gecko/content/canvas/src/WebGLContext.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>
*
* 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 "WebGLExtensions.h"
#include "nsIConsoleService.h"
#include "nsServiceManagerUtils.h"
#include "nsIClassInfoImpl.h"
#include "nsContentUtils.h"
#include "nsIXPConnect.h"
#include "nsDOMError.h"
#include "nsIGfxInfo.h"
#include "nsIPropertyBag.h"
#include "nsIVariant.h"
#include "imgIEncoder.h"
#include "gfxContext.h"
#include "gfxPattern.h"
#include "gfxUtils.h"
#include "CanvasUtils.h"
#include "nsDisplayList.h"
#include "GLContextProvider.h"
#include "gfxCrashReporterUtils.h"
#include "nsSVGEffects.h"
#include "prenv.h"
#include "mozilla/Preferences.h"
#include "mozilla/Telemetry.h"
using namespace mozilla;
using namespace mozilla::gl;
using namespace mozilla::layers;
WebGLMemoryReporter* WebGLMemoryReporter::sUniqueInstance = nsnull;
NS_MEMORY_REPORTER_IMPLEMENT(WebGLTextureMemoryUsed,
"webgl-texture-memory",
KIND_OTHER,
UNITS_BYTES,
WebGLMemoryReporter::GetTextureMemoryUsed,
"Memory used by WebGL textures. The OpenGL implementation is free to store these textures in either video memory or main memory. This measurement is only a lower bound, actual memory usage may be higher for example if the storage is strided.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLTextureCount,
"webgl-texture-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetTextureCount,
"Number of WebGL textures.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLBufferMemoryUsed,
"webgl-buffer-memory",
KIND_OTHER,
UNITS_BYTES,
WebGLMemoryReporter::GetBufferMemoryUsed,
"Memory used by WebGL buffers. The OpenGL implementation is free to store these buffers in either video memory or main memory. This measurement is only a lower bound, actual memory usage may be higher for example if the storage is strided.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLBufferCacheMemoryUsed,
"explicit/webgl/buffer-cache-memory",
KIND_HEAP,
UNITS_BYTES,
WebGLMemoryReporter::GetBufferCacheMemoryUsed,
"Memory used by WebGL buffer caches. The WebGL implementation caches the contents of element array buffers only. This adds up with the webgl-buffer-memory value, but contrary to it, this one represents bytes on the heap, not managed by OpenGL.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLBufferCount,
"webgl-buffer-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetBufferCount,
"Number of WebGL buffers.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLRenderbufferMemoryUsed,
"webgl-renderbuffer-memory",
KIND_OTHER,
UNITS_BYTES,
WebGLMemoryReporter::GetRenderbufferMemoryUsed,
"Memory used by WebGL renderbuffers. The OpenGL implementation is free to store these renderbuffers in either video memory or main memory. This measurement is only a lower bound, actual memory usage may be higher for example if the storage is strided.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLRenderbufferCount,
"webgl-renderbuffer-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetRenderbufferCount,
"Number of WebGL renderbuffers.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLShaderSourcesSize,
"explicit/webgl/shader-sources-size",
KIND_HEAP,
UNITS_BYTES,
WebGLMemoryReporter::GetShaderSourcesSize,
"Combined size of WebGL shader ASCII sources, cached on the heap. This should always be at most a few kilobytes, or dozen kilobytes for very shader-intensive WebGL demos.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLShaderTranslationLogsSize,
"explicit/webgl/shader-translationlogs-size",
KIND_HEAP,
UNITS_BYTES,
WebGLMemoryReporter::GetShaderTranslationLogsSize,
"Combined size of WebGL shader ASCII translation logs, cached on the heap.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLShaderCount,
"webgl-shader-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetShaderCount,
"Number of WebGL shaders.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLContextCount,
"webgl-context-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetContextCount,
"Number of WebGL contexts.")
WebGLMemoryReporter* WebGLMemoryReporter::UniqueInstance()
{
if (!sUniqueInstance) {
sUniqueInstance = new WebGLMemoryReporter;
}
return sUniqueInstance;
}
WebGLMemoryReporter::WebGLMemoryReporter()
: mTextureMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLTextureMemoryUsed))
, mTextureCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLTextureCount))
, mBufferMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLBufferMemoryUsed))
, mBufferCacheMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLBufferCacheMemoryUsed))
, mBufferCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLBufferCount))
, mRenderbufferMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLRenderbufferMemoryUsed))
, mRenderbufferCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLRenderbufferCount))
, mShaderSourcesSizeReporter(new NS_MEMORY_REPORTER_NAME(WebGLShaderSourcesSize))
, mShaderTranslationLogsSizeReporter(new NS_MEMORY_REPORTER_NAME(WebGLShaderTranslationLogsSize))
, mShaderCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLShaderCount))
, mContextCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLContextCount))
{
NS_RegisterMemoryReporter(mTextureMemoryUsageReporter);
