gecko/dom/canvas/WebGLContextUtils.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2012-05-21 04:12:37 -07:00
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include <stdarg.h>
#include "GLContext.h"
#include "jsapi.h"
#include "mozilla/Preferences.h"
#include "nsIDOMDataContainerEvent.h"
#include "nsIDOMEvent.h"
#include "nsIScriptSecurityManager.h"
#include "nsIVariant.h"
#include "nsServiceManagerUtils.h"
#include "prprf.h"
#include "WebGLBuffer.h"
#include "WebGLExtensions.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLTexture.h"
#include "WebGLVertexArray.h"
#include "WebGLContextUtils.h"
#include "mozilla/dom/ScriptSettings.h"
namespace mozilla {
using namespace gl;
bool
IsGLDepthFormat(GLenum webGLFormat)
{
return (webGLFormat == LOCAL_GL_DEPTH_COMPONENT ||
webGLFormat == LOCAL_GL_DEPTH_COMPONENT16 ||
webGLFormat == LOCAL_GL_DEPTH_COMPONENT32);
}
bool
IsGLDepthStencilFormat(GLenum webGLFormat)
{
return (webGLFormat == LOCAL_GL_DEPTH_STENCIL ||
webGLFormat == LOCAL_GL_DEPTH24_STENCIL8);
}
bool
FormatHasAlpha(GLenum webGLFormat)
{
return webGLFormat == LOCAL_GL_RGBA ||
webGLFormat == LOCAL_GL_LUMINANCE_ALPHA ||
webGLFormat == LOCAL_GL_ALPHA ||
webGLFormat == LOCAL_GL_RGBA4 ||
webGLFormat == LOCAL_GL_RGB5_A1 ||
webGLFormat == LOCAL_GL_SRGB_ALPHA;
}
GLComponents::GLComponents(GLenum format)
{
mComponents = 0;
switch (format) {
case LOCAL_GL_RGBA:
case LOCAL_GL_RGBA4:
case LOCAL_GL_RGBA8:
case LOCAL_GL_RGB5_A1:
// Luminance + Alpha can be converted
// to and from RGBA
case LOCAL_GL_LUMINANCE_ALPHA:
mComponents |= Components::Alpha;
// Drops through
case LOCAL_GL_RGB:
case LOCAL_GL_RGB565:
// Luminance can be converted to and from RGB
case LOCAL_GL_LUMINANCE:
mComponents |= Components::Red | Components::Green | Components::Blue;
break;
case LOCAL_GL_ALPHA:
mComponents |= Components::Alpha;
break;
case LOCAL_GL_DEPTH_COMPONENT:
mComponents |= Components::Depth;
break;
case LOCAL_GL_DEPTH_STENCIL:
mComponents |= Components::Stencil;
break;
default:
MOZ_ASSERT(false, "Unhandled case - GLComponents");
break;
}
}
bool
GLComponents::IsSubsetOf(const GLComponents& other) const
{
return (mComponents | other.mComponents) == other.mComponents;
}
/**
* Convert WebGL/ES format and type into GL format and GL internal
* format valid for underlying driver.
