gecko/content/canvas/src/WebGLContext.cpp

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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) 2009
* 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 ***** */
#include "WebGLContext.h"
#include "nsIConsoleService.h"
#include "nsIPrefService.h"
#include "nsServiceManagerUtils.h"
#include "nsIClassInfoImpl.h"
#include "nsContentUtils.h"
#include "nsIXPConnect.h"
#include "nsDOMError.h"
#include "gfxContext.h"
#include "gfxPattern.h"
#include "CanvasUtils.h"
#include "NativeJSContext.h"
#include "GLContextProvider.h"
using namespace mozilla;
using namespace mozilla::gl;
nsresult NS_NewCanvasRenderingContextWebGL(nsICanvasRenderingContextWebGL** aResult);
nsresult
NS_NewCanvasRenderingContextWebGL(nsICanvasRenderingContextWebGL** aResult)
{
nsICanvasRenderingContextWebGL* ctx = new WebGLContext();
if (!ctx)
return NS_ERROR_OUT_OF_MEMORY;
NS_ADDREF(*aResult = ctx);
return NS_OK;
}
WebGLContext::WebGLContext()
: mCanvasElement(nsnull),
gl(nsnull),
mWidth(0), mHeight(0),
mGeneration(0),
mInvalidated(PR_FALSE),
mActiveTexture(0),
mSynthesizedGLError(LOCAL_GL_NO_ERROR)
{
mMapBuffers.Init();
mMapTextures.Init();
mMapPrograms.Init();
mMapShaders.Init();
mMapFramebuffers.Init();
mMapRenderbuffers.Init();
}
WebGLContext::~WebGLContext()
{
}
void
WebGLContext::Invalidate()
{
if (!mCanvasElement)
return;
if (mInvalidated)
return;
mInvalidated = true;
mCanvasElement->InvalidateFrame();
}
/* readonly attribute nsIDOMHTMLCanvasElement canvas; */
NS_IMETHODIMP
WebGLContext::GetCanvas(nsIDOMHTMLCanvasElement **canvas)
{
if (mCanvasElement == nsnull) {
*canvas = nsnull;
return NS_OK;
}
NS_ADDREF(*canvas = static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement));
return NS_OK;
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetCanvasElement(nsHTMLCanvasElement* aParentCanvas)
{
if (aParentCanvas == nsnull) {
// we get this on shutdown; we should do some more cleanup here,
// but instead we just let our destructor do it.
mCanvasElement = nsnull;
return NS_OK;
}
if (!SafeToCreateCanvas3DContext(aParentCanvas))
return NS_ERROR_FAILURE;
mCanvasElement = aParentCanvas;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::SetDimensions(PRInt32 width, PRInt32 height)
{
// 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 == 0)
return NS_ERROR_FAILURE;
if (mWidth == width && mHeight == height)
return NS_OK;
if (gl) {
// hey we already have something
if (gl->Resize(gfxIntSize(width, height))) {
mWidth = width;
mHeight = height;
gl->fViewport(0, 0, mWidth, mHeight);
gl->fClearColor(0, 0, 0, 0);
gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
// great success!
return NS_OK;
}
}
LogMessage("Canvas 3D: creating PBuffer...");
GLContextProvider::ContextFormat format(GLContextProvider::ContextFormat::BasicRGBA32);
format.depth = 16;
format.minDepth = 1;
gl = gl::sGLContextProvider.CreatePBuffer(gfxIntSize(width, height), format);
if (!gl) {
LogMessage("Canvas 3D: can't get a native PBuffer, trying OSMesa...");
gl = gl::GLContextProviderOSMesa::CreatePBuffer(gfxIntSize(width, height), format);
if (!gl) {
LogMessage("Canvas 3D: can't create a OSMesa pseudo-PBuffer.");
return NS_ERROR_FAILURE;
}
}
// We just blew away all the resources by creating a new context; reset everything,
// and let ValidateGL set up the correct dimensions again.
