"
#include "WebGLFramebuffer.h"
#include "WebGLVertexArray.h"
#include "WebGLQuery.h"
#include "AccessCheck.h"
#include "nsIConsoleService.h"
#include "nsServiceManagerUtils.h"
#include "nsIClassInfoImpl.h"
#include "nsContentUtils.h"
#include "nsIXPConnect.h"
#include "nsError.h"
#include "nsIGfxInfo.h"
#include "nsIWidget.h"
#include "nsIVariant.h"
#include "ImageEncoder.h"
#include "gfxContext.h"
#include "gfxPattern.h"
#include "gfxUtils.h"
#include "CanvasUtils.h"
#include "nsDisplayList.h"
#include "GLContextProvider.h"
#include "GLContext.h"
#include "gfxCrashReporterUtils.h"
#include "nsSVGEffects.h"
#include "prenv.h"
#include "mozilla/Preferences.h"
#include "mozilla/Services.h"
#include "mozilla/Telemetry.h"
#include "nsIObserverService.h"
#include "mozilla/Services.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/ProcessPriorityManager.h"
#include "Layers.h"
#ifdef MOZ_WIDGET_GONK
#include "mozilla/layers/ShadowLayers.h"
#endif
using namespace mozilla;
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
using namespace mozilla::layers;
NS_IMETHODIMP
WebGLMemoryPressureObserver::Observe(nsISupports* aSubject,
const char* aTopic,
const PRUnichar* aSomeData)
{
if (strcmp(aTopic, "memory-pressure"))
return NS_OK;
bool wantToLoseContext = true;
if (!mContext->mCanLoseContextInForeground &&
ProcessPriorityManager::CurrentProcessIsForeground())
wantToLoseContext = false;
else if (!nsCRT::strcmp(aSomeData,
NS_LITERAL_STRING("heap-minimize").get()))
wantToLoseContext = mContext->mLoseContextOnHeapMinimize;
if (wantToLoseContext)
mContext->ForceLoseContext();
return NS_OK;
}
WebGLContextOptions::WebGLContextOptions()
: alpha(true), depth(true), stencil(false),
premultipliedAlpha(true), antialias(true),
preserveDrawingBuffer(false)
{
// Set default alpha state based on preference.
if (Preferences::GetBool("webgl.default-no-alpha", false))
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alpha = false;
}
WebGLContext::WebGLContext()
: gl(nullptr)
{
SetIsDOMBinding();
mGeneration = 0;
mInvalidated = false;
mShouldPresent = true;
mResetLayer = true;
mOptionsFrozen = false;
mActiveTexture = 0;
mWebGLError = LOCAL_GL_NO_ERROR;
mPixelStoreFlipY = false;
mPixelStorePremultiplyAlpha = false;
mPixelStoreColorspaceConversion = BROWSER_DEFAULT_WEBGL;
mShaderValidation = true;
mBlackTexturesAreInitialized = false;
mFakeBlackStatus = DoNotNeedFakeBlack;
mVertexAttrib0Vector[0] = 0;
mVertexAttrib0Vector[1] = 0;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
mFakeVertexAttrib0BufferObjectVector[0] = 0;
mFakeVertexAttrib0BufferObjectVector[1] = 0;
mFakeVertexAttrib0BufferObjectVector[2] = 0;
mFakeVertexAttrib0BufferObjectVector[3] = 1;
mFakeVertexAttrib0BufferObjectSize = 0;
mFakeVertexAttrib0BufferObject = 0;
mFakeVertexAttrib0BufferStatus = VertexAttrib0Status::Default;
// these are de default values, see 6.2 State tables in the OpenGL ES 2.0.25 spec
mColorWriteMask[0] = 1;
mColorWriteMask[1] = 1;
mColorWriteMask[2] = 1;
mColorWriteMask[3] = 1;
mDepthWriteMask = 1;
mColorClearValue[0] = 0.f;
mColorClearValue[1] = 0.f;
mColorClearValue[2] = 0.f;
mColorClearValue[3] = 0.f;
mDepthClearValue = 1.f;
mStencilClearValue = 0;
mStencilRefFront = 0;
mStencilRefBack = 0;
mStencilValueMaskFront = 0xffffffff;
mStencilValueMaskBack = 0xffffffff;
mStencilWriteMaskFront = 0xffffffff;
mStencilWriteMaskBack = 0xffffffff;
mScissorTestEnabled = 0;
mDitherEnabled = 1;
mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
// initialize some GL values: we're going to get them from the GL and use them as the sizes of arrays,
// so in case glGetIntegerv leaves them uninitialized because of a GL bug, we would have very weird crashes.