*/
void
DriverFormatsFromFormatAndType(GLContext* gl, GLenum webGLFormat, GLenum webGLType,
GLenum* out_driverInternalFormat, GLenum* out_driverFormat)
{
MOZ_ASSERT(out_driverInternalFormat, "out_driverInternalFormat can't be nullptr.");
MOZ_ASSERT(out_driverFormat, "out_driverFormat can't be nullptr.");
if (!out_driverInternalFormat || !out_driverFormat)
return;
// 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 (gl->IsGLES()) {
*out_driverInternalFormat = webGLFormat;
*out_driverFormat = webGLFormat;
return;
}
GLenum format = webGLFormat;
GLenum internalFormat = LOCAL_GL_NONE;
if (format == LOCAL_GL_DEPTH_COMPONENT) {
if (webGLType == LOCAL_GL_UNSIGNED_SHORT)
internalFormat = LOCAL_GL_DEPTH_COMPONENT16;
else if (webGLType == LOCAL_GL_UNSIGNED_INT)
internalFormat = LOCAL_GL_DEPTH_COMPONENT32;
} else if (format == LOCAL_GL_DEPTH_STENCIL) {
if (webGLType == LOCAL_GL_UNSIGNED_INT_24_8_EXT)
internalFormat = LOCAL_GL_DEPTH24_STENCIL8;
} else {
switch (webGLType) {
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:
internalFormat = format;
break;
case LOCAL_GL_FLOAT:
switch (format) {
case LOCAL_GL_RGBA:
internalFormat = LOCAL_GL_RGBA32F;
break;
case LOCAL_GL_RGB:
internalFormat = LOCAL_GL_RGB32F;
break;
case LOCAL_GL_ALPHA:
internalFormat = LOCAL_GL_ALPHA32F_ARB;
break;
case LOCAL_GL_LUMINANCE:
internalFormat = LOCAL_GL_LUMINANCE32F_ARB;
break;
case LOCAL_GL_LUMINANCE_ALPHA:
internalFormat = LOCAL_GL_LUMINANCE_ALPHA32F_ARB;
break;
}
break;
case LOCAL_GL_HALF_FLOAT_OES:
switch (format) {
case LOCAL_GL_RGBA:
internalFormat = LOCAL_GL_RGBA16F;
break;
case LOCAL_GL_RGB:
internalFormat = LOCAL_GL_RGB16F;
break;
case LOCAL_GL_ALPHA:
internalFormat = LOCAL_GL_ALPHA16F_ARB;
break;
case LOCAL_GL_LUMINANCE:
internalFormat = LOCAL_GL_LUMINANCE16F_ARB;
break;
case LOCAL_GL_LUMINANCE_ALPHA:
internalFormat = LOCAL_GL_LUMINANCE_ALPHA16F_ARB;
break;
}
break;
default:
break;
}
// Handle ES2 and GL differences when supporting sRGB internal formats. GL ES
// requires that format == internalformat, but GL will fail in this case.
// GL requires:
// format -> internalformat
// GL_RGB GL_SRGB_EXT
// GL_RGBA GL_SRGB_ALPHA_EXT
switch (format) {
case LOCAL_GL_SRGB:
internalFormat = format;
format = LOCAL_GL_RGB;
break;
case LOCAL_GL_SRGB_ALPHA:
internalFormat = format;
format = LOCAL_GL_RGBA;
break;
}
}
MOZ_ASSERT(format != LOCAL_GL_NONE && internalFormat != LOCAL_GL_NONE,
"Coding mistake -- bad format/type passed?");
*out_driverInternalFormat = internalFormat;
*out_driverFormat = format;
}
GLenum
DriverTypeFromType(GLContext* gl, GLenum webGLType)
{
if (gl->IsGLES())
return webGLType;
// convert type for half float if not on GLES2
GLenum type = webGLType;
if (type == LOCAL_GL_HALF_FLOAT_OES) {
if (gl->IsSupported(gl::GLFeature::texture_half_float)) {
return LOCAL_GL_HALF_FLOAT;
} else {
MOZ_ASSERT(gl->IsExtensionSupported(gl::GLContext::OES_texture_half_float));
}
}
return webGLType;
}
void
WebGLContext::GenerateWarning(const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
GenerateWarning(fmt, ap);
va_end(ap);
}
void
WebGLContext::GenerateWarning(const char *fmt, va_list ap)
{
if (!ShouldGenerateWarnings())
return;
mAlreadyGeneratedWarnings++;
char buf[1024];
PR_vsnprintf(buf, 1024, fmt, ap);
// no need to print to stderr, as JS_ReportWarning takes care of this for us.
