gecko/content/canvas/src/WebGLContext.h

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2012-05-21 04:12:37 -07:00
/* 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/. */
#ifndef WEBGLCONTEXT_H_
#define WEBGLCONTEXT_H_
#include <stdarg.h>
#include <vector>
#include "nsTArray.h"
#include "nsDataHashtable.h"
#include "nsHashKeys.h"
#include "nsIDocShell.h"
#include "nsIDOMWebGLRenderingContext.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsHTMLCanvasElement.h"
#include "nsIDOMHTMLElement.h"
#include "nsIMemoryReporter.h"
#include "nsIJSNativeInitializer.h"
#include "nsWrapperCache.h"
#include "nsIObserver.h"
#include "GLContextProvider.h"
#include "mozilla/LinkedList.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/dom/ImageData.h"
#ifdef XP_MACOSX
#include "ForceDiscreteGPUHelperCGL.h"
#endif
#include "angle/ShaderLang.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/dom/Nullable.h"
#include "mozilla/ErrorResult.h"
#include "mozilla/dom/BindingUtils.h"
#include "WebGLElementArrayCache.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
// Manual reflection of WebIDL typedefs
typedef uint32_t WebGLenum;
typedef uint32_t WebGLbitfield;
typedef int32_t WebGLint;
typedef int32_t WebGLsizei;
typedef int64_t WebGLsizeiptr;
typedef int64_t WebGLintptr;
typedef uint32_t WebGLuint;
typedef float WebGLfloat;
typedef float WebGLclampf;
typedef bool WebGLboolean;
class nsIPropertyBag;
namespace mozilla {
class WebGLTexture;
class WebGLBuffer;
class WebGLProgram;
class WebGLShader;
class WebGLFramebuffer;
class WebGLRenderbuffer;
class WebGLUniformLocation;
class WebGLContext;
struct WebGLVertexAttribData;
class WebGLMemoryPressureObserver;
class WebGLRectangleObject;
class WebGLContextBoundObject;
class WebGLActiveInfo;
class WebGLShaderPrecisionFormat;
class WebGLExtensionBase;
namespace dom {
struct WebGLContextAttributes;
}
enum FakeBlackStatus { DoNotNeedFakeBlack, DoNeedFakeBlack, DontKnowIfNeedFakeBlack };
struct VertexAttrib0Status {
enum { Default, EmulatedUninitializedArray, EmulatedInitializedArray };
};
struct BackbufferClearingStatus {
enum { NotClearedSinceLastPresented, ClearedToDefaultValues, HasBeenDrawnTo };
};
namespace WebGLTexelConversions {
/*
* The formats that may participate, either as source or destination formats,
* in WebGL texture conversions. This includes:
* - all the formats accepted by WebGL.texImage2D, e.g. RGBA4444
* - additional formats provided by extensions, e.g. RGB32F
* - additional source formats, depending on browser details, used when uploading
* textures from DOM elements. See gfxImageSurface::Format().
*/
enum WebGLTexelFormat
{
// dummy error code returned by GetWebGLTexelFormat in error cases,
// after assertion failure (so this never happens in debug builds)
BadFormat,
// dummy pseudo-format meaning "use the other format".
// For example, if SrcFormat=Auto and DstFormat=RGB8, then the source
// is implicitly treated as being RGB8 itself.
Auto,
// 1-channel formats
R8,
A8,
D16, // used for WEBGL_depth_texture extension
D32, // used for WEBGL_depth_texture extension
R32F, // used for OES_texture_float extension
A32F, // used for OES_texture_float extension
// 2-channel formats
RA8,
RA32F,
D24S8, // used for WEBGL_depth_texture extension
// 3-channel formats
RGB8,
BGRX8, // used for DOM elements. Source format only.
RGB565,
RGB32F, // used for OES_texture_float extension
// 4-channel formats
RGBA8,
BGRA8, // used for DOM elements
RGBA5551,
RGBA4444,
RGBA32F // used for OES_texture_float extension
};
} // end namespace WebGLTexelConversions
using WebGLTexelConversions::WebGLTexelFormat;
WebGLTexelFormat GetWebGLTexelFormat(GLenum format, GLenum type);
// Zero is not an integer power of two.
inline bool is_pot_assuming_nonnegative(WebGLsizei x)
{
return x && (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;
};
// this class is a mixin for GL objects that have dimensions
// that we need to track.
class WebGLRectangleObject
{
public:
WebGLRectangleObject()
: mWidth(0), mHeight(0) { }
WebGLRectangleObject(WebGLsizei width, WebGLsizei height)
: mWidth(width), mHeight(height) { }
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;
};
struct WebGLContextOptions {
// these are defaults
WebGLContextOptions();
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 WebGLRectangleObject,
public nsWrapperCache
{
friend class WebGLContextUserData;
friend class WebGLMemoryPressureObserver;
friend class WebGLMemoryMultiReporterWrapper;
friend class WebGLExtensionLoseContext;
friend class WebGLExtensionCompressedTextureS3TC;
friend class WebGLExtensionCompressedTextureATC;
friend class WebGLExtensionCompressedTexturePVRTC;
friend class WebGLExtensionDepthTexture;
enum {
UNPACK_FLIP_Y_WEBGL = 0x9240,
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
CONTEXT_LOST_WEBGL = 0x9242,
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
BROWSER_DEFAULT_WEBGL = 0x9244,
UNMASKED_VENDOR_WEBGL = 0x9245,
UNMASKED_RENDERER_WEBGL = 0x9246
};
public:
WebGLContext();
virtual ~WebGLContext();
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext,
nsIDOMWebGLRenderingContext)
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope,
bool *triedToWrap);
NS_DECL_NSIDOMWEBGLRENDERINGCONTEXT
// nsICanvasRenderingContextInternal
NS_IMETHOD SetDimensions(int32_t width, int32_t height);
NS_IMETHOD InitializeWithSurface(nsIDocShell *docShell, gfxASurface *surface, int32_t width, int32_t height)
{ return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Reset()
{ /* (InitializeWithSurface) */ return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Render(gfxContext *ctx,
gfxPattern::GraphicsFilter f,
uint32_t aFlags = RenderFlagPremultAlpha);
NS_IMETHOD GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream);
NS_IMETHOD GetThebesSurface(gfxASurface **surface);
mozilla::TemporaryRef<mozilla::gfx::SourceSurface> GetSurfaceSnapshot()
{ return nullptr; }
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,
int32_t x, int32_t y, int32_t w, int32_t h)
{ return NS_ERROR_NOT_IMPLEMENTED; }
NS_IMETHOD Swap(uint32_t nativeID,
int32_t x, int32_t y, int32_t w, int32_t h)
{ return NS_ERROR_NOT_IMPLEMENTED; }
bool LoseContext();
bool RestoreContext();
void SynthesizeGLError(WebGLenum err);
void SynthesizeGLError(WebGLenum err, const char *fmt, ...);
void ErrorInvalidEnum(const char *fmt = 0, ...);
void ErrorInvalidOperation(const char *fmt = 0, ...);
void ErrorInvalidValue(const char *fmt = 0, ...);
void ErrorInvalidFramebufferOperation(const char *fmt = 0, ...);
void ErrorInvalidEnumInfo(const char *info, WebGLenum enumvalue) {
return ErrorInvalidEnum("%s: invalid enum value 0x%x", info, enumvalue);
}
void ErrorOutOfMemory(const char *fmt = 0, ...);
const char *ErrorName(GLenum error);
bool IsTextureFormatCompressed(GLenum format);
void DummyFramebufferOperation(const char *info);
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.
