gecko/content/canvas/src/WebGLContextGL.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com> (original author)
* Mark Steele <mwsteele@gmail.com>
* Cedric Vivier <cedricv@neonux.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 "nsString.h"
#include "nsDebug.h"
#include "gfxImageSurface.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
//#include "nsIDOMHTMLCanvasElement.h"
#include "nsContentUtils.h"
#include "nsDOMError.h"
#include "nsLayoutUtils.h"
#include "CanvasUtils.h"
#include "jstypedarray.h"
#if defined(USE_ANGLE)
// shader translator
#include "angle/ShaderLang.h"
#endif
#include "WebGLTexelConversions.h"
#include "WebGLValidateStrings.h"
// needed to check if current OS is lower than 10.7
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
using namespace mozilla;
static bool BaseTypeAndSizeFromUniformType(WebGLenum uType, WebGLenum *baseType, WebGLint *unitSize);
static WebGLenum InternalFormatForFormatAndType(WebGLenum format, WebGLenum type, bool isGLES2);
/* Helper macros for when we're just wrapping a gl method, so that
* we can avoid having to type this 500 times. Note that these MUST
* NOT BE USED if we need to check any of the parameters.
*/
#define GL_SAME_METHOD_0(glname, name) \
NS_IMETHODIMP WebGLContext::name() { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(); return NS_OK; \
}
#define GL_SAME_METHOD_1(glname, name, t1) \
NS_IMETHODIMP WebGLContext::name(t1 a1) { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(a1); return NS_OK; \
}
#define GL_SAME_METHOD_2(glname, name, t1, t2) \
NS_IMETHODIMP WebGLContext::name(t1 a1, t2 a2) { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(a1,a2); return NS_OK; \
}
#define GL_SAME_METHOD_3(glname, name, t1, t2, t3) \
NS_IMETHODIMP WebGLContext::name(t1 a1, t2 a2, t3 a3) { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(a1,a2,a3); return NS_OK; \
}
#define GL_SAME_METHOD_4(glname, name, t1, t2, t3, t4) \
NS_IMETHODIMP WebGLContext::name(t1 a1, t2 a2, t3 a3, t4 a4) { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(a1,a2,a3,a4); return NS_OK; \
}
#define GL_SAME_METHOD_5(glname, name, t1, t2, t3, t4, t5) \
NS_IMETHODIMP WebGLContext::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(a1,a2,a3,a4,a5); return NS_OK; \
}
#define GL_SAME_METHOD_6(glname, name, t1, t2, t3, t4, t5, t6) \
NS_IMETHODIMP WebGLContext::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) { \
if (!IsContextStable()) { return NS_OK; } \
MakeContextCurrent(); gl->f##glname(a1,a2,a3,a4,a5,a6); return NS_OK; \
}
//
// WebGL API
//
/* void GlActiveTexture (in GLenum texture); */
NS_IMETHODIMP
WebGLContext::ActiveTexture(WebGLenum texture)
{
if (!IsContextStable())
return NS_OK;
if (texture < LOCAL_GL_TEXTURE0 || texture >= LOCAL_GL_TEXTURE0 + mBound2DTextures.Length())
return ErrorInvalidEnum("ActiveTexture: texture unit %d out of range (0..%d)",
texture, mBound2DTextures.Length()-1);
MakeContextCurrent();
mActiveTexture = texture - LOCAL_GL_TEXTURE0;
gl->fActiveTexture(texture);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::AttachShader(nsIWebGLProgram *pobj, nsIWebGLShader *shobj)
{
if (!IsContextStable())
return NS_OK;
// if pobj or shobj are null/not specified, it's an error
if (pobj == nsnull || shobj == nsnull)
return ErrorInvalidValue("attachShader");
WebGLuint progname, shadername;
WebGLProgram *program;
WebGLShader *shader;
if (!GetConcreteObjectAndGLName("attachShader: program", pobj, &program, &progname) ||
!GetConcreteObjectAndGLName("attachShader: shader", shobj, &shader, &shadername))
return NS_OK;
// Per GLSL ES 2.0, we can only have one of each type of shader
// attached. This renders the next test somewhat moot, but we'll
// leave it for when we support more than one shader of each type.
if (program->HasAttachedShaderOfType(shader->ShaderType()))
return ErrorInvalidOperation("AttachShader: only one of each type of shader may be attached to a program");
if (!program->AttachShader(shader))
return ErrorInvalidOperation("AttachShader: shader is already attached");
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BindAttribLocation(nsIWebGLProgram *pobj, WebGLuint location, const nsAString& name)
{
if (!IsContextStable())
return NS_OK;
WebGLuint progname;
if (!GetGLName<WebGLProgram>("bindAttribLocation: program", pobj, &progname))
return NS_OK;
if (!ValidateGLSLVariableName(name, "bindAttribLocation"))
return NS_OK;
if (!ValidateAttribIndex(location, "bindAttribLocation"))
return NS_OK;
MakeContextCurrent();
gl->fBindAttribLocation(progname, location, NS_LossyConvertUTF16toASCII(name).get());
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BindBuffer(WebGLenum target, nsIWebGLBuffer *bobj)
{
WebGLuint bufname;
WebGLBuffer* buf;
bool isNull; // allow null objects
bool isDeleted; // allow deleted objects
if (!GetConcreteObjectAndGLName("bindBuffer", bobj, &buf, &bufname, &isNull, &isDeleted))
return NS_OK;
// silently ignore a deleted buffer
if (isDeleted)
return NS_OK;
if (target != LOCAL_GL_ARRAY_BUFFER &&
target != LOCAL_GL_ELEMENT_ARRAY_BUFFER)
{
return ErrorInvalidEnumInfo("bindBuffer: target", target);
}
if (!isNull) {
if ((buf->Target() != LOCAL_GL_NONE) && (target != buf->Target()))
return ErrorInvalidOperation("BindBuffer: buffer already bound to a different target");
buf->SetTarget(target);
buf->SetHasEverBeenBound(true);
}
// we really want to do this AFTER all the validation is done, otherwise our bookkeeping could get confused.
// see bug 656752
if (target == LOCAL_GL_ARRAY_BUFFER) {
mBoundArrayBuffer = buf;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
mBoundElementArrayBuffer = buf;
}
MakeContextCurrent();
gl->fBindBuffer(target, bufname);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BindFramebuffer(WebGLenum target, nsIWebGLFramebuffer *fbobj)
{
WebGLuint framebuffername;
bool isNull; // allow null objects
bool isDeleted; // allow deleted objects
WebGLFramebuffer *wfb;
if (target != LOCAL_GL_FRAMEBUFFER)
return ErrorInvalidEnum("BindFramebuffer: target must be GL_FRAMEBUFFER");
if (!GetConcreteObjectAndGLName("bindFramebuffer", fbobj, &wfb, &framebuffername, &isNull, &isDeleted))
return NS_OK;
// silently ignore a deleted frame buffer
if (isDeleted)
return NS_OK;
MakeContextCurrent();
if (isNull) {
gl->fBindFramebuffer(target, gl->GetOffscreenFBO());
} else {
gl->fBindFramebuffer(target, framebuffername);
wfb->SetHasEverBeenBound(true);
}
mBoundFramebuffer = wfb;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BindRenderbuffer(WebGLenum target, nsIWebGLRenderbuffer *rbobj)
{
WebGLuint renderbuffername;
bool isNull; // allow null objects
bool isDeleted; // allow deleted objects
WebGLRenderbuffer *wrb;
if (target != LOCAL_GL_RENDERBUFFER)
return ErrorInvalidEnumInfo("bindRenderbuffer: target", target);
if (!GetConcreteObjectAndGLName("bindRenderBuffer", rbobj, &wrb, &renderbuffername, &isNull, &isDeleted))
return NS_OK;
// silently ignore a deleted buffer
if (isDeleted)
return NS_OK;
if (!isNull)
wrb->SetHasEverBeenBound(true);
MakeContextCurrent();
gl->fBindRenderbuffer(target, renderbuffername);
mBoundRenderbuffer = wrb;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BindTexture(WebGLenum target, nsIWebGLTexture *tobj)
{
WebGLuint texturename;
WebGLTexture *tex;
bool isNull; // allow null objects
bool isDeleted; // allow deleted objects
if (!GetConcreteObjectAndGLName("bindTexture", tobj, &tex, &texturename, &isNull, &isDeleted))
return NS_OK;
// silently ignore a deleted texture
if (isDeleted)
return NS_OK;
if (target == LOCAL_GL_TEXTURE_2D) {
mBound2DTextures[mActiveTexture] = tex;
} else if (target == LOCAL_GL_TEXTURE_CUBE_MAP) {
mBoundCubeMapTextures[mActiveTexture] = tex;
} else {
return ErrorInvalidEnumInfo("bindTexture: target", target);
}
MakeContextCurrent();
if (tex)
tex->Bind(target);
else
gl->fBindTexture(target, 0 /* == texturename */);
return NS_OK;
}
GL_SAME_METHOD_4(BlendColor, BlendColor, WebGLfloat, WebGLfloat, WebGLfloat, WebGLfloat)
NS_IMETHODIMP WebGLContext::BlendEquation(WebGLenum mode)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateBlendEquationEnum(mode, "blendEquation: mode"))
return NS_OK;
MakeContextCurrent();
gl->fBlendEquation(mode);
return NS_OK;
}
NS_IMETHODIMP WebGLContext::BlendEquationSeparate(WebGLenum modeRGB, WebGLenum modeAlpha)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") ||
!ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha"))
return NS_OK;
MakeContextCurrent();
gl->fBlendEquationSeparate(modeRGB, modeAlpha);
return NS_OK;
}
NS_IMETHODIMP WebGLContext::BlendFunc(WebGLenum sfactor, WebGLenum dfactor)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") ||
!ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor"))
return NS_OK;
if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB"))
return NS_OK;
MakeContextCurrent();
gl->fBlendFunc(sfactor, dfactor);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BlendFuncSeparate(WebGLenum srcRGB, WebGLenum dstRGB,
WebGLenum srcAlpha, WebGLenum dstAlpha)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") ||
!ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") ||
!ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") ||
!ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha"))
return NS_OK;
// note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see
// "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list
if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB"))
return NS_OK;
MakeContextCurrent();
gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
return NS_OK;
}
GLenum WebGLContext::CheckedBufferData(GLenum target,
GLsizeiptr size,
const GLvoid *data,
GLenum usage)
{
WebGLBuffer *boundBuffer = NULL;
if (target == LOCAL_GL_ARRAY_BUFFER) {
boundBuffer = mBoundArrayBuffer;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
boundBuffer = mBoundElementArrayBuffer;
}
NS_ABORT_IF_FALSE(boundBuffer != nsnull, "no buffer bound for this target");
bool sizeChanges = PRUint32(size) != boundBuffer->ByteLength();
if (sizeChanges) {
UpdateWebGLErrorAndClearGLError();
gl->fBufferData(target, size, data, usage);
GLenum error = LOCAL_GL_NO_ERROR;
UpdateWebGLErrorAndClearGLError(&error);
return error;
} else {
gl->fBufferData(target, size, data, usage);
return LOCAL_GL_NO_ERROR;
}
}
NS_IMETHODIMP
WebGLContext::BufferData(PRInt32 dummy)
{
if (!IsContextStable())
return NS_OK;
// this should never be called
LogMessageIfVerbose("BufferData");
return NS_ERROR_FAILURE;
}
NS_IMETHODIMP
WebGLContext::BufferData_null()
{
if (!IsContextStable())
return NS_OK;
// see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
return ErrorInvalidValue("bufferData: null object passed");
}
NS_IMETHODIMP
WebGLContext::BufferData_size(WebGLenum target, WebGLsizei size, WebGLenum usage)
{
if (!IsContextStable())
return NS_OK;
WebGLBuffer *boundBuffer = NULL;
if (target == LOCAL_GL_ARRAY_BUFFER) {
boundBuffer = mBoundArrayBuffer;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
boundBuffer = mBoundElementArrayBuffer;
} else {
return ErrorInvalidEnumInfo("bufferData: target", target);
}
if (size < 0)
return ErrorInvalidValue("bufferData: negative size");
if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
return NS_OK;
if (!boundBuffer)
return ErrorInvalidOperation("BufferData: no buffer bound!");
MakeContextCurrent();
GLenum error = CheckedBufferData(target, size, 0, usage);
if (error) {
LogMessageIfVerbose("bufferData generated error %s", ErrorName(error));
return NS_OK;
}
boundBuffer->SetByteLength(size);
boundBuffer->InvalidateCachedMaxElements();
if (!boundBuffer->ZeroDataIfElementArray())
return ErrorOutOfMemory("bufferData: out of memory");
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BufferData_buf(WebGLenum target, JSObject *wb, WebGLenum usage)
{
if (!IsContextStable())
return NS_OK;
WebGLBuffer *boundBuffer = NULL;
if (target == LOCAL_GL_ARRAY_BUFFER) {
boundBuffer = mBoundArrayBuffer;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
boundBuffer = mBoundElementArrayBuffer;
} else {
return ErrorInvalidEnumInfo("bufferData: target", target);
}
if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
return NS_OK;
if (!boundBuffer)
return ErrorInvalidOperation("BufferData: no buffer bound!");
MakeContextCurrent();
GLenum error = CheckedBufferData(target,
JS_GetArrayBufferByteLength(wb),
JS_GetArrayBufferData(wb),
usage);
if (error) {
LogMessageIfVerbose("bufferData generated error %s", ErrorName(error));
return NS_OK;
}
boundBuffer->SetByteLength(JS_GetArrayBufferByteLength(wb));
boundBuffer->InvalidateCachedMaxElements();
if (!boundBuffer->CopyDataIfElementArray(JS_GetArrayBufferData(wb)))
return ErrorOutOfMemory("bufferData: out of memory");
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BufferData_array(WebGLenum target, JSObject *wa, WebGLenum usage)
{
if (!IsContextStable())
return NS_OK;
WebGLBuffer *boundBuffer = NULL;
if (target == LOCAL_GL_ARRAY_BUFFER) {
boundBuffer = mBoundArrayBuffer;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
boundBuffer = mBoundElementArrayBuffer;
} else {
return ErrorInvalidEnumInfo("bufferData: target", target);
}
if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
return NS_OK;
if (!boundBuffer)
return ErrorInvalidOperation("BufferData: no buffer bound!");
MakeContextCurrent();
GLenum error = CheckedBufferData(target,
JS_GetTypedArrayByteLength(wa),
JS_GetTypedArrayData(wa),
usage);
if (error) {
LogMessageIfVerbose("bufferData generated error %s", ErrorName(error));
return NS_OK;
}
boundBuffer->SetByteLength(JS_GetTypedArrayByteLength(wa));
boundBuffer->InvalidateCachedMaxElements();
if (!boundBuffer->CopyDataIfElementArray(JS_GetTypedArrayData(wa)))
return ErrorOutOfMemory("bufferData: out of memory");
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BufferSubData(PRInt32)
{
if (!IsContextStable())
return NS_OK;
return NS_ERROR_FAILURE;
}
NS_IMETHODIMP
WebGLContext::BufferSubData_null()
{
if (!IsContextStable())
return NS_OK;
return NS_OK; // see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
}
NS_IMETHODIMP
WebGLContext::BufferSubData_buf(GLenum target, WebGLsizei byteOffset, JSObject *wb)
{
if (!IsContextStable())
return NS_OK;
WebGLBuffer *boundBuffer = NULL;
if (target == LOCAL_GL_ARRAY_BUFFER) {
boundBuffer = mBoundArrayBuffer;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
boundBuffer = mBoundElementArrayBuffer;
} else {
return ErrorInvalidEnumInfo("bufferSubData: target", target);
}
if (byteOffset < 0)
return ErrorInvalidValue("bufferSubData: negative offset");
if (!boundBuffer)
return ErrorInvalidOperation("BufferData: no buffer bound!");
CheckedUint32 checked_neededByteLength = CheckedUint32(byteOffset) + JS_GetArrayBufferByteLength(wb);
if (!checked_neededByteLength.valid())
return ErrorInvalidOperation("bufferSubData: integer overflow computing the needed byte length");
if (checked_neededByteLength.value() > boundBuffer->ByteLength())
return ErrorInvalidOperation("BufferSubData: not enough data - operation requires %d bytes, but buffer only has %d bytes",
byteOffset, JS_GetArrayBufferByteLength(wb), boundBuffer->ByteLength());
MakeContextCurrent();
boundBuffer->CopySubDataIfElementArray(byteOffset, JS_GetArrayBufferByteLength(wb), JS_GetArrayBufferData(wb));
boundBuffer->InvalidateCachedMaxElements();
gl->fBufferSubData(target, byteOffset, JS_GetArrayBufferByteLength(wb), JS_GetArrayBufferData(wb));
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::BufferSubData_array(WebGLenum target, WebGLsizei byteOffset, JSObject *wa)
{
if (!IsContextStable())
return NS_OK;
WebGLBuffer *boundBuffer = NULL;
if (target == LOCAL_GL_ARRAY_BUFFER) {
boundBuffer = mBoundArrayBuffer;
} else if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER) {
boundBuffer = mBoundElementArrayBuffer;
} else {
return ErrorInvalidEnumInfo("bufferSubData: target", target);
}
if (byteOffset < 0)
return ErrorInvalidValue("bufferSubData: negative offset");
if (!boundBuffer)
return ErrorInvalidOperation("BufferData: no buffer bound!");
CheckedUint32 checked_neededByteLength = CheckedUint32(byteOffset) + JS_GetTypedArrayByteLength(wa);
if (!checked_neededByteLength.valid())
return ErrorInvalidOperation("bufferSubData: integer overflow computing the needed byte length");
if (checked_neededByteLength.value() > boundBuffer->ByteLength())
return ErrorInvalidOperation("BufferSubData: not enough data -- operation requires %d bytes, but buffer only has %d bytes",
byteOffset, JS_GetTypedArrayByteLength(wa), boundBuffer->ByteLength());
MakeContextCurrent();
boundBuffer->CopySubDataIfElementArray(byteOffset, JS_GetTypedArrayByteLength(wa), JS_GetTypedArrayData(wa));
boundBuffer->InvalidateCachedMaxElements();
gl->fBufferSubData(target, byteOffset, JS_GetTypedArrayByteLength(wa), JS_GetTypedArrayData(wa));
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CheckFramebufferStatus(WebGLenum target, WebGLenum *retval)
{
if (!IsContextStable())
{
*retval = LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
return NS_OK;
}
*retval = 0;
MakeContextCurrent();
if (target != LOCAL_GL_FRAMEBUFFER)
return ErrorInvalidEnum("checkFramebufferStatus: target must be FRAMEBUFFER");
if (!mBoundFramebuffer)
*retval = LOCAL_GL_FRAMEBUFFER_COMPLETE;
else if(mBoundFramebuffer->HasDepthStencilConflict())
*retval = LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
else if(!mBoundFramebuffer->ColorAttachment().IsDefined())
*retval = LOCAL_GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
else if(mBoundFramebuffer->HasIncompleteAttachment())
*retval = LOCAL_GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
else if(mBoundFramebuffer->HasAttachmentsOfMismatchedDimensions())
*retval = LOCAL_GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
else
*retval = gl->fCheckFramebufferStatus(target);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Clear(PRUint32 mask)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
PRUint32 m = mask & (LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
if (mask != m)
return ErrorInvalidValue("clear: invalid mask bits");
bool needClearCallHere = true;
if (mBoundFramebuffer) {
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("clear: incomplete framebuffer");
} else {
// no FBO is bound, so we are clearing the backbuffer here
EnsureBackbufferClearedAsNeeded();
bool valuesAreDefault = mColorClearValue[0] == 0.0f &&
mColorClearValue[1] == 0.0f &&
mColorClearValue[2] == 0.0f &&
mColorClearValue[3] == 0.0f &&
mDepthClearValue == 1.0f &&
mStencilClearValue == 0;
if (valuesAreDefault &&
mBackbufferClearingStatus == BackbufferClearingStatus::ClearedToDefaultValues)
{
needClearCallHere = false;
}
}
if (needClearCallHere) {
gl->fClear(mask);
mBackbufferClearingStatus = BackbufferClearingStatus::HasBeenDrawnTo;
Invalidate();
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ClearColor(WebGLfloat r, WebGLfloat g, WebGLfloat b, WebGLfloat a)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
mColorClearValue[0] = r;
mColorClearValue[1] = g;
mColorClearValue[2] = b;
mColorClearValue[3] = a;
gl->fClearColor(r, g, b, a);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ClearDepth(WebGLfloat v)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
mDepthClearValue = v;
gl->fClearDepth(v);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ClearStencil(WebGLint v)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
mStencilClearValue = v;
gl->fClearStencil(v);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
mColorWriteMask[0] = r;
mColorWriteMask[1] = g;
mColorWriteMask[2] = b;
mColorWriteMask[3] = a;
gl->fColorMask(r, g, b, a);
return NS_OK;
}
nsresult
WebGLContext::CopyTexSubImage2D_base(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
bool sub)
{
const WebGLRectangleObject *framebufferRect = FramebufferRectangleObject();
WebGLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
WebGLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
const char *info = sub ? "copyTexSubImage2D" : "copyTexImage2D";
MakeContextCurrent();
if (CanvasUtils::CheckSaneSubrectSize(x, y, width, height, framebufferWidth, framebufferHeight)) {
if (sub)
gl->fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
else
gl->fCopyTexImage2D(target, level, internalformat, x, y, width, height, 0);
} else {
// the rect doesn't fit in the framebuffer
/*** first, we initialize the texture as black ***/
// first, compute the size of the buffer we should allocate to initialize the texture as black
PRUint32 texelSize = 0;
if (!ValidateTexFormatAndType(internalformat, LOCAL_GL_UNSIGNED_BYTE, -1, &texelSize, info))
return NS_OK;
CheckedUint32 checked_neededByteLength =
GetImageSize(height, width, texelSize, mPixelStoreUnpackAlignment);
if (!checked_neededByteLength.valid())
return ErrorInvalidOperation("%s: integer overflow computing the needed buffer size", info);
PRUint32 bytesNeeded = checked_neededByteLength.value();
// now that the size is known, create the buffer
// We need some zero pages, because GL doesn't guarantee the
// contents of a texture allocated with NULL data.