AutoJSContext cx;
JS_ReportWarning(cx, "WebGL: %s", buf);
if (!ShouldGenerateWarnings()) {
JS_ReportWarning(cx,
"WebGL: No further warnings will be reported for this WebGL context "
"(already reported %d warnings)", mAlreadyGeneratedWarnings);
}
}
bool
WebGLContext::ShouldGenerateWarnings() const
{
if (mMaxWarnings == -1) {
return true;
}
return mAlreadyGeneratedWarnings < mMaxWarnings;
}
CheckedUint32
WebGLContext::GetImageSize(GLsizei height,
GLsizei width,
uint32_t pixelSize,
uint32_t packOrUnpackAlignment)
{
CheckedUint32 checked_plainRowSize = CheckedUint32(width) * pixelSize;
// alignedRowSize = row size rounded up to next multiple of packAlignment
CheckedUint32 checked_alignedRowSize = RoundedToNextMultipleOf(checked_plainRowSize, packOrUnpackAlignment);
// if height is 0, we don't need any memory to store this; without this check, we'll get an overflow
CheckedUint32 checked_neededByteLength
= height <= 0 ? 0 : (height-1) * checked_alignedRowSize + checked_plainRowSize;
return checked_neededByteLength;
}
void
WebGLContext::SynthesizeGLError(GLenum err)
{
/* ES2 section 2.5 "GL Errors" states that implementations can have
* multiple 'flags', as errors might be caught in different parts of
* a distributed implementation.
* We're signing up as a distributed implementation here, with
* separate flags for WebGL and the underlying GLContext.
*/
if (!mWebGLError)
mWebGLError = err;
}
void
WebGLContext::SynthesizeGLError(GLenum err, const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
GenerateWarning(fmt, va);
va_end(va);
return SynthesizeGLError(err);
}
void
WebGLContext::ErrorInvalidEnum(const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
GenerateWarning(fmt, va);
va_end(va);
return SynthesizeGLError(LOCAL_GL_INVALID_ENUM);
}
void
WebGLContext::ErrorInvalidEnumInfo(const char *info, GLenum enumvalue)
{
return ErrorInvalidEnum("%s: invalid enum value 0x%x", info, enumvalue);
}
void
WebGLContext::ErrorInvalidOperation(const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
GenerateWarning(fmt, va);
va_end(va);
return SynthesizeGLError(LOCAL_GL_INVALID_OPERATION);
}
void
WebGLContext::ErrorInvalidValue(const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
GenerateWarning(fmt, va);
va_end(va);
return SynthesizeGLError(LOCAL_GL_INVALID_VALUE);
}
void
WebGLContext::ErrorInvalidFramebufferOperation(const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
GenerateWarning(fmt, va);
va_end(va);
return SynthesizeGLError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
}
void
WebGLContext::ErrorOutOfMemory(const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
GenerateWarning(fmt, va);
va_end(va);
return SynthesizeGLError(LOCAL_GL_OUT_OF_MEMORY);
}
const char *
WebGLContext::ErrorName(GLenum error)
{
switch(error) {
case LOCAL_GL_INVALID_ENUM:
return "INVALID_ENUM";
case LOCAL_GL_INVALID_OPERATION:
return "INVALID_OPERATION";
case LOCAL_GL_INVALID_VALUE:
return "INVALID_VALUE";
case LOCAL_GL_OUT_OF_MEMORY:
return "OUT_OF_MEMORY";
case LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION:
return "INVALID_FRAMEBUFFER_OPERATION";
case LOCAL_GL_NO_ERROR:
return "NO_ERROR";
default:
MOZ_ASSERT(false);
return "[unknown WebGL error!]";
}
}
const char*
WebGLContext::EnumName(GLenum glenum)
{
switch (glenum) {
#define XX(x) case LOCAL_GL_##x: return #x
XX(ALPHA);
XX(ATC_RGB);
XX(ATC_RGBA_EXPLICIT_ALPHA);
XX(ATC_RGBA_INTERPOLATED_ALPHA);
XX(COMPRESSED_RGBA_PVRTC_2BPPV1);
XX(COMPRESSED_RGBA_PVRTC_4BPPV1);
XX(COMPRESSED_RGBA_S3TC_DXT1_EXT);
XX(COMPRESSED_RGBA_S3TC_DXT3_EXT);
XX(COMPRESSED_RGBA_S3TC_DXT5_EXT);
XX(COMPRESSED_RGB_PVRTC_2BPPV1);
XX(COMPRESSED_RGB_PVRTC_4BPPV1);
XX(COMPRESSED_RGB_S3TC_DXT1_EXT);
XX(DEPTH_COMPONENT);
XX(DEPTH_COMPONENT16);
XX(DEPTH_COMPONENT32);
XX(DEPTH_STENCIL);
XX(DEPTH24_STENCIL8);
XX(ETC1_RGB8_OES);
XX(FLOAT);
XX(HALF_FLOAT);
XX(LUMINANCE);
XX(LUMINANCE_ALPHA);
XX(RGB);
XX(RGB16F);
XX(RGB32F);
XX(RGBA);
XX(RGBA16F);
XX(RGBA32F);
XX(SRGB);
XX(SRGB_ALPHA);
XX(TEXTURE_2D);
XX(TEXTURE_3D);
XX(TEXTURE_CUBE_MAP);
XX(TEXTURE_CUBE_MAP_NEGATIVE_X);
XX(TEXTURE_CUBE_MAP_NEGATIVE_Y);
XX(TEXTURE_CUBE_MAP_NEGATIVE_Z);
XX(TEXTURE_CUBE_MAP_POSITIVE_X);
XX(TEXTURE_CUBE_MAP_POSITIVE_Y);
XX(TEXTURE_CUBE_MAP_POSITIVE_Z);
XX(UNSIGNED_BYTE);
XX(UNSIGNED_INT);
XX(UNSIGNED_INT_24_8);
XX(UNSIGNED_SHORT);
XX(UNSIGNED_SHORT_4_4_4_4);
XX(UNSIGNED_SHORT_5_5_5_1);
XX(UNSIGNED_SHORT_5_6_5);
#undef XX
}
return "[Unknown enum name]";
}
bool
WebGLContext::IsTextureFormatCompressed(GLenum format)
{
switch (format) {
case LOCAL_GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case LOCAL_GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case LOCAL_GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case LOCAL_GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case LOCAL_GL_ATC_RGB:
case LOCAL_GL_ATC_RGBA_EXPLICIT_ALPHA:
case LOCAL_GL_ATC_RGBA_INTERPOLATED_ALPHA:
case LOCAL_GL_COMPRESSED_RGB_PVRTC_4BPPV1:
case LOCAL_GL_COMPRESSED_RGB_PVRTC_2BPPV1:
case LOCAL_GL_COMPRESSED_RGBA_PVRTC_4BPPV1:
case LOCAL_GL_COMPRESSED_RGBA_PVRTC_2BPPV1:
case LOCAL_GL_ETC1_RGB8_OES:
return true;
default:
return false;
}
}
GLenum
WebGLContext::GetAndFlushUnderlyingGLErrors()
{
// Get and clear GL error in ALL cases.
GLenum error = gl->GetAndClearError();
// Only store in mUnderlyingGLError if is hasn't already recorded an
// error.
if (!mUnderlyingGLError)
mUnderlyingGLError = error;
return error;
}
#ifdef DEBUG
// For NaNs, etc.
static bool
IsCacheCorrect(float cached, float actual)
{
if (IsNaN(cached)) {
// GL is allowed to do anything it wants for NaNs, so if we're shadowing
// a NaN, then whatever `actual` is might be correct.