mActiveTexture = 0;
mSynthesizedGLError = LOCAL_GL_NO_ERROR;
mAttribBuffers.Clear();
mUniformTextures.Clear();
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBoundArrayBuffer = nsnull;
mBoundElementArrayBuffer = nsnull;
mCurrentProgram = nsnull;
mFramebufferColorAttachments.Clear();
mFramebufferDepthAttachment = nsnull;
mFramebufferStencilAttachment = nsnull;
mBoundFramebuffer = nsnull;
mBoundRenderbuffer = nsnull;
mMapTextures.Clear();
mMapBuffers.Clear();
mMapPrograms.Clear();
mMapShaders.Clear();
mMapFramebuffers.Clear();
mMapRenderbuffers.Clear();
// Now check the GL implementation, checking limits along the way
if (!ValidateGL()) {
LogMessage("Canvas 3D: Couldn't validate OpenGL implementation; is everything needed present?");
return NS_ERROR_FAILURE;
}
LogMessage("Canvas 3D: ready");
mWidth = width;
mHeight = height;
// increment the generation number
mGeneration++;
MakeContextCurrent();
// Make sure that we clear this out, otherwise
// we'll end up displaying random memory
gl->fViewport(0, 0, mWidth, mHeight);
gl->fClearColor(0, 0, 0, 0);
gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f)
{
if (!gl)
return NS_OK;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
MakeContextCurrent();
gl->fReadPixels(0, 0, mWidth, mHeight,
LOCAL_GL_BGRA,
LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV,
surf->Data());
gfxUtils::PremultiplyImageSurface(surf);
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
pat->SetFilter(f);
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->Fill();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream)
{
return NS_ERROR_FAILURE;
// XXX fix this
#if 0
if (!mGLPbuffer ||
!mGLPbuffer->ThebesSurface())
return NS_ERROR_FAILURE;
nsresult rv;
const char encoderPrefix[] = "@mozilla.org/image/encoder;2?type=";
nsAutoArrayPtr<char> conid(new (std::nothrow) char[strlen(encoderPrefix) + strlen(aMimeType) + 1]);
if (!conid)
return NS_ERROR_OUT_OF_MEMORY;
strcpy(conid, encoderPrefix);
strcat(conid, aMimeType);
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(conid);
if (!encoder)
return NS_ERROR_FAILURE;
nsAutoArrayPtr<PRUint8> imageBuffer(new (std::nothrow) PRUint8[mWidth * mHeight * 4]);
if (!imageBuffer)
return NS_ERROR_OUT_OF_MEMORY;
nsRefPtr<gfxImageSurface> imgsurf = new gfxImageSurface(imageBuffer.get(),
gfxIntSize(mWidth, mHeight),
mWidth * 4,
gfxASurface::ImageFormatARGB32);
if (!imgsurf || imgsurf->CairoStatus())
return NS_ERROR_FAILURE;
nsRefPtr<gfxContext> ctx = new gfxContext(imgsurf);
if (!ctx || ctx->HasError())
return NS_ERROR_FAILURE;
nsRefPtr<gfxASurface> surf = mGLPbuffer->ThebesSurface();
nsRefPtr<gfxPattern> pat = CanvasGLThebes::CreatePattern(surf);
gfxMatrix m;
m.Translate(gfxPoint(0.0, mGLPbuffer->Height()));
m.Scale(1.0, -1.0);
pat->SetMatrix(m);
// XXX I don't want to use PixelSnapped here, but layout doesn't guarantee
// pixel alignment for this stuff!
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->Fill();
rv = encoder->InitFromData(imageBuffer.get(),
mWidth * mHeight * 4, mWidth, mHeight, mWidth * 4,
imgIEncoder::INPUT_FORMAT_HOSTARGB,
nsDependentString(aEncoderOptions));
NS_ENSURE_SUCCESS(rv, rv);
return CallQueryInterface(encoder, aStream);
#endif
}
NS_IMETHODIMP
WebGLContext::GetThebesSurface(gfxASurface **surface)
{
return NS_ERROR_NOT_AVAILABLE;
}
already_AddRefed<layers::CanvasLayer>
WebGLContext::GetCanvasLayer(LayerManager *manager)
{
nsRefPtr<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nsnull;
}
CanvasLayer::Data data;
// the gl context may either provide a native PBuffer, in which case we want to initialize
// data with the gl context directly, or may provide a surface to which it renders (this is the case
// of OSMesa contexts), in which case we want to initialize data with that surface.