// Hopefully calloc will just mmap zero pages here.
void *tempZeroData = calloc(1, bytesNeeded);
if (!tempZeroData)
return ErrorOutOfMemory("%s: could not allocate %d bytes (for zero fill)", info, bytesNeeded);
// now initialize the texture as black
if (sub)
gl->fTexSubImage2D(target, level, 0, 0, width, height,
internalformat, LOCAL_GL_UNSIGNED_BYTE, tempZeroData);
else
gl->fTexImage2D(target, level, internalformat, width, height,
0, internalformat, LOCAL_GL_UNSIGNED_BYTE, tempZeroData);
free(tempZeroData);
// if we are completely outside of the framebuffer, we can exit now with our black texture
if ( x >= framebufferWidth
|| x+width <= 0
|| y >= framebufferHeight
|| y+height <= 0)
{
// we are completely outside of range, can exit now with buffer filled with zeros
return DummyFramebufferOperation(info);
}
GLint actual_x = clamped(x, 0, framebufferWidth);
GLint actual_x_plus_width = clamped(x + width, 0, framebufferWidth);
GLsizei actual_width = actual_x_plus_width - actual_x;
GLint actual_xoffset = xoffset + actual_x - x;
GLint actual_y = clamped(y, 0, framebufferHeight);
GLint actual_y_plus_height = clamped(y + height, 0, framebufferHeight);
GLsizei actual_height = actual_y_plus_height - actual_y;
GLint actual_yoffset = yoffset + actual_y - y;
gl->fCopyTexSubImage2D(target, level, actual_xoffset, actual_yoffset, actual_x, actual_y, actual_width, actual_height);
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CopyTexImage2D(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
WebGLint border)
{
if (!IsContextStable())
return NS_OK;
switch (target) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
break;
default:
return ErrorInvalidEnumInfo("copyTexImage2D: target", target);
}
switch (internalformat) {
case LOCAL_GL_RGB:
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_RGBA:
case LOCAL_GL_ALPHA:
case LOCAL_GL_LUMINANCE_ALPHA:
break;
default:
return ErrorInvalidEnumInfo("CopyTexImage2D: internal format", internalformat);
}
if (border != 0)
return ErrorInvalidValue("copyTexImage2D: border must be 0");
if (width < 0 || height < 0)
return ErrorInvalidValue("copyTexImage2D: width and height may not be negative");
if (level < 0)
return ErrorInvalidValue("copyTexImage2D: level may not be negative");
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (!(maxTextureSize >> level))
return ErrorInvalidValue("copyTexImage2D: 2^level exceeds maximum texture size");
if (level >= 1) {
if (!(is_pot_assuming_nonnegative(width) &&
is_pot_assuming_nonnegative(height)))
return ErrorInvalidValue("copyTexImage2D: with level > 0, width and height must be powers of two");
}
bool texFormatRequiresAlpha = internalformat == LOCAL_GL_RGBA ||
internalformat == LOCAL_GL_ALPHA ||
internalformat == LOCAL_GL_LUMINANCE_ALPHA;
bool fboFormatHasAlpha = mBoundFramebuffer ? mBoundFramebuffer->ColorAttachment().HasAlpha()
: bool(gl->ActualFormat().alpha > 0);
if (texFormatRequiresAlpha && !fboFormatHasAlpha)
return ErrorInvalidOperation("copyTexImage2D: texture format requires an alpha channel "
"but the framebuffer doesn't have one");
if (mBoundFramebuffer)
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("copyTexImage2D: incomplete framebuffer");
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("copyTexImage2D: no texture bound to this target");
// copyTexImage2D only generates textures with type = UNSIGNED_BYTE
GLenum type = LOCAL_GL_UNSIGNED_BYTE;
// check if the memory size of this texture may change with this call
bool sizeMayChange = true;
size_t face = WebGLTexture::FaceForTarget(target);
if (tex->HasImageInfoAt(level, face)) {
const WebGLTexture::ImageInfo& imageInfo = tex->ImageInfoAt(level, face);
sizeMayChange = width != imageInfo.Width() ||
height != imageInfo.Height() ||
internalformat != imageInfo.Format() ||
type != imageInfo.Type();
}
if (sizeMayChange) {
UpdateWebGLErrorAndClearGLError();
CopyTexSubImage2D_base(target, level, internalformat, 0, 0, x, y, width, height, false);
GLenum error = LOCAL_GL_NO_ERROR;
UpdateWebGLErrorAndClearGLError(&error);
if (error) {
LogMessageIfVerbose("copyTexImage2D generated error %s", ErrorName(error));
return NS_OK;
}
} else {
CopyTexSubImage2D_base(target, level, internalformat, 0, 0, x, y, width, height, false);
}
tex->SetImageInfo(target, level, width, height, internalformat, type);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CopyTexSubImage2D(WebGLenum target,
WebGLint level,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height)
{
if (!IsContextStable())
return NS_OK;
switch (target) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
break;
default:
return ErrorInvalidEnumInfo("CopyTexSubImage2D: target", target);
}
if (level < 0)
return ErrorInvalidValue("copyTexSubImage2D: level may not be negative");
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (!(maxTextureSize >> level))
return ErrorInvalidValue("copyTexSubImage2D: 2^level exceeds maximum texture size");
if (width < 0 || height < 0)
return ErrorInvalidValue("copyTexSubImage2D: width and height may not be negative");
if (xoffset < 0 || yoffset < 0)
return ErrorInvalidValue("copyTexSubImage2D: xoffset and yoffset may not be negative");
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("copyTexSubImage2D: no texture bound to this target");
WebGLint face = WebGLTexture::FaceForTarget(target);
if (!tex->HasImageInfoAt(level, face))
return ErrorInvalidOperation("copyTexSubImage2D: no texture image previously defined for this level and face");
const WebGLTexture::ImageInfo &imageInfo = tex->ImageInfoAt(level, face);
WebGLsizei texWidth = imageInfo.Width();
WebGLsizei texHeight = imageInfo.Height();
if (xoffset + width > texWidth || xoffset + width < 0)
return ErrorInvalidValue("copyTexSubImage2D: xoffset+width is too large");
if (yoffset + height > texHeight || yoffset + height < 0)
return ErrorInvalidValue("copyTexSubImage2D: yoffset+height is too large");
WebGLenum format = imageInfo.Format();
bool texFormatRequiresAlpha = format == LOCAL_GL_RGBA ||
format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_LUMINANCE_ALPHA;
bool fboFormatHasAlpha = mBoundFramebuffer ? mBoundFramebuffer->ColorAttachment().HasAlpha()
: bool(gl->ActualFormat().alpha > 0);
if (texFormatRequiresAlpha && !fboFormatHasAlpha)
return ErrorInvalidOperation("copyTexSubImage2D: texture format requires an alpha channel "
"but the framebuffer doesn't have one");
if (mBoundFramebuffer)
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("copyTexSubImage2D: incomplete framebuffer");
return CopyTexSubImage2D_base(target, level, format, xoffset, yoffset, x, y, width, height, true);
}
NS_IMETHODIMP
WebGLContext::CreateProgram(nsIWebGLProgram **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLProgram *prog = new WebGLProgram(this);
NS_ADDREF(*retval = prog);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CreateShader(WebGLenum type, nsIWebGLShader **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
if (type != LOCAL_GL_VERTEX_SHADER &&
type != LOCAL_GL_FRAGMENT_SHADER)
{
return ErrorInvalidEnumInfo("createShader: type", type);
}
WebGLShader *shader = new WebGLShader(this, type);
NS_ADDREF(*retval = shader);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CullFace(WebGLenum face)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateFaceEnum(face, "cullFace"))
return NS_OK;
MakeContextCurrent();
gl->fCullFace(face);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DeleteBuffer(nsIWebGLBuffer *bobj)
{
if (!IsContextStable())
return NS_OK;
WebGLuint bufname;
WebGLBuffer *buf;
bool isNull, isDeleted;
if (!GetConcreteObjectAndGLName("deleteBuffer", bobj, &buf, &bufname, &isNull, &isDeleted))
return NS_OK;
if (isNull || isDeleted)
return NS_OK;
if (mBoundArrayBuffer == buf)
BindBuffer(LOCAL_GL_ARRAY_BUFFER, nsnull);
if (mBoundElementArrayBuffer == buf)
BindBuffer(LOCAL_GL_ELEMENT_ARRAY_BUFFER, nsnull);
for (int i = 0; i < mGLMaxVertexAttribs; i++) {
if (mAttribBuffers[i].buf == buf)
mAttribBuffers[i].buf = nsnull;
}
buf->RequestDelete();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DeleteFramebuffer(nsIWebGLFramebuffer *fbobj)
{
if (!IsContextStable())
return NS_OK;
WebGLFramebuffer *fbuf;
WebGLuint fbufname;
bool isNull, isDeleted;
if (!GetConcreteObjectAndGLName("deleteFramebuffer", fbobj, &fbuf, &fbufname, &isNull, &isDeleted))
return NS_OK;
if (isNull || isDeleted)
return NS_OK;
fbuf->RequestDelete();
if (mBoundFramebuffer == fbuf)
BindFramebuffer(LOCAL_GL_FRAMEBUFFER, nsnull);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DeleteRenderbuffer(nsIWebGLRenderbuffer *rbobj)
{
if (!IsContextStable())
return NS_OK;
WebGLRenderbuffer *rbuf;
WebGLuint rbufname;
bool isNull, isDeleted;
if (!GetConcreteObjectAndGLName("deleteRenderbuffer", rbobj, &rbuf, &rbufname, &isNull, &isDeleted))
return NS_OK;
if (isNull || isDeleted)
return NS_OK;
if (mBoundFramebuffer)
mBoundFramebuffer->DetachRenderbuffer(rbuf);
if (mBoundRenderbuffer == rbuf)
BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nsnull);
rbuf->RequestDelete();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DeleteTexture(nsIWebGLTexture *tobj)
{
if (!IsContextStable())
return NS_OK;
WebGLTexture *tex;
WebGLuint texname;
bool isNull, isDeleted;
if (!GetConcreteObjectAndGLName("deleteTexture", tobj, &tex, &texname, &isNull, &isDeleted))
return NS_OK;
if (isNull || isDeleted)
return NS_OK;
if (mBoundFramebuffer)
mBoundFramebuffer->DetachTexture(tex);
for (int i = 0; i < mGLMaxTextureUnits; i++) {
if ((tex->Target() == LOCAL_GL_TEXTURE_2D && mBound2DTextures[i] == tex) ||
(tex->Target() == LOCAL_GL_TEXTURE_CUBE_MAP && mBoundCubeMapTextures[i] == tex))
{
ActiveTexture(LOCAL_GL_TEXTURE0 + i);
BindTexture(tex->Target(), nsnull);
}
}
ActiveTexture(LOCAL_GL_TEXTURE0 + mActiveTexture);
tex->RequestDelete();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DeleteProgram(nsIWebGLProgram *pobj)
{
if (!IsContextStable())
return NS_OK;
WebGLuint progname;
WebGLProgram *prog;
bool isNull, isDeleted;
if (!GetConcreteObjectAndGLName("deleteProgram", pobj, &prog, &progname, &isNull, &isDeleted))
return NS_OK;
if (isNull || isDeleted)
return NS_OK;
prog->RequestDelete();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DeleteShader(nsIWebGLShader *sobj)
{
if (!IsContextStable())
return NS_OK;
WebGLuint shadername;
WebGLShader *shader;
bool isNull, isDeleted;
if (!GetConcreteObjectAndGLName("deleteShader", sobj, &shader, &shadername, &isNull, &isDeleted))
return NS_OK;
if (isNull || isDeleted)
return NS_OK;
shader->RequestDelete();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DetachShader(nsIWebGLProgram *pobj, nsIWebGLShader *shobj)
{
if (!IsContextStable())
return NS_OK;
WebGLuint progname, shadername;
WebGLProgram *program;
WebGLShader *shader;
bool shaderDeleted;
if (!GetConcreteObjectAndGLName("detachShader: program", pobj, &program, &progname) ||
!GetConcreteObjectAndGLName("detachShader: shader", shobj, &shader, &shadername, nsnull, &shaderDeleted))
return NS_OK;
// shaderDeleted is ignored -- it's valid to attempt to detach a
// deleted shader, since it's still a shader
if (!program->DetachShader(shader))
return ErrorInvalidOperation("DetachShader: shader is not attached");
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DepthFunc(WebGLenum func)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateComparisonEnum(func, "depthFunc"))
return NS_OK;
MakeContextCurrent();
gl->fDepthFunc(func);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DepthMask(WebGLboolean b)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
mDepthWriteMask = b;
gl->fDepthMask(b);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DepthRange(WebGLfloat zNear, WebGLfloat zFar)
{
if (!IsContextStable())
return NS_OK;
if (zNear > zFar)
return ErrorInvalidOperation("depthRange: the near value is greater than the far value!");
MakeContextCurrent();
gl->fDepthRange(zNear, zFar);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DisableVertexAttribArray(WebGLuint index)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateAttribIndex(index, "disableVertexAttribArray"))
return NS_OK;
MakeContextCurrent();
if (index || gl->IsGLES2())
gl->fDisableVertexAttribArray(index);
mAttribBuffers[index].enabled = false;
return NS_OK;
}
int
WebGLContext::WhatDoesVertexAttrib0Need()
{
// here we may assume that mCurrentProgram != null
// work around Mac OSX crash, see bug 631420
#ifdef XP_MACOSX
if (mAttribBuffers[0].enabled &&
!mCurrentProgram->IsAttribInUse(0))
return VertexAttrib0Status::EmulatedUninitializedArray;
#endif
return (gl->IsGLES2() || mAttribBuffers[0].enabled) ? VertexAttrib0Status::Default
: mCurrentProgram->IsAttribInUse(0) ? VertexAttrib0Status::EmulatedInitializedArray
: VertexAttrib0Status::EmulatedUninitializedArray;
}
bool
WebGLContext::DoFakeVertexAttrib0(WebGLuint vertexCount)
{
int whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
if (whatDoesAttrib0Need == VertexAttrib0Status::Default)
return true;
CheckedUint32 checked_dataSize = CheckedUint32(vertexCount) * 4 * sizeof(WebGLfloat);
if (!checked_dataSize.valid()) {
ErrorOutOfMemory("Integer overflow trying to construct a fake vertex attrib 0 array for a draw-operation "
"with %d vertices. Try reducing the number of vertices.", vertexCount);
return false;
}
WebGLuint dataSize = checked_dataSize.value();
if (!mFakeVertexAttrib0BufferObject) {
gl->fGenBuffers(1, &mFakeVertexAttrib0BufferObject);
}
// if the VBO status is already exactly what we need, or if the only difference is that it's initialized and
// we don't need it to be, then consider it OK
bool vertexAttrib0BufferStatusOK =
mFakeVertexAttrib0BufferStatus == whatDoesAttrib0Need ||
(mFakeVertexAttrib0BufferStatus == VertexAttrib0Status::EmulatedInitializedArray &&
whatDoesAttrib0Need == VertexAttrib0Status::EmulatedUninitializedArray);
if (!vertexAttrib0BufferStatusOK ||
mFakeVertexAttrib0BufferObjectSize < dataSize ||
mFakeVertexAttrib0BufferObjectVector[0] != mVertexAttrib0Vector[0] ||
mFakeVertexAttrib0BufferObjectVector[1] != mVertexAttrib0Vector[1] ||
mFakeVertexAttrib0BufferObjectVector[2] != mVertexAttrib0Vector[2] ||
mFakeVertexAttrib0BufferObjectVector[3] != mVertexAttrib0Vector[3])
{
mFakeVertexAttrib0BufferStatus = whatDoesAttrib0Need;
mFakeVertexAttrib0BufferObjectSize = dataSize;
mFakeVertexAttrib0BufferObjectVector[0] = mVertexAttrib0Vector[0];
mFakeVertexAttrib0BufferObjectVector[1] = mVertexAttrib0Vector[1];
mFakeVertexAttrib0BufferObjectVector[2] = mVertexAttrib0Vector[2];
mFakeVertexAttrib0BufferObjectVector[3] = mVertexAttrib0Vector[3];
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject);
GLenum error = LOCAL_GL_NO_ERROR;
UpdateWebGLErrorAndClearGLError();
if (mFakeVertexAttrib0BufferStatus == VertexAttrib0Status::EmulatedInitializedArray) {
nsAutoArrayPtr<WebGLfloat> array(new WebGLfloat[4 * vertexCount]);
for(size_t i = 0; i < vertexCount; ++i) {
array[4 * i + 0] = mVertexAttrib0Vector[0];
array[4 * i + 1] = mVertexAttrib0Vector[1];
array[4 * i + 2] = mVertexAttrib0Vector[2];
array[4 * i + 3] = mVertexAttrib0Vector[3];
}
gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, array, LOCAL_GL_DYNAMIC_DRAW);
} else {
gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, nsnull, LOCAL_GL_DYNAMIC_DRAW);
}
UpdateWebGLErrorAndClearGLError(&error);
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->GLName() : 0);
// note that we do this error checking and early return AFTER having restored the buffer binding above
if (error) {
ErrorOutOfMemory("Ran out of memory trying to construct a fake vertex attrib 0 array for a draw-operation "
"with %d vertices. Try reducing the number of vertices.", vertexCount);
return false;
}
}
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject);
gl->fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0);
return true;
}
void
WebGLContext::UndoFakeVertexAttrib0()
{
int whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
if (whatDoesAttrib0Need == VertexAttrib0Status::Default)
return;
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mAttribBuffers[0].buf ? mAttribBuffers[0].buf->GLName() : 0);
gl->fVertexAttribPointer(0,
mAttribBuffers[0].size,
mAttribBuffers[0].type,
mAttribBuffers[0].normalized,
mAttribBuffers[0].stride,
reinterpret_cast<const GLvoid *>(mAttribBuffers[0].byteOffset));
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->GLName() : 0);
}
bool
WebGLContext::NeedFakeBlack()
{
// handle this case first, it's the generic case
if (mFakeBlackStatus == DoNotNeedFakeBlack)
return false;
if (mFakeBlackStatus == DontKnowIfNeedFakeBlack) {
for (PRInt32 i = 0; i < mGLMaxTextureUnits; ++i) {
if ((mBound2DTextures[i] && mBound2DTextures[i]->NeedFakeBlack()) ||
(mBoundCubeMapTextures[i] && mBoundCubeMapTextures[i]->NeedFakeBlack()))
{
mFakeBlackStatus = DoNeedFakeBlack;
break;
}
}
// 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;
}
void
WebGLContext::BindFakeBlackTextures()
{
// this is the generic case: try to return early
if (!NeedFakeBlack())
return;
if (!mBlackTexturesAreInitialized) {
GLuint bound2DTex = 0;
GLuint boundCubeTex = 0;
gl->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, (GLint*) &bound2DTex);
gl->fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_CUBE_MAP, (GLint*) &boundCubeTex);
const PRUint8 black[] = {0, 0, 0, 255};
gl->fGenTextures(1, &mBlackTexture2D);
gl->fBindTexture(LOCAL_GL_TEXTURE_2D, mBlackTexture2D);
gl->fTexImage2D(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, 1, 1,
0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, &black);
gl->fGenTextures(1, &mBlackTextureCubeMap);
gl->fBindTexture(LOCAL_GL_TEXTURE_CUBE_MAP, mBlackTextureCubeMap);
for (WebGLuint i = 0; i < 6; ++i) {
gl->fTexImage2D(LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, LOCAL_GL_RGBA, 1, 1,
0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, &black);
}
// Reset bound textures
gl->fBindTexture(LOCAL_GL_TEXTURE_2D, bound2DTex);
gl->fBindTexture(LOCAL_GL_TEXTURE_CUBE_MAP, boundCubeTex);
mBlackTexturesAreInitialized = true;
}
for (PRInt32 i = 0; i < mGLMaxTextureUnits; ++i) {
if (mBound2DTextures[i] && mBound2DTextures[i]->NeedFakeBlack()) {
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
gl->fBindTexture(LOCAL_GL_TEXTURE_2D, mBlackTexture2D);
}
if (mBoundCubeMapTextures[i] && mBoundCubeMapTextures[i]->NeedFakeBlack()) {
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
gl->fBindTexture(LOCAL_GL_TEXTURE_CUBE_MAP, mBlackTextureCubeMap);
}
}
}
void
WebGLContext::UnbindFakeBlackTextures()
{
// this is the generic case: try to return early
if (!NeedFakeBlack())
return;
for (PRInt32 i = 0; i < mGLMaxTextureUnits; ++i) {
if (mBound2DTextures[i] && mBound2DTextures[i]->NeedFakeBlack()) {
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
gl->fBindTexture(LOCAL_GL_TEXTURE_2D, mBound2DTextures[i]->GLName());
}
if (mBoundCubeMapTextures[i] && mBoundCubeMapTextures[i]->NeedFakeBlack()) {
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
gl->fBindTexture(LOCAL_GL_TEXTURE_CUBE_MAP, mBoundCubeMapTextures[i]->GLName());
}
}
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mActiveTexture);
}
NS_IMETHODIMP
WebGLContext::DrawArrays(GLenum mode, WebGLint first, WebGLsizei count)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateDrawModeEnum(mode, "drawArrays: mode"))
return NS_OK;
if (first < 0 || count < 0)
return ErrorInvalidValue("DrawArrays: negative first or count");
if (!ValidateStencilParamsForDrawCall())
return NS_OK;
// If count is 0, there's nothing to do.