NS_RegisterMemoryReporter(mTextureCountReporter);
NS_RegisterMemoryReporter(mBufferMemoryUsageReporter);
NS_RegisterMemoryReporter(mBufferCacheMemoryUsageReporter);
NS_RegisterMemoryReporter(mBufferCountReporter);
NS_RegisterMemoryReporter(mRenderbufferMemoryUsageReporter);
NS_RegisterMemoryReporter(mRenderbufferCountReporter);
NS_RegisterMemoryReporter(mShaderSourcesSizeReporter);
NS_RegisterMemoryReporter(mShaderTranslationLogsSizeReporter);
NS_RegisterMemoryReporter(mShaderCountReporter);
NS_RegisterMemoryReporter(mContextCountReporter);
}
WebGLMemoryReporter::~WebGLMemoryReporter()
{
NS_UnregisterMemoryReporter(mTextureMemoryUsageReporter);
NS_UnregisterMemoryReporter(mTextureCountReporter);
NS_UnregisterMemoryReporter(mBufferMemoryUsageReporter);
NS_UnregisterMemoryReporter(mBufferCacheMemoryUsageReporter);
NS_UnregisterMemoryReporter(mBufferCountReporter);
NS_UnregisterMemoryReporter(mRenderbufferMemoryUsageReporter);
NS_UnregisterMemoryReporter(mRenderbufferCountReporter);
NS_UnregisterMemoryReporter(mShaderSourcesSizeReporter);
NS_UnregisterMemoryReporter(mShaderTranslationLogsSizeReporter);
NS_UnregisterMemoryReporter(mShaderCountReporter);
NS_UnregisterMemoryReporter(mContextCountReporter);
}
nsresult NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult);
nsresult
NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult)
{
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_USED, 1);
nsIDOMWebGLRenderingContext* ctx = new WebGLContext();
if (!ctx)
return NS_ERROR_OUT_OF_MEMORY;
NS_ADDREF(*aResult = ctx);
return NS_OK;
}
WebGLContext::WebGLContext()
: mCanvasElement(nsnull),
gl(nsnull)
{
mWidth = mHeight = 0;
mGeneration = 0;
mInvalidated = false;
mResetLayer = true;
mVerbose = false;
mOptionsFrozen = false;
mActiveTexture = 0;
mWebGLError = LOCAL_GL_NO_ERROR;
mPixelStoreFlipY = false;
mPixelStorePremultiplyAlpha = false;
mPixelStoreColorspaceConversion = BROWSER_DEFAULT_WEBGL;
mShaderValidation = true;
mBlackTexturesAreInitialized = false;
mFakeBlackStatus = DoNotNeedFakeBlack;
mVertexAttrib0Vector[0] = 0;
mVertexAttrib0Vector[1] = 0;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
mFakeVertexAttrib0BufferObjectVector[0] = 0;
mFakeVertexAttrib0BufferObjectVector[1] = 0;
mFakeVertexAttrib0BufferObjectVector[2] = 0;
mFakeVertexAttrib0BufferObjectVector[3] = 1;
mFakeVertexAttrib0BufferObjectSize = 0;
mFakeVertexAttrib0BufferObject = 0;
mFakeVertexAttrib0BufferStatus = VertexAttrib0Status::Default;
// these are de default values, see 6.2 State tables in the OpenGL ES 2.0.25 spec
mColorWriteMask[0] = 1;
mColorWriteMask[1] = 1;
mColorWriteMask[2] = 1;
mColorWriteMask[3] = 1;
mDepthWriteMask = 1;
mColorClearValue[0] = 0.f;
mColorClearValue[1] = 0.f;
mColorClearValue[2] = 0.f;
mColorClearValue[3] = 0.f;
mDepthClearValue = 1.f;
mStencilClearValue = 0;
mStencilRefFront = 0;
mStencilRefBack = 0;
mStencilValueMaskFront = 0xffffffff;
mStencilValueMaskBack = 0xffffffff;
mStencilWriteMaskFront = 0xffffffff;
mStencilWriteMaskBack = 0xffffffff;
mScissorTestEnabled = 0;
mDitherEnabled = 1;
mBackbufferClearingStatus = BackbufferClearingStatus::NotClearedSinceLastPresented;
// initialize some GL values: we're going to get them from the GL and use them as the sizes of arrays,
// so in case glGetIntegerv leaves them uninitialized because of a GL bug, we would have very weird crashes.
mGLMaxVertexAttribs = 0;
mGLMaxTextureUnits = 0;
mGLMaxTextureSize = 0;
mGLMaxCubeMapTextureSize = 0;
mGLMaxTextureImageUnits = 0;
mGLMaxVertexTextureImageUnits = 0;
mGLMaxVaryingVectors = 0;
mGLMaxFragmentUniformVectors = 0;
mGLMaxVertexUniformVectors = 0;
// See OpenGL ES 2.0.25 spec, 6.2 State Tables, table 6.13
mPixelStorePackAlignment = 4;
mPixelStoreUnpackAlignment = 4;
WebGLMemoryReporter::AddWebGLContext(this);
mAllowRestore = true;
mRobustnessTimerRunning = false;
mDrawSinceRobustnessTimerSet = false;
mContextRestorer = do_CreateInstance("@mozilla.org/timer;1");
mContextStatus = ContextStable;
mContextLostErrorSet = false;
mContextLostDueToTest = false;
}
WebGLContext::~WebGLContext()
{
DestroyResourcesAndContext();
WebGLMemoryReporter::RemoveWebGLContext(this);
TerminateRobustnessTimer();
mContextRestorer = nsnull;
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (!gl)
return;
gl->MakeCurrent();
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBoundArrayBuffer = nsnull;
mBoundElementArrayBuffer = nsnull;
mCurrentProgram = nsnull;
mBoundFramebuffer = nsnull;
mBoundRenderbuffer = nsnull;
mAttribBuffers.Clear();
while (mTextures.Length())
mTextures.Last()->DeleteOnce();
while (mBuffers.Length())
mBuffers.Last()->DeleteOnce();
while (mRenderbuffers.Length())
mRenderbuffers.Last()->DeleteOnce();
while (mFramebuffers.Length())
mFramebuffers.Last()->DeleteOnce();
while (mShaders.Length())
mShaders.Last()->DeleteOnce();
while (mPrograms.Length())
mPrograms.Last()->DeleteOnce();
while (mUniformLocations.Length())
mUniformLocations.Last()->DeleteOnce();
if (mBlackTexturesAreInitialized) {
gl->fDeleteTextures(1, &mBlackTexture2D);
gl->fDeleteTextures(1, &mBlackTextureCubeMap);
mBlackTexturesAreInitialized = false;
}
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
}
// We just got rid of everything, so the context had better
// have been going away.