uint32_t Generation() { return mGeneration.value(); }
const WebGLRectangleObject *FramebufferRectangleObject() const;
// 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(uint32_t 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;
}
void RobustnessTimerCallback(nsITimer* timer);
static void RobustnessTimerCallbackStatic(nsITimer* timer, void *thisPointer) {
static_cast<WebGLContext*>(thisPointer)->RobustnessTimerCallback(timer);
}
void SetupContextLossTimer() {
// 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 (mContextLossTimerRunning) {
mDrawSinceContextLossTimerSet = true;
return;
}
mContextRestorer->InitWithFuncCallback(RobustnessTimerCallbackStatic,
static_cast<void*>(this),
PR_MillisecondsToInterval(1000),
nsITimer::TYPE_ONE_SHOT);
mContextLossTimerRunning = true;
mDrawSinceContextLossTimerSet = false;
}
void TerminateContextLossTimer() {
if (mContextLossTimerRunning) {
mContextRestorer->Cancel();
mContextLossTimerRunning = false;
}
}
// WebIDL WebGLRenderingContext API
nsHTMLCanvasElement* GetCanvas() const {
return mCanvasElement;
}
WebGLsizei DrawingBufferWidth() const {
if (!IsContextStable())
return 0;
return mWidth;
}
WebGLsizei DrawingBufferHeight() const {
if (!IsContextStable())
return 0;
return mHeight;
}
void GetContextAttributes(dom::WebGLContextAttributes& retval);
bool IsContextLost() const { return !IsContextStable(); }
void GetSupportedExtensions(JSContext *cx, dom::Nullable< nsTArray<nsString> > &retval);
JSObject* GetExtension(JSContext* cx, const nsAString& aName, ErrorResult& rv);
void ActiveTexture(WebGLenum texture);
void AttachShader(WebGLProgram* program, WebGLShader* shader);
void BindAttribLocation(WebGLProgram* program, WebGLuint location,
const nsAString& name);
void BindBuffer(WebGLenum target, WebGLBuffer* buf);
void BindFramebuffer(WebGLenum target, WebGLFramebuffer* wfb);
void BindRenderbuffer(WebGLenum target, WebGLRenderbuffer* wrb);
void BindTexture(WebGLenum target, WebGLTexture *tex);
void BlendColor(WebGLclampf r, WebGLclampf g, WebGLclampf b, WebGLclampf a) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fBlendColor(r, g, b, a);
}
void BlendEquation(WebGLenum mode);
void BlendEquationSeparate(WebGLenum modeRGB, WebGLenum modeAlpha);
void BlendFunc(WebGLenum sfactor, WebGLenum dfactor);
void BlendFuncSeparate(WebGLenum srcRGB, WebGLenum dstRGB,
WebGLenum srcAlpha, WebGLenum dstAlpha);
void BufferData(WebGLenum target, WebGLsizeiptr size, WebGLenum usage);
void BufferData(WebGLenum target, dom::ArrayBufferView &data,
WebGLenum usage);
void BufferData(WebGLenum target, dom::ArrayBuffer *data, WebGLenum usage);
void BufferSubData(WebGLenum target, WebGLsizeiptr byteOffset,
dom::ArrayBufferView &data);
void BufferSubData(WebGLenum target, WebGLsizeiptr byteOffset,
dom::ArrayBuffer *data);
WebGLenum CheckFramebufferStatus(WebGLenum target);
void Clear(WebGLbitfield mask);
void ClearColor(WebGLclampf r, WebGLclampf g, WebGLclampf b, WebGLclampf a);
void ClearDepth(WebGLclampf v);
void ClearStencil(WebGLint v);
void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a);
void CompileShader(WebGLShader *shader);
void CompressedTexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLsizei width,
WebGLsizei height, WebGLint border,
dom::ArrayBufferView& view);
void CompressedTexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height,
WebGLenum format, dom::ArrayBufferView& view);
void CopyTexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLint x, WebGLint y,
WebGLsizei width, WebGLsizei height, WebGLint border);
void CopyTexSubImage2D(WebGLenum target, WebGLint level, WebGLint xoffset,
WebGLint yoffset, WebGLint x, WebGLint y,
WebGLsizei width, WebGLsizei height);
already_AddRefed<WebGLBuffer> CreateBuffer();
already_AddRefed<WebGLFramebuffer> CreateFramebuffer();
already_AddRefed<WebGLProgram> CreateProgram();
already_AddRefed<WebGLRenderbuffer> CreateRenderbuffer();
already_AddRefed<WebGLTexture> CreateTexture();
already_AddRefed<WebGLShader> CreateShader(WebGLenum type);
void CullFace(WebGLenum face);
void DeleteBuffer(WebGLBuffer *buf);
void DeleteFramebuffer(WebGLFramebuffer *fbuf);
void DeleteProgram(WebGLProgram *prog);
void DeleteRenderbuffer(WebGLRenderbuffer *rbuf);
void DeleteShader(WebGLShader *shader);
void DeleteTexture(WebGLTexture *tex);
void DepthFunc(WebGLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(WebGLclampf zNear, WebGLclampf zFar);
void DetachShader(WebGLProgram *program, WebGLShader *shader);
void Disable(WebGLenum cap);
void DisableVertexAttribArray(WebGLuint index);
void DrawArrays(GLenum mode, WebGLint first, WebGLsizei count);
void DrawElements(WebGLenum mode, WebGLsizei count, WebGLenum type,
WebGLintptr byteOffset);
void Enable(WebGLenum cap);
void EnableVertexAttribArray(WebGLuint index);
void Flush() {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fFlush();
}
void Finish() {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fFinish();
}
void FramebufferRenderbuffer(WebGLenum target, WebGLenum attachment,
WebGLenum rbtarget, WebGLRenderbuffer *wrb);
void FramebufferTexture2D(WebGLenum target, WebGLenum attachment,
WebGLenum textarget, WebGLTexture *tobj,
WebGLint level);
void FrontFace(WebGLenum mode);
void GenerateMipmap(WebGLenum target);
already_AddRefed<WebGLActiveInfo> GetActiveAttrib(WebGLProgram *prog,
WebGLuint index);
already_AddRefed<WebGLActiveInfo> GetActiveUniform(WebGLProgram *prog,
WebGLuint index);
void GetAttachedShaders(WebGLProgram* prog,
dom::Nullable< nsTArray<WebGLShader*> > &retval);
WebGLint GetAttribLocation(WebGLProgram* prog, const nsAString& name);
JS::Value GetBufferParameter(WebGLenum target, WebGLenum pname);
JS::Value GetBufferParameter(JSContext* /* unused */, WebGLenum target,
WebGLenum pname) {
return GetBufferParameter(target, pname);
}
JS::Value GetParameter(JSContext* cx, WebGLenum pname, ErrorResult& rv);
WebGLenum GetError();
JS::Value GetFramebufferAttachmentParameter(JSContext* cx,
WebGLenum target,
WebGLenum attachment,
WebGLenum pname,
ErrorResult& rv);
JS::Value GetProgramParameter(WebGLProgram *prog, WebGLenum pname);
JS::Value GetProgramParameter(JSContext* /* unused */, WebGLProgram *prog,
WebGLenum pname) {
return GetProgramParameter(prog, pname);
}
void GetProgramInfoLog(WebGLProgram *prog, nsACString& retval);
void GetProgramInfoLog(WebGLProgram *prog, nsAString& retval);
JS::Value GetRenderbufferParameter(WebGLenum target, WebGLenum pname);
JS::Value GetRenderbufferParameter(JSContext* /* unused */,
WebGLenum target, WebGLenum pname) {
return GetRenderbufferParameter(target, pname);
}
JS::Value GetShaderParameter(WebGLShader *shader, WebGLenum pname);
JS::Value GetShaderParameter(JSContext* /* unused */, WebGLShader *shader,
WebGLenum pname) {
return GetShaderParameter(shader, pname);
}
already_AddRefed<WebGLShaderPrecisionFormat>
GetShaderPrecisionFormat(WebGLenum shadertype, WebGLenum precisiontype);
void GetShaderInfoLog(WebGLShader *shader, nsACString& retval);
void GetShaderInfoLog(WebGLShader *shader, nsAString& retval);
void GetShaderSource(WebGLShader *shader, nsAString& retval);
JS::Value GetTexParameter(WebGLenum target, WebGLenum pname);
JS::Value GetTexParameter(JSContext * /* unused */, WebGLenum target,
WebGLenum pname) {
return GetTexParameter(target, pname);
}
JS::Value GetUniform(JSContext* cx, WebGLProgram *prog,
WebGLUniformLocation *location, ErrorResult& rv);
already_AddRefed<WebGLUniformLocation>
GetUniformLocation(WebGLProgram *prog, const nsAString& name);
JS::Value GetVertexAttrib(JSContext* cx, WebGLuint index, WebGLenum pname,
ErrorResult& rv);
WebGLsizeiptr GetVertexAttribOffset(WebGLuint index, WebGLenum pname);
void Hint(WebGLenum target, WebGLenum mode);
bool IsBuffer(WebGLBuffer *buffer);
bool IsEnabled(WebGLenum cap);
bool IsFramebuffer(WebGLFramebuffer *fb);
bool IsProgram(WebGLProgram *prog);
bool IsRenderbuffer(WebGLRenderbuffer *rb);
bool IsShader(WebGLShader *shader);
bool IsTexture(WebGLTexture *tex);
void LineWidth(WebGLfloat width) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fLineWidth(width);