if (count == 0)
return NS_OK;
// If there is no current program, this is silently ignored.
// Any checks below this depend on a program being available.
if (!mCurrentProgram)
return NS_OK;
PRInt32 maxAllowedCount = 0;
if (!ValidateBuffers(&maxAllowedCount, "drawArrays"))
return NS_OK;
CheckedInt32 checked_firstPlusCount = CheckedInt32(first) + count;
if (!checked_firstPlusCount.valid())
return ErrorInvalidOperation("drawArrays: overflow in first+count");
if (checked_firstPlusCount.value() > maxAllowedCount)
return ErrorInvalidOperation("drawArrays: bound vertex attribute buffers do not have sufficient size for given first and count");
MakeContextCurrent();
if (mBoundFramebuffer) {
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("drawArrays: incomplete framebuffer");
} else {
EnsureBackbufferClearedAsNeeded();
}
BindFakeBlackTextures();
if (!DoFakeVertexAttrib0(checked_firstPlusCount.value()))
return NS_OK;
SetupRobustnessTimer();
gl->fDrawArrays(mode, first, count);
UndoFakeVertexAttrib0();
UnbindFakeBlackTextures();
mBackbufferClearingStatus = BackbufferClearingStatus::HasBeenDrawnTo;
Invalidate();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::DrawElements(WebGLenum mode, WebGLsizei count, WebGLenum type, WebGLint byteOffset)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateDrawModeEnum(mode, "drawElements: mode"))
return NS_OK;
if (count < 0 || byteOffset < 0)
return ErrorInvalidValue("DrawElements: negative count or offset");
if (!ValidateStencilParamsForDrawCall())
return NS_OK;
// If count is 0, there's nothing to do.
if (count == 0)
return NS_OK;
CheckedUint32 checked_byteCount;
if (type == LOCAL_GL_UNSIGNED_SHORT) {
checked_byteCount = 2 * CheckedUint32(count);
if (byteOffset % 2 != 0)
return ErrorInvalidOperation("DrawElements: invalid byteOffset for UNSIGNED_SHORT (must be a multiple of 2)");
} else if (type == LOCAL_GL_UNSIGNED_BYTE) {
checked_byteCount = count;
} else {
return ErrorInvalidEnum("DrawElements: type must be UNSIGNED_SHORT or UNSIGNED_BYTE");
}
if (!checked_byteCount.valid())
return ErrorInvalidValue("DrawElements: overflow in byteCount");
// If there is no current program, this is silently ignored.
// Any checks below this depend on a program being available.
if (!mCurrentProgram)
return NS_OK;
if (!mBoundElementArrayBuffer)
return ErrorInvalidOperation("DrawElements: must have element array buffer binding");
if (!mBoundElementArrayBuffer->Data())
return ErrorInvalidOperation("drawElements: bound element array buffer doesn't have any data");
CheckedUint32 checked_neededByteCount = checked_byteCount + byteOffset;
if (!checked_neededByteCount.valid())
return ErrorInvalidOperation("DrawElements: overflow in byteOffset+byteCount");
if (checked_neededByteCount.value() > mBoundElementArrayBuffer->ByteLength())
return ErrorInvalidOperation("DrawElements: bound element array buffer is too small for given count and offset");
PRInt32 maxAllowedCount = 0;
if (!ValidateBuffers(&maxAllowedCount, "drawElements"))
return NS_OK;
PRInt32 maxIndex
= type == LOCAL_GL_UNSIGNED_SHORT
? mBoundElementArrayBuffer->FindMaxUshortElement()
: mBoundElementArrayBuffer->FindMaxUbyteElement();
CheckedInt32 checked_maxIndexPlusOne = CheckedInt32(maxIndex) + 1;
if (!checked_maxIndexPlusOne.valid() ||
checked_maxIndexPlusOne.value() > maxAllowedCount)
{
// the index array contains invalid indices for the current drawing state, but they
// might not be used by the present drawElements call, depending on first and count.
PRInt32 maxIndexInSubArray
= type == LOCAL_GL_UNSIGNED_SHORT
? mBoundElementArrayBuffer->FindMaxElementInSubArray<GLushort>(count, byteOffset)
: mBoundElementArrayBuffer->FindMaxElementInSubArray<GLubyte>(count, byteOffset);
CheckedInt32 checked_maxIndexInSubArrayPlusOne = CheckedInt32(maxIndexInSubArray) + 1;
if (!checked_maxIndexInSubArrayPlusOne.valid() ||
checked_maxIndexInSubArrayPlusOne.value() > maxAllowedCount)
{
return ErrorInvalidOperation(
"DrawElements: bound vertex attribute buffers do not have sufficient "
"size for given indices from the bound element array");
}
}
MakeContextCurrent();
if (mBoundFramebuffer) {
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("drawElements: incomplete framebuffer");
} else {
EnsureBackbufferClearedAsNeeded();
}
BindFakeBlackTextures();
if (!DoFakeVertexAttrib0(checked_maxIndexPlusOne.value()))
return NS_OK;
SetupRobustnessTimer();
gl->fDrawElements(mode, count, type, reinterpret_cast<GLvoid*>(byteOffset));
UndoFakeVertexAttrib0();
UnbindFakeBlackTextures();
mBackbufferClearingStatus = BackbufferClearingStatus::HasBeenDrawnTo;
Invalidate();
return NS_OK;
}
NS_IMETHODIMP WebGLContext::Enable(WebGLenum cap)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateCapabilityEnum(cap, "enable"))
return NS_OK;
switch(cap) {
case LOCAL_GL_SCISSOR_TEST:
mScissorTestEnabled = 1;
break;
case LOCAL_GL_DITHER:
mDitherEnabled = 1;
break;
}
MakeContextCurrent();
gl->fEnable(cap);
return NS_OK;
}
NS_IMETHODIMP WebGLContext::Disable(WebGLenum cap)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateCapabilityEnum(cap, "disable"))
return NS_OK;
switch(cap) {
case LOCAL_GL_SCISSOR_TEST:
mScissorTestEnabled = 0;
break;
case LOCAL_GL_DITHER:
mDitherEnabled = 0;
break;
}
MakeContextCurrent();
gl->fDisable(cap);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::EnableVertexAttribArray(WebGLuint index)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateAttribIndex(index, "enableVertexAttribArray"))
return NS_OK;
MakeContextCurrent();
gl->fEnableVertexAttribArray(index);
mAttribBuffers[index].enabled = true;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::FramebufferRenderbuffer(WebGLenum target, WebGLenum attachment, WebGLenum rbtarget, nsIWebGLRenderbuffer *rbobj)
{
if (!IsContextStable())
return NS_OK;
if (!mBoundFramebuffer)
return ErrorInvalidOperation("framebufferRenderbuffer: cannot modify framebuffer 0");
return mBoundFramebuffer->FramebufferRenderbuffer(target, attachment, rbtarget, rbobj);
}
NS_IMETHODIMP
WebGLContext::FramebufferTexture2D(WebGLenum target,
WebGLenum attachment,
WebGLenum textarget,
nsIWebGLTexture *tobj,
WebGLint level)
{
if (!IsContextStable())
return NS_OK;
2011-09-29 07:13:49 -07:00
if (mBoundFramebuffer)
return mBoundFramebuffer->FramebufferTexture2D(target, attachment, textarget, tobj, level);
else
return ErrorInvalidOperation("framebufferTexture2D: cannot modify framebuffer 0");
}
GL_SAME_METHOD_0(Flush, Flush)
GL_SAME_METHOD_0(Finish, Finish)
NS_IMETHODIMP
WebGLContext::FrontFace(WebGLenum mode)
{
if (!IsContextStable())
return NS_OK;
switch (mode) {
case LOCAL_GL_CW:
case LOCAL_GL_CCW:
break;
default:
return ErrorInvalidEnumInfo("frontFace: mode", mode);
}
MakeContextCurrent();
gl->fFrontFace(mode);
return NS_OK;
}
// returns an object: { size: ..., type: ..., name: ... }
NS_IMETHODIMP
WebGLContext::GetActiveAttrib(nsIWebGLProgram *pobj, PRUint32 index, nsIWebGLActiveInfo **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLuint progname;
if (!GetGLName<WebGLProgram>("getActiveAttrib: program", pobj, &progname))
return NS_OK;
MakeContextCurrent();
GLint len = 0;
gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &len);
if (len == 0)
return NS_OK;
nsAutoArrayPtr<char> name(new char[len]);
GLint attrsize = 0;
GLuint attrtype = 0;
gl->fGetActiveAttrib(progname, index, len, &len, &attrsize, &attrtype, name);
if (attrsize == 0 || attrtype == 0) {
*retval = nsnull;
return NS_OK;
}
WebGLActiveInfo *retActiveInfo = new WebGLActiveInfo(attrsize, attrtype, name.get(), len);
NS_ADDREF(*retval = retActiveInfo);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GenerateMipmap(WebGLenum target)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateTextureTargetEnum(target, "generateMipmap"))
return NS_OK;
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("generateMipmap: no texture is bound to this target");
if (!tex->IsFirstImagePowerOfTwo()) {
return ErrorInvalidOperation("generateMipmap: the width or height of this texture is not a power of two");
}
if (!tex->AreAllLevel0ImageInfosEqual()) {
return ErrorInvalidOperation("generateMipmap: the six faces of this cube map have different dimensions, format, or type.");
}
tex->SetGeneratedMipmap();
MakeContextCurrent();
2011-09-29 07:13:49 -07:00
gl->fGenerateMipmap(target);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetActiveUniform(nsIWebGLProgram *pobj, PRUint32 index, nsIWebGLActiveInfo **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLuint progname;
if (!GetGLName<WebGLProgram>("getActiveUniform: program", pobj, &progname))
return NS_OK;
MakeContextCurrent();
GLint len = 0;
gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &len);
if (len == 0)
*retval = nsnull;
nsAutoArrayPtr<char> name(new char[len + 3]); // +3 because we might have to append "[0]", see below
GLint attrsize = 0;
GLuint attrtype = 0;
gl->fGetActiveUniform(progname, index, len, &len, &attrsize, &attrtype, name);
if (len == 0 || attrsize == 0 || attrtype == 0) {
*retval = nsnull;
return NS_OK;
}
// OpenGL ES 2.0 specifies that if foo is a uniform array, GetActiveUniform returns its name as "foo[0]".
// See section 2.10 page 35 in the OpenGL ES 2.0.24 specification:
//
// > If the active uniform is an array, the uniform name returned in name will always
// > be the name of the uniform array appended with "[0]".
//
// There is no such requirement in the OpenGL (non-ES) spec and indeed we have OpenGL implementations returning
// "foo" instead of "foo[0]". So, when implementing WebGL on top of desktop OpenGL, we must check if the
// returned name ends in [0], and if it doesn't, append that.
//
// In principle we don't need to do that on OpenGL ES, but this is such a tricky difference between the ES and non-ES
// specs that it seems probable that some ES implementers will overlook it. Since the work-around is quite cheap,
// we do it unconditionally.
if (attrsize > 1 && name[len-1] != ']') {
name[len++] = '[';
name[len++] = '0';
name[len++] = ']';
}
WebGLActiveInfo *retActiveInfo = new WebGLActiveInfo(attrsize, attrtype, name.get(), len);
NS_ADDREF(*retval = retActiveInfo);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetAttachedShaders(nsIWebGLProgram *pobj, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLProgram *prog;
bool isNull;
if (!GetConcreteObject("getAttachedShaders", pobj, &prog, &isNull))
return NS_OK;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
MakeContextCurrent();
if (isNull) {
wrval->SetAsEmpty();
// note no return, we still want to return the variant
ErrorInvalidValue("getAttachedShaders: invalid program");
} else if (prog->AttachedShaders().Length() == 0) {
wrval->SetAsEmptyArray();
} else {
wrval->SetAsArray(nsIDataType::VTYPE_INTERFACE,
&NS_GET_IID(nsIWebGLShader),
prog->AttachedShaders().Length(),
const_cast<void*>( // @#$% SetAsArray doesn't accept a const void*
static_cast<const void*>(
prog->AttachedShaders().Elements()
)
)
);
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetAttribLocation(nsIWebGLProgram *pobj,
const nsAString& name,
PRInt32 *retval)
{
if (!IsContextStable())
{
*retval = -1;
return NS_OK;
}
*retval = 0;
WebGLuint progname;
if (!GetGLName<WebGLProgram>("getAttribLocation: program", pobj, &progname))
return NS_OK;
if (!ValidateGLSLVariableName(name, "getAttribLocation"))
return NS_OK;
MakeContextCurrent();
*retval = gl->fGetAttribLocation(progname, NS_LossyConvertUTF16toASCII(name).get());
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetParameter(PRUint32 pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
MakeContextCurrent();
if (MinCapabilityMode()) {
bool override = true;
switch(pname) {
//
// Single-value params
//
// int
case LOCAL_GL_MAX_VERTEX_ATTRIBS:
wrval->SetAsInt32(MINVALUE_GL_MAX_VERTEX_ATTRIBS);
break;
case LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS:
wrval->SetAsInt32(MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS);
break;
case LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS:
wrval->SetAsInt32(MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS);
break;
case LOCAL_GL_MAX_VARYING_VECTORS:
wrval->SetAsInt32(MINVALUE_GL_MAX_VARYING_VECTORS);
break;
case LOCAL_GL_MAX_TEXTURE_SIZE:
wrval->SetAsInt32(MINVALUE_GL_MAX_TEXTURE_SIZE);
break;
case LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE:
wrval->SetAsInt32(MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE);
break;
case LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS:
wrval->SetAsInt32(MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS);
break;
case LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
wrval->SetAsInt32(MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
break;
case LOCAL_GL_MAX_RENDERBUFFER_SIZE:
wrval->SetAsInt32(MINVALUE_GL_MAX_RENDERBUFFER_SIZE);
break;
default:
override = false;
}
if (override) {
*retval = wrval.forget().get();
return NS_OK;
}
}
switch (pname) {
//
// String params
//
case LOCAL_GL_VENDOR:
wrval->SetAsDOMString(NS_LITERAL_STRING("Mozilla"));
break;
case LOCAL_GL_RENDERER:
wrval->SetAsDOMString(NS_LITERAL_STRING("Mozilla"));
break;
case LOCAL_GL_VERSION:
wrval->SetAsDOMString(NS_LITERAL_STRING("WebGL 1.0"));
break;
case LOCAL_GL_SHADING_LANGUAGE_VERSION:
wrval->SetAsDOMString(NS_LITERAL_STRING("WebGL GLSL ES 1.0"));
break;
//
// Single-value params
//
// int
case LOCAL_GL_CULL_FACE_MODE:
case LOCAL_GL_FRONT_FACE:
case LOCAL_GL_ACTIVE_TEXTURE:
case LOCAL_GL_STENCIL_CLEAR_VALUE:
case LOCAL_GL_STENCIL_FUNC:
case LOCAL_GL_STENCIL_REF:
case LOCAL_GL_STENCIL_FAIL:
case LOCAL_GL_STENCIL_PASS_DEPTH_FAIL:
case LOCAL_GL_STENCIL_PASS_DEPTH_PASS:
case LOCAL_GL_STENCIL_BACK_FUNC:
case LOCAL_GL_STENCIL_BACK_REF:
case LOCAL_GL_STENCIL_BACK_FAIL:
case LOCAL_GL_STENCIL_BACK_PASS_DEPTH_FAIL:
case LOCAL_GL_STENCIL_BACK_PASS_DEPTH_PASS:
case LOCAL_GL_DEPTH_FUNC:
case LOCAL_GL_BLEND_SRC_RGB:
case LOCAL_GL_BLEND_SRC_ALPHA:
case LOCAL_GL_BLEND_DST_RGB:
case LOCAL_GL_BLEND_DST_ALPHA:
case LOCAL_GL_BLEND_EQUATION_RGB:
case LOCAL_GL_BLEND_EQUATION_ALPHA:
case LOCAL_GL_UNPACK_ALIGNMENT:
case LOCAL_GL_PACK_ALIGNMENT:
case LOCAL_GL_GENERATE_MIPMAP_HINT:
case LOCAL_GL_SUBPIXEL_BITS:
case LOCAL_GL_MAX_TEXTURE_SIZE:
case LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE:
case LOCAL_GL_SAMPLE_BUFFERS:
case LOCAL_GL_SAMPLES:
case LOCAL_GL_MAX_VERTEX_ATTRIBS:
case LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
case LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
case LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS:
case LOCAL_GL_MAX_RENDERBUFFER_SIZE:
case LOCAL_GL_RED_BITS:
case LOCAL_GL_GREEN_BITS:
case LOCAL_GL_BLUE_BITS:
case LOCAL_GL_ALPHA_BITS:
case LOCAL_GL_DEPTH_BITS:
case LOCAL_GL_STENCIL_BITS:
{
GLint i = 0;
gl->fGetIntegerv(pname, &i);
wrval->SetAsInt32(i);
}
break;
case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if (mEnabledExtensions[WebGL_OES_standard_derivatives]) {
GLint i = 0;
gl->fGetIntegerv(pname, &i);
wrval->SetAsInt32(i);
}
else
return ErrorInvalidEnum("getParameter: parameter", pname);
break;
case LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS:
wrval->SetAsInt32(mGLMaxVertexUniformVectors);
break;
case LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS:
wrval->SetAsInt32(mGLMaxFragmentUniformVectors);
break;
case LOCAL_GL_MAX_VARYING_VECTORS:
wrval->SetAsInt32(mGLMaxVaryingVectors);
break;
case LOCAL_GL_NUM_COMPRESSED_TEXTURE_FORMATS:
wrval->SetAsInt32(0);
break;
case LOCAL_GL_COMPRESSED_TEXTURE_FORMATS:
wrval->SetAsEmptyArray();
break;
// unsigned int. here we may have to return very large values like 2^32-1 that can't be represented as
// javascript integer values. We just return them as doubles and javascript doesn't care.