mGLMaxVertexAttribs = 0;
mGLMaxTextureUnits = 0;
mGLMaxTextureSize = 0;
mGLMaxCubeMapTextureSize = 0;
mGLMaxRenderbufferSize = 0;
mGLMaxTextureImageUnits = 0;
mGLMaxVertexTextureImageUnits = 0;
mGLMaxVaryingVectors = 0;
mGLMaxFragmentUniformVectors = 0;
mGLMaxVertexUniformVectors = 0;
mGLMaxColorAttachments = 1;
mGLMaxDrawBuffers = 1;
mGLMaxTransformFeedbackSeparateAttribs = 0;
// See OpenGL ES 2.0.25 spec, 6.2 State Tables, table 6.13
mPixelStorePackAlignment = 4;
mPixelStoreUnpackAlignment = 4;
WebGLMemoryMultiReporterWrapper::AddWebGLContext(this);
mAllowRestore = true;
mContextLossTimerRunning = false;
mDrawSinceContextLossTimerSet = false;
mContextRestorer = do_CreateInstance("@mozilla.org/timer;1");
mContextStatus = ContextNotLost;
mContextLostErrorSet = false;
mLoseContextOnHeapMinimize = false;
mCanLoseContextInForeground = true;
mAlreadyGeneratedWarnings = 0;
mAlreadyWarnedAboutFakeVertexAttrib0 = false;
mMaxWarnings = Preferences::GetInt("webgl.max-warnings-per-context", 32);
if (mMaxWarnings < -1)
{
GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
mMaxWarnings = 0;
}
mLastUseIndex = 0;
InvalidateBufferFetching();
mIsScreenCleared = false;
mDisableFragHighP = false;
mDrawCallsSinceLastFlush = 0;
}
WebGLContext::~WebGLContext()
{
DestroyResourcesAndContext();
WebGLMemoryMultiReporterWrapper::RemoveWebGLContext(this);
TerminateContextLossTimer();
mContextRestorer = nullptr;
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (mMemoryPressureObserver) {
nsCOMPtr<nsIObserverService> observerService
= mozilla::services::GetObserverService();
if (observerService) {
observerService->RemoveObserver(mMemoryPressureObserver,
"memory-pressure");
}
mMemoryPressureObserver = nullptr;
}
if (!gl)
return;
gl->MakeCurrent();
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBoundArrayBuffer = nullptr;
mBoundTransformFeedbackBuffer = nullptr;
mCurrentProgram = nullptr;
mBoundFramebuffer = nullptr;
mActiveOcclusionQuery = nullptr;
mBoundRenderbuffer = nullptr;
mBoundVertexArray = nullptr;
mDefaultVertexArray = nullptr;
while (!mTextures.isEmpty())
mTextures.getLast()->DeleteOnce();
while (!mVertexArrays.isEmpty())
mVertexArrays.getLast()->DeleteOnce();
while (!mBuffers.isEmpty())
mBuffers.getLast()->DeleteOnce();
while (!mRenderbuffers.isEmpty())
mRenderbuffers.getLast()->DeleteOnce();
while (!mFramebuffers.isEmpty())
mFramebuffers.getLast()->DeleteOnce();
while (!mShaders.isEmpty())
mShaders.getLast()->DeleteOnce();
while (!mPrograms.isEmpty())
mPrograms.getLast()->DeleteOnce();
while (!mQueries.isEmpty())
mQueries.getLast()->DeleteOnce();
if (mBlackTexturesAreInitialized) {
gl->fDeleteTextures(1, &mBlackTexture2D);
gl->fDeleteTextures(1, &mBlackTextureCubeMap);
mBlackTexturesAreInitialized = false;
}
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
}
// We just got rid of everything, so the context had better
// have been going away.
#ifdef DEBUG
if (gl->DebugMode()) {
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
}
#endif
gl = nullptr;
}
void
WebGLContext::Invalidate()
{
if (mInvalidated)
return;
if (!mCanvasElement)
return;
nsSVGEffects::InvalidateDirectRenderingObservers(mCanvasElement);
mInvalidated = true;
mCanvasElement->InvalidateCanvasContent(nullptr);
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetContextOptions(JSContext* aCx, JS::Handle<JS::Value> aOptions)
{
if (aOptions.isNullOrUndefined() && mOptionsFrozen) {
return NS_OK;
}
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WebGLContextAttributes attributes;
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NS_ENSURE_TRUE(attributes.Init(aCx, aOptions), NS_ERROR_UNEXPECTED);
WebGLContextOptions newOpts;
newOpts.stencil = attributes.mStencil;
newOpts.depth = attributes.mDepth;
newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
newOpts.antialias = attributes.mAntialias;
newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
if (attributes.mAlpha.WasPassed()) {
newOpts.alpha = attributes.mAlpha.Value();
}
// enforce that if stencil is specified, we also give back depth
newOpts.depth |= newOpts.stencil;
#if 0
GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
newOpts.antialias ? 1 : 0,
newOpts.stencil ? 1 : 0,
newOpts.depth ? 1 : 0,
newOpts.alpha ? 1 : 0,
newOpts.premultipliedAlpha ? 1 : 0,
newOpts.preserveDrawingBuffer ? 1 : 0);
#endif
if (mOptionsFrozen && newOpts != mOptions) {
// Error if the options are already frozen, and the ones that were asked for
// aren't the same as what they were originally.