}
void LinkProgram(WebGLProgram *program);
void PixelStorei(WebGLenum pname, WebGLint param);
void PolygonOffset(WebGLfloat factor, WebGLfloat units) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fPolygonOffset(factor, units);
}
void ReadPixels(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type,
dom::ArrayBufferView* pixels, ErrorResult& rv);
void RenderbufferStorage(WebGLenum target, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height);
void SampleCoverage(WebGLclampf value, WebGLboolean invert) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fSampleCoverage(value, invert);
}
void Scissor(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height);
void ShaderSource(WebGLShader *shader, const nsAString& source);
void StencilFunc(WebGLenum func, WebGLint ref, WebGLuint mask);
void StencilFuncSeparate(WebGLenum face, WebGLenum func, WebGLint ref,
WebGLuint mask);
void StencilMask(WebGLuint mask);
void StencilMaskSeparate(WebGLenum face, WebGLuint mask);
void StencilOp(WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass);
void StencilOpSeparate(WebGLenum face, WebGLenum sfail, WebGLenum dpfail,
WebGLenum dppass);
void TexImage2D(JSContext* cx, WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLsizei width,
WebGLsizei height, WebGLint border, WebGLenum format,
WebGLenum type, dom::ArrayBufferView *pixels,
ErrorResult& rv);
void TexImage2D(JSContext* cx, WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLenum format, WebGLenum type,
dom::ImageData* pixels, ErrorResult& rv);
// Allow whatever element types the bindings are willing to pass
// us in TexImage2D
template<class ElementType>
void TexImage2D(JSContext* /* unused */, WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLenum format, WebGLenum type,
ElementType* elt, ErrorResult& rv) {
if (!IsContextStable())
return;
nsRefPtr<gfxImageSurface> isurf;
WebGLTexelFormat srcFormat;
nsLayoutUtils::SurfaceFromElementResult res = SurfaceFromElement(elt);
rv = SurfaceFromElementResultToImageSurface(res, getter_AddRefs(isurf),
&srcFormat);
if (rv.Failed())
return;
uint32_t byteLength = isurf->Stride() * isurf->Height();
return TexImage2D_base(target, level, internalformat,
isurf->Width(), isurf->Height(), isurf->Stride(),
0, format, type, isurf->Data(), byteLength,
-1, srcFormat, mPixelStorePremultiplyAlpha);
}
void TexParameterf(WebGLenum target, WebGLenum pname, WebGLfloat param) {
TexParameter_base(target, pname, nullptr, &param);
}
void TexParameteri(WebGLenum target, WebGLenum pname, WebGLint param) {
TexParameter_base(target, pname, &param, nullptr);
}
void TexSubImage2D(JSContext* cx, WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLenum format,
WebGLenum type, dom::ArrayBufferView* pixels,
ErrorResult& rv);
void TexSubImage2D(JSContext* cx, WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset, WebGLenum format,
WebGLenum type, dom::ImageData* pixels, ErrorResult& rv);
// Allow whatever element types the bindings are willing to pass
// us in TexSubImage2D
template<class ElementType>
void TexSubImage2D(JSContext* /* unused */, WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset, WebGLenum format,
WebGLenum type, ElementType* elt, ErrorResult& rv) {
if (!IsContextStable())
return;
nsRefPtr<gfxImageSurface> isurf;
WebGLTexelFormat srcFormat;
nsLayoutUtils::SurfaceFromElementResult res = SurfaceFromElement(elt);
rv = SurfaceFromElementResultToImageSurface(res, getter_AddRefs(isurf),
&srcFormat);
if (rv.Failed())
return;
uint32_t byteLength = isurf->Stride() * isurf->Height();
return TexSubImage2D_base(target, level, xoffset, yoffset,
isurf->Width(), isurf->Height(),
isurf->Stride(), format, type,
isurf->Data(), byteLength,
-1, srcFormat, mPixelStorePremultiplyAlpha);
}
void Uniform1i(WebGLUniformLocation* location, WebGLint x);
void Uniform2i(WebGLUniformLocation* location, WebGLint x, WebGLint y);
void Uniform3i(WebGLUniformLocation* location, WebGLint x, WebGLint y,
WebGLint z);
void Uniform4i(WebGLUniformLocation* location, WebGLint x, WebGLint y,
WebGLint z, WebGLint w);
void Uniform1f(WebGLUniformLocation* location, WebGLfloat x);
void Uniform2f(WebGLUniformLocation* location, WebGLfloat x, WebGLfloat y);
void Uniform3f(WebGLUniformLocation* location, WebGLfloat x, WebGLfloat y,
WebGLfloat z);
void Uniform4f(WebGLUniformLocation* location, WebGLfloat x, WebGLfloat y,
WebGLfloat z, WebGLfloat w);
void Uniform1iv(WebGLUniformLocation* location, dom::Int32Array& arr) {
Uniform1iv_base(location, arr.Length(), arr.Data());
}
void Uniform1iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
Uniform1iv_base(location, arr.Length(), arr.Elements());
}
void Uniform1iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
void Uniform2iv(WebGLUniformLocation* location, dom::Int32Array& arr) {
Uniform2iv_base(location, arr.Length(), arr.Data());
}
void Uniform2iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
Uniform2iv_base(location, arr.Length(), arr.Elements());
}
void Uniform2iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
void Uniform3iv(WebGLUniformLocation* location, dom::Int32Array& arr) {
Uniform3iv_base(location, arr.Length(), arr.Data());
}
void Uniform3iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
Uniform3iv_base(location, arr.Length(), arr.Elements());
}
void Uniform3iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
void Uniform4iv(WebGLUniformLocation* location, dom::Int32Array& arr) {
Uniform4iv_base(location, arr.Length(), arr.Data());
}
void Uniform4iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
Uniform4iv_base(location, arr.Length(), arr.Elements());
}
void Uniform4iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
void Uniform1fv(WebGLUniformLocation* location, dom::Float32Array& arr) {
Uniform1fv_base(location, arr.Length(), arr.Data());
}
void Uniform1fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
Uniform1fv_base(location, arr.Length(), arr.Elements());
}
void Uniform1fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
void Uniform2fv(WebGLUniformLocation* location, dom::Float32Array& arr) {
Uniform2fv_base(location, arr.Length(), arr.Data());
}
void Uniform2fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
Uniform2fv_base(location, arr.Length(), arr.Elements());
}
void Uniform2fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
void Uniform3fv(WebGLUniformLocation* location, dom::Float32Array& arr) {
Uniform3fv_base(location, arr.Length(), arr.Data());
}
void Uniform3fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
Uniform3fv_base(location, arr.Length(), arr.Elements());
}
void Uniform3fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
void Uniform4fv(WebGLUniformLocation* location, dom::Float32Array& arr) {
Uniform4fv_base(location, arr.Length(), arr.Data());
}
void Uniform4fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
Uniform4fv_base(location, arr.Length(), arr.Elements());
}
void Uniform4fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
void UniformMatrix2fv(WebGLUniformLocation* location,
WebGLboolean transpose,
dom::Float32Array &value) {
UniformMatrix2fv_base(location, transpose, value.Length(), value.Data());
}
void UniformMatrix2fv(WebGLUniformLocation* location,
WebGLboolean transpose,
const dom::Sequence<float> &value) {
UniformMatrix2fv_base(location, transpose, value.Length(),
value.Elements());
}
void UniformMatrix2fv_base(WebGLUniformLocation* location,
WebGLboolean transpose, uint32_t arrayLength,
const float* data);
void UniformMatrix3fv(WebGLUniformLocation* location,
WebGLboolean transpose,
dom::Float32Array &value) {
UniformMatrix3fv_base(location, transpose, value.Length(), value.Data());
}
void UniformMatrix3fv(WebGLUniformLocation* location,
WebGLboolean transpose,
const dom::Sequence<float> &value) {
UniformMatrix3fv_base(location, transpose, value.Length(),
value.Elements());
}
void UniformMatrix3fv_base(WebGLUniformLocation* location,
WebGLboolean transpose, uint32_t arrayLength,
const float* data);