case LOCAL_GL_STENCIL_BACK_VALUE_MASK:
case LOCAL_GL_STENCIL_BACK_WRITEMASK:
case LOCAL_GL_STENCIL_VALUE_MASK:
case LOCAL_GL_STENCIL_WRITEMASK:
{
GLint i = 0; // the GL api (glGetIntegerv) only does signed ints
gl->fGetIntegerv(pname, &i);
GLuint i_unsigned(i); // this is where -1 becomes 2^32-1
double i_double(i_unsigned); // pass as FP value to allow large values such as 2^32-1.
wrval->SetAsDouble(i_double);
}
break;
// float
case LOCAL_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
if (mEnabledExtensions[WebGL_EXT_texture_filter_anisotropic]) {
GLfloat f = 0.f;
gl->fGetFloatv(pname, &f);
wrval->SetAsFloat(f);
} else {
return ErrorInvalidEnum("getParameter: parameter", pname);
}
break;
case LOCAL_GL_DEPTH_CLEAR_VALUE:
case LOCAL_GL_LINE_WIDTH:
case LOCAL_GL_POLYGON_OFFSET_FACTOR:
case LOCAL_GL_POLYGON_OFFSET_UNITS:
case LOCAL_GL_SAMPLE_COVERAGE_VALUE:
{
GLfloat f = 0.f;
gl->fGetFloatv(pname, &f);
wrval->SetAsFloat(f);
}
break;
// bool
case LOCAL_GL_BLEND:
case LOCAL_GL_DEPTH_TEST:
case LOCAL_GL_STENCIL_TEST:
case LOCAL_GL_CULL_FACE:
case LOCAL_GL_DITHER:
case LOCAL_GL_POLYGON_OFFSET_FILL:
case LOCAL_GL_SCISSOR_TEST:
case LOCAL_GL_SAMPLE_COVERAGE_INVERT:
case LOCAL_GL_DEPTH_WRITEMASK:
{
realGLboolean b = 0;
gl->fGetBooleanv(pname, &b);
wrval->SetAsBool(bool(b));
}
break;
// bool, WebGL-specific
case UNPACK_FLIP_Y_WEBGL:
wrval->SetAsBool(mPixelStoreFlipY);
break;
case UNPACK_PREMULTIPLY_ALPHA_WEBGL:
wrval->SetAsBool(mPixelStorePremultiplyAlpha);
break;
// uint, WebGL-specific
case UNPACK_COLORSPACE_CONVERSION_WEBGL:
wrval->SetAsUint32(mPixelStoreColorspaceConversion);
break;
//
// Complex values
//
case LOCAL_GL_DEPTH_RANGE: // 2 floats
case LOCAL_GL_ALIASED_POINT_SIZE_RANGE: // 2 floats
case LOCAL_GL_ALIASED_LINE_WIDTH_RANGE: // 2 floats
{
GLfloat fv[2] = { 0 };
gl->fGetFloatv(pname, fv);
wrval->SetAsArray(nsIDataType::VTYPE_FLOAT, nsnull,
2, static_cast<void*>(fv));
}
break;
case LOCAL_GL_COLOR_CLEAR_VALUE: // 4 floats
case LOCAL_GL_BLEND_COLOR: // 4 floats
{
GLfloat fv[4] = { 0 };
gl->fGetFloatv(pname, fv);
wrval->SetAsArray(nsIDataType::VTYPE_FLOAT, nsnull,
4, static_cast<void*>(fv));
}
break;
case LOCAL_GL_MAX_VIEWPORT_DIMS: // 2 ints
{
GLint iv[2] = { 0 };
gl->fGetIntegerv(pname, iv);
wrval->SetAsArray(nsIDataType::VTYPE_INT32, nsnull,
2, static_cast<void*>(iv));
}
break;
case LOCAL_GL_SCISSOR_BOX: // 4 ints
case LOCAL_GL_VIEWPORT: // 4 ints
{
GLint iv[4] = { 0 };
gl->fGetIntegerv(pname, iv);
wrval->SetAsArray(nsIDataType::VTYPE_INT32, nsnull,
4, static_cast<void*>(iv));
}
break;
case LOCAL_GL_COLOR_WRITEMASK: // 4 bools
{
realGLboolean gl_bv[4] = { 0 };
gl->fGetBooleanv(pname, gl_bv);
bool pr_bv[4] = { (bool)gl_bv[0], (bool)gl_bv[1], (bool)gl_bv[2], (bool)gl_bv[3] };
wrval->SetAsArray(nsIDataType::VTYPE_BOOL, nsnull,
4, static_cast<void*>(pr_bv));
}
break;
case LOCAL_GL_ARRAY_BUFFER_BINDING:
wrval->SetAsISupports(mBoundArrayBuffer);
break;
case LOCAL_GL_ELEMENT_ARRAY_BUFFER_BINDING:
wrval->SetAsISupports(mBoundElementArrayBuffer);
break;
case LOCAL_GL_RENDERBUFFER_BINDING:
wrval->SetAsISupports(mBoundRenderbuffer);
break;
case LOCAL_GL_FRAMEBUFFER_BINDING:
wrval->SetAsISupports(mBoundFramebuffer);
break;
case LOCAL_GL_CURRENT_PROGRAM:
wrval->SetAsISupports(mCurrentProgram);
break;
case LOCAL_GL_TEXTURE_BINDING_2D:
wrval->SetAsISupports(mBound2DTextures[mActiveTexture]);
break;
case LOCAL_GL_TEXTURE_BINDING_CUBE_MAP:
wrval->SetAsISupports(mBoundCubeMapTextures[mActiveTexture]);
break;
default:
return ErrorInvalidEnumInfo("getParameter: parameter", pname);
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetBufferParameter(WebGLenum target, WebGLenum pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
if (target != LOCAL_GL_ARRAY_BUFFER && target != LOCAL_GL_ELEMENT_ARRAY_BUFFER)
return ErrorInvalidEnumInfo("getBufferParameter: target", target);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_BUFFER_SIZE:
case LOCAL_GL_BUFFER_USAGE:
case LOCAL_GL_BUFFER_ACCESS:
case LOCAL_GL_BUFFER_MAPPED:
{
GLint i = 0;
gl->fGetBufferParameteriv(target, pname, &i);
wrval->SetAsInt32(i);
}
break;
default:
return ErrorInvalidEnumInfo("getBufferParameter: parameter", pname);
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetFramebufferAttachmentParameter(WebGLenum target, WebGLenum attachment, WebGLenum pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
if (target != LOCAL_GL_FRAMEBUFFER)
return ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: target", target);
switch (attachment) {
case LOCAL_GL_COLOR_ATTACHMENT0:
case LOCAL_GL_DEPTH_ATTACHMENT:
case LOCAL_GL_STENCIL_ATTACHMENT:
case LOCAL_GL_DEPTH_STENCIL_ATTACHMENT:
break;
default:
return ErrorInvalidEnumInfo("GetFramebufferAttachmentParameter: attachment", attachment);
}
if (!mBoundFramebuffer)
return ErrorInvalidOperation("GetFramebufferAttachmentParameter: cannot query framebuffer 0");
MakeContextCurrent();
const WebGLFramebufferAttachment& fba = mBoundFramebuffer->GetAttachment(attachment);
if (fba.Renderbuffer()) {
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
wrval->SetAsInt32(LOCAL_GL_RENDERBUFFER);
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
wrval->SetAsISupports(const_cast<WebGLRenderbuffer*>(fba.Renderbuffer()));
break;
default:
return ErrorInvalidEnumInfo("GetFramebufferAttachmentParameter: pname", pname);
}
} else if (fba.Texture()) {
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
wrval->SetAsInt32(LOCAL_GL_TEXTURE);
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
wrval->SetAsISupports(const_cast<WebGLTexture*>(fba.Texture()));
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
wrval->SetAsInt32(fba.TextureLevel());
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
wrval->SetAsInt32(fba.TextureCubeMapFace());
break;
default:
return ErrorInvalidEnumInfo("GetFramebufferAttachmentParameter: pname", pname);
}
} else {
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
wrval->SetAsInt32(LOCAL_GL_NONE);
break;
default:
return ErrorInvalidEnumInfo("GetFramebufferAttachmentParameter: pname", pname);
}
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetRenderbufferParameter(WebGLenum target, WebGLenum pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
if (target != LOCAL_GL_RENDERBUFFER)
return ErrorInvalidEnumInfo("GetRenderbufferParameter: target", target);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_RENDERBUFFER_WIDTH:
case LOCAL_GL_RENDERBUFFER_HEIGHT:
case LOCAL_GL_RENDERBUFFER_RED_SIZE:
case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE:
case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE:
{
GLint i = 0;
gl->fGetRenderbufferParameteriv(target, pname, &i);
wrval->SetAsInt32(i);
}
break;
case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT:
{
GLint i = 0;
gl->fGetRenderbufferParameteriv(target, pname, &i);
if (i == LOCAL_GL_DEPTH24_STENCIL8)
{
i = LOCAL_GL_DEPTH_STENCIL;
}
wrval->SetAsInt32(i);
}
break;
default:
return ErrorInvalidEnumInfo("GetRenderbufferParameter: parameter", pname);
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CreateBuffer(nsIWebGLBuffer **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLBuffer *globj = new WebGLBuffer(this);
NS_ADDREF(*retval = globj);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CreateTexture(nsIWebGLTexture **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
MakeContextCurrent();
WebGLTexture *globj = new WebGLTexture(this);
NS_ADDREF(*retval = globj);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetError(WebGLenum *_retval)
{
if (mContextStatus == ContextStable) {
MakeContextCurrent();
UpdateWebGLErrorAndClearGLError();
} else if (!mContextLostErrorSet) {
mWebGLError = LOCAL_GL_CONTEXT_LOST;
mContextLostErrorSet = true;
}
*_retval = mWebGLError;
mWebGLError = LOCAL_GL_NO_ERROR;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetProgramParameter(nsIWebGLProgram *pobj, PRUint32 pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLuint progname;
bool isDeleted;
WebGLProgram *prog;
if (!GetConcreteObjectAndGLName("getProgramParameter: program", pobj, &prog, &progname, nsnull, &isDeleted))
return NS_OK;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_CURRENT_PROGRAM:
case LOCAL_GL_ATTACHED_SHADERS:
case LOCAL_GL_INFO_LOG_LENGTH:
case LOCAL_GL_ACTIVE_UNIFORMS:
case LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH:
case LOCAL_GL_ACTIVE_ATTRIBUTES:
case LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
{
GLint i = 0;
gl->fGetProgramiv(progname, pname, &i);
wrval->SetAsInt32(i);
}
break;
case LOCAL_GL_DELETE_STATUS:
wrval->SetAsBool(prog->IsDeleteRequested());
break;
case LOCAL_GL_LINK_STATUS:
{
GLint i = 0;
gl->fGetProgramiv(progname, pname, &i);
wrval->SetAsBool(bool(i));
}
break;
case LOCAL_GL_VALIDATE_STATUS:
{
GLint i = 0;
#ifdef XP_MACOSX
// See comment in ValidateProgram below.
i = 1;
#else
gl->fGetProgramiv(progname, pname, &i);
#endif
wrval->SetAsBool(bool(i));
}
break;
default:
return ErrorInvalidEnumInfo("GetProgramParameter: parameter", pname);
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetProgramInfoLog(nsIWebGLProgram *pobj, nsAString& retval)
{
if (!IsContextStable())
{
retval.SetIsVoid(true);
return NS_OK;
}
WebGLuint progname;
if (!GetGLName<WebGLProgram>("getProgramInfoLog: program", pobj, &progname))
return NS_OK;
MakeContextCurrent();
GLint k = -1;
gl->fGetProgramiv(progname, LOCAL_GL_INFO_LOG_LENGTH, &k);
if (k == -1)
return NS_ERROR_FAILURE; // XXX GL error? shouldn't happen!
if (k == 0) {
retval.Truncate();
return NS_OK;
}
nsCAutoString log;
log.SetCapacity(k);
gl->fGetProgramInfoLog(progname, k, &k, (char*) log.BeginWriting());
log.SetLength(k);
CopyASCIItoUTF16(log, retval);
return NS_OK;
}
// here we have to support all pnames with both int and float params.
// See this discussion:
// https://www.khronos.org/webgl/public-mailing-list/archives/1008/msg00014.html
nsresult WebGLContext::TexParameter_base(WebGLenum target, WebGLenum pname,
WebGLint *intParamPtr, WebGLfloat *floatParamPtr)
{
NS_ENSURE_TRUE(intParamPtr || floatParamPtr, NS_ERROR_FAILURE);
WebGLint intParam = intParamPtr ? *intParamPtr : WebGLint(*floatParamPtr);
WebGLfloat floatParam = floatParamPtr ? *floatParamPtr : WebGLfloat(*intParamPtr);
if (!ValidateTextureTargetEnum(target, "texParameter: target"))
return NS_OK;
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("texParameter: no texture is bound to this target");
bool pnameAndParamAreIncompatible = false;
bool paramValueInvalid = false;
switch (pname) {
case LOCAL_GL_TEXTURE_MIN_FILTER:
switch (intParam) {
case LOCAL_GL_NEAREST:
case LOCAL_GL_LINEAR:
case LOCAL_GL_NEAREST_MIPMAP_NEAREST:
case LOCAL_GL_LINEAR_MIPMAP_NEAREST:
case LOCAL_GL_NEAREST_MIPMAP_LINEAR:
case LOCAL_GL_LINEAR_MIPMAP_LINEAR:
tex->SetMinFilter(intParam);
break;
default:
pnameAndParamAreIncompatible = true;
}
break;
case LOCAL_GL_TEXTURE_MAG_FILTER:
switch (intParam) {
case LOCAL_GL_NEAREST:
case LOCAL_GL_LINEAR:
tex->SetMagFilter(intParam);
break;
default:
pnameAndParamAreIncompatible = true;
}
break;
case LOCAL_GL_TEXTURE_WRAP_S:
switch (intParam) {
case LOCAL_GL_CLAMP_TO_EDGE:
case LOCAL_GL_MIRRORED_REPEAT:
case LOCAL_GL_REPEAT:
tex->SetWrapS(intParam);
break;
default:
pnameAndParamAreIncompatible = true;
}
break;
case LOCAL_GL_TEXTURE_WRAP_T:
switch (intParam) {
case LOCAL_GL_CLAMP_TO_EDGE:
case LOCAL_GL_MIRRORED_REPEAT:
case LOCAL_GL_REPEAT:
tex->SetWrapT(intParam);
break;
default:
pnameAndParamAreIncompatible = true;
}
break;
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
if (mEnabledExtensions[WebGL_EXT_texture_filter_anisotropic]) {
if (floatParamPtr && floatParam < 1.f)
paramValueInvalid = true;
else if (intParamPtr && intParam < 1)
paramValueInvalid = true;
}
else
pnameAndParamAreIncompatible = true;
break;
default:
return ErrorInvalidEnumInfo("texParameter: pname", pname);
}
if (pnameAndParamAreIncompatible) {
if (intParamPtr)
return ErrorInvalidEnum("texParameteri: pname %x and param %x (decimal %d) are mutually incompatible",
pname, intParam, intParam);
else
return ErrorInvalidEnum("texParameterf: pname %x and param %g are mutually incompatible",
pname, floatParam);
} else if (paramValueInvalid) {
if (intParamPtr)
return ErrorInvalidValue("texParameteri: pname %x and param %x (decimal %d) is invalid",
pname, intParam, intParam);
else
return ErrorInvalidValue("texParameterf: pname %x and param %g is invalid",
pname, floatParam);
}
MakeContextCurrent();
if (intParamPtr)
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gl->fTexParameteri(target, pname, intParam);
else
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gl->fTexParameterf(target, pname, floatParam);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::TexParameterf(WebGLenum target, WebGLenum pname, WebGLfloat param)
{
if (!IsContextStable())
return NS_OK;
return TexParameter_base(target, pname, nsnull, &param);
}
NS_IMETHODIMP
WebGLContext::TexParameteri(WebGLenum target, WebGLenum pname, WebGLint param)
{
if (!IsContextStable())
return NS_OK;
return TexParameter_base(target, pname, &param, nsnull);
}
NS_IMETHODIMP
WebGLContext::GetTexParameter(WebGLenum target, WebGLenum pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
MakeContextCurrent();
if (!ValidateTextureTargetEnum(target, "getTexParameter: target"))
return NS_OK;
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if (!activeBoundTextureForTarget(target))
return ErrorInvalidOperation("getTexParameter: no texture bound");
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
switch (pname) {
case LOCAL_GL_TEXTURE_MIN_FILTER:
case LOCAL_GL_TEXTURE_MAG_FILTER:
case LOCAL_GL_TEXTURE_WRAP_S:
case LOCAL_GL_TEXTURE_WRAP_T:
2011-09-29 07:13:49 -07:00
{
GLint i = 0;
gl->fGetTexParameteriv(target, pname, &i);
wrval->SetAsInt32(i);
}
break;
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
if (mEnabledExtensions[WebGL_EXT_texture_filter_anisotropic]) {
GLfloat f = 0.f;
gl->fGetTexParameterfv(target, pname, &f);
wrval->SetAsFloat(f);
}
else
return ErrorInvalidEnumInfo("getTexParameter: parameter", pname);
break;
default:
return ErrorInvalidEnumInfo("getTexParameter: parameter", pname);
}
*retval = wrval.forget().get();
return NS_OK;
}
/* any getUniform(in WebGLProgram program, in WebGLUniformLocation location) raises(DOMException); */
NS_IMETHODIMP
WebGLContext::GetUniform(nsIWebGLProgram *pobj, nsIWebGLUniformLocation *ploc, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLuint progname;
WebGLProgram *prog;
if (!GetConcreteObjectAndGLName("getUniform: program", pobj, &prog, &progname))
return NS_OK;
WebGLUniformLocation *location;
if (!GetConcreteObject("getUniform: location", ploc, &location))
return NS_OK;
if (location->Program() != prog)
return ErrorInvalidValue("GetUniform: this uniform location corresponds to another program");
if (location->ProgramGeneration() != prog->Generation())
return ErrorInvalidOperation("GetUniform: this uniform location is obsolete since the program has been relinked");
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
MakeContextCurrent();
GLint uniforms = 0;
GLint uniformNameMaxLength = 0;
gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORMS, &uniforms);
gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
// we now need the type info to switch between fGetUniformfv and fGetUniformiv
// the only way to get that is to iterate through all active uniforms by index until
// one matches the given uniform location.
