/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */ /* 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/. */ #ifndef GLCONTEXT_H_ #define GLCONTEXT_H_ #include #include #if defined(XP_UNIX) #include #endif #include #include #include #include #include #ifdef WIN32 #include #endif #ifdef GetClassName #undef GetClassName #endif #include "GLDefs.h" #include "GLLibraryLoader.h" #include "gfxASurface.h" #include "gfxImageSurface.h" #include "gfxContext.h" #include "gfxRect.h" #include "gfx3DMatrix.h" #include "nsISupportsImpl.h" #include "prlink.h" #include "plstr.h" #include "nsDataHashtable.h" #include "nsHashKeys.h" #include "nsRegion.h" #include "nsAutoPtr.h" #include "nsThreadUtils.h" #include "GLContextTypes.h" #include "GLTextureImage.h" #include "SurfaceTypes.h" #include "GLScreenBuffer.h" typedef char realGLboolean; #include "GLContextSymbols.h" #include "mozilla/mozalloc.h" #include "mozilla/Preferences.h" #include "mozilla/StandardInteger.h" #include "mozilla/Mutex.h" #include "mozilla/GenericRefCounted.h" namespace android { class GraphicBuffer; } namespace mozilla { namespace gfx { class SharedSurface; class DataSourceSurface; struct SurfaceCaps; } namespace gl { class GLContext; class GLLibraryEGL; class GLScreenBuffer; class TextureGarbageBin; } namespace layers { class ColorTextureLayerProgram; class LayerManagerOGL; } } namespace mozilla { namespace gl { typedef uintptr_t SharedTextureHandle; class GLContext : public GLLibraryLoader , public GenericAtomicRefCounted { protected: typedef class gfx::SharedSurface SharedSurface; typedef gfx::SharedSurfaceType SharedSurfaceType; typedef gfxASurface::gfxImageFormat ImageFormat; typedef gfx::SurfaceFormat SurfaceFormat; public: typedef struct gfx::SurfaceCaps SurfaceCaps; GLContext(const SurfaceCaps& caps, GLContext* sharedContext = nullptr, bool isOffscreen = false) : mTexBlit_Buffer(0), mTexBlit_VertShader(0), mTex2DBlit_FragShader(0), mTex2DRectBlit_FragShader(0), mTex2DBlit_Program(0), mTex2DRectBlit_Program(0), mTexBlit_UseDrawNotCopy(false), mInitialized(false), mIsOffscreen(isOffscreen), mIsGLES2(false), mIsGlobalSharedContext(false), mHasRobustness(false), mContextLost(false), mVendor(-1), mRenderer(-1), mSharedContext(sharedContext), mFlipped(false), mBlitProgram(0), mBlitFramebuffer(0), mCaps(caps), mScreen(nullptr), mLockedSurface(nullptr), mMaxTextureSize(0), mMaxCubeMapTextureSize(0), mMaxTextureImageSize(0), mMaxRenderbufferSize(0), mNeedsTextureSizeChecks(false), mWorkAroundDriverBugs(true) #ifdef DEBUG , mGLError(LOCAL_GL_NO_ERROR) #endif { mUserData.Init(); mOwningThread = NS_GetCurrentThread(); mTexBlit_UseDrawNotCopy = Preferences::GetBool("gl.blit-draw-not-copy", false); } virtual ~GLContext() { NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!"); #ifdef DEBUG if (mSharedContext) { GLContext *tip = mSharedContext; while (tip->mSharedContext) tip = tip->mSharedContext; tip->SharedContextDestroyed(this); tip->ReportOutstandingNames(); } else { ReportOutstandingNames(); } #endif } enum ContextFlags { ContextFlagsNone = 0x0, ContextFlagsGlobal = 0x1, ContextFlagsMesaLLVMPipe = 0x2 }; enum GLContextType { ContextTypeUnknown, ContextTypeWGL, ContextTypeCGL, ContextTypeGLX, ContextTypeEGL }; virtual GLContextType GetContextType() { return ContextTypeUnknown; } virtual bool MakeCurrentImpl(bool aForce = false) = 0; #ifdef DEBUG static void StaticInit() { PR_NewThreadPrivateIndex(&sCurrentGLContextTLS, NULL); } #endif