#ifdef DEBUG
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
#endif
gl = nsnull;
}
void
WebGLContext::Invalidate()
{
if (mInvalidated)
return;
if (!mCanvasElement)
return;
nsSVGEffects::InvalidateDirectRenderingObservers(HTMLCanvasElement());
mInvalidated = true;
HTMLCanvasElement()->InvalidateCanvasContent(nsnull);
}
/* readonly attribute nsIDOMHTMLCanvasElement canvas; */
NS_IMETHODIMP
WebGLContext::GetCanvas(nsIDOMHTMLCanvasElement **canvas)
{
NS_IF_ADDREF(*canvas = mCanvasElement);
return NS_OK;
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetCanvasElement(nsHTMLCanvasElement* aParentCanvas)
{
mCanvasElement = aParentCanvas;
return NS_OK;
}
static bool
GetBoolFromPropertyBag(nsIPropertyBag *bag, const char *propName, bool *boolResult)
{
nsCOMPtr<nsIVariant> vv;
bool bv;
nsresult rv = bag->GetProperty(NS_ConvertASCIItoUTF16(propName), getter_AddRefs(vv));
if (NS_FAILED(rv) || !vv)
return false;
rv = vv->GetAsBool(&bv);
if (NS_FAILED(rv))
return false;
*boolResult = bv ? true : false;
return true;
}
NS_IMETHODIMP
WebGLContext::SetContextOptions(nsIPropertyBag *aOptions)
{
if (!aOptions)
return NS_OK;
WebGLContextOptions newOpts;
GetBoolFromPropertyBag(aOptions, "stencil", &newOpts.stencil);
GetBoolFromPropertyBag(aOptions, "depth", &newOpts.depth);
GetBoolFromPropertyBag(aOptions, "alpha", &newOpts.alpha);
GetBoolFromPropertyBag(aOptions, "premultipliedAlpha", &newOpts.premultipliedAlpha);
GetBoolFromPropertyBag(aOptions, "antialias", &newOpts.antialias);
GetBoolFromPropertyBag(aOptions, "preserveDrawingBuffer", &newOpts.preserveDrawingBuffer);
// enforce that if stencil is specified, we also give back depth
newOpts.depth |= newOpts.stencil;
#if 0
LogMessage("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
newOpts.antialias ? 1 : 0,
newOpts.stencil ? 1 : 0,
newOpts.depth ? 1 : 0,
newOpts.alpha ? 1 : 0,
newOpts.premultipliedAlpha ? 1 : 0,
newOpts.preserveDrawingBuffer ? 1 : 0);
#endif
if (mOptionsFrozen && newOpts != mOptions) {
// Error if the options are already frozen, and the ones that were asked for
// aren't the same as what they were originally.
return NS_ERROR_FAILURE;
}
mOptions = newOpts;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::SetDimensions(PRInt32 width, PRInt32 height)
{
/*** early success return cases ***/
if (mCanvasElement) {
HTMLCanvasElement()->InvalidateCanvas();
}
if (gl && mWidth == width && mHeight == height)
return NS_OK;
// Zero-sized surfaces can cause problems.
if (width == 0 || height == 0) {
width = 1;
height = 1;
}
// If we already have a gl context, then we just need to resize it
if (gl) {
MakeContextCurrent();
gl->ResizeOffscreen(gfxIntSize(width, height)); // Doesn't matter if it succeeds (soft-fail)
// It's unlikely that we'll get a proper-sized context if we recreate if we didn't on resize
// everything's good, we're done here
mWidth = gl->OffscreenActualSize().width;
mHeight = gl->OffscreenActualSize().height;
mResetLayer = true;
gl->ClearSafely();
return NS_OK;
}
/*** end of early success return cases ***/
ScopedGfxFeatureReporter reporter("WebGL");
// At this point we know that the old context is not going to survive, even though we still don't
// know if creating the new context will succeed.
DestroyResourcesAndContext();
// Get some prefs for some preferred/overriden things
NS_ENSURE_TRUE(Preferences::GetRootBranch(), NS_ERROR_FAILURE);
bool forceOSMesa =
Preferences::GetBool("webgl.force_osmesa", false);
bool preferEGL =
Preferences::GetBool("webgl.prefer-egl", false);
#ifdef XP_WIN
bool preferOpenGL =
Preferences::GetBool("webgl.prefer-native-gl", false);
#endif
bool forceEnabled =
Preferences::GetBool("webgl.force-enabled", false);
bool disabled =
Preferences::GetBool("webgl.disabled", false);
bool verbose =
Preferences::GetBool("webgl.verbose", false);
if (disabled)
return NS_ERROR_FAILURE;
mVerbose = verbose;
// We're going to create an entirely new context. If our
// generation is not 0 right now (that is, if this isn't the first
// context we're creating), we may have to dispatch a context lost
// event.