return NS_ERROR_FAILURE;
}
mOptions = newOpts;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::SetDimensions(int32_t width, int32_t height)
{
// Early error return cases
if (width < 0 || height < 0) {
GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
return NS_ERROR_OUT_OF_MEMORY;
}
if (!GetCanvas())
return NS_ERROR_FAILURE;
// Early success return cases
GetCanvas()->InvalidateCanvas();
if (gl && mWidth == width && mHeight == height)
return NS_OK;
// Zero-sized surfaces can cause problems.
if (width == 0 || height == 0) {
width = 1;
height = 1;
}
// If we already have a gl context, then we just need to resize it
if (gl) {
MakeContextCurrent();
gl->ResizeOffscreen(gfxIntSize(width, height)); // Doesn't matter if it succeeds (soft-fail)
// It's unlikely that we'll get a proper-sized context if we recreate if we didn't on resize
// everything's good, we're done here
mWidth = gl->OffscreenSize().width;
mHeight = gl->OffscreenSize().height;
mResetLayer = true;
ScopedBindFramebuffer autoFB(gl, 0);
gl->ClearSafely();
mShouldPresent = true;
return NS_OK;
}
// End of early return cases.
// At this point we know that we're not just resizing an existing context,
// we are initializing a new context.
// if we exceeded either the global or the per-principal limit for WebGL contexts,
// lose the oldest-used context now to free resources. Note that we can't do that
// in the WebGLContext constructor as we don't have a canvas element yet there.
// Here is the right place to do so, as we are about to create the OpenGL context
// and that is what can fail if we already have too many.
LoseOldestWebGLContextIfLimitExceeded();
// Get some prefs for some preferred/overriden things
NS_ENSURE_TRUE(Preferences::GetRootBranch(), NS_ERROR_FAILURE);
#ifdef XP_WIN
bool preferEGL =
Preferences::GetBool("webgl.prefer-egl", false);
bool preferOpenGL =
Preferences::GetBool("webgl.prefer-native-gl", false);
#endif
bool forceEnabled =
Preferences::GetBool("webgl.force-enabled", false);
bool useMesaLlvmPipe =
Preferences::GetBool("gfx.prefer-mesa-llvmpipe", false);
bool disabled =
Preferences::GetBool("webgl.disabled", false);
bool prefer16bit =
Preferences::GetBool("webgl.prefer-16bpp", false);
ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
if (disabled)
return NS_ERROR_FAILURE;
// We're going to create an entirely new context. If our
// generation is not 0 right now (that is, if this isn't the first
// context we're creating), we may have to dispatch a context lost
// event.
// If incrementing the generation would cause overflow,
// don't allow it. Allowing this would allow us to use
// resource handles created from older context generations.
if (!(mGeneration + 1).isValid())
return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
SurfaceCaps caps;
caps.color = true;
caps.alpha = mOptions.alpha;
caps.depth = mOptions.depth;
caps.stencil = mOptions.stencil;
// we should really have this behind a
// |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but
// for now it's just behind a pref for testing/evaluation.
caps.bpp16 = prefer16bit;
caps.preserve = mOptions.preserveDrawingBuffer;
#ifdef MOZ_WIDGET_GONK
nsIWidget *docWidget = nsContentUtils::WidgetForDocument(mCanvasElement->OwnerDoc());
if (docWidget) {
layers::LayerManager *layerManager = docWidget->GetLayerManager();
if (layerManager) {
// XXX we really want "AsSurfaceAllocator" here for generality
layers::ShadowLayerForwarder *forwarder = layerManager->AsShadowForwarder();
if (forwarder) {
caps.surfaceAllocator = static_cast<layers::ISurfaceAllocator*>(forwarder);
}
}
}
#endif
bool forceMSAA =
Preferences::GetBool("webgl.msaa-force", false);
int32_t status;
nsCOMPtr<nsIGfxInfo> gfxInfo = do_GetService("@mozilla.org/gfx/info;1");
if (mOptions.antialias &&
gfxInfo &&
NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_MSAA, &status))) {
if (status == nsIGfxInfo::FEATURE_NO_INFO || forceMSAA) {
caps.antialias = true;
}
}
#ifdef XP_WIN
if (PR_GetEnv("MOZ_WEBGL_PREFER_EGL")) {
preferEGL = true;
}
#endif
// Ask GfxInfo about what we should use
bool useOpenGL = true;
#ifdef XP_WIN
bool useANGLE = true;
#endif
if (gfxInfo && !forceEnabled) {
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_OPENGL, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useOpenGL = false;
}
}
#ifdef XP_WIN
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_ANGLE, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useANGLE = false;
}
}
#endif
}
#ifdef XP_WIN
