gecko/content/canvas/src/WebGLContext.cpp

709 lines
21 KiB
C++
Raw Normal View History

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com> (original author)
* Mark Steele <mwsteele@gmail.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "WebGLContext.h"
#include "nsIConsoleService.h"
#include "nsIPrefService.h"
#include "nsServiceManagerUtils.h"
#include "nsIClassInfoImpl.h"
#include "nsContentUtils.h"
#include "nsIXPConnect.h"
#include "nsDOMError.h"
#include "gfxContext.h"
#include "gfxPattern.h"
#include "gfxUtils.h"
#include "CanvasUtils.h"
#include "GLContextProvider.h"
#ifdef MOZ_SVG
#include "nsSVGEffects.h"
#endif
#include "prenv.h"
using namespace mozilla;
using namespace mozilla::gl;
nsresult NS_NewCanvasRenderingContextWebGL(nsICanvasRenderingContextWebGL** aResult);
nsresult
NS_NewCanvasRenderingContextWebGL(nsICanvasRenderingContextWebGL** aResult)
{
nsICanvasRenderingContextWebGL* ctx = new WebGLContext();
if (!ctx)
return NS_ERROR_OUT_OF_MEMORY;
NS_ADDREF(*aResult = ctx);
return NS_OK;
}
WebGLContext::WebGLContext()
: mCanvasElement(nsnull),
gl(nsnull)
{
mWidth = mHeight = 0;
mGeneration = 0;
mInvalidated = PR_FALSE;
mResetLayer = PR_TRUE;
mActiveTexture = 0;
mSynthesizedGLError = LOCAL_GL_NO_ERROR;
mPixelStoreFlipY = PR_FALSE;
mPixelStorePremultiplyAlpha = PR_FALSE;
mShaderValidation = PR_TRUE;
mMapBuffers.Init();
mMapTextures.Init();
mMapPrograms.Init();
mMapShaders.Init();
mMapFramebuffers.Init();
mMapRenderbuffers.Init();
}
WebGLContext::~WebGLContext()
{
DestroyResourcesAndContext();
}
static PLDHashOperator
DeleteTextureFunction(const PRUint32& aKey, WebGLTexture *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Texture is still in mMapTextures, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteTextures(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteBufferFunction(const PRUint32& aKey, WebGLBuffer *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Buffer is still in mMapBuffers, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteBuffers(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteFramebufferFunction(const PRUint32& aKey, WebGLFramebuffer *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Framebuffer is still in mMapFramebuffers, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteFramebuffers(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteRenderbufferFunction(const PRUint32& aKey, WebGLRenderbuffer *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Renderbuffer is still in mMapRenderbuffers, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteRenderbuffers(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteProgramFunction(const PRUint32& aKey, WebGLProgram *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Program is still in mMapPrograms, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteProgram(name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteShaderFunction(const PRUint32& aKey, WebGLShader *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Shader is still in mMapShaders, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteShader(name);
aValue->Delete();
return PL_DHASH_NEXT;
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (!gl)
return;
gl->MakeCurrent();
mMapTextures.EnumerateRead(DeleteTextureFunction, gl);
mMapTextures.Clear();
mMapBuffers.EnumerateRead(DeleteBufferFunction, gl);
mMapBuffers.Clear();
mMapPrograms.EnumerateRead(DeleteProgramFunction, gl);
mMapPrograms.Clear();
mMapShaders.EnumerateRead(DeleteShaderFunction, gl);
mMapShaders.Clear();
mMapFramebuffers.EnumerateRead(DeleteFramebufferFunction, gl);
mMapFramebuffers.Clear();
mMapRenderbuffers.EnumerateRead(DeleteRenderbufferFunction, gl);
mMapRenderbuffers.Clear();
// We just got rid of everything, so the context had better
// have been going away.
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
gl = nsnull;
}
void
WebGLContext::Invalidate()
{
if (!mCanvasElement)
return;
#ifdef MOZ_SVG
nsSVGEffects::InvalidateDirectRenderingObservers(HTMLCanvasElement());
#endif
if (mInvalidated)
return;
mInvalidated = PR_TRUE;
HTMLCanvasElement()->InvalidateFrame();
}
/* readonly attribute nsIDOMHTMLCanvasElement canvas; */
NS_IMETHODIMP
WebGLContext::GetCanvas(nsIDOMHTMLCanvasElement **canvas)
{
NS_IF_ADDREF(*canvas = mCanvasElement);
return NS_OK;
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetCanvasElement(nsHTMLCanvasElement* aParentCanvas)
{
if (aParentCanvas && !SafeToCreateCanvas3DContext(aParentCanvas))
return NS_ERROR_FAILURE;
mCanvasElement = aParentCanvas;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::SetDimensions(PRInt32 width, PRInt32 height)
{
if (mWidth == width && mHeight == height)
return NS_OK;
// If we already have a gl context, then we just need to resize
// FB0.
