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 "WebGLElementArrayCache.h"
#include "WebGLObjectModel.h"
#include "WebGLShader.h"
#include "WebGLBuffer.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "WebGLVertexAttribData.h"
#include "WebGLShaderPrecisionFormat.h"
#include <stdarg.h>
#include "nsTArray.h"
#include "nsDataHashtable.h"
#include "nsHashKeys.h"
#include "nsCycleCollectionNoteChild.h"
#include "nsIDocShell.h"
#include "nsIDOMWebGLRenderingContext.h"
#include "nsICanvasRenderingContextInternal.h"
#include "mozilla/dom/HTMLCanvasElement.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 "mozilla/dom/TypedArray.h"
#include "mozilla/dom/Nullable.h"
#include "mozilla/ErrorResult.h"
#include "mozilla/dom/BindingUtils.h"
/*
* Minimum value constants defined in 6.2 State Tables of OpenGL ES - 2.0.25
* https://bugzilla.mozilla.org/show_bug.cgi?id=686732
*
* Exceptions: some of the following values are set to higher values than in the spec because
* the values in the spec are ridiculously low. They are explicitly marked below
*/
#define MINVALUE_GL_MAX_TEXTURE_SIZE 1024 // Different from the spec, which sets it to 64 on page 162
#define MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE 512 // Different from the spec, which sets it to 16 on page 162
#define MINVALUE_GL_MAX_VERTEX_ATTRIBS 8 // Page 164
#define MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS 16 // Page 164
#define MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS 128 // Page 164
#define MINVALUE_GL_MAX_VARYING_VECTORS 8 // Page 164
#define MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS 8 // Page 164
#define MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0 // Page 164
#define MINVALUE_GL_MAX_RENDERBUFFER_SIZE 1024 // Different from the spec, which sets it to 1 on page 164
#define MINVALUE_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 8 // Page 164
class nsIPropertyBag;
namespace mozilla {
class WebGLMemoryPressureObserver;
class WebGLContextBoundObject;
class WebGLActiveInfo;
class WebGLExtensionBase;
namespace dom {
struct WebGLContextAttributes;
struct WebGLContextAttributesInitializer;
}
struct VertexAttrib0Status {
enum { Default, EmulatedUninitializedArray, EmulatedInitializedArray };
};
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);
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,
JS::Handle<JSObject*> scope) MOZ_OVERRIDE;
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);
// Note that 'clean' here refers to its invalidation state, not the
// contents of the buffer.
void MarkContextClean() { mInvalidated = false; }
gl::GLContext* GL() const {
return gl;
}
bool IsPremultAlpha() const {
return mOptions.premultipliedAlpha;
}
bool PresentScreenBuffer();
// 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 tries to minimize the
// amount of work it does.
// It only clears the buffers we specify, and can reset its state without
// first having to query anything, as WebGL knows its state at all times.
void ForceClearFramebufferWithDefaultValues(GLbitfield mask);
// Calls ForceClearFramebufferWithDefaultValues() for the Context's 'screen'.
void ClearScreen();
// 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),
1000,
nsITimer::TYPE_ONE_SHOT);
mContextLossTimerRunning = true;
mDrawSinceContextLossTimerSet = false;
}
void TerminateContextLossTimer() {
if (mContextLossTimerRunning) {
mContextRestorer->Cancel();
mContextLossTimerRunning = false;
}
}
// WebIDL WebGLRenderingContext API
dom::HTMLCanvasElement* 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::Nullable<dom::WebGLContextAttributesInitializer>& 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(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLsizei width,
WebGLsizei height, WebGLint border, WebGLenum format,
WebGLenum type, dom::ArrayBufferView *pixels,
ErrorResult& rv);
void TexImage2D(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(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLenum format, WebGLenum type,
const 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(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLenum format,
WebGLenum type, dom::ArrayBufferView* pixels,
ErrorResult& rv);
void TexSubImage2D(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(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset, WebGLenum format,
WebGLenum type, const 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);
bool ValidateSamplerUniformSetter(const char* info,
WebGLUniformLocation *location,
WebGLint value);
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;
bool mLoseContextOnHeapMinimize;
bool mCanLoseContextInForeground;
bool mShouldPresent;
bool mIsScreenCleared;
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 mGLMaxRenderbufferSize;
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).
bool mMinInUseAttribArrayLengthCached;
uint32_t mMinInUseAttribArrayLength;
inline void InvalidateCachedMinInUseAttribArrayLength()
{
mMinInUseAttribArrayLengthCached = false;
mMinInUseAttribArrayLength = 0;
}
// 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(uint32_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_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);
}
template<class ElementType>
nsLayoutUtils::SurfaceFromElementResult SurfaceFromElement(const dom::NonNull<ElementType>& aElement) {
return SurfaceFromElement(aElement.get());
}
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;
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;
void ReattachTextureToAnyFramebufferToWorkAroundBugs(WebGLTexture *tex, WebGLint level);
#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<nsIDOMWebGLRenderingContext*>(context);
}
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;
}
JSObject* WrapObject(JSContext *cx, JS::Handle<JSObject*> scope);
NS_DECL_ISUPPORTS
protected:
WebGLint mSize;
WebGLenum mType;
nsString mName;
};
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;
};
} // namespace mozilla
#endif