void UniformMatrix4fv(WebGLUniformLocation* location,
WebGLboolean transpose,
dom::Float32Array &value) {
UniformMatrix4fv_base(location, transpose, value.Length(), value.Data());
}
void UniformMatrix4fv(WebGLUniformLocation* location,
WebGLboolean transpose,
const dom::Sequence<float> &value) {
UniformMatrix4fv_base(location, transpose, value.Length(),
value.Elements());
}
void UniformMatrix4fv_base(WebGLUniformLocation* location,
WebGLboolean transpose, uint32_t arrayLength,
const float* data);
void UseProgram(WebGLProgram *prog);
bool ValidateAttribArraySetter(const char* name, uint32_t cnt, uint32_t arrayLength);
bool ValidateUniformArraySetter(const char* name, uint32_t expectedElemSize, WebGLUniformLocation *location_object,
GLint& location, uint32_t& numElementsToUpload, uint32_t arrayLength);
bool ValidateUniformMatrixArraySetter(const char* name, int dim, WebGLUniformLocation *location_object,
GLint& location, uint32_t& numElementsToUpload, uint32_t arrayLength,
WebGLboolean aTranspose);
bool ValidateUniformSetter(const char* name, WebGLUniformLocation *location_object, GLint& location);
void ValidateProgram(WebGLProgram *prog);
bool ValidateUniformLocation(const char* info, WebGLUniformLocation *location_object);
void VertexAttrib1f(WebGLuint index, WebGLfloat x0);
void VertexAttrib2f(WebGLuint index, WebGLfloat x0, WebGLfloat x1);
void VertexAttrib3f(WebGLuint index, WebGLfloat x0, WebGLfloat x1,
WebGLfloat x2);
void VertexAttrib4f(WebGLuint index, WebGLfloat x0, WebGLfloat x1,
WebGLfloat x2, WebGLfloat x3);
void VertexAttrib1fv(WebGLuint idx, dom::Float32Array &arr) {
VertexAttrib1fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib1fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
VertexAttrib1fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib1fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr);
void VertexAttrib2fv(WebGLuint idx, dom::Float32Array &arr) {
VertexAttrib2fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib2fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
VertexAttrib2fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib2fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr);
void VertexAttrib3fv(WebGLuint idx, dom::Float32Array &arr) {
VertexAttrib3fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib3fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
VertexAttrib3fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib3fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr);
void VertexAttrib4fv(WebGLuint idx, dom::Float32Array &arr) {
VertexAttrib4fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib4fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
VertexAttrib4fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib4fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr);
void VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type,
WebGLboolean normalized, WebGLsizei stride,
WebGLintptr byteOffset);
void Viewport(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height);
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,
uint32_t pixelSize,
uint32_t alignment);
// Returns x rounded to the next highest multiple of y.
static CheckedUint32 RoundedToNextMultipleOf(CheckedUint32 x, CheckedUint32 y) {
return ((x + y - 1) / y) * y;
}
nsRefPtr<gl::GLContext> gl;
CheckedUint32 mGeneration;
WebGLContextOptions mOptions;
bool mInvalidated;
bool mResetLayer;
bool mOptionsFrozen;
bool mMinCapability;
bool mDisableExtensions;
bool mHasRobustness;
bool mIsMesa;
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
WebGLuint mActiveTexture;
WebGLenum mWebGLError;
// whether shader validation is supported
bool mShaderValidation;
// some GL constants
int32_t mGLMaxVertexAttribs;
int32_t mGLMaxTextureUnits;
int32_t mGLMaxTextureSize;
int32_t mGLMaxCubeMapTextureSize;
int32_t mGLMaxTextureImageUnits;
int32_t mGLMaxVertexTextureImageUnits;
int32_t mGLMaxVaryingVectors;
int32_t mGLMaxFragmentUniformVectors;
int32_t mGLMaxVertexUniformVectors;
// Cache the max number of elements that can be read from bound VBOs
// (result of ValidateBuffers).
int32_t mMinInUseAttribArrayLength;
inline void InvalidateCachedMinInUseAttribArrayLength()
{
mMinInUseAttribArrayLength = -1;
}
// Represents current status, or state, of the context. That is, is it lost
// or stable and what part of the context lost process are we currently at.
// This is used to support the WebGL spec's asyncronous nature in handling
// context loss.
enum ContextStatus {
// The context is stable; there either are none or we don't know of any.
ContextStable,
// The context has been lost, but we have not yet sent an event to the
// script informing it of this.
ContextLostAwaitingEvent,
// The context has been lost, and we have sent the script an event
// informing it of this.
ContextLost,
// The context is lost, an event has been sent to the script, and the
// script correctly handled the event. We are waiting for the context to
// be restored.
ContextLostAwaitingRestore
};
// extensions
enum WebGLExtensionID {
EXT_texture_filter_anisotropic,
OES_standard_derivatives,
OES_texture_float,
WEBGL_compressed_texture_atc,
WEBGL_compressed_texture_pvrtc,
WEBGL_compressed_texture_s3tc,
WEBGL_debug_renderer_info,
WEBGL_depth_texture,
WEBGL_lose_context,
WebGLExtensionID_unknown_extension
};
nsTArray<nsRefPtr<WebGLExtensionBase> > mExtensions;
// returns true if the extension has been enabled by calling getExtension.
bool IsExtensionEnabled(WebGLExtensionID ext) const;
// returns true if the extension is supported for this JSContext (this decides what getSupportedExtensions exposes)
bool IsExtensionSupported(JSContext *cx, WebGLExtensionID ext) const;
nsTArray<WebGLenum> mCompressedTextureFormats;
bool InitAndValidateGL();
bool ValidateBuffers(int32_t *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,
uint32_t *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);
bool ValidateTexImage2DTarget(WebGLenum target, WebGLsizei width, WebGLsizei height, const char* info);
bool ValidateCompressedTextureSize(WebGLenum target, WebGLint level, WebGLenum format, WebGLsizei width, WebGLsizei height, uint32_t byteLength, const char* info);
bool ValidateLevelWidthHeightForTarget(WebGLenum target, WebGLint level, WebGLsizei width, WebGLsizei height, const char* info);
static uint32_t GetBitsPerTexel(WebGLenum format, WebGLenum type);
void Invalidate();
void DestroyResourcesAndContext();
void MakeContextCurrent() { gl->MakeCurrent(); }
// helpers
void TexImage2D_base(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero, WebGLint border,
WebGLenum format, WebGLenum type,
void *data, uint32_t byteLength,
int jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied);
void TexSubImage2D_base(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLenum format, WebGLenum type,
void *pixels, uint32_t byteLength,
int jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied);
void 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 uint8_t* src, uint8_t *dst,
WebGLTexelFormat srcFormat, bool srcPremultiplied,
WebGLTexelFormat dstFormat, bool dstPremultiplied,
size_t dstTexelSize);
template<class ElementType>
nsLayoutUtils::SurfaceFromElementResult SurfaceFromElement(ElementType* aElement) {
MOZ_ASSERT(aElement);
uint32_t flags =
nsLayoutUtils::SFE_WANT_NEW_SURFACE |
nsLayoutUtils::SFE_WANT_IMAGE_SURFACE;
if (mPixelStoreColorspaceConversion == LOCAL_GL_NONE)
flags |= nsLayoutUtils::SFE_NO_COLORSPACE_CONVERSION;
if (!mPixelStorePremultiplyAlpha)
flags |= nsLayoutUtils::SFE_NO_PREMULTIPLY_ALPHA;
return nsLayoutUtils::SurfaceFromElement(aElement, flags);
}
nsresult SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromElementResult& res,
gfxImageSurface **imageOut,
WebGLTexelFormat *format);
void CopyTexSubImage2D_base(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
bool sub);
// Returns false if aObject is null or not valid
template<class ObjectType>
bool ValidateObject(const char* info, ObjectType *aObject);
// Returns false if aObject is not valid. Considers null to be valid.
