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Back out patches from bug 749678, except for the include guards - no review, fix regression (Bug 753350)
Unfortunately, in-process plugins using OpenGL break the assumption made by these patches, that the current GL context is only changed by GLContext::MakeCurrent. Another issue, regardless of in-process, is that our host-side code in nsCoreAnimationSupport.mm uses direct CGL calls, bypassing GLContext.
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1453ba5eee
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@ -64,8 +64,9 @@ using namespace mozilla::gfx;
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namespace mozilla {
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namespace gl {
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tls::key GLContextTLSStorage::sTLSKey;
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bool GLContextTLSStorage::sTLSKeyAlreadyCreated = false;
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#ifdef DEBUG
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PRUintn GLContext::sCurrentGLContextTLS = -1;
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#endif
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PRUint32 GLContext::sDebugMode = 0;
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@ -67,7 +67,6 @@
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#include "nsRegion.h"
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#include "nsAutoPtr.h"
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#include "nsThreadUtils.h"
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#include "thread_helper.h"
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typedef char realGLboolean;
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@ -525,77 +524,6 @@ struct THEBES_API ContextFormat
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int colorBits() const { return red + green + blue; }
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};
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/*
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* This is a helper class to do the little bit of TLS storage that we need
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* to allow GLContext to keep track of the current GLContext for a given thread.
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*
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* This is mostly an optimization to avoid calling MakeCurrent on an
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* already-current context,which depending on OpenGL libraries/drivers can be
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* very expensive. An earlier optimization consisted in calling
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* getCurrentContext to check if the context was already current, but
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* even that was shown to be very slow at least on Mac and on Linux NVIDIA,
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* see bug 749678.
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*
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* In a general setting, we would have to do a TLS lookup on every MakeCurrent
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* call. But in GLContext, we currently assume that we only ever make GL calls
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* on a given GLContext in the same thread that created it (the "owning thread").
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* That assumption allows us to avoid doing a TLS lookup on every MakeCurrent
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* call. It's checked by assertions in MOZ_GL_DEBUG mode.
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*
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* The way this works is that inside each GLContext, we store a pointer to the
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* TLS pointer to the current context for this thread. This pointer-to-pointer
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* (mStorage->mCurrentGLContext) is set during GL context creation: that's where
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* we rely on the assumption that all GL calls on a given context are made on
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* the same thread that created that context.
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*/
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class GLContextTLSStorage
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{
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struct Storage
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{
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GLContext *mCurrentGLContext;
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NS_INLINE_DECL_REFCOUNTING(Storage)
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Storage() : mCurrentGLContext(nsnull) {}
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~Storage() {
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// avoid keeping a dangling TLS pointer to the Storage object being destroyed
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tls::set<Storage>(sTLSKey, nsnull);
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}
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};
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nsRefPtr<Storage> mStorage;
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static tls::key sTLSKey;
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static bool sTLSKeyAlreadyCreated;
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public:
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GLContextTLSStorage() {
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if (!sTLSKeyAlreadyCreated) {
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tls::create(&sTLSKey);
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sTLSKeyAlreadyCreated = true;
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}
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mStorage = tls::get<Storage>(sTLSKey);
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if (!mStorage) {
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mStorage = new Storage;
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tls::set<Storage>(sTLSKey, mStorage);
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}
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}
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~GLContextTLSStorage() {
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}
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GLContext *CurrentGLContext() const {
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return mStorage->mCurrentGLContext;
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}
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void SetCurrentGLContext(GLContext *c) {
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mStorage->mCurrentGLContext = c;
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}
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};
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class GLContext
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: public GLLibraryLoader
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{
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@ -647,7 +575,7 @@ public:
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}
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virtual ~GLContext() {
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NS_ABORT_IF_FALSE(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
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NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
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#ifdef DEBUG
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if (mSharedContext) {
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GLContext *tip = mSharedContext;
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@ -657,8 +585,6 @@ public:
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tip->ReportOutstandingNames();
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}
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#endif
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if (this == CurrentGLContext())
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SetCurrentGLContext(nsnull);
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}
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enum ContextFlags {
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@ -677,43 +603,19 @@ public:
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virtual GLContextType GetContextType() { return ContextTypeUnknown; }
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virtual bool MakeCurrentImpl() = 0;
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virtual bool MakeCurrentImpl(bool aForce = false) = 0;
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void CheckOwningThreadInDebugMode() {
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#ifdef DEBUG
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if (!NS_GetCurrentThread()) {
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// happens during shutdown. Drop this check in that case.