GLenum uniformType = 0;
nsAutoArrayPtr<GLchar> uniformName(new GLchar[uniformNameMaxLength]);
// this buffer has 16 more bytes to be able to store [index] at the end.
nsAutoArrayPtr<GLchar> uniformNameBracketIndex(new GLchar[uniformNameMaxLength + 16]);
GLint index;
for (index = 0; index < uniforms; ++index) {
GLsizei length;
GLint size;
gl->fGetActiveUniform(progname, index, uniformNameMaxLength, &length,
&size, &uniformType, uniformName);
if (gl->fGetUniformLocation(progname, uniformName) == location->Location())
break;
// now we handle the case of array uniforms. In that case, fGetActiveUniform returned as 'size'
// the biggest index used plus one, so we need to loop over that. The 0 index has already been handled above,
// so we can start at one. For each index, we construct the string uniformName + "[" + index + "]".
if (size > 1) {
bool found_it = false;
if (uniformName[length - 1] == ']') { // if uniformName ends in [0]
// remove the [0] at the end
length -= 3;
uniformName[length] = 0;
}
for (GLint arrayIndex = 1; arrayIndex < size; arrayIndex++) {
sprintf(uniformNameBracketIndex.get(), "%s[%d]", uniformName.get(), arrayIndex);
if (gl->fGetUniformLocation(progname, uniformNameBracketIndex) == location->Location()) {
found_it = true;
break;
}
}
if (found_it) break;
}
}
if (index == uniforms)
return NS_ERROR_FAILURE; // XXX GL error? shouldn't happen.
GLenum baseType;
GLint unitSize;
if (!BaseTypeAndSizeFromUniformType(uniformType, &baseType, &unitSize))
return NS_ERROR_FAILURE;
// this should never happen
if (unitSize > 16)
return NS_ERROR_FAILURE;
if (baseType == LOCAL_GL_FLOAT) {
GLfloat fv[16] = { GLfloat(0) };
gl->fGetUniformfv(progname, location->Location(), fv);
if (unitSize == 1) {
wrval->SetAsFloat(fv[0]);
} else {
wrval->SetAsArray(nsIDataType::VTYPE_FLOAT, nsnull,
unitSize, static_cast<void*>(fv));
}
} else if (baseType == LOCAL_GL_INT) {
GLint iv[16] = { 0 };
gl->fGetUniformiv(progname, location->Location(), iv);
if (unitSize == 1) {
wrval->SetAsInt32(iv[0]);
} else {
wrval->SetAsArray(nsIDataType::VTYPE_INT32, nsnull,
unitSize, static_cast<void*>(iv));
}
} else if (baseType == LOCAL_GL_BOOL) {
GLint iv[16] = { 0 };
gl->fGetUniformiv(progname, location->Location(), iv);
if (unitSize == 1) {
wrval->SetAsBool(iv[0] ? true : false);
} else {
bool uv[16] = { 0 };
for (int k = 0; k < unitSize; k++)
uv[k] = iv[k] ? true : false;
wrval->SetAsArray(nsIDataType::VTYPE_BOOL, nsnull,
unitSize, static_cast<void*>(uv));
}
} else {
wrval->SetAsVoid();
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetUniformLocation(nsIWebGLProgram *pobj, const nsAString& name, nsIWebGLUniformLocation **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLuint progname;
WebGLProgram *prog;
if (!GetConcreteObjectAndGLName("getUniformLocation: program", pobj, &prog, &progname))
return NS_OK;
if (!ValidateGLSLVariableName(name, "getUniformLocation"))
return NS_OK;
MakeContextCurrent();
GLint intlocation = gl->fGetUniformLocation(progname, NS_LossyConvertUTF16toASCII(name).get());
WebGLUniformLocation *loc = nsnull;
if (intlocation >= 0)
NS_ADDREF(loc = new WebGLUniformLocation(this, prog, intlocation));
*retval = loc;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetVertexAttrib(WebGLuint index, WebGLenum pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
if (!ValidateAttribIndex(index, "getVertexAttrib"))
return NS_OK;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
wrval->SetAsISupports(mAttribBuffers[index].buf);
break;
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_STRIDE:
wrval->SetAsInt32(mAttribBuffers[index].stride);
break;
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_SIZE:
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_TYPE:
{
GLint i = 0;
gl->fGetVertexAttribiv(index, pname, &i);
wrval->SetAsInt32(i);
}
break;
case LOCAL_GL_CURRENT_VERTEX_ATTRIB:
{
WebGLfloat vec[4] = {0, 0, 0, 1};
if (index) {
gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, &vec[0]);
} else {
vec[0] = mVertexAttrib0Vector[0];
vec[1] = mVertexAttrib0Vector[1];
vec[2] = mVertexAttrib0Vector[2];
vec[3] = mVertexAttrib0Vector[3];
}
wrval->SetAsArray(nsIDataType::VTYPE_FLOAT, nsnull,
4, vec);
}
break;
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_ENABLED:
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
{
GLint i = 0;
gl->fGetVertexAttribiv(index, pname, &i);
wrval->SetAsBool(bool(i));
}
break;
case LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER:
wrval->SetAsUint32(mAttribBuffers[index].byteOffset);
break;
default:
return ErrorInvalidEnumInfo("getVertexAttrib: parameter", pname);
}
*retval = wrval.forget().get();
return NS_OK;
}
/* GLuint getVertexAttribOffset (in GLuint index, in GLenum pname); */
NS_IMETHODIMP
WebGLContext::GetVertexAttribOffset(WebGLuint index, WebGLenum pname, WebGLuint *retval)
{
*retval = 0;
if (!IsContextStable())
return NS_OK;
if (!ValidateAttribIndex(index, "getVertexAttribOffset"))
return NS_OK;
if (pname != LOCAL_GL_VERTEX_ATTRIB_ARRAY_POINTER)
return ErrorInvalidEnum("getVertexAttribOffset: bad parameter");
*retval = mAttribBuffers[index].byteOffset;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Hint(WebGLenum target, WebGLenum mode)
{
if (!IsContextStable())
return NS_OK;
bool isValid = false;
switch (target) {
case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if (mEnabledExtensions[WebGL_OES_standard_derivatives])
isValid = true;
break;
}
if (isValid) {
gl->fHint(target, mode);
return NS_OK;
}
return ErrorInvalidEnum("hint: invalid hint");
}
NS_IMETHODIMP
WebGLContext::IsBuffer(nsIWebGLBuffer *bobj, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
bool isDeleted;
WebGLuint buffername;
WebGLBuffer *buffer;
*retval = GetConcreteObjectAndGLName("isBuffer", bobj, &buffer, &buffername, nsnull, &isDeleted) &&
!isDeleted &&
buffer->HasEverBeenBound();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsFramebuffer(nsIWebGLFramebuffer *fbobj, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
bool isDeleted;
WebGLuint fbname;
WebGLFramebuffer *fb;
*retval = GetConcreteObjectAndGLName("isFramebuffer", fbobj, &fb, &fbname, nsnull, &isDeleted) &&
!isDeleted &&
fb->HasEverBeenBound();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsProgram(nsIWebGLProgram *pobj, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
bool isDeleted;
WebGLProgram *prog = nsnull;
*retval = GetConcreteObject("isProgram", pobj, &prog, nsnull, &isDeleted, false) &&
!isDeleted;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsRenderbuffer(nsIWebGLRenderbuffer *rbobj, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
bool isDeleted;
WebGLuint rbname;
WebGLRenderbuffer *rb;
*retval = GetConcreteObjectAndGLName("isRenderBuffer", rbobj, &rb, &rbname, nsnull, &isDeleted) &&
!isDeleted &&
rb->HasEverBeenBound();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsShader(nsIWebGLShader *sobj, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
bool isDeleted;
WebGLShader *shader = nsnull;
*retval = GetConcreteObject("isShader", sobj, &shader, nsnull, &isDeleted, false) &&
!isDeleted;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsTexture(nsIWebGLTexture *tobj, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
bool isDeleted;
WebGLuint texname;
WebGLTexture *tex;
*retval = GetConcreteObjectAndGLName("isTexture", tobj, &tex, &texname, nsnull, &isDeleted) &&
!isDeleted &&
tex->HasEverBeenBound();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsEnabled(WebGLenum cap, WebGLboolean *retval)
{
if (!IsContextStable())
{
*retval = false;
return NS_OK;
}
*retval = 0;
if (!ValidateCapabilityEnum(cap, "isEnabled"))
return NS_OK;
MakeContextCurrent();
*retval = gl->fIsEnabled(cap);
return NS_OK;
}
GL_SAME_METHOD_1(LineWidth, LineWidth, WebGLfloat)
NS_IMETHODIMP
WebGLContext::LinkProgram(nsIWebGLProgram *pobj)
{
if (!IsContextStable())
return NS_OK;
GLuint progname;
WebGLProgram *program;
if (!GetConcreteObjectAndGLName("linkProgram", pobj, &program, &progname))
return NS_OK;
if (!program->NextGeneration())
return NS_ERROR_FAILURE;
if (!program->HasBothShaderTypesAttached()) {
program->SetLinkStatus(false);
return NS_OK;
}
MakeContextCurrent();
gl->fLinkProgram(progname);
GLint ok;
gl->fGetProgramiv(progname, LOCAL_GL_LINK_STATUS, &ok);
if (ok) {
program->SetLinkStatus(true);
program->UpdateInfo(gl);
} else {
program->SetLinkStatus(false);
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::PixelStorei(WebGLenum pname, WebGLint param)
{
if (!IsContextStable())
return NS_OK;
switch (pname) {
case UNPACK_FLIP_Y_WEBGL:
mPixelStoreFlipY = (param != 0);
break;
case UNPACK_PREMULTIPLY_ALPHA_WEBGL:
mPixelStorePremultiplyAlpha = (param != 0);
break;
case UNPACK_COLORSPACE_CONVERSION_WEBGL:
if (param == LOCAL_GL_NONE || param == BROWSER_DEFAULT_WEBGL)
mPixelStoreColorspaceConversion = param;
else
return ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter", param);
break;
case LOCAL_GL_PACK_ALIGNMENT:
case LOCAL_GL_UNPACK_ALIGNMENT:
if (param != 1 &&
param != 2 &&
param != 4 &&
param != 8)
return ErrorInvalidValue("PixelStorei: invalid pack/unpack alignment value");
if (pname == LOCAL_GL_PACK_ALIGNMENT)
mPixelStorePackAlignment = param;
else if (pname == LOCAL_GL_UNPACK_ALIGNMENT)
mPixelStoreUnpackAlignment = param;
MakeContextCurrent();
gl->fPixelStorei(pname, param);
break;
default:
return ErrorInvalidEnumInfo("PixelStorei: parameter", pname);
}
return NS_OK;
}
GL_SAME_METHOD_2(PolygonOffset, PolygonOffset, WebGLfloat, WebGLfloat)
NS_IMETHODIMP
WebGLContext::ReadPixels(PRInt32)
{
if (!IsContextStable())
return NS_OK;
return NS_ERROR_FAILURE;
}
nsresult
WebGLContext::ReadPixels_base(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type, JSObject* pixels)
{
if (HTMLCanvasElement()->IsWriteOnly() && !nsContentUtils::IsCallerTrustedForRead()) {
LogMessageIfVerbose("ReadPixels: Not allowed");
return NS_ERROR_DOM_SECURITY_ERR;
}
if (width < 0 || height < 0)
return ErrorInvalidValue("ReadPixels: negative size passed");
if (!pixels)
return ErrorInvalidValue("ReadPixels: null array passed");
const WebGLRectangleObject *framebufferRect = FramebufferRectangleObject();
WebGLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
WebGLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
void* data = JS_GetTypedArrayData(pixels);
PRUint32 dataByteLen = JS_GetTypedArrayByteLength(pixels);
int dataType = JS_GetTypedArrayType(pixels);
PRUint32 channels = 0;
// Check the format param
switch (format) {
case LOCAL_GL_ALPHA:
channels = 1;
break;
case LOCAL_GL_RGB:
channels = 3;
break;
case LOCAL_GL_RGBA:
channels = 4;
break;
default:
return ErrorInvalidEnum("readPixels: Bad format");
}
PRUint32 bytesPerPixel = 0;
int requiredDataType = 0;
// Check the type param
switch (type) {
case LOCAL_GL_UNSIGNED_BYTE:
bytesPerPixel = 1 * channels;
requiredDataType = js::TypedArray::TYPE_UINT8;
break;
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
bytesPerPixel = 2;
requiredDataType = js::TypedArray::TYPE_UINT16;
break;
default:
return ErrorInvalidEnum("readPixels: Bad type");
}
// Check the pixels param type
if (dataType != requiredDataType)
return ErrorInvalidOperation("readPixels: Mismatched type/pixels types");
// Check the pixels param size
CheckedUint32 checked_neededByteLength =
GetImageSize(height, width, bytesPerPixel, mPixelStorePackAlignment);
2010-05-26 16:53:15 -07:00
CheckedUint32 checked_plainRowSize = CheckedUint32(width) * bytesPerPixel;
CheckedUint32 checked_alignedRowSize =
RoundedToNextMultipleOf(checked_plainRowSize, mPixelStorePackAlignment);
2010-05-26 16:53:15 -07:00
if (!checked_neededByteLength.valid())
return ErrorInvalidOperation("ReadPixels: integer overflow computing the needed buffer size");
if (checked_neededByteLength.value() > dataByteLen)
return ErrorInvalidOperation("ReadPixels: buffer too small");
// Check the format and type params to assure they are an acceptable pair (as per spec)
switch (format) {
case LOCAL_GL_RGBA: {
switch (type) {
case LOCAL_GL_UNSIGNED_BYTE:
break;
default:
return ErrorInvalidOperation("readPixels: Invalid format/type pair");
}
break;
}
default:
return ErrorInvalidOperation("readPixels: Invalid format/type pair");
}
MakeContextCurrent();
if (mBoundFramebuffer) {
// prevent readback of arbitrary video memory through uninitialized renderbuffers!
if (!mBoundFramebuffer->CheckAndInitializeRenderbuffers())
return ErrorInvalidFramebufferOperation("readPixels: incomplete framebuffer");
} else {
EnsureBackbufferClearedAsNeeded();
}
// Now that the errors are out of the way, on to actually reading
// If we won't be reading any pixels anyways, just skip the actual reading
if (width == 0 || height == 0)
return DummyFramebufferOperation("readPixels");
if (CanvasUtils::CheckSaneSubrectSize(x, y, width, height, framebufferWidth, framebufferHeight)) {
// the easy case: we're not reading out-of-range pixels
gl->fReadPixels(x, y, width, height, format, type, data);
} else {
// the rectangle doesn't fit entirely in the bound buffer. We then have to set to zero the part
// of the buffer that correspond to out-of-range pixels. We don't want to rely on system OpenGL
// to do that for us, because passing out of range parameters to a buggy OpenGL implementation
// could conceivably allow to read memory we shouldn't be allowed to read. So we manually initialize
// the buffer to zero and compute the parameters to pass to OpenGL. We have to use an intermediate buffer
// to accomodate the potentially different strides (widths).
// zero the whole destination buffer. Too bad for the part that's going to be overwritten, we're not
// 100% efficient here, but in practice this is a quite rare case anyway.
memset(data, 0, dataByteLen);
if ( x >= framebufferWidth
|| x+width <= 0
|| y >= framebufferHeight
|| y+height <= 0)
{
// we are completely outside of range, can exit now with buffer filled with zeros
return DummyFramebufferOperation("readPixels");
}
// compute the parameters of the subrect we're actually going to call glReadPixels on
GLint subrect_x = NS_MAX(x, 0);
GLint subrect_end_x = NS_MIN(x+width, framebufferWidth);
GLsizei subrect_width = subrect_end_x - subrect_x;
GLint subrect_y = NS_MAX(y, 0);
GLint subrect_end_y = NS_MIN(y+height, framebufferHeight);
GLsizei subrect_height = subrect_end_y - subrect_y;
if (subrect_width < 0 || subrect_height < 0 ||
subrect_width > width || subrect_height > height)
return ErrorInvalidOperation("ReadPixels: integer overflow computing clipped rect size");
// now we know that subrect_width is in the [0..width] interval, and same for heights.
// now, same computation as above to find the size of the intermediate buffer to allocate for the subrect
// no need to check again for integer overflow here, since we already know the sizes aren't greater than before
PRUint32 subrect_plainRowSize = subrect_width * bytesPerPixel;
// There are checks above to ensure that this doesn't overflow.
PRUint32 subrect_alignedRowSize =
RoundedToNextMultipleOf(subrect_plainRowSize, mPixelStorePackAlignment).value();
PRUint32 subrect_byteLength = (subrect_height-1)*subrect_alignedRowSize + subrect_plainRowSize;
// create subrect buffer, call glReadPixels, copy pixels into destination buffer, delete subrect buffer
GLubyte *subrect_data = new GLubyte[subrect_byteLength];
gl->fReadPixels(subrect_x, subrect_y, subrect_width, subrect_height, format, type, subrect_data);
// notice that this for loop terminates because we already checked that subrect_height is at most height
for (GLint y_inside_subrect = 0; y_inside_subrect < subrect_height; ++y_inside_subrect) {
GLint subrect_x_in_dest_buffer = subrect_x - x;
GLint subrect_y_in_dest_buffer = subrect_y - y;
memcpy(static_cast<GLubyte*>(data)
+ checked_alignedRowSize.value() * (subrect_y_in_dest_buffer + y_inside_subrect)
+ bytesPerPixel * subrect_x_in_dest_buffer, // destination
subrect_data + subrect_alignedRowSize * y_inside_subrect, // source
subrect_plainRowSize); // size
}
delete [] subrect_data;
}
// if we're reading alpha, we may need to do fixup. Note that we don't allow
// GL_ALPHA to readpixels currently, but we had the code written for it already.
if (format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_RGBA)
{
bool needAlphaFixup;
if (mBoundFramebuffer) {
needAlphaFixup = !mBoundFramebuffer->ColorAttachment().HasAlpha();
} else {
needAlphaFixup = gl->ActualFormat().alpha == 0;
}
if (needAlphaFixup) {
if (format == LOCAL_GL_ALPHA && type == LOCAL_GL_UNSIGNED_BYTE) {
// this is easy; it's an 0xff memset per row
PRUint8 *row = (PRUint8*)data;
for (GLint j = 0; j < height; ++j) {
memset(row, 0xff, checked_plainRowSize.value());
row += checked_alignedRowSize.value();
}
} else if (format == LOCAL_GL_RGBA && type == LOCAL_GL_UNSIGNED_BYTE) {
// this is harder, we need to just set the alpha byte here
PRUint8 *row = (PRUint8*)data;
for (GLint j = 0; j < height; ++j) {
PRUint8 *rowp = row;
#ifdef IS_LITTLE_ENDIAN
// offset to get the alpha byte; we're always going to
// move by 4 bytes
rowp += 3;
#endif
PRUint8 *endrowp = rowp + 4 * width;
while (rowp != endrowp) {
*rowp = 0xff;
rowp += 4;
}
row += checked_alignedRowSize.value();
}
} else {
NS_WARNING("Unhandled case, how'd we get here?");
return NS_ERROR_FAILURE;
}
}
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ReadPixels_array(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type, JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
return ReadPixels_base(x, y, width, height, format, type, pixels);
}
NS_IMETHODIMP
WebGLContext::RenderbufferStorage(WebGLenum target, WebGLenum internalformat, WebGLsizei width, WebGLsizei height)
{
if (!IsContextStable())
return NS_OK;
if (!mBoundRenderbuffer || !mBoundRenderbuffer->GLName())
return ErrorInvalidOperation("renderbufferStorage called on renderbuffer 0");
if (target != LOCAL_GL_RENDERBUFFER)
return ErrorInvalidEnumInfo("renderbufferStorage: target", target);
if (width < 0 || height < 0)
return ErrorInvalidValue("renderbufferStorage: width and height must be >= 0");
if (!mBoundRenderbuffer || !mBoundRenderbuffer->GLName())
return ErrorInvalidOperation("renderbufferStorage called on renderbuffer 0");
// certain OpenGL ES renderbuffer formats may not exist on desktop OpenGL
WebGLenum internalformatForGL = internalformat;
switch (internalformat) {
case LOCAL_GL_RGBA4:
case LOCAL_GL_RGB5_A1:
// 16-bit RGBA formats are not supported on desktop GL
if (!gl->IsGLES2()) internalformatForGL = LOCAL_GL_RGBA8;
break;
case LOCAL_GL_RGB565:
// the RGB565 format is not supported on desktop GL
if (!gl->IsGLES2()) internalformatForGL = LOCAL_GL_RGB8;
break;
case LOCAL_GL_DEPTH_COMPONENT16:
if (!gl->IsGLES2() || gl->IsExtensionSupported(gl::GLContext::OES_depth24))
internalformatForGL = LOCAL_GL_DEPTH_COMPONENT24;
else if (gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil))
internalformatForGL = LOCAL_GL_DEPTH24_STENCIL8;
break;
case LOCAL_GL_STENCIL_INDEX8:
break;
case LOCAL_GL_DEPTH_STENCIL:
// this one is available in newer OpenGL (at least since 3.1); will probably become available
// in OpenGL ES 3 (at least it will have some DEPTH_STENCIL) and is the same value that
// is otherwise provided by EXT_packed_depth_stencil and OES_packed_depth_stencil extensions
// which means it's supported on most GL and GL ES systems already.