template<class ObjectType>
bool ValidateObjectAllowNull(const char* info, ObjectType *aObject);
// Returns false if aObject is not valid, but considers deleted
// objects and null objects valid.
template<class ObjectType>
bool ValidateObjectAllowDeletedOrNull(const char* info, ObjectType *aObject);
// Returns false if aObject is null or not valid, but considers deleted
// objects valid.
template<class ObjectType>
bool ValidateObjectAllowDeleted(const char* info, ObjectType *aObject);
private:
// Like ValidateObject, but only for cases when aObject is known
// to not be null already.
template<class ObjectType>
bool ValidateObjectAssumeNonNull(const char* info, ObjectType *aObject);
protected:
int32_t 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();
bool IsContextStable() const {
return mContextStatus == ContextStable;
}
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;
uint32_t mMaxFramebufferColorAttachments;
WebGLRefPtr<WebGLFramebuffer> mBoundFramebuffer;
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
LinkedList<WebGLTexture> mTextures;
LinkedList<WebGLBuffer> mBuffers;
LinkedList<WebGLProgram> mPrograms;
LinkedList<WebGLShader> mShaders;
LinkedList<WebGLRenderbuffer> mRenderbuffers;
LinkedList<WebGLFramebuffer> mFramebuffers;
// PixelStore parameters
uint32_t 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 mAllowRestore;
bool mContextLossTimerRunning;
bool mDrawSinceContextLossTimerSet;
ContextStatus mContextStatus;
bool mContextLostErrorSet;
int mAlreadyGeneratedWarnings;
bool mAlreadyWarnedAboutFakeVertexAttrib0;
bool ShouldGenerateWarnings() const {
return mAlreadyGeneratedWarnings < 32;
}
uint64_t mLastUseIndex;
void LoseOldestWebGLContextIfLimitExceeded();
void UpdateLastUseIndex();
template <typename WebGLObjectType>
JS::Value WebGLObjectAsJSValue(JSContext *cx, const WebGLObjectType *, ErrorResult& rv) const;
template <typename WebGLObjectType>
JSObject* WebGLObjectAsJSObject(JSContext *cx, const WebGLObjectType *, ErrorResult& rv) const;
#ifdef XP_MACOSX
// see bug 713305. This RAII helper guarantees that we're on the discrete GPU, during its lifetime
// Debouncing note: we don't want to switch GPUs too frequently, so try to not create and destroy
// these objects at high frequency. Having WebGLContext's hold one such object seems fine,
// because WebGLContext objects only go away during GC, which shouldn't happen too frequently.
// If in the future GC becomes much more frequent, we may have to revisit then (maybe use a timer).
ForceDiscreteGPUHelperCGL mForceDiscreteGPUHelper;
#endif
nsRefPtr<WebGLMemoryPressureObserver> mMemoryPressureObserver;
public:
// console logging helpers
void GenerateWarning(const char *fmt, ...);
void GenerateWarning(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;
};
// used by DOM bindings in conjunction with GetParentObject
inline nsISupports*
ToSupports(WebGLContext* context)
{
return static_cast<nsICanvasRenderingContextInternal*>(context);
}
// 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();
}
WebGLContext *Context() const { return mContext; }
protected:
WebGLContext *mContext;
uint32_t 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();
}
// for cycle collection
WebGLBuffer* get() {
return buf.get();
}
};
class WebGLBuffer MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLBuffer>
, public LinkedListElement<WebGLBuffer>
, public WebGLContextBoundObject
, public nsWrapperCache
{
public:
WebGLBuffer(WebGLContext *context)
: WebGLContextBoundObject(context)
, mHasEverBeenBound(false)
, mByteLength(0)
, mTarget(LOCAL_GL_NONE)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenBuffers(1, &mGLName);
mContext->mBuffers.insertBack(this);
}
~WebGLBuffer() {
DeleteOnce();
}
void Delete() {
mContext->MakeContextCurrent();
mContext->gl->fDeleteBuffers(1, &mGLName);
mByteLength = 0;
mCache = nullptr;
LinkedListElement<WebGLBuffer>::remove(); // remove from mContext->mBuffers
}
size_t SizeOfIncludingThis(nsMallocSizeOfFun aMallocSizeOf) const {
size_t sizeOfCache = mCache ? mCache->SizeOfIncludingThis(aMallocSizeOf) : 0;
return aMallocSizeOf(this) + sizeOfCache;
}
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; }
void SetByteLength(GLuint byteLength) { mByteLength = byteLength; }
void SetTarget(GLenum target) {
mTarget = target;
if (!mCache && mTarget == LOCAL_GL_ELEMENT_ARRAY_BUFFER)
mCache = new WebGLElementArrayCache;
}
bool ElementArrayCacheBufferData(const void* ptr, size_t buffer_size_in_bytes) {
if (mTarget == LOCAL_GL_ELEMENT_ARRAY_BUFFER)
return mCache->BufferData(ptr, buffer_size_in_bytes);
return true;
}
void ElementArrayCacheBufferSubData(size_t pos, const void* ptr, size_t update_size_in_bytes) {
if (mTarget == LOCAL_GL_ELEMENT_ARRAY_BUFFER)
mCache->BufferSubData(pos, ptr, update_size_in_bytes);
}
bool Validate(WebGLenum type, uint32_t max_allowed, size_t first, size_t count) {
return mCache->Validate(type, max_allowed, first, count);
}
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLBuffer)
protected:
WebGLuint mGLName;
bool mHasEverBeenBound;
GLuint mByteLength;
GLenum mTarget;
nsAutoPtr<WebGLElementArrayCache> mCache;
};
// NOTE: When this class is switched to new DOM bindings, update the (then-slow)
// WrapObject calls in GetParameter and GetFramebufferAttachmentParameter.
class WebGLTexture MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLTexture>
, public LinkedListElement<WebGLTexture>
, public WebGLContextBoundObject
, public nsWrapperCache
{
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)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenTextures(1, &mGLName);
mContext->mTextures.insertBack(this);
}
~WebGLTexture() {
DeleteOnce();
}
void Delete() {
mImageInfos.Clear();
mContext->MakeContextCurrent();
mContext->gl->fDeleteTextures(1, &mGLName);
LinkedListElement<WebGLTexture>::remove(); // remove from mContext->mTextures
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() { return mGLName; }
GLenum Target() const { return mTarget; }
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLTexture)
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:
class ImageInfo : public WebGLRectangleObject {
public:
ImageInfo()
: mFormat(0)
, mType(0)
, mIsDefined(false)
{}
ImageInfo(WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type)
: WebGLRectangleObject(width, height)
, mFormat(format)
, mType(type)
, mIsDefined(true)
{}
bool operator==(const ImageInfo& a) const {
return mIsDefined == a.mIsDefined &&
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...)