void* native_pbuffer = gl->GetNativeData(gl::GLContext::NativePBuffer);
void* native_surface = gl->GetNativeData(gl::GLContext::NativeImageSurface);
if (native_pbuffer) {
data.mGLContext = gl.get();
}
else if (native_surface) {
data.mSurface = static_cast<gfxASurface*>(native_surface);
}
else {
NS_WARNING("The GLContext has neither a native PBuffer nor a native surface!");
return nsnull;
}
data.mSize = nsIntSize(mWidth, mHeight);
data.mGLBufferIsPremultiplied = PR_FALSE;
canvasLayer->Initialize(data);
// once we support GL context attributes, we'll set the right thing here
canvasLayer->SetIsOpaqueContent(PR_FALSE);
canvasLayer->Updated(nsIntRect(0, 0, mWidth, mHeight));
mInvalidated = PR_FALSE;
return canvasLayer.forget().get();
}
//
// XPCOM goop
//
NS_IMPL_ADDREF(WebGLContext)
NS_IMPL_RELEASE(WebGLContext)
DOMCI_DATA(CanvasRenderingContextWebGL, WebGLContext)
NS_INTERFACE_MAP_BEGIN(WebGLContext)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextWebGL)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsICanvasRenderingContextWebGL)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(CanvasRenderingContextWebGL)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLBuffer)
NS_IMPL_RELEASE(WebGLBuffer)
DOMCI_DATA(WebGLBuffer, WebGLBuffer)
NS_INTERFACE_MAP_BEGIN(WebGLBuffer)
NS_INTERFACE_MAP_ENTRY(WebGLBuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLBuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLBuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLTexture)
NS_IMPL_RELEASE(WebGLTexture)
DOMCI_DATA(WebGLTexture, WebGLTexture)
NS_INTERFACE_MAP_BEGIN(WebGLTexture)
NS_INTERFACE_MAP_ENTRY(WebGLTexture)
NS_INTERFACE_MAP_ENTRY(nsIWebGLTexture)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLTexture)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLProgram)
NS_IMPL_RELEASE(WebGLProgram)
DOMCI_DATA(WebGLProgram, WebGLProgram)
NS_INTERFACE_MAP_BEGIN(WebGLProgram)
NS_INTERFACE_MAP_ENTRY(WebGLProgram)
NS_INTERFACE_MAP_ENTRY(nsIWebGLProgram)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLProgram)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLShader)
NS_IMPL_RELEASE(WebGLShader)
DOMCI_DATA(WebGLShader, WebGLShader)
NS_INTERFACE_MAP_BEGIN(WebGLShader)
NS_INTERFACE_MAP_ENTRY(WebGLShader)
NS_INTERFACE_MAP_ENTRY(nsIWebGLShader)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLShader)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLFramebuffer)
NS_IMPL_RELEASE(WebGLFramebuffer)
DOMCI_DATA(WebGLFramebuffer, WebGLFramebuffer)
NS_INTERFACE_MAP_BEGIN(WebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(WebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLFramebuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLRenderbuffer)
NS_IMPL_RELEASE(WebGLRenderbuffer)
DOMCI_DATA(WebGLRenderbuffer, WebGLRenderbuffer)
NS_INTERFACE_MAP_BEGIN(WebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(WebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLRenderbuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLUniformLocation)
NS_IMPL_RELEASE(WebGLUniformLocation)
DOMCI_DATA(WebGLUniformLocation, WebGLUniformLocation)
NS_INTERFACE_MAP_BEGIN(WebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(WebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(nsIWebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLUniformLocation)
NS_INTERFACE_MAP_END
#define NAME_NOT_SUPPORTED(base) \
NS_IMETHODIMP base::GetName(WebGLuint *aName) \
{ return NS_ERROR_NOT_IMPLEMENTED; } \
NS_IMETHODIMP base::SetName(WebGLuint aName) \
{ return NS_ERROR_NOT_IMPLEMENTED; }
NAME_NOT_SUPPORTED(WebGLTexture)
NAME_NOT_SUPPORTED(WebGLBuffer)
NAME_NOT_SUPPORTED(WebGLProgram)
NAME_NOT_SUPPORTED(WebGLShader)
NAME_NOT_SUPPORTED(WebGLFramebuffer)
NAME_NOT_SUPPORTED(WebGLRenderbuffer)
/* [noscript] attribute WebGLint location; */
NS_IMETHODIMP WebGLUniformLocation::GetLocation(WebGLint *aLocation)
{
return NS_ERROR_NOT_IMPLEMENTED;
}
NS_IMETHODIMP WebGLUniformLocation::SetLocation(WebGLint aLocation)
{
return NS_ERROR_NOT_IMPLEMENTED;
}