return true;
}
return cached == actual;
}
void
AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow)
{
GLuint val = 0;
gl->GetUIntegerv(pname, &val);
if (val != shadow) {
printf_stderr("Failed 0x%04x shadow: Cached 0x%x/%u, should be 0x%x/%u.\n",
pname, shadow, shadow, val, val);
MOZ_ASSERT(false, "Bad cached value.");
}
}
#else
void
AssertUintParamCorrect(gl::GLContext*, GLenum, GLuint)
{
}
#endif
void
WebGLContext::AssertCachedBindings()
{
#ifdef DEBUG
MakeContextCurrent();
GetAndFlushUnderlyingGLErrors();
if (IsExtensionEnabled(WebGLExtensionID::OES_vertex_array_object)) {
GLuint bound = mBoundVertexArray ? mBoundVertexArray->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_VERTEX_ARRAY_BINDING, bound);
}
// Bound object state
GLuint bound = mBoundFramebuffer ? mBoundFramebuffer->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_FRAMEBUFFER_BINDING, bound);
bound = mCurrentProgram ? mCurrentProgram->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_CURRENT_PROGRAM, bound);
// Textures
GLenum activeTexture = mActiveTexture + LOCAL_GL_TEXTURE0;
AssertUintParamCorrect(gl, LOCAL_GL_ACTIVE_TEXTURE, activeTexture);
WebGLTexture* curTex = activeBoundTextureForTarget(LOCAL_GL_TEXTURE_2D);
bound = curTex ? curTex->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_TEXTURE_BINDING_2D, bound);
curTex = activeBoundTextureForTarget(LOCAL_GL_TEXTURE_CUBE_MAP);
bound = curTex ? curTex->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_TEXTURE_BINDING_CUBE_MAP, bound);
// Buffers
bound = mBoundArrayBuffer ? mBoundArrayBuffer->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_ARRAY_BUFFER_BINDING, bound);
MOZ_ASSERT(mBoundVertexArray);
WebGLBuffer* curBuff = mBoundVertexArray->mElementArrayBuffer;
bound = curBuff ? curBuff->GLName() : 0;
AssertUintParamCorrect(gl, LOCAL_GL_ELEMENT_ARRAY_BUFFER_BINDING, bound);
MOZ_ASSERT(!GetAndFlushUnderlyingGLErrors());
#endif
}
void
WebGLContext::AssertCachedState()
{
#ifdef DEBUG
MakeContextCurrent();
GetAndFlushUnderlyingGLErrors();
// extensions
if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) {
AssertUintParamCorrect(gl, LOCAL_GL_MAX_COLOR_ATTACHMENTS, mGLMaxColorAttachments);
AssertUintParamCorrect(gl, LOCAL_GL_MAX_DRAW_BUFFERS, mGLMaxDrawBuffers);
}
// Draw state
MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST) == mScissorTestEnabled);
MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_DITHER) == mDitherEnabled);
MOZ_ASSERT_IF(IsWebGL2(),
gl->fIsEnabled(LOCAL_GL_RASTERIZER_DISCARD) == mRasterizerDiscardEnabled);
realGLboolean colorWriteMask[4] = {0, 0, 0, 0};
gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask);
MOZ_ASSERT(colorWriteMask[0] == mColorWriteMask[0] &&
colorWriteMask[1] == mColorWriteMask[1] &&
colorWriteMask[2] == mColorWriteMask[2] &&
colorWriteMask[3] == mColorWriteMask[3]);
GLfloat colorClearValue[4] = {0.0f, 0.0f, 0.0f, 0.0f};
gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue);
MOZ_ASSERT(IsCacheCorrect(mColorClearValue[0], colorClearValue[0]) &&
IsCacheCorrect(mColorClearValue[1], colorClearValue[1]) &&
IsCacheCorrect(mColorClearValue[2], colorClearValue[2]) &&
IsCacheCorrect(mColorClearValue[3], colorClearValue[3]));
realGLboolean depthWriteMask = 0;
gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
MOZ_ASSERT(depthWriteMask == mDepthWriteMask);
GLfloat depthClearValue = 0.0f;
gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
MOZ_ASSERT(IsCacheCorrect(mDepthClearValue, depthClearValue));
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_CLEAR_VALUE, mStencilClearValue);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_REF, mStencilRefFront);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_REF, mStencilRefBack);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK, mStencilValueMaskFront);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK, mStencilValueMaskBack);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK, mStencilWriteMaskFront);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK, mStencilWriteMaskBack);
// Viewport
GLint int4[4] = {0, 0, 0, 0};
gl->fGetIntegerv(LOCAL_GL_VIEWPORT, int4);
MOZ_ASSERT(int4[0] == mViewportX &&
int4[1] == mViewportY &&
int4[2] == mViewportWidth &&
int4[3] == mViewportHeight);
AssertUintParamCorrect(gl, LOCAL_GL_PACK_ALIGNMENT, mPixelStorePackAlignment);
AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_ALIGNMENT, mPixelStoreUnpackAlignment);
MOZ_ASSERT(!GetAndFlushUnderlyingGLErrors());
#endif
}
} // namespace mozilla