}
int64_t MemoryUsage() const {
if (!mIsDefined)
return 0;
int64_t texelSizeInBits = WebGLContext::GetBitsPerTexel(mFormat, mType);
return int64_t(mWidth) * int64_t(mHeight) * texelSizeInBits / 8;
}
WebGLenum Format() const { return mFormat; }
WebGLenum Type() const { return mType; }
protected:
WebGLenum mFormat, mType;
bool mIsDefined;
friend class WebGLTexture;
};
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.isValid() &&
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;
}
int64_t MemoryUsage() const {
if (IsDeleted())
return 0;
int64_t 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;
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->GenerateWarning
("%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->GenerateWarning
("%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->GenerateWarning
("%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->GenerateWarning
("%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->GenerateWarning("%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->GenerateWarning("%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->GenerateWarning("%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->GenerateWarning("%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;
}
};
struct WebGLMappedIdentifier {
nsCString original, mapped; // ASCII strings
WebGLMappedIdentifier(const nsACString& o, const nsACString& m) : original(o), mapped(m) {}
};
struct WebGLUniformInfo {
uint32_t arraySize;
bool isArray;
ShDataType type;
WebGLUniformInfo(uint32_t s = 0, bool a = false, ShDataType t = SH_NONE)
: arraySize(s), isArray(a), type(t) {}
int ElementSize() const {
switch (type) {
case SH_INT:
case SH_FLOAT:
case SH_BOOL:
case SH_SAMPLER_2D:
case SH_SAMPLER_CUBE:
return 1;
case SH_INT_VEC2:
case SH_FLOAT_VEC2:
case SH_BOOL_VEC2:
return 2;
case SH_INT_VEC3:
case SH_FLOAT_VEC3:
case SH_BOOL_VEC3:
return 3;
case SH_INT_VEC4:
case SH_FLOAT_VEC4:
case SH_BOOL_VEC4:
case SH_FLOAT_MAT2:
return 4;
case SH_FLOAT_MAT3:
return 9;
case SH_FLOAT_MAT4:
return 16;
default:
NS_ABORT(); // should never get here
return 0;
}
}
};
class WebGLShader MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLShader>
, public LinkedListElement<WebGLShader>
, public WebGLContextBoundObject
, public nsWrapperCache
{
friend class WebGLContext;
friend class WebGLProgram;
public:
WebGLShader(WebGLContext *context, WebGLenum stype)
: WebGLContextBoundObject(context)
, mType(stype)
, mNeedsTranslation(true)
, mAttribMaxNameLength(0)
, mCompileStatus(false)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateShader(mType);
mContext->mShaders.insertBack(this);
}
~WebGLShader() {
DeleteOnce();
}
size_t SizeOfIncludingThis(nsMallocSizeOfFun aMallocSizeOf) const {
return aMallocSizeOf(this) +
mSource.SizeOfExcludingThisIfUnshared(aMallocSizeOf) +
mTranslationLog.SizeOfExcludingThisIfUnshared(aMallocSizeOf);
}
void Delete() {
mSource.Truncate();
mTranslationLog.Truncate();
mContext->MakeContextCurrent();
mContext->gl->fDeleteShader(mGLName);
LinkedListElement<WebGLShader>::remove(); // remove from mContext->mShaders
}
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 SetCompileStatus (bool status) {
mCompileStatus = status;
}
bool CompileStatus() const {
return mCompileStatus;
}
void SetTranslationSuccess() {
mTranslationLog.SetIsVoid(true);
mNeedsTranslation = false;
}
void SetTranslationFailure(const nsCString& msg) {
mTranslationLog.Assign(msg);
}
const nsCString& TranslationLog() const { return mTranslationLog; }
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLShader)
protected:
WebGLuint mGLName;
WebGLenum mType;
nsString mSource;
nsCString mTranslationLog; // The translation log should contain only ASCII characters
bool mNeedsTranslation;
nsTArray<WebGLMappedIdentifier> mAttributes;
nsTArray<WebGLMappedIdentifier> mUniforms;
nsTArray<WebGLUniformInfo> mUniformInfos;
int mAttribMaxNameLength;
bool mCompileStatus;
};
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
*
* \param string input/output: the string to split, becomes the string without the bracket part
* \param bracketPart output: gets the bracket part.
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
*/
static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
{
MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
if (string.IsEmpty())
return false;
char *string_start = string.BeginWriting();
char *s = string_start + string.Length() - 1;
if (*s != ']')
return false;
while (*s != '[' && s != string_start)
s--;
if (*s != '[')
return false;
bracketPart.Assign(s);
*s = 0;
string.EndWriting();
string.SetLength(s - string_start);
return true;
}
typedef nsDataHashtable<nsCStringHashKey, nsCString> CStringMap;
typedef nsDataHashtable<nsCStringHashKey, WebGLUniformInfo> CStringToUniformInfoMap;
class WebGLProgram MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLProgram>
, public LinkedListElement<WebGLProgram>
, public WebGLContextBoundObject
, public nsWrapperCache
{
public:
WebGLProgram(WebGLContext *context)
: WebGLContextBoundObject(context)
, mLinkStatus(false)
, mGeneration(0)
, mAttribMaxNameLength(0)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateProgram();
mContext->mPrograms.insertBack(this);
}
~WebGLProgram() {
DeleteOnce();
}
void Delete() {
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
LinkedListElement<WebGLProgram>::remove(); // remove from mContext->mPrograms
}
void DetachShaders() {
mAttachedShaders.Clear();
}
WebGLuint GLName() { return mGLName; }
const nsTArray<WebGLRefPtr<WebGLShader> >& AttachedShaders() const { return mAttachedShaders; }
bool LinkStatus() { return mLinkStatus; }
uint32_t 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 (uint32_t 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 HasBadShaderAttached() {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
return true;
}
}
return false;
}
size_t UpperBoundNumSamplerUniforms() {
size_t numSamplerUniforms = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
const WebGLShader *shader = mAttachedShaders[i];
if (!shader)
continue;
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
WebGLUniformInfo u = shader->mUniformInfos[j];
if (u.type == SH_SAMPLER_2D ||
u.type == SH_SAMPLER_CUBE)
{
numSamplerUniforms += u.arraySize;
}
}
}
return numSamplerUniforms;
}
bool NextGeneration()
{
if (!(mGeneration + 1).isValid())
return false; // must exit without changing mGeneration
++mGeneration;
return true;
}
/* Called only after LinkProgram */
bool UpdateInfo();
/* Getters for cached program info */
bool IsAttribInUse(unsigned i) const { return mAttribsInUse[i]; }
/* Maps identifier |name| to the mapped identifier |*mappedName|
* Both are ASCII strings.
*/
void MapIdentifier(const nsACString& name, nsCString *mappedName) {
if (!mIdentifierMap) {
// if the identifier map doesn't exist yet, build it now
mIdentifierMap = new CStringMap;
mIdentifierMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierMap->Put(attrib.original, attrib.mapped);
}
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierMap->Put(uniform.original, uniform.mapped);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName)) {
if (hadBracketPart) {
nsCString mappedBracketPart;
bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
if (mappedHadBracketPart)
mappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
mappedName->Assign(name);
}
/* Un-maps mapped identifier |name| to the original identifier |*reverseMappedName|
* Both are ASCII strings.
*/
void ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
if (!mIdentifierReverseMap) {
// if the identifier reverse map doesn't exist yet, build it now
mIdentifierReverseMap = new CStringMap;
mIdentifierReverseMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
}
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
if (hadBracketPart) {
nsCString reverseMappedBracketPart;
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
if (reverseMappedHadBracketPart)
reverseMappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
reverseMappedName->Assign(name);
}
/* Returns the uniform array size (or 1 if the uniform is not an array) of
* the uniform with given mapped identifier.
*
* Note: the input string |name| is the mapped identifier, not the original identifier.
*/
WebGLUniformInfo GetUniformInfoForMappedIdentifier(const nsACString& name) {
if (!mUniformInfoMap) {
// if the identifier-to-array-size map doesn't exist yet, build it now
mUniformInfoMap = new CStringToUniformInfoMap;
mUniformInfoMap->Init();
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
mUniformInfoMap->Put(uniform.mapped, info);
}
}
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
// if there is a bracket, we're either an array or an entry in an array.