// allow forcing GL and not EGL/ANGLE
if (useMesaLlvmPipe || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) {
preferEGL = false;
useANGLE = false;
useOpenGL = true;
}
#endif
gfxIntSize size(width, height);
#ifdef XP_WIN
// if we want EGL, try it now
if (!gl && (preferEGL || useANGLE) && !preferOpenGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(size, caps);
if (!gl || !InitAndValidateGL()) {
GenerateWarning("Error during ANGLE OpenGL ES initialization");
return NS_ERROR_FAILURE;
}
}
#endif
// try the default provider, whatever that is
if (!gl && useOpenGL) {
gl::ContextFlags flag = useMesaLlvmPipe
? gl::ContextFlagsMesaLLVMPipe
: gl::ContextFlagsNone;
gl = gl::GLContextProvider::CreateOffscreen(size, caps, flag);
if (gl && !InitAndValidateGL()) {
GenerateWarning("Error during %s initialization",
useMesaLlvmPipe ? "Mesa LLVMpipe" : "OpenGL");
return NS_ERROR_FAILURE;
}
}
if (!gl) {
GenerateWarning("Can't get a usable WebGL context");
return NS_ERROR_FAILURE;
}
#ifdef DEBUG
if (gl->DebugMode()) {
printf_stderr("--- WebGL context created: %p\n", gl.get());
}
#endif
mWidth = width;
mHeight = height;
mResetLayer = true;
mOptionsFrozen = true;
mHasRobustness = gl->HasRobustness();
// increment the generation number
++mGeneration;
#if 0
if (mGeneration > 0) {
// XXX dispatch context lost event
}
#endif
MakeContextCurrent();
// Make sure that we clear this out, otherwise
// we'll end up displaying random memory
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->fClearDepth(1.0f);
gl->fClearStencil(0);
gl->ClearSafely();
mShouldPresent = true;
MOZ_ASSERT(gl->Caps().color == caps.color);
MOZ_ASSERT(gl->Caps().alpha == caps.alpha);
MOZ_ASSERT(gl->Caps().depth == caps.depth || !gl->Caps().depth);
MOZ_ASSERT(gl->Caps().stencil == caps.stencil || !gl->Caps().stencil);
MOZ_ASSERT(gl->Caps().antialias == caps.antialias || !gl->Caps().antialias);
MOZ_ASSERT(gl->Caps().preserve == caps.preserve);
reporter.SetSuccessful();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f, uint32_t aFlags)
{
if (!gl)
return NS_OK;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
gl->MakeCurrent();
gl->ReadScreenIntoImageSurface(surf);
bool srcPremultAlpha = mOptions.premultipliedAlpha;
bool dstPremultAlpha = aFlags & RenderFlagPremultAlpha;
if (!srcPremultAlpha && dstPremultAlpha) {
gfxUtils::PremultiplyImageSurface(surf);
} else if (srcPremultAlpha && !dstPremultAlpha) {
gfxUtils::UnpremultiplyImageSurface(surf);
}
surf->MarkDirty();
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
pat->SetFilter(f);
// Pixels from ReadPixels will be "upside down" compared to
// what cairo wants, so draw with a y-flip and a translte to
// flip them.
gfxMatrix m;
m.Translate(gfxPoint(0.0, mHeight));
m.Scale(1.0, -1.0);
pat->SetMatrix(m);
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->Fill();
return NS_OK;
}
void WebGLContext::LoseOldestWebGLContextIfLimitExceeded()
{
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
// some mobile devices can't have more than 8 GL contexts overall
const size_t kMaxWebGLContextsPerPrincipal = 2;
const size_t kMaxWebGLContexts = 4;
#else
const size_t kMaxWebGLContextsPerPrincipal = 16;
const size_t kMaxWebGLContexts = 32;
#endif
MOZ_ASSERT(kMaxWebGLContextsPerPrincipal < kMaxWebGLContexts);
// it's important to update the index on a new context before losing old contexts,
// otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones
// when choosing which one to lose first.
UpdateLastUseIndex();
WebGLMemoryMultiReporterWrapper::ContextsArrayType &contexts
= WebGLMemoryMultiReporterWrapper::Contexts();
// quick exit path, should cover a majority of cases
if (contexts.Length() <= kMaxWebGLContextsPerPrincipal) {
return;
}
// note that here by "context" we mean "non-lost context". See the check for
// IsContextLost() below. Indeed, the point of this function is to maybe lose
// some currently non-lost context.
uint64_t oldestIndex = UINT64_MAX;
uint64_t oldestIndexThisPrincipal = UINT64_MAX;
const WebGLContext *oldestContext = nullptr;
const WebGLContext *oldestContextThisPrincipal = nullptr;
size_t numContexts = 0;
size_t numContextsThisPrincipal = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
// don't want to lose ourselves.
if (contexts[i] == this)
continue;
if (contexts[i]->IsContextLost())
continue;
if (!contexts[i]->GetCanvas()) {
// Zombie context: the canvas is already destroyed, but something else
// (typically the compositor) is still holding on to the context.