// If incrementing the generation would cause overflow,
// don't allow it. Allowing this would allow us to use
// resource handles created from older context generations.
if (!(mGeneration+1).valid())
return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
gl::ContextFormat format(gl::ContextFormat::BasicRGBA32);
if (mOptions.depth) {
format.depth = 24;
format.minDepth = 16;
}
if (mOptions.stencil) {
format.stencil = 8;
format.minStencil = 8;
}
if (!mOptions.alpha) {
// Select 565; we won't/shouldn't hit this on the desktop,
// but let mobile know we're ok with it.
format.red = 5;
format.green = 6;
format.blue = 5;
format.alpha = 0;
format.minAlpha = 0;
}
bool forceMSAA =
Preferences::GetBool("webgl.msaa-force", false);
PRInt32 status;
nsCOMPtr<nsIGfxInfo> gfxInfo = do_GetService("@mozilla.org/gfx/info;1");
if (mOptions.antialias &&
gfxInfo &&
NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_MSAA, &status))) {
if (status == nsIGfxInfo::FEATURE_NO_INFO || forceMSAA) {
PRUint32 msaaLevel = Preferences::GetUint("webgl.msaa-level", 2);
format.samples = msaaLevel*msaaLevel;
}
}
if (PR_GetEnv("MOZ_WEBGL_PREFER_EGL")) {
preferEGL = true;
}
// Ask GfxInfo about what we should use
bool useOpenGL = true;
bool useANGLE = true;
if (gfxInfo && !forceEnabled) {
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_OPENGL, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useOpenGL = false;
}
}
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_ANGLE, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useANGLE = false;
}
}
}
// allow forcing GL and not EGL/ANGLE
if (PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) {
preferEGL = false;
useANGLE = false;
useOpenGL = true;
}
// if we're forcing osmesa, do it first
if (forceOSMesa) {
gl = gl::GLContextProviderOSMesa::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
LogMessage("OSMesa forced, but creating context failed -- aborting!");
return NS_ERROR_FAILURE;
}
LogMessage("Using software rendering via OSMesa (THIS WILL BE SLOW)");
}
#ifdef XP_WIN
// if we want EGL, try it now
if (!gl && (preferEGL || useANGLE) && !preferOpenGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(gfxIntSize(width, height), format);
if (gl) {
if (InitAndValidateGL()) {
if (useANGLE) {
gl->SetFlushGuaranteesResolve(true);
}
} else {
gl = nsnull;
}
}
}
// if it failed, then try the default provider, whatever that is
if (!gl && useOpenGL) {
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
#else
// other platforms just use whatever the default is
if (!gl && useOpenGL) {
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
#endif
// finally, try OSMesa
if (!gl) {
gl = gl::GLContextProviderOSMesa::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
gl = nsnull;
} else {
LogMessage("Using software rendering via OSMesa (THIS WILL BE SLOW)");
}
}
if (!gl) {
LogMessage("Can't get a usable WebGL context");
return NS_ERROR_FAILURE;
}
#ifdef DEBUG
printf_stderr ("--- WebGL context created: %p\n", gl.get());
#endif
mWidth = width;
mHeight = height;
mResetLayer = true;
mOptionsFrozen = true;
mHasRobustness = gl->HasRobustness();
// increment the generation number
++mGeneration;
#if 0
if (mGeneration > 0) {
// XXX dispatch context lost event
}
#endif
MakeContextCurrent();
// Make sure that we clear this out, otherwise
// we'll end up displaying random memory
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, gl->GetOffscreenFBO());
gl->fViewport(0, 0, mWidth, mHeight);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->fClearDepth(1.0f);
gl->fClearStencil(0);
gl->ClearSafely();
reporter.SetSuccessful();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f)
{
if (!gl)
return NS_OK;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
gl->ReadPixelsIntoImageSurface(0, 0, mWidth, mHeight, surf);
gfxUtils::PremultiplyImageSurface(surf);
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
pat->SetFilter(f);
// Pixels from ReadPixels will be "upside down" compared to
// what cairo wants, so draw with a y-flip and a translte to
// flip them.
gfxMatrix m;
m.Translate(gfxPoint(0.0, mHeight));
m.Scale(1.0, -1.0);
pat->SetMatrix(m);
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->Fill();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream)
{
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl)
return NS_ERROR_FAILURE;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
nsRefPtr<gfxContext> tmpcx = new gfxContext(surf);
// Use Render() to make sure that appropriate y-flip gets applied
nsresult rv = Render(tmpcx, gfxPattern::FILTER_NEAREST);
if (NS_FAILED(rv))
return rv;
const char encoderPrefix[] = "@mozilla.org/image/encoder;2?type=";
nsAutoArrayPtr<char> conid(new char[strlen(encoderPrefix) + strlen(aMimeType) + 1]);
if (!conid)
return NS_ERROR_OUT_OF_MEMORY;
strcpy(conid, encoderPrefix);
strcat(conid, aMimeType);
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(conid);
if (!encoder)
return NS_ERROR_FAILURE;
rv = encoder->InitFromData(surf->Data(),
mWidth * mHeight * 4,
mWidth, mHeight,
surf->Stride(),
imgIEncoder::INPUT_FORMAT_HOSTARGB,
nsDependentString(aEncoderOptions));
NS_ENSURE_SUCCESS(rv, rv);
return CallQueryInterface(encoder, aStream);
}
NS_IMETHODIMP
WebGLContext::GetThebesSurface(gfxASurface **surface)
{
return NS_ERROR_NOT_AVAILABLE;
}
static PRUint8 gWebGLLayerUserData;
namespace mozilla {
class WebGLContextUserData : public LayerUserData {
public:
WebGLContextUserData(nsHTMLCanvasElement *aContent)
: mContent(aContent) {}
/** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
* so it really is the right place to put actions that have to be performed upon compositing
*/
static void DidTransactionCallback(void* aData)
{
WebGLContextUserData *userdata = static_cast<WebGLContextUserData*>(aData);
nsHTMLCanvasElement *canvas = userdata->mContent;
WebGLContext *context = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
context->mBackbufferClearingStatus = BackbufferClearingStatus::NotClearedSinceLastPresented;
canvas->MarkContextClean();
}
private:
nsRefPtr<nsHTMLCanvasElement> mContent;
};
} // end namespace mozilla
already_AddRefed<layers::CanvasLayer>
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* aBuilder,
CanvasLayer *aOldLayer,
LayerManager *aManager)
{
if (!IsContextStable())
return nsnull;
if (!mResetLayer && aOldLayer &&
aOldLayer->HasUserData(&gWebGLLayerUserData)) {
NS_ADDREF(aOldLayer);
return aOldLayer;
}
nsRefPtr<CanvasLayer> canvasLayer = aManager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nsnull;
}
WebGLContextUserData *userData = nsnull;
if (aBuilder->IsPaintingToWindow()) {
// Make the layer tell us whenever a transaction finishes (including
// the current transaction), so we can clear our invalidation state and
// start invalidating again. We need to do this for the layer that is
// being painted to a window (there shouldn't be more than one at a time,
// and if there is, flushing the invalidation state more often than
// necessary is harmless).