if (gl &&
gl->ResizeOffscreen(gfxIntSize(width, height)))
{
// everything's good, we're done here
mWidth = width;
mHeight = height;
mResetLayer = PR_TRUE;
return NS_OK;
}
// We're going to create an entirely new context. If our
// generation is not 0 right now (that is, if this isn't the first
// context we're creating), we may have to dispatch a context lost
// event.
// If incrementing the generation would cause overflow,
// don't allow it. Allowing this would allow us to use
// resource handles created from older context generations.
if (!(mGeneration+1).valid())
return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
// We're going to recreate our context, so make sure we clean up
// after ourselves.
DestroyResourcesAndContext();
gl::ContextFormat format(gl::ContextFormat::BasicRGBA32);
format.depth = 16;
format.minDepth = 1;
nsCOMPtr<nsIPrefBranch> prefService = do_GetService(NS_PREFSERVICE_CONTRACTID);
NS_ENSURE_TRUE(prefService != nsnull, NS_ERROR_FAILURE);
PRBool forceOSMesa;
prefService->GetBoolPref("webgl.force_osmesa", &forceOSMesa);
if (!forceOSMesa) {
#ifdef XP_WIN
// On Windows, we may have a choice of backends, including straight
// OpenGL, D3D through ANGLE via EGL, or straight EGL/GLES2.
// We don't differentiate the latter two yet, but we allow for
// a env var to try EGL first, instead of last.
bool preferEGL = PR_GetEnv("MOZ_WEBGL_PREFER_EGL") != nsnull;
// if we want EGL, try it first
if (!gl && preferEGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
// if it failed, then try the default provider, whatever that is
if (!gl) {
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
// if that failed, and we weren't already preferring EGL, try it now.
if (!gl && !preferEGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
#else
// other platforms just use whatever the default is
if (!gl) {
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
#endif
}
// last chance, try OSMesa
if (!gl) {
gl = gl::GLContextProviderOSMesa::CreateOffscreen(gfxIntSize(width, height), format);
if (gl) {
if (!InitAndValidateGL()) {
gl = nsnull;
} else {
// make sure we notify always in this case, because it's likely going to be
// painfully slow
LogMessage("WebGL: Using software rendering via OSMesa");
}
}
}
if (!gl) {
if (forceOSMesa) {
LogMessage("WebGL: You set the webgl.force_osmesa preference to true, but OSMesa can't be found. "
"Either install OSMesa and let webgl.osmesalib point to it, "
"or set webgl.force_osmesa back to false.");
} else {
#ifdef XP_WIN
LogMessage("WebGL: Can't get a usable OpenGL context (also tried Direct3D via ANGLE)");
#else
LogMessage("WebGL: Can't get a usable OpenGL context");
#endif
}
return NS_ERROR_FAILURE;
}
printf_stderr ("--- WebGL context created: %p\n", gl.get());
mWidth = width;
mHeight = height;
mResetLayer = PR_TRUE;
// increment the generation number
++mGeneration;
#if 0
if (mGeneration > 0) {
// XXX dispatch context lost event
}
#endif
MakeContextCurrent();
// Make sure that we clear this out, otherwise
// we'll end up displaying random memory
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, gl->GetOffscreenFBO());
gl->fViewport(0, 0, mWidth, mHeight);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->fClearDepth(1.0f);
gl->fClearStencil(0);
gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f)
{
if (!gl)
return NS_OK;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
MakeContextCurrent();
gl->fReadPixels(0, 0, mWidth, mHeight,
LOCAL_GL_BGRA,
LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV,
surf->Data());
gfxUtils::PremultiplyImageSurface(surf);
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
pat->SetFilter(f);
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->Fill();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream)