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return;
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}
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if (!IsOwningThreadCurrent())
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{
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printf_stderr(
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"This GL context (%p) is owned by thread %p, but the current thread is %p. "
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"That's fine by itself, but our current code in GLContext::MakeCurrent, checking "
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"if the context is already current, relies on the assumption that GL calls on a given "
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"GLContext are only made by the thread that created that GLContext. If you want to "
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"start making GL calls from non-owning threads, you'll have to change a few things "
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"around here, see Bug 749678 comments 13 and 15.\n",
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this, mOwningThread.get(), NS_GetCurrentThread());
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NS_ABORT();
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}
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#endif
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static void StaticInit() {
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PR_NewThreadPrivateIndex(&sCurrentGLContextTLS, NULL);
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}
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#endif
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bool MakeCurrent(bool aForce = false) {
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CheckOwningThreadInDebugMode();
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if (!aForce &&
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this == CurrentGLContext())
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{
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return true;
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}
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bool success = MakeCurrentImpl();
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if (success) {
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SetCurrentGLContext(this);
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}
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return success;
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#ifdef DEBUG
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PR_SetThreadPrivate(sCurrentGLContextTLS, this);
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#endif
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return MakeCurrentImpl(aForce);
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}
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bool IsContextLost() { return mContextLost; }
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@ -1200,16 +1102,6 @@ public:
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}
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private:
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GLContext *CurrentGLContext() const {
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return mTLSStorage.CurrentGLContext();
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}
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void SetCurrentGLContext(GLContext *c) {
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mTLSStorage.SetCurrentGLContext(c);
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}
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bool mOffscreenFBOsDirty;
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void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
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@ -1737,6 +1629,15 @@ protected:
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GLContextSymbols mSymbols;
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#ifdef DEBUG
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// GLDebugMode will check that we don't send call
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// to a GLContext that isn't current on the current
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// thread.
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// Store the current context when binding to thread local
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// storage to support DebugMode on an arbitrary thread.
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static PRUintn sCurrentGLContextTLS;
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#endif
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void UpdateActualFormat();
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ContextFormat mActualFormat;
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@ -1745,8 +1646,6 @@ protected:
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GLuint mOffscreenTexture;
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bool mFlipped;
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GLContextTLSStorage mTLSStorage;
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// lazy-initialized things
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GLuint mBlitProgram, mBlitFramebuffer;
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void UseBlitProgram();
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@ -1924,13 +1823,16 @@ public:
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void BeforeGLCall(const char* glFunction) {
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if (DebugMode()) {
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GLContext *currentGLContext = NULL;
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currentGLContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS);
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if (DebugMode() & DebugTrace)
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printf_stderr("[gl:%p] > %s\n", this, glFunction);
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CheckOwningThreadInDebugMode();
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if (this != CurrentGLContext()) {
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if (this != currentGLContext) {
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printf_stderr("Fatal: %s called on non-current context %p. "
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"The current context for this thread is %p.\n",
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glFunction, this, CurrentGLContext());
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glFunction, this, currentGLContext);
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NS_ABORT();
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}
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}
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@ -171,8 +171,12 @@ public:
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}
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}
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bool MakeCurrentImpl()
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bool MakeCurrentImpl(bool aForce = false)
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{
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if (!aForce && [NSOpenGLContext currentContext] == mContext) {
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return true;
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}
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if (mContext) {
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[mContext makeCurrentContext];
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}
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@ -420,7 +420,7 @@ public:
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return true;
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}
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bool MakeCurrentImpl() {