//
// So we just use it hoping that it's available (perhaps as an extension) and if it's not available,
// we just let the GL generate an error and don't do anything about it ourselves.
internalformatForGL = LOCAL_GL_DEPTH24_STENCIL8;
break;
default:
return ErrorInvalidEnumInfo("renderbufferStorage: internalformat", internalformat);
}
MakeContextCurrent();
bool sizeChanges = width != mBoundRenderbuffer->Width() ||
height != mBoundRenderbuffer->Height() ||
internalformat != mBoundRenderbuffer->InternalFormat();
if (sizeChanges) {
UpdateWebGLErrorAndClearGLError();
gl->fRenderbufferStorage(target, internalformatForGL, width, height);
GLenum error = LOCAL_GL_NO_ERROR;
UpdateWebGLErrorAndClearGLError(&error);
if (error) {
LogMessageIfVerbose("renderbufferStorage generated error %s", ErrorName(error));
return NS_OK;
}
} else {
gl->fRenderbufferStorage(target, internalformatForGL, width, height);
}
mBoundRenderbuffer->SetInternalFormat(internalformat);
mBoundRenderbuffer->SetInternalFormatForGL(internalformatForGL);
mBoundRenderbuffer->setDimensions(width, height);
mBoundRenderbuffer->SetInitialized(false);
return NS_OK;
}
GL_SAME_METHOD_2(SampleCoverage, SampleCoverage, WebGLfloat, WebGLboolean)
NS_IMETHODIMP
WebGLContext::Scissor(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height)
{
if (!IsContextStable())
return NS_OK;
if (width < 0 || height < 0)
return ErrorInvalidValue("Scissor: negative size");
MakeContextCurrent();
gl->fScissor(x, y, width, height);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::StencilFunc(WebGLenum func, WebGLint ref, WebGLuint mask)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateComparisonEnum(func, "stencilFunc: func"))
return NS_OK;
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
MakeContextCurrent();
gl->fStencilFunc(func, ref, mask);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::StencilFuncSeparate(WebGLenum face, WebGLenum func, WebGLint ref, WebGLuint mask)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") ||
!ValidateComparisonEnum(func, "stencilFuncSeparate: func"))
return NS_OK;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilRefFront = ref;
mStencilValueMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilRefBack = ref;
mStencilValueMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilFuncSeparate(face, func, ref, mask);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::StencilMask(WebGLuint mask)
{
if (!IsContextStable())
return NS_OK;
mStencilWriteMaskFront = mask;
mStencilWriteMaskBack = mask;
MakeContextCurrent();
gl->fStencilMask(mask);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::StencilMaskSeparate(WebGLenum face, WebGLuint mask)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateFaceEnum(face, "stencilMaskSeparate: face"))
return NS_OK;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilWriteMaskFront = mask;
mStencilWriteMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilWriteMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilWriteMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilMaskSeparate(face, mask);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::StencilOp(WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOp: dppass"))
return NS_OK;
MakeContextCurrent();
gl->fStencilOp(sfail, dpfail, dppass);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::StencilOpSeparate(WebGLenum face, WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass)
{
if (!IsContextStable())
return NS_OK;
if (!ValidateFaceEnum(face, "stencilOpSeparate: face") ||
!ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass"))
return NS_OK;
MakeContextCurrent();
gl->fStencilOpSeparate(face, sfail, dpfail, dppass);
return NS_OK;
}
struct WebGLImageConverter
{
bool flip;
size_t width, height, srcStride, dstStride, srcTexelSize, dstTexelSize;
const PRUint8 *src;
PRUint8 *dst;
WebGLImageConverter()
{
memset(this, 0, sizeof(WebGLImageConverter));
}
template<typename SrcType, typename DstType, typename UnpackType,
void unpackingFunc(const SrcType*, UnpackType*),
void packingFunc(const UnpackType*, DstType*)>
void run()
{
// Note -- even though the functions take UnpackType, the
// pointers below are all in terms of PRUint8; otherwise
// pointer math starts getting tricky.
for (size_t src_row = 0; src_row < height; ++src_row) {
size_t dst_row = flip ? (height - 1 - src_row) : src_row;
PRUint8 *dst_row_ptr = dst + dst_row * dstStride;
const PRUint8 *src_row_ptr = src + src_row * srcStride;
const PRUint8 *src_row_end = src_row_ptr + width * srcTexelSize; // != src_row_ptr + byteStride
while (src_row_ptr != src_row_end) {
UnpackType tmp[4];
unpackingFunc(reinterpret_cast<const SrcType*>(src_row_ptr), tmp);
packingFunc(tmp, reinterpret_cast<DstType*>(dst_row_ptr));
src_row_ptr += srcTexelSize;
dst_row_ptr += dstTexelSize;
}
}
}
};
void
WebGLContext::ConvertImage(size_t width, size_t height, size_t srcStride, size_t dstStride,
const PRUint8*src, PRUint8 *dst,
int srcFormat, bool srcPremultiplied,
int dstFormat, bool dstPremultiplied,
size_t dstTexelSize)
{
if (width <= 0 || height <= 0)
return;
if (srcFormat == dstFormat &&
srcPremultiplied == dstPremultiplied)
{
// fast exit path: we just have to memcpy all the rows.
//
// The case where absolutely nothing needs to be done is supposed to have
// been handled earlier (in TexImage2D_base, etc).
//
// So the case we're handling here is when even though no format conversion is needed,
// we still might have to flip vertically and/or to adjust to a different stride.
NS_ASSERTION(mPixelStoreFlipY || srcStride != dstStride, "Performance trap -- should handle this case earlier, to avoid memcpy");
size_t row_size = width * dstTexelSize; // doesn't matter, src and dst formats agree
const PRUint8* src_row = src;
const PRUint8* src_end = src + height * srcStride;
PRUint8* dst_row = mPixelStoreFlipY ? dst + (height-1) * dstStride : dst;
ptrdiff_t dstStrideSigned(dstStride);
ptrdiff_t dst_delta = mPixelStoreFlipY ? -dstStrideSigned : dstStrideSigned;
while(src_row != src_end) {
memcpy(dst_row, src_row, row_size);
src_row += srcStride;
dst_row += dst_delta;
}
return;
}
WebGLImageConverter converter;
converter.flip = mPixelStoreFlipY;
converter.width = width;
converter.height = height;
converter.srcStride = srcStride;
converter.dstStride = dstStride;
converter.dstTexelSize = dstTexelSize;
converter.src = src;
converter.dst = dst;
int premultiplicationOp = (!srcPremultiplied && dstPremultiplied) ? WebGLTexelPremultiplicationOp::Premultiply
: (srcPremultiplied && !dstPremultiplied) ? WebGLTexelPremultiplicationOp::Unmultiply
: WebGLTexelPremultiplicationOp::None;
#define HANDLE_DSTFORMAT(format, SrcType, DstType, unpackFunc, packFunc) \
case WebGLTexelFormat::format: \
switch (premultiplicationOp) { \
case WebGLTexelPremultiplicationOp::Premultiply: \
converter.run<SrcType, DstType, PRUint8, \
WebGLTexelConversions::unpackFunc, \
WebGLTexelConversions::packFunc##Premultiply>(); \
break; \
case WebGLTexelPremultiplicationOp::Unmultiply: \
converter.run<SrcType, DstType, PRUint8, \
WebGLTexelConversions::unpackFunc, \
WebGLTexelConversions::packFunc##Unmultiply>(); \
break; \
default: \
converter.run<SrcType, DstType, PRUint8, \
WebGLTexelConversions::unpackFunc, \
WebGLTexelConversions::packFunc>(); \
break; \
} \
break;
#define HANDLE_SRCFORMAT(format, size, SrcType, unpackFunc) \
case WebGLTexelFormat::format: \
converter.srcTexelSize = size; \
switch (dstFormat) { \
HANDLE_DSTFORMAT(RGBA8, SrcType, PRUint8, unpackFunc, packRGBA8ToRGBA8) \
HANDLE_DSTFORMAT(RGB8, SrcType, PRUint8, unpackFunc, packRGBA8ToRGB8) \
HANDLE_DSTFORMAT(R8, SrcType, PRUint8, unpackFunc, packRGBA8ToR8) \
HANDLE_DSTFORMAT(RA8, SrcType, PRUint8, unpackFunc, packRGBA8ToRA8) \
HANDLE_DSTFORMAT(RGBA5551, SrcType, PRUint16, unpackFunc, packRGBA8ToUnsignedShort5551) \
HANDLE_DSTFORMAT(RGBA4444, SrcType, PRUint16, unpackFunc, packRGBA8ToUnsignedShort4444) \
HANDLE_DSTFORMAT(RGB565, SrcType, PRUint16, unpackFunc, packRGBA8ToUnsignedShort565) \
/* A8 needs to be special-cased as it doesn't have color channels to premultiply */ \
case WebGLTexelFormat::A8: \
converter.run<SrcType, PRUint8, PRUint8, \
WebGLTexelConversions::unpackFunc, \
WebGLTexelConversions::packRGBA8ToA8>(); \
break; \
default: \
NS_ASSERTION(false, "Coding error?! Should never reach this point."); \
return; \
} \
break;
#define HANDLE_FLOAT_DSTFORMAT(format, unpackFunc, packFunc) \
case WebGLTexelFormat::format: \
switch (premultiplicationOp) { \
case WebGLTexelPremultiplicationOp::Premultiply: \
converter.run<float, float, float, \
WebGLTexelConversions::unpackFunc, \
WebGLTexelConversions::packFunc##Premultiply>(); \
break; \
case WebGLTexelPremultiplicationOp::Unmultiply: \
NS_ASSERTION(false, "Floating point can't be un-premultiplied -- we have no premultiplied source data!"); \
break; \
default: \
converter.run<float, float, float, \
WebGLTexelConversions::unpackFunc, \
WebGLTexelConversions::packFunc>(); \
break; \
} \
break;
#define HANDLE_FLOAT_SRCFORMAT(format, size, unpackFunc) \
case WebGLTexelFormat::format: \
converter.srcTexelSize = size; \
switch (dstFormat) { \
HANDLE_FLOAT_DSTFORMAT(RGB32F, unpackFunc, packRGBA32FToRGB32F) \
HANDLE_FLOAT_DSTFORMAT(A32F, unpackFunc, packRGBA32FToA32F) \
HANDLE_FLOAT_DSTFORMAT(R32F, unpackFunc, packRGBA32FToR32F) \
HANDLE_FLOAT_DSTFORMAT(RA32F, unpackFunc, packRGBA32FToRA32F) \
default: \
NS_ASSERTION(false, "Coding error?! Should never reach this point."); \
return; \
} \
break;
switch (srcFormat) {
HANDLE_SRCFORMAT(RGBA8, 4, PRUint8, unpackRGBA8ToRGBA8)
HANDLE_SRCFORMAT(RGBX8, 4, PRUint8, unpackRGB8ToRGBA8)
HANDLE_SRCFORMAT(RGB8, 3, PRUint8, unpackRGB8ToRGBA8)
HANDLE_SRCFORMAT(BGRA8, 4, PRUint8, unpackBGRA8ToRGBA8)
HANDLE_SRCFORMAT(BGRX8, 4, PRUint8, unpackBGR8ToRGBA8)
HANDLE_SRCFORMAT(BGR8, 3, PRUint8, unpackBGR8ToRGBA8)
HANDLE_SRCFORMAT(R8, 1, PRUint8, unpackR8ToRGBA8)
HANDLE_SRCFORMAT(A8, 1, PRUint8, unpackA8ToRGBA8)
HANDLE_SRCFORMAT(RA8, 2, PRUint8, unpackRA8ToRGBA8)
HANDLE_SRCFORMAT(RGBA5551, 2, PRUint16, unpackRGBA5551ToRGBA8)
HANDLE_SRCFORMAT(RGBA4444, 2, PRUint16, unpackRGBA4444ToRGBA8)
HANDLE_SRCFORMAT(RGB565, 2, PRUint16, unpackRGB565ToRGBA8)
HANDLE_FLOAT_SRCFORMAT(RGB32F, 12, unpackRGB32FToRGBA32F)
HANDLE_FLOAT_SRCFORMAT(RA32F, 8, unpackRA32FToRGBA32F)
HANDLE_FLOAT_SRCFORMAT(R32F, 4, unpackR32FToRGBA32F)
HANDLE_FLOAT_SRCFORMAT(A32F, 4, unpackA32FToRGBA32F)
default:
NS_ASSERTION(false, "Coding error?! Should never reach this point.");
return;
}
}
nsresult
WebGLContext::DOMElementToImageSurface(nsIDOMElement *imageOrCanvas,
gfxImageSurface **imageOut, int *format)
{
nsCOMPtr<nsIContent> content = do_QueryInterface(imageOrCanvas);
if (!content) {
return NS_ERROR_FAILURE;
}
PRUint32 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;
nsLayoutUtils::SurfaceFromElementResult res =
nsLayoutUtils::SurfaceFromElement(content->AsElement(), flags);
if (!res.mSurface)
return NS_ERROR_FAILURE;
if (res.mSurface->GetType() != gfxASurface::SurfaceTypeImage) {
// SurfaceFromElement lied!
return NS_ERROR_FAILURE;
}
// We disallow loading cross-domain images and videos that have not been validated
// with CORS as WebGL textures. The reason for doing that is that timing
// attacks on WebGL shaders are able to retrieve approximations of the
// pixel values in WebGL textures; see bug 655987.
//
// To prevent a loophole where a Canvas2D would be used as a proxy to load
// cross-domain textures, we also disallow loading textures from write-only
// Canvas2D's.
// part 1: check that the DOM element is same-origin, or has otherwise been
// validated for cross-domain use.
if (!res.mCORSUsed) {
bool subsumes;
nsresult rv = HTMLCanvasElement()->NodePrincipal()->Subsumes(res.mPrincipal, &subsumes);
if (NS_FAILED(rv) || !subsumes) {
LogMessageIfVerbose("It is forbidden to load a WebGL texture from a cross-domain element that has not been validated with CORS. "
"See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures");
return NS_ERROR_DOM_SECURITY_ERR;
}
}
// part 2: if the DOM element is a canvas, check that it's not write-only.
// That would indicate a tainted canvas, i.e. a canvas that could contain
// cross-domain image data.
if (nsHTMLCanvasElement* canvas = nsHTMLCanvasElement::FromContent(content)) {
if (canvas->IsWriteOnly()) {
LogMessageIfVerbose("The canvas used as source for texImage2D here is tainted (write-only). It is forbidden "
"to load a WebGL texture from a tainted canvas. A Canvas becomes tainted for example "
"when a cross-domain image is drawn on it. "
"See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures");
return NS_ERROR_DOM_SECURITY_ERR;
}
}
// End of security checks, now we should be safe regarding cross-domain images
// Notice that there is never a need to mark the WebGL canvas as write-only, since we reject write-only/cross-domain
// texture sources in the first place.
gfxImageSurface* surf = static_cast<gfxImageSurface*>(res.mSurface.get());
res.mSurface.forget();
*imageOut = surf;
switch (surf->Format()) {
case gfxASurface::ImageFormatARGB32:
*format = WebGLTexelFormat::BGRA8; // careful, our ARGB means BGRA
break;
case gfxASurface::ImageFormatRGB24:
*format = WebGLTexelFormat::BGRX8; // careful, our RGB24 is not tightly packed. Whence BGRX8.