// Killing zombies is a no-brainer.
const_cast<WebGLContext*>(contexts[i])->LoseContext();
continue;
}
numContexts++;
if (contexts[i]->mLastUseIndex < oldestIndex) {
oldestIndex = contexts[i]->mLastUseIndex;
oldestContext = contexts[i];
}
nsIPrincipal *ourPrincipal = GetCanvas()->NodePrincipal();
nsIPrincipal *theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
bool samePrincipal;
nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
if (NS_SUCCEEDED(rv) && samePrincipal) {
numContextsThisPrincipal++;
if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
oldestContextThisPrincipal = contexts[i];
}
}
}
if (numContextsThisPrincipal > kMaxWebGLContextsPerPrincipal) {
GenerateWarning("Exceeded %d live WebGL contexts for this principal, losing the "
"least recently used one.", kMaxWebGLContextsPerPrincipal);
MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
} else if (numContexts > kMaxWebGLContexts) {
GenerateWarning("Exceeded %d live WebGL contexts, losing the least recently used one.",
kMaxWebGLContexts);
MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContext)->LoseContext();
}
}
void
WebGLContext::GetImageBuffer(uint8_t** aImageBuffer, int32_t* aFormat)
{
*aImageBuffer = nullptr;
*aFormat = 0;
nsRefPtr<gfxImageSurface> imgsurf =
new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (!imgsurf || imgsurf->CairoStatus()) {
return;
}
nsRefPtr<gfxContext> ctx = new gfxContext(imgsurf);
if (!ctx || ctx->HasError()) {
return;
}
// Use Render() to make sure that appropriate y-flip gets applied
uint32_t flags = mOptions.premultipliedAlpha ? RenderFlagPremultAlpha : 0;
nsresult rv = Render(ctx, gfxPattern::FILTER_NEAREST, flags);
if (NS_FAILED(rv)) {
return;
}
int32_t format = imgIEncoder::INPUT_FORMAT_HOSTARGB;
if (!mOptions.premultipliedAlpha) {
// We need to convert to INPUT_FORMAT_RGBA, otherwise
// we are automatically considered premult, and unpremult'd.
// Yes, it is THAT silly.
// Except for different lossy conversions by color,
// we could probably just change the label, and not change the data.
gfxUtils::ConvertBGRAtoRGBA(imgsurf);
format = imgIEncoder::INPUT_FORMAT_RGBA;
}
static const fallible_t fallible = fallible_t();
uint8_t* imageBuffer = new (fallible) uint8_t[mWidth * mHeight * 4];
if (!imageBuffer) {
return;
}
memcpy(imageBuffer, imgsurf->Data(), mWidth * mHeight * 4);
*aImageBuffer = imageBuffer;
*aFormat = format;
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream)
{
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl)
return NS_ERROR_FAILURE;
uint8_t* imageBuffer = nullptr;
int32_t format = 0;
GetImageBuffer(&imageBuffer, &format);
if (!imageBuffer) {
return NS_ERROR_FAILURE;
}
nsCString enccid("@mozilla.org/image/encoder;2?type=");
enccid += aMimeType;
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(enccid.get());
if (!encoder) {
return NS_ERROR_FAILURE;
}
return ImageEncoder::GetInputStream(mWidth, mHeight, imageBuffer, format,
encoder, aEncoderOptions, aStream);
}
NS_IMETHODIMP
WebGLContext::GetThebesSurface(gfxASurface **surface)
{
return NS_ERROR_NOT_AVAILABLE;
}
void WebGLContext::UpdateLastUseIndex()
{
static CheckedInt<uint64_t> sIndex = 0;
sIndex++;
// should never happen with 64-bit; trying to handle this would be riskier than
// not handling it as the handler code would never get exercised.
if (!sIndex.isValid()) {
NS_RUNTIMEABORT("Can't believe it's been 2^64 transactions already!");
}
mLastUseIndex = sIndex.value();
}
static uint8_t gWebGLLayerUserData;
namespace mozilla {
class WebGLContextUserData : public LayerUserData {
public:
WebGLContextUserData(HTMLCanvasElement *aContent)
: mContent(aContent)
{}
/* PreTransactionCallback gets called by the Layers code every time the
* WebGL canvas is going to be composited.
