This patch switches to the new mutual ownership pattern for WebGL objects, based on maintaining a second WebGL-specific refcount mirroring the OpenGL refcount which we can't access, using the helper classes that were introduced in patches 1 and 2.
This patch implements the WebGLRefPtr class, which is how WebGL objects can hold strong references to each other that work in the same way as the references held by the underlying OpenGL objects, i.e. that will be immediately destroyed even by explicit delete calls.
This patch implements WebGLRefCountedObject, a base class for WebGL objects that implements a "WebGL refcount" mirroring the OpenGL refcount, separate from the XPCOM refcount. It collaborates with the WebGLRefPtr class introduced in patch 2.
These IIDs were used in the past to check, using do_QueryInterface, that the objects passed to WebGL functions were really of the expected type. Now that WebGL classes are marked 'builtinclass' in the IDL and that check has been removed (see bug 638328), none of that is needed anymore.
This patch should improve performance of the robustness timer by not resetting
it each time a draw operation happens. It still checks if there's any activity
and, if not, it will stop firing it. It includes a single extra timer firing
after activity dies to make sure we don't miss anything. Also includes a fix for
robustness being marked as existing when it really isn't.
We are supposed to clear the WebGL framebuffer after it's been presented to the compositor and before the next draw operation, and were using the wrong way to know when we got composited. The right way is DidTransactionCallback.
This patch implements ARB_robustness on GLX and allows scripts to handle driver resets
through events. The changes in this patch are very sweeping; they hit almost
every NS_IMETHODIMP function within WebGLContextGL.cpp and WebGLContext.cpp.
More work must be done on this to support EGL_CONTEXT_LOST.
WebGL objects keep an array of refptrs of other WebGL objects owning references to them. In practical cases, the size of this array can oscillate between 0 and 2 at high frequency. nsTArray throws away its whole storage (mHdr) when its size hits 0. This patch makes us use a nsAutoTArray with a pre-allocated size of 2 or 8 depending on WebGL object types.
This patch does 3 things on Macs with Intel GPUs:
* prevents attaching a cube map to a framebuffer.
Test case: http://codeflow.org/webgl/irradiance/
* skips glGenerateMipmaps on cube maps
* since cube maps are now missing their mipmaps, prevents setting on them a minification filter that requires a mipmap, but only from OpenGL's point of view, not from WebGL's.
This code is copied mostly from WebKit. It strips out comments from shader source code before actually compiling it, so that the comments can have illegal characters. It was benchmarked and it was noted that a test attached to the bug ticket took about twice as long with these changes.
This includes the patch from bug 680722 to check for illegal characters.
This code is copied mostly from WebKit. It strips out comments from shader source code before actually compiling it, so that the comments can have illegal characters. It was benchmarked and it was noted that a test attached to the bug ticket took about twice as long with these changes.
This includes the patch from bug 680722 to check for illegal characters.
There was actually some surrounding logic breaking 0-size textures. It was because there was code that basically checked "did uint=negative_num*other_vars overflow". For incorrect validation, two copies of the same variable (one stored internally and one passed in) were available to the function, but the one stored internally was being validated, while the version passed in wasn't. The fix for this was simply checking the passed var instead.
This limits the length of uniform and attrib identifiers to 4095 characters, to steer clear GL implementation bugs with too long identifiers. The 4095 is totally arbitrary, all we know is that crashes happen after 2^22 chars.