break;
case gfxASurface::ImageFormatA8:
*format = WebGLTexelFormat::A8;
break;
case gfxASurface::ImageFormatRGB16_565:
*format = WebGLTexelFormat::RGB565;
break;
default:
NS_ASSERTION(false, "Unsupported image format. Unimplemented.");
return NS_ERROR_NOT_IMPLEMENTED;
}
return NS_OK;
}
#define OBTAIN_UNIFORM_LOCATION(info) \
WebGLUniformLocation *location_object; \
bool isNull; \
if (!GetConcreteObject(info, ploc, &location_object, &isNull)) \
return NS_OK; \
if (isNull) \
return NS_OK; \
/* the need to check specifically for !mCurrentProgram here is explained in bug 657556 */ \
if (!mCurrentProgram) \
return ErrorInvalidOperation("%s: no program is currently bound", info); \
if (mCurrentProgram != location_object->Program()) \
return ErrorInvalidOperation("%s: this uniform location doesn't correspond to the current program", info); \
if (mCurrentProgram->Generation() != location_object->ProgramGeneration()) \
return ErrorInvalidOperation("%s: This uniform location is obsolete since the program has been relinked", info); \
GLint location = location_object->Location();
#define SIMPLE_ARRAY_METHOD_UNIFORM(name, cnt, arrayType, ptrType) \
NS_IMETHODIMP \
WebGLContext::name(PRInt32) { \
return NS_ERROR_NOT_IMPLEMENTED; \
} \
NS_IMETHODIMP \
WebGLContext::name##_array(nsIWebGLUniformLocation *ploc, JSObject *wa) \
{ \
if (!IsContextStable()) \
return NS_OK; \
OBTAIN_UNIFORM_LOCATION(#name ": location") \
if (!wa || JS_GetTypedArrayType(wa) != js::TypedArray::arrayType) \
2010-07-16 07:30:32 -07:00
return ErrorInvalidOperation(#name ": array must be " #arrayType); \
if (JS_GetTypedArrayLength(wa) == 0 || JS_GetTypedArrayLength(wa) % cnt != 0)\
return ErrorInvalidValue(#name ": array must be > 0 elements and have a length multiple of %d", cnt); \
MakeContextCurrent(); \
gl->f##name(location, JS_GetTypedArrayLength(wa) / cnt, (ptrType *)JS_GetTypedArrayData(wa)); \
return NS_OK; \
}
#define SIMPLE_MATRIX_METHOD_UNIFORM(name, dim, arrayType, ptrType) \
NS_IMETHODIMP \
WebGLContext::name(PRInt32) { \
return NS_ERROR_NOT_IMPLEMENTED; \
} \
NS_IMETHODIMP \
WebGLContext::name##_array(nsIWebGLUniformLocation *ploc, WebGLboolean transpose, JSObject *wa) \
{ \
if (!IsContextStable()) \
return NS_OK; \
OBTAIN_UNIFORM_LOCATION(#name ": location") \
if (!wa || JS_GetTypedArrayType(wa) != js::TypedArray::arrayType) \
return ErrorInvalidValue(#name ": array must be " #arrayType); \
if (JS_GetTypedArrayLength(wa) == 0 || JS_GetTypedArrayLength(wa) % (dim*dim) != 0) \
return ErrorInvalidValue(#name ": array length must be >0 and multiple of %d", dim*dim); \
2010-07-16 07:30:32 -07:00
if (transpose) \
return ErrorInvalidValue(#name ": transpose must be FALSE as per the OpenGL ES 2.0 spec"); \
MakeContextCurrent(); \
gl->f##name(location, JS_GetTypedArrayLength(wa) / (dim*dim), transpose, (ptrType *)JS_GetTypedArrayData(wa)); \
return NS_OK; \
}
#define SIMPLE_METHOD_UNIFORM_1(glname, name, t1) \
NS_IMETHODIMP WebGLContext::name(nsIWebGLUniformLocation *ploc, t1 a1) { \
if (!IsContextStable()) \
return NS_OK; \
OBTAIN_UNIFORM_LOCATION(#name ": location") \
MakeContextCurrent(); gl->f##glname(location, a1); return NS_OK; \
}
#define SIMPLE_METHOD_UNIFORM_2(glname, name, t1, t2) \
NS_IMETHODIMP WebGLContext::name(nsIWebGLUniformLocation *ploc, t1 a1, t2 a2) { \
if (!IsContextStable()) \
return NS_OK; \
OBTAIN_UNIFORM_LOCATION(#name ": location") \
MakeContextCurrent(); gl->f##glname(location, a1, a2); return NS_OK; \
}
#define SIMPLE_METHOD_UNIFORM_3(glname, name, t1, t2, t3) \
NS_IMETHODIMP WebGLContext::name(nsIWebGLUniformLocation *ploc, t1 a1, t2 a2, t3 a3) { \
if (!IsContextStable()) \
return NS_OK; \
OBTAIN_UNIFORM_LOCATION(#name ": location") \
MakeContextCurrent(); gl->f##glname(location, a1, a2, a3); return NS_OK; \
}
#define SIMPLE_METHOD_UNIFORM_4(glname, name, t1, t2, t3, t4) \
NS_IMETHODIMP WebGLContext::name(nsIWebGLUniformLocation *ploc, t1 a1, t2 a2, t3 a3, t4 a4) { \
if (!IsContextStable()) \
return NS_OK; \
OBTAIN_UNIFORM_LOCATION(#name ": location") \
MakeContextCurrent(); gl->f##glname(location, a1, a2, a3, a4); return NS_OK; \
}
SIMPLE_METHOD_UNIFORM_1(Uniform1i, Uniform1i, WebGLint)
SIMPLE_METHOD_UNIFORM_2(Uniform2i, Uniform2i, WebGLint, WebGLint)
SIMPLE_METHOD_UNIFORM_3(Uniform3i, Uniform3i, WebGLint, WebGLint, WebGLint)
SIMPLE_METHOD_UNIFORM_4(Uniform4i, Uniform4i, WebGLint, WebGLint, WebGLint, WebGLint)
SIMPLE_METHOD_UNIFORM_1(Uniform1f, Uniform1f, WebGLfloat)
SIMPLE_METHOD_UNIFORM_2(Uniform2f, Uniform2f, WebGLfloat, WebGLfloat)
SIMPLE_METHOD_UNIFORM_3(Uniform3f, Uniform3f, WebGLfloat, WebGLfloat, WebGLfloat)
SIMPLE_METHOD_UNIFORM_4(Uniform4f, Uniform4f, WebGLfloat, WebGLfloat, WebGLfloat, WebGLfloat)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform1iv, 1, TYPE_INT32, WebGLint)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform2iv, 2, TYPE_INT32, WebGLint)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform3iv, 3, TYPE_INT32, WebGLint)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform4iv, 4, TYPE_INT32, WebGLint)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform1fv, 1, TYPE_FLOAT32, WebGLfloat)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform2fv, 2, TYPE_FLOAT32, WebGLfloat)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform3fv, 3, TYPE_FLOAT32, WebGLfloat)
SIMPLE_ARRAY_METHOD_UNIFORM(Uniform4fv, 4, TYPE_FLOAT32, WebGLfloat)
SIMPLE_MATRIX_METHOD_UNIFORM(UniformMatrix2fv, 2, TYPE_FLOAT32, WebGLfloat)
SIMPLE_MATRIX_METHOD_UNIFORM(UniformMatrix3fv, 3, TYPE_FLOAT32, WebGLfloat)
SIMPLE_MATRIX_METHOD_UNIFORM(UniformMatrix4fv, 4, TYPE_FLOAT32, WebGLfloat)
NS_IMETHODIMP
WebGLContext::VertexAttrib1f(PRUint32 index, WebGLfloat x0)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib1f(index, x0);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = 0;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
if (gl->IsGLES2())
gl->fVertexAttrib1f(index, x0);
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::VertexAttrib2f(PRUint32 index, WebGLfloat x0, WebGLfloat x1)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib2f(index, x0, x1);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = x1;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
if (gl->IsGLES2())
gl->fVertexAttrib2f(index, x0, x1);
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::VertexAttrib3f(PRUint32 index, WebGLfloat x0, WebGLfloat x1, WebGLfloat x2)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib3f(index, x0, x1, x2);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = x1;
mVertexAttrib0Vector[2] = x2;
mVertexAttrib0Vector[3] = 1;
if (gl->IsGLES2())
gl->fVertexAttrib3f(index, x0, x1, x2);
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::VertexAttrib4f(PRUint32 index, WebGLfloat x0, WebGLfloat x1,
WebGLfloat x2, WebGLfloat x3)
{
if (!IsContextStable())
return NS_OK;
MakeContextCurrent();
if (index) {
gl->fVertexAttrib4f(index, x0, x1, x2, x3);
} else {
mVertexAttrib0Vector[0] = x0;
mVertexAttrib0Vector[1] = x1;
mVertexAttrib0Vector[2] = x2;
mVertexAttrib0Vector[3] = x3;
if (gl->IsGLES2())
gl->fVertexAttrib4f(index, x0, x1, x2, x3);
}
return NS_OK;
}
#define SIMPLE_ARRAY_METHOD_NO_COUNT(name, cnt, arrayType, ptrType) \
NS_IMETHODIMP \
WebGLContext::name(PRInt32) { \
return NS_ERROR_NOT_IMPLEMENTED; \
} \
NS_IMETHODIMP \
WebGLContext::name##_array(WebGLuint idx, JSObject *wa) \
{ \
if (!IsContextStable()) \
return NS_OK; \
if (!wa || JS_GetTypedArrayType(wa) != js::TypedArray::arrayType) \
return ErrorInvalidOperation(#name ": array must be " #arrayType); \
if (JS_GetTypedArrayLength(wa) < cnt) \
return ErrorInvalidOperation(#name ": array must be >= %d elements", cnt); \
MakeContextCurrent(); \
ptrType *ptr = (ptrType *)JS_GetTypedArrayData(wa); \
if (idx) { \
gl->f##name(idx, ptr); \
} else { \
mVertexAttrib0Vector[0] = ptr[0]; \
mVertexAttrib0Vector[1] = cnt > 1 ? ptr[1] : ptrType(0); \
mVertexAttrib0Vector[2] = cnt > 2 ? ptr[2] : ptrType(0); \
mVertexAttrib0Vector[3] = cnt > 3 ? ptr[3] : ptrType(1); \
if (gl->IsGLES2()) \
gl->f##name(idx, ptr); \
} \
return NS_OK; \
}
SIMPLE_ARRAY_METHOD_NO_COUNT(VertexAttrib1fv, 1, TYPE_FLOAT32, WebGLfloat)
SIMPLE_ARRAY_METHOD_NO_COUNT(VertexAttrib2fv, 2, TYPE_FLOAT32, WebGLfloat)
SIMPLE_ARRAY_METHOD_NO_COUNT(VertexAttrib3fv, 3, TYPE_FLOAT32, WebGLfloat)
SIMPLE_ARRAY_METHOD_NO_COUNT(VertexAttrib4fv, 4, TYPE_FLOAT32, WebGLfloat)
NS_IMETHODIMP
WebGLContext::UseProgram(nsIWebGLProgram *pobj)
{
if (!IsContextStable())
return NS_OK;
WebGLProgram *prog;
WebGLuint progname;
bool isNull;
if (!GetConcreteObjectAndGLName("useProgram", pobj, &prog, &progname, &isNull))
return NS_OK;
MakeContextCurrent();
if (prog && !prog->LinkStatus())
return ErrorInvalidOperation("UseProgram: program was not linked successfully");
gl->fUseProgram(progname);
mCurrentProgram = prog;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ValidateProgram(nsIWebGLProgram *pobj)
{
if (!IsContextStable())
return NS_OK;
WebGLuint progname;
if (!GetGLName<WebGLProgram>("validateProgram", pobj, &progname))
return NS_OK;
MakeContextCurrent();
#ifdef XP_MACOSX
// see bug 593867 for NVIDIA and bug 657201 for ATI. The latter is confirmed with Mac OS 10.6.7
LogMessageIfVerbose("validateProgram: implemented as a no-operation on Mac to work around crashes");
return NS_OK;
#endif
gl->fValidateProgram(progname);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CreateFramebuffer(nsIWebGLFramebuffer **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = 0;
WebGLFramebuffer *globj = new WebGLFramebuffer(this);
NS_ADDREF(*retval = globj);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CreateRenderbuffer(nsIWebGLRenderbuffer **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = 0;
WebGLRenderbuffer *globj = new WebGLRenderbuffer(this);
NS_ADDREF(*retval = globj);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Viewport(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height)
{
if (!IsContextStable())
return NS_OK;
if (width < 0 || height < 0)
return ErrorInvalidValue("Viewport: negative size");
MakeContextCurrent();
gl->fViewport(x, y, width, height);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CompileShader(nsIWebGLShader *sobj)
{
if (!IsContextStable())
return NS_OK;
WebGLShader *shader;
WebGLuint shadername;
if (!GetConcreteObjectAndGLName("compileShader", sobj, &shader, &shadername))
return NS_OK;
MakeContextCurrent();
#if defined(USE_ANGLE)
if (shader->NeedsTranslation() && mShaderValidation) {
ShHandle compiler = 0;
ShBuiltInResources resources;
memset(&resources, 0, sizeof(ShBuiltInResources));
resources.MaxVertexAttribs = mGLMaxVertexAttribs;
resources.MaxVertexUniformVectors = mGLMaxVertexUniformVectors;
resources.MaxVaryingVectors = mGLMaxVaryingVectors;
resources.MaxVertexTextureImageUnits = mGLMaxVertexTextureImageUnits;
resources.MaxCombinedTextureImageUnits = mGLMaxTextureUnits;
resources.MaxTextureImageUnits = mGLMaxTextureImageUnits;
resources.MaxFragmentUniformVectors = mGLMaxFragmentUniformVectors;
resources.MaxDrawBuffers = 1;
if (mEnabledExtensions[WebGL_OES_standard_derivatives])
resources.OES_standard_derivatives = 1;
// notice that on Android, we always use SH_GLSL_OUTPUT, we never use the ESSL backend.
// see bug 709947, the reason is that 1) we dont really need a ESSL backend since the
// source is already ESSL, and 2) we ran into massive Android crashes when we used the ESSL backend.
// But if we wanted to use shader transformations on ES platforms, we would have to use the
// ESSL backend
compiler = ShConstructCompiler((ShShaderType) shader->ShaderType(),
SH_WEBGL_SPEC,
#ifdef ANDROID
SH_GLSL_OUTPUT,
#else
gl->IsGLES2() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT,
#endif
&resources);
// We're storing an actual instance of StripComments because, if we don't, the
// cleanSource nsAString instance will be destroyed before the reference is
// actually used.
StripComments stripComments(shader->Source());
const nsAString& cleanSource = nsString(stripComments.result().Elements(), stripComments.length());
if (!ValidateGLSLString(cleanSource, "compileShader"))
return NS_OK;
const nsPromiseFlatString& flatSource = PromiseFlatString(cleanSource);
// shaderSource() already checks that the source stripped of comments is in the
// 7-bit ASCII range, so we can skip the NS_IsAscii() check.
const nsCString& sourceCString = NS_LossyConvertUTF16toASCII(flatSource);
const PRUint32 maxSourceLength = (PRUint32(1)<<18) - 1;
if (sourceCString.Length() > maxSourceLength)
return ErrorInvalidValue("compileShader: source has more than %d characters", maxSourceLength);
const char *s = sourceCString.get();
int compileOptions = SH_OBJECT_CODE;
#ifdef XP_MACOSX
// work around bug 665578
if (!nsCocoaFeatures::OnLionOrLater() && gl->Vendor() == gl::GLContext::VendorATI)
compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS;
#endif
if (!ShCompile(compiler, &s, 1, compileOptions)) {
int len = 0;
ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &len);
if (len) {
nsCAutoString info;
info.SetLength(len);
ShGetInfoLog(compiler, info.BeginWriting());
shader->SetTranslationFailure(info);
} else {
shader->SetTranslationFailure(NS_LITERAL_CSTRING("Internal error: failed to get shader info log"));
}
ShDestruct(compiler);
return NS_OK;
}
/* If the GL context is really GLES2, we want to use the original provided code,
* since it's actually GLES2. We still need to validate it however, which is
* why we ran it through the above, but we don't want the desktop GLSL.
*/
if (!gl->IsGLES2()) {
int len = 0;
ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &len);
nsCAutoString translatedSrc;
translatedSrc.SetLength(len);
ShGetObjectCode(compiler, translatedSrc.BeginWriting());
nsPromiseFlatCString translatedSrc2(translatedSrc);
const char *ts = translatedSrc2.get();
gl->fShaderSource(shadername, 1, &ts, NULL);
} else {
gl->fShaderSource(shadername, 1, &s, NULL);
}
shader->SetTranslationSuccess();
ShDestruct(compiler);
gl->fCompileShader(shadername);
}
#endif
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::CompressedTexImage2D(PRInt32)
{
NS_RUNTIMEABORT("CompressedTexImage2D(PRInt32) should never be called");
return NS_ERROR_FAILURE;
}
NS_IMETHODIMP
WebGLContext::CompressedTexImage2D_array(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLint border,
JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("compressedTexImage2D: no texture is bound to this target");
return ErrorInvalidEnum("compressedTexImage2D: compressed textures are not supported");
}
NS_IMETHODIMP
WebGLContext::CompressedTexSubImage2D(PRInt32)
{
NS_RUNTIMEABORT("CompressedTexSubImage2D(PRInt32) should never be called");
return NS_ERROR_FAILURE;
}
NS_IMETHODIMP
WebGLContext::CompressedTexSubImage2D_array(WebGLenum target, WebGLint level, WebGLint xoffset,
WebGLint yoffset, WebGLsizei width, WebGLsizei height,
WebGLenum format, JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("compressedTexSubImage2D: no texture is bound to this target");
return ErrorInvalidEnum("compressedTexSubImage2D: compressed textures are not supported");
}
NS_IMETHODIMP
WebGLContext::GetShaderParameter(nsIWebGLShader *sobj, WebGLenum pname, nsIVariant **retval)
{
if (!IsContextStable())
return NS_OK;
*retval = nsnull;
WebGLShader *shader;
WebGLuint shadername;
if (!GetConcreteObjectAndGLName("getShaderParameter: shader", sobj, &shader, &shadername))
return NS_OK;
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_SHADER_TYPE:
case LOCAL_GL_INFO_LOG_LENGTH:
{
GLint i = 0;
gl->fGetShaderiv(shadername, pname, &i);
wrval->SetAsInt32(i);
}
break;
case LOCAL_GL_SHADER_SOURCE_LENGTH:
{
wrval->SetAsInt32(PRInt32(shader->Source().Length()) + 1);
}
break;
case LOCAL_GL_DELETE_STATUS:
wrval->SetAsBool(shader->IsDeleteRequested());
break;
case LOCAL_GL_COMPILE_STATUS:
{
GLint i = 0;
gl->fGetShaderiv(shadername, pname, &i);
wrval->SetAsBool(bool(i));
}
break;
default:
return NS_ERROR_NOT_IMPLEMENTED;
}
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetShaderInfoLog(nsIWebGLShader *sobj, nsAString& retval)
{
if (!IsContextStable())
{
retval.SetIsVoid(true);
return NS_OK;
}
WebGLShader *shader;
WebGLuint shadername;
if (!GetConcreteObjectAndGLName("getShaderInfoLog: shader", sobj, &shader, &shadername))
return NS_OK;
const nsCString& tlog = shader->TranslationLog();
if (!tlog.IsVoid()) {
CopyASCIItoUTF16(tlog, retval);
return NS_OK;
}
MakeContextCurrent();
GLint k = -1;
gl->fGetShaderiv(shadername, LOCAL_GL_INFO_LOG_LENGTH, &k);
if (k == -1)
return NS_ERROR_FAILURE; // XXX GL Error? should never happen.
if (k == 0) {
retval.Truncate();
return NS_OK;
}
nsCAutoString log;
log.SetCapacity(k);
gl->fGetShaderInfoLog(shadername, k, &k, (char*) log.BeginWriting());
log.SetLength(k);
CopyASCIItoUTF16(log, retval);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetShaderPrecisionFormat(WebGLenum shadertype, WebGLenum precisiontype, nsIWebGLShaderPrecisionFormat **retval)
{
*retval = nsnull;
if (!IsContextStable())
return NS_OK;
switch (shadertype) {
case LOCAL_GL_FRAGMENT_SHADER:
case LOCAL_GL_VERTEX_SHADER:
break;
default:
return ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype);
}
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
break;
default:
return ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype);
}
MakeContextCurrent();
GLint range[2], precision;
gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision);
WebGLShaderPrecisionFormat *retShaderPrecisionFormat
= new WebGLShaderPrecisionFormat(range[0], range[1], precision);
NS_ADDREF(*retval = retShaderPrecisionFormat);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetShaderSource(nsIWebGLShader *sobj, nsAString& retval)
{
if (!IsContextStable())
{
retval.SetIsVoid(true);
return NS_OK;
}
WebGLShader *shader;
WebGLuint shadername;
if (!GetConcreteObjectAndGLName("getShaderSource: shader", sobj, &shader, &shadername))
return NS_OK;
retval.Assign(shader->Source());
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::ShaderSource(nsIWebGLShader *sobj, const nsAString& source)
{
if (!IsContextStable())
return NS_OK;
WebGLShader *shader;
WebGLuint shadername;
if (!GetConcreteObjectAndGLName("shaderSource: shader", sobj, &shader, &shadername))
return NS_OK;
// We're storing an actual instance of StripComments because, if we don't, the
// cleanSource nsAString instance will be destroyed before the reference is
// actually used.