*/
static void PreTransactionCallback(void* data)
{
WebGLContextUserData* userdata = static_cast<WebGLContextUserData*>(data);
HTMLCanvasElement* canvas = userdata->mContent;
WebGLContext* context = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
// Present our screenbuffer, if needed.
context->PresentScreenBuffer();
context->mDrawCallsSinceLastFlush = 0;
}
/** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
* so it really is the right place to put actions that have to be performed upon compositing
*/
static void DidTransactionCallback(void* aData)
{
WebGLContextUserData *userdata = static_cast<WebGLContextUserData*>(aData);
HTMLCanvasElement *canvas = userdata->mContent;
WebGLContext *context = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
// Mark ourselves as no longer invalidated.
context->MarkContextClean();
context->UpdateLastUseIndex();
}
private:
nsRefPtr<HTMLCanvasElement> mContent;
};
} // end namespace mozilla
already_AddRefed<layers::CanvasLayer>
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* aBuilder,
CanvasLayer *aOldLayer,
LayerManager *aManager)
{
if (IsContextLost())
return nullptr;
if (!mResetLayer && aOldLayer &&
aOldLayer->HasUserData(&gWebGLLayerUserData)) {
nsRefPtr<layers::CanvasLayer> ret = aOldLayer;
return ret.forget();
}
nsRefPtr<CanvasLayer> canvasLayer = aManager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nullptr;
}
WebGLContextUserData *userData = nullptr;
if (aBuilder->IsPaintingToWindow()) {
// Make the layer tell us whenever a transaction finishes (including
// the current transaction), so we can clear our invalidation state and
// start invalidating again. We need to do this for the layer that is
// being painted to a window (there shouldn't be more than one at a time,
// and if there is, flushing the invalidation state more often than
// necessary is harmless).
// The layer will be destroyed when we tear down the presentation
// (at the latest), at which time this userData will be destroyed,
// releasing the reference to the element.
// The userData will receive DidTransactionCallbacks, which flush the
// the invalidation state to indicate that the canvas is up to date.
userData = new WebGLContextUserData(mCanvasElement);
canvasLayer->SetDidTransactionCallback(
WebGLContextUserData::DidTransactionCallback, userData);
canvasLayer->SetPreTransactionCallback(
WebGLContextUserData::PreTransactionCallback, userData);
}
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
CanvasLayer::Data data;
data.mGLContext = gl;
data.mSize = nsIntSize(mWidth, mHeight);
data.mIsGLAlphaPremult = IsPremultAlpha();
canvasLayer->Initialize(data);
uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
canvasLayer->SetContentFlags(flags);
canvasLayer->Updated();
mResetLayer = false;
return canvasLayer.forget();
}
void
WebGLContext::GetContextAttributes(Nullable<dom::WebGLContextAttributesInitializer> &retval)
{
retval.SetNull();
if (IsContextLost())
return;
dom::WebGLContextAttributes& result = retval.SetValue();
const PixelBufferFormat& format = gl->GetPixelFormat();
result.mAlpha.Construct(format.alpha > 0);
result.mDepth = format.depth > 0;
result.mStencil = format.stencil > 0;
result.mAntialias = format.samples > 1;
result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
}
/* [noscript] DOMString mozGetUnderlyingParamString(in GLenum pname); */
NS_IMETHODIMP
WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
{
if (IsContextLost())
return NS_OK;
retval.SetIsVoid(true);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_VENDOR:
case LOCAL_GL_RENDERER:
case LOCAL_GL_VERSION:
case LOCAL_GL_SHADING_LANGUAGE_VERSION:
case LOCAL_GL_EXTENSIONS: {
const char *s = (const char *) gl->fGetString(pname);
retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s)));
}
break;
default:
return NS_ERROR_INVALID_ARG;
}
return NS_OK;
}
void
WebGLContext::ClearScreen()
{
bool colorAttachmentsMask[WebGLContext::sMaxColorAttachments] = {false};
MakeContextCurrent();
ScopedBindFramebuffer autoFB(gl, 0);
GLbitfield clearMask = LOCAL_GL_COLOR_BUFFER_BIT;
if (mOptions.depth)
clearMask |= LOCAL_GL_DEPTH_BUFFER_BIT;
if (mOptions.stencil)
clearMask |= LOCAL_GL_STENCIL_BUFFER_BIT;
colorAttachmentsMask[0] = true;
ForceClearFramebufferWithDefaultValues(clearMask, colorAttachmentsMask);
mIsScreenCleared = true;
}
#ifdef DEBUG
// For NaNs, etc.
static bool IsShadowCorrect(float shadow, float actual) {
if (IsNaN(shadow)) {
// GL is allowed to do anything it wants for NaNs, so if we're shadowing
// a NaN, then whatever `actual` is might be correct.
return true;
}
return shadow == actual;
}
#endif
void
WebGLContext::ForceClearFramebufferWithDefaultValues(GLbitfield mask, const bool colorAttachmentsMask[sMaxColorAttachments])
{
MakeContextCurrent();
bool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT);
bool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT);
bool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT);
bool drawBuffersIsEnabled = IsExtensionEnabled(WEBGL_draw_buffers);
GLenum currentDrawBuffers[WebGLContext::sMaxColorAttachments];
// Fun GL fact: No need to worry about the viewport here, glViewport is just
// setting up a coordinates transformation, it doesn't affect glClear at all.