{
return NS_ERROR_FAILURE;
// XXX fix this
#if 0
if (!mGLPbuffer ||
!mGLPbuffer->ThebesSurface())
return NS_ERROR_FAILURE;
nsresult rv;
const char encoderPrefix[] = "@mozilla.org/image/encoder;2?type=";
nsAutoArrayPtr<char> conid(new (std::nothrow) char[strlen(encoderPrefix) + strlen(aMimeType) + 1]);
if (!conid)
return NS_ERROR_OUT_OF_MEMORY;
strcpy(conid, encoderPrefix);
strcat(conid, aMimeType);
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(conid);
if (!encoder)
return NS_ERROR_FAILURE;
nsAutoArrayPtr<PRUint8> imageBuffer(new (std::nothrow) PRUint8[mWidth * mHeight * 4]);
if (!imageBuffer)
return NS_ERROR_OUT_OF_MEMORY;
nsRefPtr<gfxImageSurface> imgsurf = new gfxImageSurface(imageBuffer.get(),
gfxIntSize(mWidth, mHeight),
mWidth * 4,
gfxASurface::ImageFormatARGB32);
if (!imgsurf || imgsurf->CairoStatus())
return NS_ERROR_FAILURE;
nsRefPtr<gfxContext> ctx = new gfxContext(imgsurf);
if (!ctx || ctx->HasError())
return NS_ERROR_FAILURE;
nsRefPtr<gfxASurface> surf = mGLPbuffer->ThebesSurface();
nsRefPtr<gfxPattern> pat = CanvasGLThebes::CreatePattern(surf);
gfxMatrix m;
m.Translate(gfxPoint(0.0, mGLPbuffer->Height()));
m.Scale(1.0, -1.0);
pat->SetMatrix(m);
// XXX I don't want to use PixelSnapped here, but layout doesn't guarantee
// pixel alignment for this stuff!
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->Fill();
rv = encoder->InitFromData(imageBuffer.get(),
mWidth * mHeight * 4, mWidth, mHeight, mWidth * 4,
imgIEncoder::INPUT_FORMAT_HOSTARGB,
nsDependentString(aEncoderOptions));
NS_ENSURE_SUCCESS(rv, rv);
return CallQueryInterface(encoder, aStream);
#endif
}
NS_IMETHODIMP
WebGLContext::GetThebesSurface(gfxASurface **surface)
{
return NS_ERROR_NOT_AVAILABLE;
}
static PRUint8 gWebGLLayerUserData;
already_AddRefed<layers::CanvasLayer>
WebGLContext::GetCanvasLayer(CanvasLayer *aOldLayer,
LayerManager *aManager)
{
if (!mResetLayer && aOldLayer &&
aOldLayer->GetUserData() == &gWebGLLayerUserData) {
NS_ADDREF(aOldLayer);
if (mInvalidated) {
aOldLayer->Updated(nsIntRect(0, 0, mWidth, mHeight));
mInvalidated = PR_FALSE;
}
return aOldLayer;
}
nsRefPtr<CanvasLayer> canvasLayer = aManager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nsnull;
}
canvasLayer->SetUserData(&gWebGLLayerUserData);
CanvasLayer::Data data;
// the gl context may either provide a native PBuffer, in which case we want to initialize
// data with the gl context directly, or may provide a surface to which it renders (this is the case
// of OSMesa contexts), in which case we want to initialize data with that surface.
void* native_surface = gl->GetNativeData(gl::GLContext::NativeImageSurface);
if (native_surface) {
data.mSurface = static_cast<gfxASurface*>(native_surface);
} else {
data.mGLContext = gl.get();
}
data.mSize = nsIntSize(mWidth, mHeight);
data.mGLBufferIsPremultiplied = PR_FALSE;
canvasLayer->Initialize(data);
canvasLayer->SetIsOpaqueContent(gl->CreationFormat().alpha == 0 ? PR_TRUE : PR_FALSE);
canvasLayer->Updated(nsIntRect(0, 0, mWidth, mHeight));
mInvalidated = PR_FALSE;
mResetLayer = PR_FALSE;
return canvasLayer.forget().get();
}
//
// XPCOM goop
//
NS_IMPL_CYCLE_COLLECTING_ADDREF_AMBIGUOUS(WebGLContext, nsICanvasRenderingContextWebGL)
NS_IMPL_CYCLE_COLLECTING_RELEASE_AMBIGUOUS(WebGLContext, nsICanvasRenderingContextWebGL)
NS_IMPL_CYCLE_COLLECTION_CLASS(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mCanvasElement)
NS_IMPL_CYCLE_COLLECTION_UNLINK_END
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mCanvasElement)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