StripComments stripComments(source);
const nsAString& cleanSource = nsString(stripComments.result().Elements(), stripComments.length());
if (!ValidateGLSLString(cleanSource, "compileShader"))
return NS_OK;
shader->SetSource(source);
shader->SetNeedsTranslation();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type,
WebGLboolean normalized, WebGLsizei stride,
WebGLsizeiptr byteOffset)
{
if (!IsContextStable())
return NS_OK;
if (mBoundArrayBuffer == nsnull)
return ErrorInvalidOperation("VertexAttribPointer: must have valid GL_ARRAY_BUFFER binding");
WebGLsizei requiredAlignment = 1;
switch (type) {
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
requiredAlignment = 1;
break;
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_SHORT:
requiredAlignment = 2;
break;
// XXX case LOCAL_GL_FIXED:
case LOCAL_GL_FLOAT:
requiredAlignment = 4;
break;
default:
return ErrorInvalidEnumInfo("VertexAttribPointer: type", type);
}
// requiredAlignment should always be a power of two.
WebGLsizei requiredAlignmentMask = requiredAlignment - 1;
if (!ValidateAttribIndex(index, "vertexAttribPointer"))
return NS_OK;
if (size < 1 || size > 4)
return ErrorInvalidValue("VertexAttribPointer: invalid element size");
if (stride < 0 || stride > 255) // see WebGL spec section 6.6 "Vertex Attribute Data Stride"
return ErrorInvalidValue("VertexAttribPointer: negative or too large stride");
if (byteOffset < 0)
return ErrorInvalidValue("VertexAttribPointer: negative offset");
if (stride & requiredAlignmentMask) {
return ErrorInvalidOperation("VertexAttribPointer: stride doesn't satisfy the alignment "
"requirement of given type");
}
if (byteOffset & requiredAlignmentMask) {
return ErrorInvalidOperation("VertexAttribPointer: byteOffset doesn't satisfy the alignment "
"requirement of given type");
}
/* XXX make work with bufferSubData & heterogeneous types
if (type != mBoundArrayBuffer->GLType())
return ErrorInvalidOperation("VertexAttribPointer: type must match bound VBO type: %d != %d", type, mBoundArrayBuffer->GLType());
*/
WebGLVertexAttribData &vd = mAttribBuffers[index];
vd.buf = mBoundArrayBuffer;
vd.stride = stride;
vd.size = size;
vd.byteOffset = byteOffset;
vd.type = type;
vd.normalized = normalized;
MakeContextCurrent();
gl->fVertexAttribPointer(index, size, type, normalized,
stride,
reinterpret_cast<void*>(byteOffset));
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::TexImage2D(PRInt32)
{
if (!IsContextStable())
return NS_OK;
return NS_ERROR_FAILURE;
}
GLenum WebGLContext::CheckedTexImage2D(GLenum target,
GLint level,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid *data)
{
WebGLTexture *tex = activeBoundTextureForTarget(target);
NS_ABORT_IF_FALSE(tex != nsnull, "no texture bound");
bool sizeMayChange = true;
size_t face = WebGLTexture::FaceForTarget(target);
if (tex->HasImageInfoAt(level, face)) {
const WebGLTexture::ImageInfo& imageInfo = tex->ImageInfoAt(level, face);
sizeMayChange = width != imageInfo.Width() ||
height != imageInfo.Height() ||
format != imageInfo.Format() ||
type != imageInfo.Type();
}
if (sizeMayChange) {
UpdateWebGLErrorAndClearGLError();
gl->fTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
GLenum error = LOCAL_GL_NO_ERROR;
UpdateWebGLErrorAndClearGLError(&error);
return error;
} else {
gl->fTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
return LOCAL_GL_NO_ERROR;
}
}
nsresult
WebGLContext::TexImage2D_base(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLint border,
WebGLenum format, WebGLenum type,
void *data, PRUint32 byteLength,
int jsArrayType, // a TypedArray format enum, or -1 if not relevant
int srcFormat, bool srcPremultiplied)
{
switch (target) {
case LOCAL_GL_TEXTURE_2D:
break;
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
if (width != height)
return ErrorInvalidValue("texImage2D: with cube map targets, width and height must be equal");
break;
default:
return ErrorInvalidEnumInfo("texImage2D: target", target);
}
switch (format) {
case LOCAL_GL_RGB:
case LOCAL_GL_RGBA:
case LOCAL_GL_ALPHA:
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_LUMINANCE_ALPHA:
break;
default:
return ErrorInvalidEnumInfo("texImage2D: internal format", internalformat);
}
if (format != internalformat)
return ErrorInvalidOperation("texImage2D: format does not match internalformat");
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (level < 0)
return ErrorInvalidValue("texImage2D: level must be >= 0");
if (!(maxTextureSize >> level))
return ErrorInvalidValue("texImage2D: 2^level exceeds maximum texture size");
if (width < 0 || height < 0)
return ErrorInvalidValue("texImage2D: width and height must be >= 0");
if (width > maxTextureSize || height > maxTextureSize)
return ErrorInvalidValue("texImage2D: width or height exceeds maximum texture size");
if (level >= 1) {
if (!(is_pot_assuming_nonnegative(width) &&
is_pot_assuming_nonnegative(height)))
return ErrorInvalidValue("texImage2D: with level > 0, width and height must be powers of two");
}
if (border != 0)
return ErrorInvalidValue("TexImage2D: border must be 0");
PRUint32 texelSize = 0;
if (!ValidateTexFormatAndType(format, type, jsArrayType, &texelSize, "texImage2D"))
return NS_OK;
CheckedUint32 checked_neededByteLength =
GetImageSize(height, width, texelSize, mPixelStoreUnpackAlignment);
CheckedUint32 checked_plainRowSize = CheckedUint32(width) * texelSize;
CheckedUint32 checked_alignedRowSize =
RoundedToNextMultipleOf(checked_plainRowSize.value(), mPixelStoreUnpackAlignment);
if (!checked_neededByteLength.valid())
return ErrorInvalidOperation("texImage2D: integer overflow computing the needed buffer size");
PRUint32 bytesNeeded = checked_neededByteLength.value();
if (byteLength && byteLength < bytesNeeded)
return ErrorInvalidOperation("TexImage2D: not enough data for operation (need %d, have %d)",
bytesNeeded, byteLength);
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("texImage2D: no texture is bound to this target");
MakeContextCurrent();
2009-12-02 13:38:39 -08:00
// Handle ES2 and GL differences in floating point internal formats. Note that
// format == internalformat, as checked above and as required by ES.
internalformat = InternalFormatForFormatAndType(format, type, gl->IsGLES2());
GLenum error = LOCAL_GL_NO_ERROR;
if (byteLength) {
int dstFormat = GetWebGLTexelFormat(format, type);
int actualSrcFormat = srcFormat == WebGLTexelFormat::Auto ? dstFormat : srcFormat;
size_t srcStride = srcStrideOrZero ? srcStrideOrZero : checked_alignedRowSize.value();
size_t dstPlainRowSize = texelSize * width;
size_t unpackAlignment = mPixelStoreUnpackAlignment;
size_t dstStride = ((dstPlainRowSize + unpackAlignment-1) / unpackAlignment) * unpackAlignment;
if (actualSrcFormat == dstFormat &&
srcPremultiplied == mPixelStorePremultiplyAlpha &&
srcStride == dstStride &&
!mPixelStoreFlipY)
{
// no conversion, no flipping, so we avoid copying anything and just pass the source pointer
error = CheckedTexImage2D(target, level, internalformat,
width, height, border, format, type, data);
}
else
{
nsAutoArrayPtr<PRUint8> convertedData(new PRUint8[bytesNeeded]);
ConvertImage(width, height, srcStride, dstStride,
(PRUint8*)data, convertedData,
actualSrcFormat, srcPremultiplied,
dstFormat, mPixelStorePremultiplyAlpha, texelSize);
error = CheckedTexImage2D(target, level, internalformat,
width, height, border, format, type, convertedData);
}
} else {
// We need some zero pages, because GL doesn't guarantee the
// contents of a texture allocated with NULL data.
// Hopefully calloc will just mmap zero pages here.
void *tempZeroData = calloc(1, bytesNeeded);
if (!tempZeroData)
return ErrorOutOfMemory("texImage2D: could not allocate %d bytes (for zero fill)", bytesNeeded);
error = CheckedTexImage2D(target, level, internalformat,
width, height, border, format, type, tempZeroData);
free(tempZeroData);
}
if (error) {
LogMessageIfVerbose("texImage2D generated error %s", ErrorName(error));
return NS_OK;
}
tex->SetImageInfo(target, level, width, height, format, type);
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::TexImage2D_array(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLint border,
WebGLenum format, WebGLenum type,
JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
return TexImage2D_base(target, level, internalformat, width, height, 0, border, format, type,
pixels ? JS_GetTypedArrayData(pixels) : 0,
pixels ? JS_GetTypedArrayByteLength(pixels) : 0,
pixels ? (int)JS_GetTypedArrayType(pixels) : -1,
WebGLTexelFormat::Auto, false);
}
NS_IMETHODIMP
WebGLContext::TexImage2D_imageData(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLint border,
WebGLenum format, WebGLenum type,
JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
return TexImage2D_base(target, level, internalformat, width, height, 4*width, border, format, type,
pixels ? JS_GetTypedArrayData(pixels) : 0,
pixels ? JS_GetTypedArrayByteLength(pixels) : 0,
-1,
WebGLTexelFormat::RGBA8, false);
}
NS_IMETHODIMP
WebGLContext::TexImage2D_dom(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLenum format, GLenum type, nsIDOMElement *elt)
{
if (!IsContextStable())
return NS_OK;
nsRefPtr<gfxImageSurface> isurf;
int srcFormat;
nsresult rv = DOMElementToImageSurface(elt, getter_AddRefs(isurf), &srcFormat);
if (NS_FAILED(rv))
return rv;
PRUint32 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);
}
NS_IMETHODIMP
WebGLContext::TexSubImage2D(PRInt32)
{
if (!IsContextStable())
return NS_OK;
return NS_ERROR_FAILURE;
}
nsresult
WebGLContext::TexSubImage2D_base(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLenum format, WebGLenum type,
void *pixels, PRUint32 byteLength,
int jsArrayType,
int srcFormat, bool srcPremultiplied)
{
switch (target) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
break;
default:
return ErrorInvalidEnumInfo("texSubImage2D: target", target);
}
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (level < 0)
return ErrorInvalidValue("texSubImage2D: level must be >= 0");
if (!(maxTextureSize >> level))
return ErrorInvalidValue("texSubImage2D: 2^level exceeds maximum texture size");
if (width < 0 || height < 0)
return ErrorInvalidValue("texSubImage2D: width and height must be >= 0");
if (width > maxTextureSize || height > maxTextureSize)
return ErrorInvalidValue("texSubImage2D: width or height exceeds maximum texture size");
if (level >= 1) {
if (!(is_pot_assuming_nonnegative(width) &&
is_pot_assuming_nonnegative(height)))
return ErrorInvalidValue("texSubImage2D: with level > 0, width and height must be powers of two");
}
PRUint32 texelSize = 0;
if (!ValidateTexFormatAndType(format, type, jsArrayType, &texelSize, "texSubImage2D"))
return NS_OK;
if (width == 0 || height == 0)
return NS_OK; // ES 2.0 says it has no effect, we better return right now
CheckedUint32 checked_neededByteLength =
GetImageSize(height, width, texelSize, mPixelStoreUnpackAlignment);
CheckedUint32 checked_plainRowSize = CheckedUint32(width) * texelSize;
CheckedUint32 checked_alignedRowSize =
RoundedToNextMultipleOf(checked_plainRowSize.value(), mPixelStoreUnpackAlignment);
if (!checked_neededByteLength.valid())
return ErrorInvalidOperation("texSubImage2D: integer overflow computing the needed buffer size");
PRUint32 bytesNeeded = checked_neededByteLength.value();
if (byteLength < bytesNeeded)
return ErrorInvalidOperation("texSubImage2D: not enough data for operation (need %d, have %d)", bytesNeeded, byteLength);
WebGLTexture *tex = activeBoundTextureForTarget(target);
if (!tex)
return ErrorInvalidOperation("texSubImage2D: no texture is bound to this target");
size_t face = WebGLTexture::FaceForTarget(target);
if (!tex->HasImageInfoAt(level, face))
return ErrorInvalidOperation("texSubImage2D: no texture image previously defined for this level and face");
const WebGLTexture::ImageInfo &imageInfo = tex->ImageInfoAt(level, face);
if (!CanvasUtils::CheckSaneSubrectSize(xoffset, yoffset, width, height, imageInfo.Width(), imageInfo.Height()))
return ErrorInvalidValue("texSubImage2D: subtexture rectangle out of bounds");
// Require the format and type in texSubImage2D to match that of the existing texture as created by texImage2D
if (imageInfo.Format() != format || imageInfo.Type() != type)
return ErrorInvalidOperation("texSubImage2D: format or type doesn't match the existing texture");
MakeContextCurrent();
int dstFormat = GetWebGLTexelFormat(format, type);
int actualSrcFormat = srcFormat == WebGLTexelFormat::Auto ? dstFormat : srcFormat;
size_t srcStride = srcStrideOrZero ? srcStrideOrZero : checked_alignedRowSize.value();
size_t dstPlainRowSize = texelSize * width;
// There are checks above to ensure that this won't overflow.
size_t dstStride = RoundedToNextMultipleOf(dstPlainRowSize, mPixelStoreUnpackAlignment).value();
if (actualSrcFormat == dstFormat &&
srcPremultiplied == mPixelStorePremultiplyAlpha &&
srcStride == dstStride &&
!mPixelStoreFlipY)
{
// no conversion, no flipping, so we avoid copying anything and just pass the source pointer
gl->fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
else
{
nsAutoArrayPtr<PRUint8> convertedData(new PRUint8[bytesNeeded]);
ConvertImage(width, height, srcStride, dstStride,
(const PRUint8*)pixels, convertedData,
actualSrcFormat, srcPremultiplied,
dstFormat, mPixelStorePremultiplyAlpha, texelSize);
gl->fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, convertedData);
}
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::TexSubImage2D_array(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type,
JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
if (!pixels)
return ErrorInvalidValue("TexSubImage2D: pixels must not be null!");
return TexSubImage2D_base(target, level, xoffset, yoffset,
width, height, 0, format, type,
JS_GetTypedArrayData(pixels), JS_GetTypedArrayByteLength(pixels),
JS_GetTypedArrayType(pixels),
WebGLTexelFormat::Auto, false);
}
NS_IMETHODIMP
WebGLContext::TexSubImage2D_imageData(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type,
JSObject *pixels)
{
if (!IsContextStable())
return NS_OK;
if (!pixels)
return ErrorInvalidValue("TexSubImage2D: pixels must not be null!");
return TexSubImage2D_base(target, level, xoffset, yoffset,
width, height, 4*width, format, type,
JS_GetTypedArrayData(pixels), JS_GetTypedArrayByteLength(pixels),
-1,
WebGLTexelFormat::RGBA8, false);
}
NS_IMETHODIMP
WebGLContext::TexSubImage2D_dom(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLenum format, WebGLenum type,
nsIDOMElement *elt)
{
if (!IsContextStable())
return NS_OK;
nsRefPtr<gfxImageSurface> isurf;
int srcFormat;
nsresult rv = DOMElementToImageSurface(elt, getter_AddRefs(isurf), &srcFormat);
if (NS_FAILED(rv))
return rv;
PRUint32 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);
}
bool
WebGLContext::LoseContext()
{
if (!IsContextStable())
return false;
mContextLostDueToTest = true;
ForceLoseContext();
return true;
}
bool
WebGLContext::RestoreContext()
{
if (IsContextStable() || !mAllowRestore) {
return false;
}
ForceRestoreContext();
return true;
}
bool
BaseTypeAndSizeFromUniformType(WebGLenum uType, WebGLenum *baseType, WebGLint *unitSize)
{
switch (uType) {
case LOCAL_GL_INT:
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_INT_VEC4:
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_CUBE:
*baseType = LOCAL_GL_INT;
break;
case LOCAL_GL_FLOAT:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_FLOAT_VEC4:
case LOCAL_GL_FLOAT_MAT2:
case LOCAL_GL_FLOAT_MAT3:
case LOCAL_GL_FLOAT_MAT4:
*baseType = LOCAL_GL_FLOAT;
break;
case LOCAL_GL_BOOL:
case LOCAL_GL_BOOL_VEC2:
case LOCAL_GL_BOOL_VEC3:
case LOCAL_GL_BOOL_VEC4:
*baseType = LOCAL_GL_BOOL; // pretend these are int
break;
default:
return false;
}
switch (uType) {
case LOCAL_GL_INT:
case LOCAL_GL_FLOAT:
case LOCAL_GL_BOOL:
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_CUBE:
*unitSize = 1;
break;
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_BOOL_VEC2:
*unitSize = 2;
break;
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_BOOL_VEC3:
*unitSize = 3;
break;
case LOCAL_GL_INT_VEC4:
case LOCAL_GL_FLOAT_VEC4:
case LOCAL_GL_BOOL_VEC4:
*unitSize = 4;
break;
case LOCAL_GL_FLOAT_MAT2:
*unitSize = 4;
break;
case LOCAL_GL_FLOAT_MAT3:
*unitSize = 9;
break;
case LOCAL_GL_FLOAT_MAT4:
*unitSize = 16;
break;
default:
return false;
}
return true;
}
int mozilla::GetWebGLTexelFormat(GLenum format, GLenum type)
{
if (type == LOCAL_GL_UNSIGNED_BYTE) {
switch (format) {
case LOCAL_GL_RGBA:
return WebGLTexelFormat::RGBA8;
case LOCAL_GL_RGB:
return WebGLTexelFormat::RGB8;
case LOCAL_GL_ALPHA:
return WebGLTexelFormat::A8;
case LOCAL_GL_LUMINANCE:
return WebGLTexelFormat::R8;
case LOCAL_GL_LUMINANCE_ALPHA:
return WebGLTexelFormat::RA8;
default:
NS_ASSERTION(false, "Coding mistake?! Should never reach this point.");
return WebGLTexelFormat::Generic;
}
} else if (type == LOCAL_GL_FLOAT) {
// OES_texture_float
switch (format) {
case LOCAL_GL_RGBA:
return WebGLTexelFormat::RGBA32F;
case LOCAL_GL_RGB:
return WebGLTexelFormat::RGB32F;
case LOCAL_GL_ALPHA:
return WebGLTexelFormat::A32F;
case LOCAL_GL_LUMINANCE:
return WebGLTexelFormat::R32F;
case LOCAL_GL_LUMINANCE_ALPHA:
return WebGLTexelFormat::RA32F;
default:
NS_ASSERTION(false, "Coding mistake?! Should never reach this point.");
return WebGLTexelFormat::Generic;
}
} else {
switch (type) {
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
return WebGLTexelFormat::RGBA4444;
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
return WebGLTexelFormat::RGBA5551;
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
return WebGLTexelFormat::RGB565;
default:
NS_ASSERTION(false, "Coding mistake?! Should never reach this point.");
return WebGLTexelFormat::Generic;
}
}
}
WebGLenum
InternalFormatForFormatAndType(WebGLenum format, WebGLenum type, bool isGLES2)
{
// ES2 requires that format == internalformat; floating-point is
// indicated purely by the type that's loaded. For desktop GL, we
// have to specify a floating point internal format.
if (isGLES2)
return format;
switch (type) {
case LOCAL_GL_UNSIGNED_BYTE:
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
return format;
case LOCAL_GL_FLOAT:
switch (format) {
case LOCAL_GL_RGBA:
return LOCAL_GL_RGBA32F_ARB;
case LOCAL_GL_RGB:
return LOCAL_GL_RGB32F_ARB;
case LOCAL_GL_ALPHA:
return LOCAL_GL_ALPHA32F_ARB;
case LOCAL_GL_LUMINANCE:
return LOCAL_GL_LUMINANCE32F_ARB;
case LOCAL_GL_LUMINANCE_ALPHA:
return LOCAL_GL_LUMINANCE_ALPHA32F_ARB;
}
break;
default:
break;
}
NS_ASSERTION(false, "Coding mistake -- bad format/type passed?");
return 0;
}