#ifdef DEBUG
// Scope to hide our variables.
{
// Sanity-check that all our state is set properly. Otherwise, when we
// reset out state to what we *think* it is, we'll get it wrong.
// Dither shouldn't matter when we're clearing to {0,0,0,0}.
MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST) == mScissorTestEnabled);
realGLboolean colorWriteMask[4] = {2, 2, 2, 2};
GLfloat colorClearValue[4] = {-1.0f, -1.0f, -1.0f, -1.0f};
gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask);
gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue);
MOZ_ASSERT(colorWriteMask[0] == mColorWriteMask[0] &&
colorWriteMask[1] == mColorWriteMask[1] &&
colorWriteMask[2] == mColorWriteMask[2] &&
colorWriteMask[3] == mColorWriteMask[3]);
MOZ_ASSERT(IsShadowCorrect(mColorClearValue[0], colorClearValue[0]) &&
IsShadowCorrect(mColorClearValue[1], colorClearValue[1]) &&
IsShadowCorrect(mColorClearValue[2], colorClearValue[2]) &&
IsShadowCorrect(mColorClearValue[3], colorClearValue[3]));
realGLboolean depthWriteMask = 2;
GLfloat depthClearValue = -1.0f;
gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
MOZ_ASSERT(depthWriteMask == mDepthWriteMask);
MOZ_ASSERT(IsShadowCorrect(mDepthClearValue, depthClearValue));
GLuint stencilWriteMaskFront = 0xdeadbad1;
GLuint stencilWriteMaskBack = 0xdeadbad1;
GLuint stencilClearValue = 0xdeadbad1;
gl->GetUIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &stencilWriteMaskFront);
gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &stencilWriteMaskBack);
gl->GetUIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
GLuint stencilBits = 0;
gl->GetUIntegerv(LOCAL_GL_STENCIL_BITS, &stencilBits);
GLuint stencilMask = (GLuint(1) << stencilBits) - 1;
MOZ_ASSERT( ( stencilWriteMaskFront & stencilMask) ==
(mStencilWriteMaskFront & stencilMask) );
MOZ_ASSERT( ( stencilWriteMaskBack & stencilMask) ==
(mStencilWriteMaskBack & stencilMask) );
MOZ_ASSERT( ( stencilClearValue & stencilMask) ==
(mStencilClearValue & stencilMask) );
}
#endif
// Prepare GL state for clearing.
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
if (initializeColorBuffer) {
if (drawBuffersIsEnabled) {
GLenum drawBuffersCommand[WebGLContext::sMaxColorAttachments] = { LOCAL_GL_NONE };
for(int32_t i = 0; i < mGLMaxDrawBuffers; i++) {
GLint temp;
gl->fGetIntegerv(LOCAL_GL_DRAW_BUFFER0 + i, &temp);
currentDrawBuffers[i] = temp;
if (colorAttachmentsMask[i]) {
drawBuffersCommand[i] = LOCAL_GL_COLOR_ATTACHMENT0 + i;
}
}
gl->fDrawBuffers(mGLMaxDrawBuffers, drawBuffersCommand);
}
gl->fColorMask(1, 1, 1, 1);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {
// "The clear operation always uses the front stencil write mask
// when clearing the stencil buffer."
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
gl->fClearStencil(0);
}
if (mRasterizerDiscardEnabled) {
gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
}
// Do the clear!
gl->fClear(mask);
// And reset!
if (mScissorTestEnabled)
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
if (mRasterizerDiscardEnabled) {
gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
}
// Restore GL state after clearing.
if (initializeColorBuffer) {
if (drawBuffersIsEnabled) {
gl->fDrawBuffers(mGLMaxDrawBuffers, currentDrawBuffers);
}
gl->fColorMask(mColorWriteMask[0],
mColorWriteMask[1],
mColorWriteMask[2],
mColorWriteMask[3]);
gl->fClearColor(mColorClearValue[0],
mColorClearValue[1],
mColorClearValue[2],
mColorClearValue[3]);
}
if (initializeDepthBuffer) {
gl->fDepthMask(mDepthWriteMask);
gl->fClearDepth(mDepthClearValue);
}
if (initializeStencilBuffer) {
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
gl->fClearStencil(mStencilClearValue);
}
}
// For an overview of how WebGL compositing works, see:
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
bool
WebGLContext::PresentScreenBuffer()
{
if (!mShouldPresent) {
return false;
}
gl->MakeCurrent();
if (!gl->PublishFrame()) {
this->ForceLoseContext();
return false;
}
if (!mOptions.preserveDrawingBuffer) {
ClearScreen();
}
mShouldPresent = false;
return true;
}
void
WebGLContext::DummyFramebufferOperation(const char *info)
{
GLenum status = CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE)
return;
else
return ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info);
}
// We use this timer for many things. Here are the things that it is activated for:
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
// CONTEXT_LOST_WEBGL error has been triggered.