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bool MakeCurrentImpl(bool aForce = false) {
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bool succeeded = true;
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// Assume that EGL has the same problem as WGL does,
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@ -442,24 +442,25 @@ public:
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return succeeded;
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}
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#endif
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if (aForce || sEGLLibrary.fGetCurrentContext() != mContext) {
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#ifdef MOZ_WIDGET_QT
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// Shared Qt GL context need to be informed about context switch
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if (mSharedContext) {
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QGLContext* qglCtx = static_cast<QGLContext*>(static_cast<GLContextEGL*>(mSharedContext.get())->mPlatformContext);
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if (qglCtx) {
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qglCtx->doneCurrent();
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// Shared Qt GL context need to be informed about context switch
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if (mSharedContext) {
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QGLContext* qglCtx = static_cast<QGLContext*>(static_cast<GLContextEGL*>(mSharedContext.get())->mPlatformContext);
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if (qglCtx) {
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qglCtx->doneCurrent();
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}
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}
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}
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#endif
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succeeded = sEGLLibrary.fMakeCurrent(EGL_DISPLAY(),
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mSurface, mSurface,
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mContext);
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if (!succeeded && sEGLLibrary.fGetError() == LOCAL_EGL_CONTEXT_LOST) {
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mContextLost = true;
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NS_WARNING("EGL context has been lost.");
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succeeded = sEGLLibrary.fMakeCurrent(EGL_DISPLAY(),
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mSurface, mSurface,
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mContext);
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if (!succeeded && sEGLLibrary.fGetError() == LOCAL_EGL_CONTEXT_LOST) {
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mContextLost = true;
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NS_WARNING("EGL context has been lost.");
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}
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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}
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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return succeeded;
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}
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return true;
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}
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bool MakeCurrentImpl()
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bool MakeCurrentImpl(bool aForce = false)
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{
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bool succeeded = sGLXLibrary.xMakeCurrent(mDisplay, mDrawable, mContext);
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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bool succeeded = true;
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// With the ATI FGLRX driver, glxMakeCurrent is very slow even when the context doesn't change.
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// (This is not the case with other drivers such as NVIDIA).
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// So avoid calling it more than necessary. Since GLX documentation says that:
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// "glXGetCurrentContext returns client-side information.
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// It does not make a round trip to the server."
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// I assume that it's not worth using our own TLS slot here.
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if (aForce || sGLXLibrary.xGetCurrentContext() != mContext) {
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succeeded = sGLXLibrary.xMakeCurrent(mDisplay, mDrawable, mContext);
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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}
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return succeeded;
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}
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return InitWithPrefix("gl", true);
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}
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bool MakeCurrentImpl()
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bool MakeCurrentImpl(bool aForce = false)
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{
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bool succeeded
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= sOSMesaLibrary.fMakeCurrent(mContext, mThebesSurface->Data(),
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@ -333,10 +333,18 @@ public:
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return true;
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}
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bool MakeCurrentImpl()
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bool MakeCurrentImpl(bool aForce = false)
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{
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bool succeeded = sWGLLibrary.fMakeCurrent(mDC, mContext);
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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BOOL succeeded = true;
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// wglGetCurrentContext seems to just pull the HGLRC out
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// of its TLS slot, so no need to do our own tls slot.
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// You would think that wglMakeCurrent would avoid doing
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// work if mContext was already current, but not so much..
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if (aForce || sWGLLibrary.fGetCurrentContext() != mContext) {
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succeeded = sWGLLibrary.fMakeCurrent(mDC, mContext);
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NS_ASSERTION(succeeded, "Failed to make GL context current!");
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}
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return succeeded;
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}
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@ -301,6 +301,10 @@ gfxPlatform::Init()
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#error "No gfxPlatform implementation available"
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#endif
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#ifdef DEBUG
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mozilla::gl::GLContext::StaticInit();
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#endif
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nsresult rv;
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#if defined(XP_MACOSX) || defined(XP_WIN) || defined(ANDROID) // temporary, until this is implemented on others
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