// The layer will be destroyed when we tear down the presentation
// (at the latest), at which time this userData will be destroyed,
// releasing the reference to the element.
// The userData will receive DidTransactionCallbacks, which flush the
// the invalidation state to indicate that the canvas is up to date.
userData = new WebGLContextUserData(HTMLCanvasElement());
canvasLayer->SetDidTransactionCallback(
WebGLContextUserData::DidTransactionCallback, userData);
}
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
CanvasLayer::Data data;
// the gl context may either provide a native PBuffer, in which case we want to initialize
// data with the gl context directly, or may provide a surface to which it renders (this is the case
// of OSMesa contexts), in which case we want to initialize data with that surface.
void* native_surface = gl->GetNativeData(gl::GLContext::NativeImageSurface);
if (native_surface) {
data.mSurface = static_cast<gfxASurface*>(native_surface);
} else {
data.mGLContext = gl.get();
}
data.mSize = nsIntSize(mWidth, mHeight);
data.mGLBufferIsPremultiplied = mOptions.premultipliedAlpha ? true : false;
canvasLayer->Initialize(data);
PRUint32 flags = gl->CreationFormat().alpha == 0 ? Layer::CONTENT_OPAQUE : 0;
canvasLayer->SetContentFlags(flags);
canvasLayer->Updated();
mResetLayer = false;
return canvasLayer.forget().get();
}
NS_IMETHODIMP
WebGLContext::GetContextAttributes(jsval *aResult)
{
if (!IsContextStable())
{
*aResult = OBJECT_TO_JSVAL(NULL);
return NS_OK;
}
JSContext *cx = nsContentUtils::GetCurrentJSContext();
if (!cx)
return NS_ERROR_FAILURE;
JSObject *obj = JS_NewObject(cx, NULL, NULL, NULL);
if (!obj)
return NS_ERROR_FAILURE;
*aResult = OBJECT_TO_JSVAL(obj);
gl::ContextFormat cf = gl->ActualFormat();
if (!JS_DefineProperty(cx, obj, "alpha", cf.alpha > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "depth", cf.depth > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "stencil", cf.stencil > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "antialias", cf.samples > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "premultipliedAlpha",
mOptions.premultipliedAlpha ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "preserveDrawingBuffer",
mOptions.preserveDrawingBuffer ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE))
{
*aResult = JSVAL_VOID;
return NS_ERROR_FAILURE;
}
return NS_OK;
}
/* [noscript] DOMString mozGetUnderlyingParamString(in WebGLenum pname); */
NS_IMETHODIMP
WebGLContext::MozGetUnderlyingParamString(PRUint32 pname, nsAString& retval)
{
if (!IsContextStable())
return NS_OK;
retval.SetIsVoid(true);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_VENDOR:
case LOCAL_GL_RENDERER:
case LOCAL_GL_VERSION:
case LOCAL_GL_SHADING_LANGUAGE_VERSION:
case LOCAL_GL_EXTENSIONS: {
const char *s = (const char *) gl->fGetString(pname);
retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s)));
}
break;
default:
return NS_ERROR_INVALID_ARG;
}
return NS_OK;
}
bool WebGLContext::IsExtensionSupported(WebGLExtensionID ei)
{
bool isSupported;
switch (ei) {
case WebGL_OES_texture_float:
MakeContextCurrent();
isSupported = gl->IsExtensionSupported(gl->IsGLES2() ? GLContext::OES_texture_float
: GLContext::ARB_texture_float);
break;
case WebGL_OES_standard_derivatives:
// We always support this extension.
isSupported = true;
break;
case WebGL_MOZ_WEBGL_lose_context:
// We always support this extension.