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
// GPU periodically to see if the reset status bit has been set.
// In all of these situations, we use this timer to send the script context lost
// and restored events asynchronously. For example, if it triggers a context loss,
// the webglcontextlost event will be sent to it the next time the robustness timer
// fires.
// Note that this timer mechanism is not used unless one of these 3 criteria
// are met.
// At a bare minimum, from context lost to context restores, it would take 3
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
void
WebGLContext::RobustnessTimerCallback(nsITimer* timer)
{
TerminateContextLossTimer();
if (!mCanvasElement) {
// the canvas is gone. That happens when the page was closed before we got
// this timer event. In this case, there's nothing to do here, just don't crash.
return;
}
// If the context has been lost and we're waiting for it to be restored, do
// that now.
if (mContextStatus == ContextLostAwaitingEvent) {
bool defaultAction;
nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextlost"),
true,
true,
&defaultAction);
// If the script didn't handle the event, we don't allow restores.
if (defaultAction)
mAllowRestore = false;
// If the script handled the event and we are allowing restores, then
// mark it to be restored. Otherwise, leave it as context lost
// (unusable).
if (!defaultAction && mAllowRestore) {
ForceRestoreContext();
// Restart the timer so that it will be restored on the next
// callback.
SetupContextLossTimer();
} else {
mContextStatus = ContextLost;
}
} else if (mContextStatus == ContextLostAwaitingRestore) {
// Try to restore the context. If it fails, try again later.
if (NS_FAILED(SetDimensions(mWidth, mHeight))) {
SetupContextLossTimer();
return;
}
mContextStatus = ContextNotLost;
nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextrestored"),
true,
true);
// Set all flags back to the state they were in before the context was
// lost.
mContextLostErrorSet = false;
mAllowRestore = true;
}
MaybeRestoreContext();
return;
}
void
WebGLContext::MaybeRestoreContext()
{
// Don't try to handle it if we already know it's busted.
if (mContextStatus != ContextNotLost || gl == nullptr)
return;
bool isEGL = gl->GetContextType() == gl::ContextTypeEGL,
isANGLE = gl->IsANGLE();
GLContext::ContextResetARB resetStatus = GLContext::CONTEXT_NO_ERROR;
if (mHasRobustness) {
gl->MakeCurrent();
resetStatus = (GLContext::ContextResetARB) gl->fGetGraphicsResetStatus();
} else if (isEGL) {
// Simulate a ARB_robustness guilty context loss for when we
// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
// but we can't make any distinction, so we must assume the worst
// case.
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
resetStatus = GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB;
}
}
if (resetStatus != GLContext::CONTEXT_NO_ERROR) {
// It's already lost, but clean up after it and signal to JS that it is
// lost.
ForceLoseContext();
}
switch (resetStatus) {
case GLContext::CONTEXT_NO_ERROR:
// If there has been activity since the timer was set, it's possible
// that we did or are going to miss something, so clear this flag and
// run it again some time later.
if (mDrawSinceContextLossTimerSet)
SetupContextLossTimer();
break;
case GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page caused the graphics card to reset; not restoring the context");
mAllowRestore = false;
break;
case GLContext::CONTEXT_INNOCENT_CONTEXT_RESET_ARB:
break;
case GLContext::CONTEXT_UNKNOWN_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page might have caused the graphics card to reset");
if (isEGL && isANGLE) {
// If we're using ANGLE, we ONLY get back UNKNOWN context resets, including for guilty contexts.
// This means that we can't restore it or risk restoring a guilty context. Should this ever change,
// we can get rid of the whole IsANGLE() junk from GLContext.h since, as of writing, this is the
// only use for it. See ANGLE issue 261.
mAllowRestore = false;
}
break;
}
}
void
WebGLContext::ForceLoseContext()
{
if (mContextStatus == ContextLostAwaitingEvent)
return;
mContextStatus = ContextLostAwaitingEvent;
// Queue up a task to restore the event.
SetupContextLossTimer();
DestroyResourcesAndContext();
}
void
WebGLContext::ForceRestoreContext()
{
mContextStatus = ContextLostAwaitingRestore;
}
void
WebGLContext::MakeContextCurrent() const { gl->MakeCurrent(); }
//
// XPCOM goop
//
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_13(WebGLContext,
mCanvasElement,
mExtensions,
mBound2DTextures,
mBoundCubeMapTextures,
mBoundArrayBuffer,
mBoundTransformFeedbackBuffer,
mCurrentProgram,
mBoundFramebuffer,
mBoundRenderbuffer,
mBoundVertexArray,
mDefaultVertexArray,
mActiveOcclusionQuery,
mActiveTransformFeedbackQuery)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
// If the exact way we cast to nsISupports here ever changes, fix our
// ToSupports() method.
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext)
NS_INTERFACE_MAP_END