DOMCI_DATA(CanvasRenderingContextWebGL, WebGLContext)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextWebGL)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsICanvasRenderingContextWebGL)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(CanvasRenderingContextWebGL)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLBuffer)
NS_IMPL_RELEASE(WebGLBuffer)
DOMCI_DATA(WebGLBuffer, WebGLBuffer)
NS_INTERFACE_MAP_BEGIN(WebGLBuffer)
NS_INTERFACE_MAP_ENTRY(WebGLBuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLBuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLBuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLTexture)
NS_IMPL_RELEASE(WebGLTexture)
DOMCI_DATA(WebGLTexture, WebGLTexture)
NS_INTERFACE_MAP_BEGIN(WebGLTexture)
NS_INTERFACE_MAP_ENTRY(WebGLTexture)
NS_INTERFACE_MAP_ENTRY(nsIWebGLTexture)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLTexture)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLProgram)
NS_IMPL_RELEASE(WebGLProgram)
DOMCI_DATA(WebGLProgram, WebGLProgram)
NS_INTERFACE_MAP_BEGIN(WebGLProgram)
NS_INTERFACE_MAP_ENTRY(WebGLProgram)
NS_INTERFACE_MAP_ENTRY(nsIWebGLProgram)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLProgram)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLShader)
NS_IMPL_RELEASE(WebGLShader)
DOMCI_DATA(WebGLShader, WebGLShader)
NS_INTERFACE_MAP_BEGIN(WebGLShader)
NS_INTERFACE_MAP_ENTRY(WebGLShader)
NS_INTERFACE_MAP_ENTRY(nsIWebGLShader)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLShader)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLFramebuffer)
NS_IMPL_RELEASE(WebGLFramebuffer)
DOMCI_DATA(WebGLFramebuffer, WebGLFramebuffer)
NS_INTERFACE_MAP_BEGIN(WebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(WebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLFramebuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLRenderbuffer)
NS_IMPL_RELEASE(WebGLRenderbuffer)
DOMCI_DATA(WebGLRenderbuffer, WebGLRenderbuffer)
NS_INTERFACE_MAP_BEGIN(WebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(WebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLRenderbuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLUniformLocation)
NS_IMPL_RELEASE(WebGLUniformLocation)
DOMCI_DATA(WebGLUniformLocation, WebGLUniformLocation)
NS_INTERFACE_MAP_BEGIN(WebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(WebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(nsIWebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLUniformLocation)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLActiveInfo)
NS_IMPL_RELEASE(WebGLActiveInfo)
DOMCI_DATA(WebGLActiveInfo, WebGLActiveInfo)
NS_INTERFACE_MAP_BEGIN(WebGLActiveInfo)
NS_INTERFACE_MAP_ENTRY(WebGLActiveInfo)
NS_INTERFACE_MAP_ENTRY(nsIWebGLActiveInfo)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLActiveInfo)
NS_INTERFACE_MAP_END
#define NAME_NOT_SUPPORTED(base) \
NS_IMETHODIMP base::GetName(WebGLuint *aName) \
{ return NS_ERROR_NOT_IMPLEMENTED; } \
NS_IMETHODIMP base::SetName(WebGLuint aName) \
{ return NS_ERROR_NOT_IMPLEMENTED; }
NAME_NOT_SUPPORTED(WebGLTexture)
NAME_NOT_SUPPORTED(WebGLBuffer)
NAME_NOT_SUPPORTED(WebGLProgram)
NAME_NOT_SUPPORTED(WebGLShader)
NAME_NOT_SUPPORTED(WebGLFramebuffer)
NAME_NOT_SUPPORTED(WebGLRenderbuffer)
/* [noscript] attribute WebGLint location; */
NS_IMETHODIMP WebGLUniformLocation::GetLocation(WebGLint *aLocation)
{
return NS_ERROR_NOT_IMPLEMENTED;
}
NS_IMETHODIMP WebGLUniformLocation::SetLocation(WebGLint aLocation)
{
return NS_ERROR_NOT_IMPLEMENTED;
}
/* readonly attribute WebGLint size; */
NS_IMETHODIMP WebGLActiveInfo::GetSize(WebGLint *aSize)
{
*aSize = mSize;
return NS_OK;
}
/* readonly attribute WebGLenum type; */
NS_IMETHODIMP WebGLActiveInfo::GetType(WebGLenum *aType)
{
*aType = mType;
return NS_OK;
}
/* readonly attribute DOMString name; */
NS_IMETHODIMP WebGLActiveInfo::GetName(nsAString & aName)
{
aName = mName;
return NS_OK;
}