isSupported = true;
break;
default:
isSupported = false;
}
return isSupported;
}
NS_IMETHODIMP
WebGLContext::GetExtension(const nsAString& aName, nsIWebGLExtension **retval)
{
*retval = nsnull;
if (!IsContextStable())
return NS_OK;
if (mDisableExtensions) {
return NS_OK;
}
// handle simple extensions that don't need custom objects first
WebGLExtensionID ei = WebGLExtensionID_Max;
if (aName.EqualsLiteral("OES_texture_float")) {
if (IsExtensionSupported(WebGL_OES_texture_float))
ei = WebGL_OES_texture_float;
}
else if (aName.EqualsLiteral("OES_standard_derivatives")) {
if (IsExtensionSupported(WebGL_OES_standard_derivatives))
ei = WebGL_OES_standard_derivatives;
}
else if (aName.EqualsLiteral("MOZ_WEBGL_lose_context")) {
if (IsExtensionSupported(WebGL_MOZ_WEBGL_lose_context))
ei = WebGL_MOZ_WEBGL_lose_context;
}
if (ei != WebGLExtensionID_Max) {
if (!IsExtensionEnabled(ei)) {
switch (ei) {
case WebGL_OES_standard_derivatives:
mEnabledExtensions[ei] = new WebGLExtensionStandardDerivatives(this);
break;
case WebGL_MOZ_WEBGL_lose_context:
mEnabledExtensions[ei] = new WebGLExtensionLoseContext(this);
break;
// create an extension for any types that don't
// have any additional tokens or methods
default:
mEnabledExtensions[ei] = new WebGLExtension(this);
break;
}
}
NS_ADDREF(*retval = mEnabledExtensions[ei]);
}
return NS_OK;
}
void
WebGLContext::ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect)
{
MakeContextCurrent();
bool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT);
bool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT);
bool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT);
// prepare GL state for clearing
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
gl->fDisable(LOCAL_GL_DITHER);
gl->PushViewportRect(viewportRect);
if (initializeColorBuffer) {
gl->fColorMask(1, 1, 1, 1);
gl->fClearColor(0.f, 0.f, 0.f, 0.f);
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {
gl->fStencilMask(0xffffffff);
gl->fClearStencil(0);
}
// do clear
gl->fClear(mask);
// restore GL state after clearing
if (initializeColorBuffer) {
gl->fColorMask(mColorWriteMask[0],
mColorWriteMask[1],
mColorWriteMask[2],
mColorWriteMask[3]);
gl->fClearColor(mColorClearValue[0],
mColorClearValue[1],
mColorClearValue[2],
mColorClearValue[3]);
}
if (initializeDepthBuffer) {
gl->fDepthMask(mDepthWriteMask);
gl->fClearDepth(mDepthClearValue);
}
if (initializeStencilBuffer) {
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
gl->fClearStencil(mStencilClearValue);
}
gl->PopViewportRect();
if (mDitherEnabled)
gl->fEnable(LOCAL_GL_DITHER);
else
gl->fDisable(LOCAL_GL_DITHER);
if (mScissorTestEnabled)
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
else
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
void
WebGLContext::EnsureBackbufferClearedAsNeeded()
{
if (mOptions.preserveDrawingBuffer)
return;
NS_ABORT_IF_FALSE(!mBoundFramebuffer,
"EnsureBackbufferClearedAsNeeded must not be called when a FBO is bound");
if (mBackbufferClearingStatus != BackbufferClearingStatus::NotClearedSinceLastPresented)
return;
mBackbufferClearingStatus = BackbufferClearingStatus::ClearedToDefaultValues;
ForceClearFramebufferWithDefaultValues(LOCAL_GL_COLOR_BUFFER_BIT |
LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT,
nsIntRect(0, 0, mWidth, mHeight));
Invalidate();
}
// We use this timer for many things. Here are the things that it is activated for:
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
// CONTEXT_LOST_WEBGL error has been triggered.
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
// GPU periodically to see if the reset status bit has been set.
// In all of these situations, we use this timer to send the script context lost
// and restored events asynchronously. For example, if it triggers a context loss,
// the webglcontextlost event will be sent to it the next time the robustness timer
// fires.
// Note that this timer mechanism is not used unless one of these 3 criteria
// are met.
// At a bare minimum, from context lost to context restores, it would take 3
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
NS_IMETHODIMP
WebGLContext::Notify(nsITimer* timer)
{
TerminateRobustnessTimer();
// If the context has been lost and we're waiting for it to be restored, do
// that now.
if (mContextStatus == ContextLostAwaitingEvent) {
bool defaultAction;
nsContentUtils::DispatchTrustedEvent(HTMLCanvasElement()->OwnerDoc(),
(nsIDOMHTMLCanvasElement*) HTMLCanvasElement(),
NS_LITERAL_STRING("webglcontextlost"),
PR_TRUE,
PR_TRUE,
&defaultAction);
// If the script didn't handle the event, we don't allow restores.
if (defaultAction)
mAllowRestore = false;
// If the script handled the event and we are allowing restores, then
// mark it to be restored. Otherwise, leave it as context lost
// (unusable).
if (!defaultAction && mAllowRestore) {
ForceRestoreContext();
// Restart the timer so that it will be restored on the next
// callback.
SetupRobustnessTimer();
} else {
mContextStatus = ContextLost;
}
} else if (mContextStatus == ContextLostAwaitingRestore) {
// Try to restore the context. If it fails, try again later.
if (NS_FAILED(SetDimensions(mWidth, mHeight))) {
SetupRobustnessTimer();
return NS_OK;
}
mContextStatus = ContextStable;
nsContentUtils::DispatchTrustedEvent(HTMLCanvasElement()->OwnerDoc(),
(nsIDOMHTMLCanvasElement*) HTMLCanvasElement(),
NS_LITERAL_STRING("webglcontextrestored"),
PR_TRUE,
PR_TRUE);
// Set all flags back to the state they were in before the context was
// lost.
mContextLostErrorSet = false;
mContextLostDueToTest = false;
mAllowRestore = true;
}
MaybeRestoreContext();
return NS_OK;
}
void
WebGLContext::MaybeRestoreContext()
{
// Don't try to handle it if we already know it's busted.
if (mContextStatus != ContextStable || gl == nsnull)
return;
bool isEGL = gl->GetContextType() == GLContext::ContextTypeEGL,
isANGLE = gl->IsANGLE();
// If was lost due to a forced context loss, don't try to handle it.
// Also, we also don't try to handle if if we don't have robustness.