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
WebGLUniformInfo info;
mUniformInfoMap->Get(mutableName, &info);
// we don't check if that Get failed, as if it did, it left info with default values
// if there is a bracket and it's not [0], then we're not an array, we're just an entry in an array
if (hadBracketPart && !bracketPart.EqualsLiteral("[0]")) {
info.isArray = false;
info.arraySize = 1;
}
return info;
}
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLProgram)
protected:
WebGLuint mGLName;
bool mLinkStatus;
// attached shaders of the program object
nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;
CheckedUint32 mGeneration;
// post-link data
std::vector<bool> mAttribsInUse;
nsAutoPtr<CStringMap> mIdentifierMap, mIdentifierReverseMap;
nsAutoPtr<CStringToUniformInfoMap> mUniformInfoMap;
int mAttribMaxNameLength;
};
class WebGLRenderbuffer MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLRenderbuffer>
, public LinkedListElement<WebGLRenderbuffer>
, public WebGLRectangleObject
, public WebGLContextBoundObject
, public nsWrapperCache
{
public:
WebGLRenderbuffer(WebGLContext *context)
: WebGLContextBoundObject(context)
, mInternalFormat(0)
, mInternalFormatForGL(0)
, mHasEverBeenBound(false)
, mInitialized(false)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenRenderbuffers(1, &mGLName);
mContext->mRenderbuffers.insertBack(this);
}
~WebGLRenderbuffer() {
DeleteOnce();
}
void Delete() {
mContext->MakeContextCurrent();
mContext->gl->fDeleteRenderbuffers(1, &mGLName);
LinkedListElement<WebGLRenderbuffer>::remove(); // remove from mContext->mRenderbuffers
}
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; }
int64_t MemoryUsage() const {
int64_t pixels = int64_t(Width()) * int64_t(Height());
// If there is no defined format, we're not taking up any memory
if (!mInternalFormatForGL) {
return 0;
}
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;
}
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLRenderbuffer)
protected:
WebGLuint mGLName;
WebGLenum mInternalFormat;
WebGLenum mInternalFormatForGL;
bool mHasEverBeenBound;
bool mInitialized;
friend class WebGLFramebuffer;
};
class WebGLFramebufferAttachment
{
// deleting a texture or renderbuffer immediately detaches it
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
WebGLenum mAttachmentPoint;
WebGLint mTextureLevel;
WebGLenum mTextureCubeMapFace;
friend class WebGLFramebuffer;
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(mTextureLevel, mTextureCubeMapFace))
format = Texture()->ImageInfoAt(mTextureLevel, mTextureCubeMapFace).Format();
else if (Renderbuffer())
format = Renderbuffer()->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 = nullptr;
mTextureLevel = level;
mTextureCubeMapFace = face;
}
void SetRenderbuffer(WebGLRenderbuffer *rb) {
mTexturePtr = nullptr;
mRenderbufferPtr = rb;
}
const WebGLTexture *Texture() const {
return mTexturePtr;
}
WebGLTexture *Texture() {
return mTexturePtr;
}
const WebGLRenderbuffer *Renderbuffer() const {
return mRenderbufferPtr;
}
WebGLRenderbuffer *Renderbuffer() {
return mRenderbufferPtr;
}
WebGLint TextureLevel() const {
return mTextureLevel;
}
WebGLenum TextureCubeMapFace() const {
return mTextureCubeMapFace;
}
bool HasUninitializedRenderbuffer() const {
return mRenderbufferPtr && !mRenderbufferPtr->Initialized();
}
void Reset() {
mTexturePtr = nullptr;
mRenderbufferPtr = nullptr;
}
const WebGLRectangleObject* RectangleObject() const {
if (Texture() && Texture()->HasImageInfoAt(mTextureLevel, mTextureCubeMapFace))
return &Texture()->ImageInfoAt(mTextureLevel, mTextureCubeMapFace);
else if (Renderbuffer())
return Renderbuffer();
else
return nullptr;
}
bool HasSameDimensionsAs(const WebGLFramebufferAttachment& other) const {
const WebGLRectangleObject *thisRect = RectangleObject();
const WebGLRectangleObject *otherRect = other.RectangleObject();
return thisRect &&
otherRect &&
thisRect->HasSameDimensionsAs(*otherRect);
}
bool IsComplete() const {
const WebGLRectangleObject *thisRect = RectangleObject();
if (!thisRect ||
!thisRect->Width() ||
!thisRect->Height())
return false;
if (mTexturePtr) {
if (!mTexturePtr->HasImageInfoAt(0, 0))
return false;
WebGLenum format = mTexturePtr->ImageInfoAt(0).Format();
switch (mAttachmentPoint)
{
case LOCAL_GL_COLOR_ATTACHMENT0:
return format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_LUMINANCE ||
format == LOCAL_GL_LUMINANCE_ALPHA ||
format == LOCAL_GL_RGB ||
format == LOCAL_GL_RGBA;
case LOCAL_GL_DEPTH_ATTACHMENT:
return format == LOCAL_GL_DEPTH_COMPONENT;
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
return format == LOCAL_GL_DEPTH_STENCIL;
default:
MOZ_NOT_REACHED("Invalid WebGL texture format?");
}
}
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;
default:
NS_ABORT(); // should have been validated earlier
}
}
NS_ABORT(); // should never get there
return false;
}
};
class WebGLFramebuffer MOZ_FINAL
: public nsISupports
, public WebGLRefCountedObject<WebGLFramebuffer>
, public LinkedListElement<WebGLFramebuffer>
, public WebGLContextBoundObject
, public nsWrapperCache
{
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)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenFramebuffers(1, &mGLName);
mContext->mFramebuffers.insertBack(this);
}
~WebGLFramebuffer() {
DeleteOnce();
}
void Delete() {
mColorAttachment.Reset();
mDepthAttachment.Reset();
mStencilAttachment.Reset();
mDepthStencilAttachment.Reset();
mContext->MakeContextCurrent();
mContext->gl->fDeleteFramebuffers(1, &mGLName);
LinkedListElement<WebGLFramebuffer>::remove(); // remove from mContext->mFramebuffers
}
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() { return mGLName; }
void FramebufferRenderbuffer(WebGLenum target,
WebGLenum attachment,
WebGLenum rbtarget,
WebGLRenderbuffer *wrb)
{
if (!mContext->ValidateObjectAllowNull("framebufferRenderbuffer: renderbuffer", wrb))
{
return;
}
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();
WebGLuint renderbuffername = wrb ? wrb->GLName() : 0;
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);
}
}
void FramebufferTexture2D(WebGLenum target,
WebGLenum attachment,
WebGLenum textarget,
WebGLTexture *wtex,
WebGLint level)
{
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
wtex))
{
return;
}
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();
WebGLuint texturename = wtex ? wtex->GLName() : 0;
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;
}
bool HasIncompleteAttachment() const {
return (mColorAttachment.IsDefined() && !mColorAttachment.IsComplete()) ||
(mDepthAttachment.IsDefined() && !mDepthAttachment.IsComplete()) ||
(mStencilAttachment.IsDefined() && !mStencilAttachment.IsComplete()) ||
(mDepthStencilAttachment.IsDefined() && !mDepthStencilAttachment.IsComplete());
}
bool HasDepthStencilConflict() const {
return int(mDepthAttachment.IsDefined()) +
int(mStencilAttachment.IsDefined()) +
int(mDepthStencilAttachment.IsDefined()) >= 2;
}
bool HasAttachmentsOfMismatchedDimensions() const {
return (mDepthAttachment.IsDefined() && !mDepthAttachment.HasSameDimensionsAs(mColorAttachment)) ||
(mStencilAttachment.IsDefined() && !mStencilAttachment.HasSameDimensionsAs(mColorAttachment)) ||
(mDepthStencilAttachment.IsDefined() && !mDepthStencilAttachment.HasSameDimensionsAs(mColorAttachment));
}
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, nullptr, 0);
if (mDepthAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
if (mDepthStencilAttachment.Texture() == tex)
FramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_TEXTURE_2D, nullptr, 0);
}
void DetachRenderbuffer(const WebGLRenderbuffer *rb) {
if (mColorAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_RENDERBUFFER, nullptr);
if (mDepthAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
if (mDepthStencilAttachment.Renderbuffer() == rb)
FramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_STENCIL_ATTACHMENT, LOCAL_GL_RENDERBUFFER, nullptr);
}
const WebGLRectangleObject *RectangleObject() {
return mColorAttachment.RectangleObject();
}
WebGLContext *GetParentObject() const {
return Context();
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope, bool *triedToWrap);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS(WebGLFramebuffer)
bool CheckAndInitializeRenderbuffers()
{
// enforce WebGL section 6.5 which is WebGL-specific, hence OpenGL itself would not
// generate the INVALID_FRAMEBUFFER_OPERATION that we need here
if (HasDepthStencilConflict())
return false;
if (HasIncompleteAttachment())
return false;
if (!mColorAttachment.HasUninitializedRenderbuffer() &&
!mDepthAttachment.HasUninitializedRenderbuffer() &&
!mStencilAttachment.HasUninitializedRenderbuffer() &&
!mDepthStencilAttachment.HasUninitializedRenderbuffer())
return true;
// ensure INVALID_FRAMEBUFFER_OPERATION in zero-size case
const WebGLRectangleObject *rect = mColorAttachment.RectangleObject();
if (!rect ||
!rect->Width() ||
!rect->Height())
return false;
mContext->MakeContextCurrent();
WebGLenum status = mContext->CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return false;
uint32_t 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;
}
mContext->ForceClearFramebufferWithDefaultValues(mask, nsIntRect(0, 0, rect->Width(), rect->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);
return 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;
};
class WebGLUniformLocation MOZ_FINAL
: public nsISupports
, public WebGLContextBoundObject
{
public:
WebGLUniformLocation(WebGLContext *context, WebGLProgram *program, GLint location, const WebGLUniformInfo& info)
: WebGLContextBoundObject(context)
, mProgram(program)
, mProgramGeneration(program->Generation())
, mLocation(location)
, mInfo(info)
{
mElementSize = info.ElementSize();
}
~WebGLUniformLocation() {
}
// needed for certain helper functions like ValidateObject.