// Note that the code in this function is used only for situations where
// we have an actual context loss, and not a simulated one.
if (mContextLostDueToTest ||
(!mHasRobustness && !isEGL))
return;
GLContext::ContextResetARB resetStatus = GLContext::CONTEXT_NO_ERROR;
if (mHasRobustness) {
gl->MakeCurrent();
resetStatus = (GLContext::ContextResetARB) gl->fGetGraphicsResetStatus();
} else if (isEGL) {
// Simulate a ARB_robustness guilty context loss for when we
// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
// but we can't make any distinction, so we must assume the worst
// case.
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
resetStatus = GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB;
}
}
if (resetStatus != GLContext::CONTEXT_NO_ERROR) {
// It's already lost, but clean up after it and signal to JS that it is
// lost.
ForceLoseContext();
}
switch (resetStatus) {
case GLContext::CONTEXT_NO_ERROR:
// If there has been activity since the timer was set, it's possible
// that we did or are going to miss something, so clear this flag and
// run it again some time later.
if (mDrawSinceRobustnessTimerSet)
SetupRobustnessTimer();
break;
case GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page caused the graphics card to reset; not restoring the context");
mAllowRestore = false;
break;
case GLContext::CONTEXT_INNOCENT_CONTEXT_RESET_ARB:
break;
case GLContext::CONTEXT_UNKNOWN_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page might have caused the graphics card to reset");
if (isEGL && isANGLE) {
// If we're using ANGLE, we ONLY get back UNKNOWN context resets, including for guilty contexts.
// This means that we can't restore it or risk restoring a guilty context. Should this ever change,
// we can get rid of the whole IsANGLE() junk from GLContext.h since, as of writing, this is the
// only use for it. See ANGLE issue 261.
mAllowRestore = false;
}
break;
}
}
void
WebGLContext::ForceLoseContext()
{
mContextStatus = ContextLostAwaitingEvent;
// Queue up a task to restore the event.
SetupRobustnessTimer();
DestroyResourcesAndContext();
}
void
WebGLContext::ForceRestoreContext()
{
mContextStatus = ContextLostAwaitingRestore;
}
//
// XPCOM goop
//
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_CLASS(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mCanvasElement)
NS_IMPL_CYCLE_COLLECTION_UNLINK_END
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mCanvasElement)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
DOMCI_DATA(WebGLRenderingContext, WebGLContext)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
NS_INTERFACE_MAP_ENTRY(nsITimerCallback)
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLRenderingContext)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLBuffer)
NS_IMPL_RELEASE(WebGLBuffer)
DOMCI_DATA(WebGLBuffer, WebGLBuffer)
NS_INTERFACE_MAP_BEGIN(WebGLBuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLBuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLBuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLTexture)
NS_IMPL_RELEASE(WebGLTexture)
DOMCI_DATA(WebGLTexture, WebGLTexture)
NS_INTERFACE_MAP_BEGIN(WebGLTexture)
NS_INTERFACE_MAP_ENTRY(nsIWebGLTexture)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLTexture)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLProgram)
NS_IMPL_RELEASE(WebGLProgram)
DOMCI_DATA(WebGLProgram, WebGLProgram)
NS_INTERFACE_MAP_BEGIN(WebGLProgram)
NS_INTERFACE_MAP_ENTRY(nsIWebGLProgram)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLProgram)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLShader)
NS_IMPL_RELEASE(WebGLShader)
DOMCI_DATA(WebGLShader, WebGLShader)
NS_INTERFACE_MAP_BEGIN(WebGLShader)
NS_INTERFACE_MAP_ENTRY(nsIWebGLShader)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLShader)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLFramebuffer)
NS_IMPL_RELEASE(WebGLFramebuffer)
DOMCI_DATA(WebGLFramebuffer, WebGLFramebuffer)
NS_INTERFACE_MAP_BEGIN(WebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLFramebuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLFramebuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLRenderbuffer)
NS_IMPL_RELEASE(WebGLRenderbuffer)
DOMCI_DATA(WebGLRenderbuffer, WebGLRenderbuffer)
NS_INTERFACE_MAP_BEGIN(WebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(nsIWebGLRenderbuffer)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLRenderbuffer)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLUniformLocation)
NS_IMPL_RELEASE(WebGLUniformLocation)
DOMCI_DATA(WebGLUniformLocation, WebGLUniformLocation)
NS_INTERFACE_MAP_BEGIN(WebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(nsIWebGLUniformLocation)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLUniformLocation)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLShaderPrecisionFormat)
NS_IMPL_RELEASE(WebGLShaderPrecisionFormat)
DOMCI_DATA(WebGLShaderPrecisionFormat, WebGLShaderPrecisionFormat)