// WebGLUniformLocation's can't be 'Deleted' in the WebGL sense.
bool IsDeleted() const { return false; }
const WebGLUniformInfo &Info() const { return mInfo; }
WebGLProgram *Program() const { return mProgram; }
GLint Location() const { return mLocation; }
uint32_t ProgramGeneration() const { return mProgramGeneration; }
int ElementSize() const { return mElementSize; }
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope);
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_CLASS(WebGLUniformLocation)
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;
uint32_t mProgramGeneration;
GLint mLocation;
WebGLUniformInfo mInfo;
int mElementSize;
friend class WebGLProgram;
};
class WebGLActiveInfo MOZ_FINAL
: public nsISupports
{
public:
WebGLActiveInfo(WebGLint size, WebGLenum type, const nsACString& name) :
mSize(size),
mType(type),
mName(NS_ConvertASCIItoUTF16(name))
{}
// WebIDL attributes
WebGLint Size() const {
return mSize;
}
WebGLenum Type() const {
return mType;
}
void GetName(nsString& retval) const {
retval = mName;
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope);
NS_DECL_ISUPPORTS
protected:
WebGLint mSize;
WebGLenum mType;
nsString mName;
};
class WebGLShaderPrecisionFormat MOZ_FINAL
: public nsISupports
, public WebGLContextBoundObject
{
public:
WebGLShaderPrecisionFormat(WebGLContext *context, WebGLint rangeMin, WebGLint rangeMax, WebGLint precision) :
WebGLContextBoundObject(context),
mRangeMin(rangeMin),
mRangeMax(rangeMax),
mPrecision(precision)
{
}
virtual JSObject* WrapObject(JSContext *cx, JSObject *scope);
NS_DECL_ISUPPORTS
// WebIDL WebGLShaderPrecisionFormat API
WebGLint RangeMin() const {
return mRangeMin;
}
WebGLint RangeMax() const {
return mRangeMax;
}
WebGLint Precision() const {
return mPrecision;
}
protected:
WebGLint mRangeMin;
WebGLint mRangeMax;
WebGLint mPrecision;
};
inline const WebGLRectangleObject *WebGLContext::FramebufferRectangleObject() const {
return mBoundFramebuffer ? mBoundFramebuffer->RectangleObject()
: static_cast<const WebGLRectangleObject*>(this);
}
/**
** Template implementations
**/
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAllowDeletedOrNull(const char* info,
ObjectType *aObject)
{
if (aObject && !aObject->IsCompatibleWithContext(this)) {
ErrorInvalidOperation("%s: object from different WebGL context "
"(or older generation of this one) "
"passed as argument", info);
return false;
}
return true;
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAssumeNonNull(const char* info, ObjectType *aObject)
{
MOZ_ASSERT(aObject);
if (!ValidateObjectAllowDeletedOrNull(info, aObject))
return false;
if (aObject->IsDeleted()) {
ErrorInvalidValue("%s: deleted object passed as argument", info);
return false;
}
return true;
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAllowNull(const char* info, ObjectType *aObject)
{
if (!aObject) {
return true;
}
return ValidateObjectAssumeNonNull(info, aObject);
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAllowDeleted(const char* info, ObjectType *aObject)
{
if (!aObject) {
ErrorInvalidValue("%s: null object passed as argument", info);
return false;
}
return ValidateObjectAllowDeletedOrNull(info, aObject);
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObject(const char* info, ObjectType *aObject)
{
if (!aObject) {
ErrorInvalidValue("%s: null object passed as argument", info);
return false;
}
return ValidateObjectAssumeNonNull(info, aObject);
}
class WebGLMemoryMultiReporterWrapper
{
WebGLMemoryMultiReporterWrapper();
~WebGLMemoryMultiReporterWrapper();
static WebGLMemoryMultiReporterWrapper* sUniqueInstance;
// here we store plain pointers, not RefPtrs: we don't want the
// WebGLMemoryMultiReporterWrapper unique instance to keep alive all
// WebGLContexts ever created.
typedef nsTArray<const WebGLContext*> ContextsArrayType;
ContextsArrayType mContexts;
nsCOMPtr<nsIMemoryMultiReporter> mReporter;
static WebGLMemoryMultiReporterWrapper* UniqueInstance();
static ContextsArrayType & Contexts() { return UniqueInstance()->mContexts; }
friend class WebGLContext;
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 = nullptr;
}
}
static int64_t GetTextureMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLTexture *texture = contexts[i]->mTextures.getFirst();
texture;
texture = texture->getNext())
{
result += texture->MemoryUsage();
}
}
return result;
}
static int64_t GetTextureCount() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLTexture *texture = contexts[i]->mTextures.getFirst();
texture;
texture = texture->getNext())
{
result++;
}
}
return result;
}
static int64_t GetBufferMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLBuffer *buffer = contexts[i]->mBuffers.getFirst();
buffer;
buffer = buffer->getNext())
{
result += buffer->ByteLength();
}
}
return result;
}
static int64_t GetBufferCacheMemoryUsed();
static int64_t GetBufferCount() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLBuffer *buffer = contexts[i]->mBuffers.getFirst();
buffer;
buffer = buffer->getNext())
{
result++;
}
}
return result;
}
static int64_t GetRenderbufferMemoryUsed() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLRenderbuffer *rb = contexts[i]->mRenderbuffers.getFirst();
rb;
rb = rb->getNext())
{
result += rb->MemoryUsage();
}
}
return result;
}
static int64_t GetRenderbufferCount() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLRenderbuffer *rb = contexts[i]->mRenderbuffers.getFirst();
rb;
rb = rb->getNext())
{
result++;
}
}
return result;
}
static int64_t GetShaderSize();
static int64_t GetShaderCount() {
const ContextsArrayType & contexts = Contexts();
int64_t result = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
for (const WebGLShader *shader = contexts[i]->mShaders.getFirst();
shader;
shader = shader->getNext())
{
result++;
}
}
return result;
}
static int64_t GetContextCount() {
return Contexts().Length();
}
};
class WebGLMemoryPressureObserver MOZ_FINAL
: public nsIObserver
{
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
WebGLMemoryPressureObserver(WebGLContext *context)
: mContext(context)
{}
private:
WebGLContext *mContext;
};
}
#endif