NS_INTERFACE_MAP_BEGIN(WebGLShaderPrecisionFormat)
NS_INTERFACE_MAP_ENTRY(nsIWebGLShaderPrecisionFormat)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLShaderPrecisionFormat)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLActiveInfo)
NS_IMPL_RELEASE(WebGLActiveInfo)
DOMCI_DATA(WebGLActiveInfo, WebGLActiveInfo)
NS_INTERFACE_MAP_BEGIN(WebGLActiveInfo)
NS_INTERFACE_MAP_ENTRY(nsIWebGLActiveInfo)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLActiveInfo)
NS_INTERFACE_MAP_END
#define NAME_NOT_SUPPORTED(base) \
NS_IMETHODIMP base::GetName(WebGLuint *aName) \
{ return NS_ERROR_NOT_IMPLEMENTED; } \
NS_IMETHODIMP base::SetName(WebGLuint aName) \
{ return NS_ERROR_NOT_IMPLEMENTED; }
NAME_NOT_SUPPORTED(WebGLTexture)
NAME_NOT_SUPPORTED(WebGLBuffer)
NAME_NOT_SUPPORTED(WebGLProgram)
NAME_NOT_SUPPORTED(WebGLShader)
NAME_NOT_SUPPORTED(WebGLFramebuffer)
NAME_NOT_SUPPORTED(WebGLRenderbuffer)
NS_IMPL_ADDREF(WebGLExtension)
NS_IMPL_RELEASE(WebGLExtension)
DOMCI_DATA(WebGLExtension, WebGLExtension)
NS_INTERFACE_MAP_BEGIN(WebGLExtension)
NS_INTERFACE_MAP_ENTRY(nsIWebGLExtension)
NS_INTERFACE_MAP_ENTRY(nsISupports)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLExtension)
NS_INTERFACE_MAP_END
NS_IMPL_ADDREF(WebGLExtensionStandardDerivatives)
NS_IMPL_RELEASE(WebGLExtensionStandardDerivatives)
DOMCI_DATA(WebGLExtensionStandardDerivatives, WebGLExtensionStandardDerivatives)
NS_INTERFACE_MAP_BEGIN(WebGLExtensionStandardDerivatives)
NS_INTERFACE_MAP_ENTRY(nsIWebGLExtensionStandardDerivatives)
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, WebGLExtension)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLExtensionStandardDerivatives)
NS_INTERFACE_MAP_END_INHERITING(WebGLExtension)
NS_IMPL_ADDREF(WebGLExtensionLoseContext)
NS_IMPL_RELEASE(WebGLExtensionLoseContext)
DOMCI_DATA(WebGLExtensionLoseContext, WebGLExtensionLoseContext)
NS_INTERFACE_MAP_BEGIN(WebGLExtensionLoseContext)
NS_INTERFACE_MAP_ENTRY(nsIWebGLExtensionLoseContext)
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, WebGLExtension)
NS_DOM_INTERFACE_MAP_ENTRY_CLASSINFO(WebGLExtensionLoseContext)
NS_INTERFACE_MAP_END_INHERITING(WebGLExtension)
/* readonly attribute WebGLsizei drawingBufferWidth; */
NS_IMETHODIMP
WebGLContext::GetDrawingBufferWidth(WebGLsizei *aWidth)
{
if (!IsContextStable())
return NS_OK;
*aWidth = mWidth;
return NS_OK;
}
/* readonly attribute WebGLsizei drawingBufferHeight; */
NS_IMETHODIMP
WebGLContext::GetDrawingBufferHeight(WebGLsizei *aHeight)
{
if (!IsContextStable())
return NS_OK;
*aHeight = mHeight;
return NS_OK;
}
/* [noscript] attribute WebGLint location; */
NS_IMETHODIMP
WebGLUniformLocation::GetLocation(WebGLint *aLocation)
{
return NS_ERROR_NOT_IMPLEMENTED;
}
NS_IMETHODIMP
WebGLUniformLocation::SetLocation(WebGLint aLocation)
{
return NS_ERROR_NOT_IMPLEMENTED;
}
/* readonly attribute WebGLint size; */
NS_IMETHODIMP
WebGLActiveInfo::GetSize(WebGLint *aSize)
{
*aSize = mSize;
return NS_OK;
}
/* readonly attribute WebGLenum type; */
NS_IMETHODIMP
WebGLActiveInfo::GetType(WebGLenum *aType)
{
*aType = mType;
return NS_OK;
}
/* readonly attribute DOMString name; */
NS_IMETHODIMP
WebGLActiveInfo::GetName(nsAString & aName)
{
aName = mName;
return NS_OK;
}
/* readonly attribute WebGLint rangeMin */
NS_IMETHODIMP
WebGLShaderPrecisionFormat::GetRangeMin(WebGLint *aRangeMin)
{
*aRangeMin = mRangeMin;
return NS_OK;
}
/* readonly attribute WebGLint rangeMax */
NS_IMETHODIMP
WebGLShaderPrecisionFormat::GetRangeMax(WebGLint *aRangeMax)
{
*aRangeMax = mRangeMax;
return NS_OK;
}
/* readonly attribute WebGLint precision */
NS_IMETHODIMP
WebGLShaderPrecisionFormat::GetPrecision(WebGLint *aPrecision)
{
*aPrecision = mPrecision;
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetSupportedExtensions(nsIVariant **retval)
{
*retval = nsnull;
if (!IsContextStable())
return NS_OK;
if (mDisableExtensions) {
return NS_OK;
}
nsCOMPtr<nsIWritableVariant> wrval = do_CreateInstance("@mozilla.org/variant;1");
NS_ENSURE_TRUE(wrval, NS_ERROR_FAILURE);
nsTArray<const char *> extList;
if (IsExtensionSupported(WebGL_OES_texture_float))
extList.InsertElementAt(extList.Length(), "OES_texture_float");
if (IsExtensionSupported(WebGL_OES_standard_derivatives))
extList.InsertElementAt(extList.Length(), "OES_standard_derivatives");
if (IsExtensionSupported(WebGL_MOZ_WEBGL_lose_context))
extList.InsertElementAt(extList.Length(), "MOZ_WEBGL_lose_context");
nsresult rv;
if (extList.Length() > 0) {
rv = wrval->SetAsArray(nsIDataType::VTYPE_CHAR_STR, nsnull,
extList.Length(), &extList[0]);
} else {
rv = wrval->SetAsEmptyArray();
}
if (NS_FAILED(rv))
return rv;
*retval = wrval.forget().get();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::IsContextLost(WebGLboolean *retval)
{
*retval = mContextStatus != ContextStable;
return NS_OK;
}
// Internalized version of IsContextLost.
bool
WebGLContext::IsContextStable()
{
return mContextStatus == ContextStable;
}