bool MakeCurrent(bool aForce = false) { #ifdef DEBUG PR_SetThreadPrivate(sCurrentGLContextTLS, this); // XXX this assertion is disabled because it's triggering on Mac; // we need to figure out why and reenable it. #if 0 // IsOwningThreadCurrent is a bit of a misnomer; // the "owning thread" is the creation thread, // and the only thread that can own this. We don't // support contexts used on multiple threads. NS_ASSERTION(IsOwningThreadCurrent(), "MakeCurrent() called on different thread than this context was created on!"); #endif #endif return MakeCurrentImpl(aForce); } virtual bool IsCurrent() = 0; bool IsContextLost() { return mContextLost; } virtual bool SetupLookupFunction() = 0; virtual void ReleaseSurface() {} void *GetUserData(void *aKey) { void *result = nullptr; mUserData.Get(aKey, &result); return result; } void SetUserData(void *aKey, void *aValue) { mUserData.Put(aKey, aValue); } // Mark this context as destroyed. This will NULL out all // the GL function pointers! void MarkDestroyed(); bool IsDestroyed() { // MarkDestroyed will mark all these as null. return mSymbols.fUseProgram == nullptr; } enum NativeDataType { NativeGLContext, NativeImageSurface, NativeThebesSurface, NativeDataTypeMax }; virtual void *GetNativeData(NativeDataType aType) { return NULL; } GLContext *GetSharedContext() { return mSharedContext; } bool IsGlobalSharedContext() { return mIsGlobalSharedContext; } void SetIsGlobalSharedContext(bool aIsOne) { mIsGlobalSharedContext = aIsOne; } /** * Returns true if the thread on which this context was created is the currently * executing thread. */ bool IsOwningThreadCurrent() { return NS_GetCurrentThread() == mOwningThread; } void DispatchToOwningThread(nsIRunnable *event) { // Before dispatching, we need to ensure we're not in the middle of // shutting down. Dispatching runnables in the middle of shutdown // (that is, when the main thread is no longer get-able) can cause them // to leak. See Bug 741319, and Bug 744115. nsCOMPtr mainThread; if (NS_SUCCEEDED(NS_GetMainThread(getter_AddRefs(mainThread)))) { mOwningThread->Dispatch(event, NS_DISPATCH_NORMAL); } } virtual EGLContext GetEGLContext() { return nullptr; } virtual GLLibraryEGL* GetLibraryEGL() { return nullptr; } virtual void MakeCurrent_EGLSurface(void* surf) { MOZ_CRASH("Must be called against a GLContextEGL."); } /** * If this context is double-buffered, returns TRUE. */ virtual bool IsDoubleBuffered() { return false; } /** * If this context is the GLES2 API, returns TRUE. * This means that various GLES2 restrictions might be in effect (modulo * extensions). */ bool IsGLES2() const { return mIsGLES2; } /** * Returns true if either this is the GLES2 API, or had the GL_ARB_ES2_compatibility extension */ bool HasES2Compatibility() { return mIsGLES2 || IsExtensionSupported(ARB_ES2_compatibility); } /** * Returns true if the context is using ANGLE. This should only be overridden for an ANGLE * implementation. */ virtual bool IsANGLE() { return false; } /** * The derived class is expected to provide information on whether or not it * supports robustness. */ virtual bool SupportsRobustness() = 0; enum { VendorIntel, VendorNVIDIA, VendorATI, VendorQualcomm, VendorImagination, VendorNouveau, VendorOther }; enum { RendererAdreno200, RendererAdreno205, RendererAdrenoTM205, RendererAdrenoTM320, RendererSGX530, RendererSGX540, RendererTegra, RendererOther }; int Vendor() const { return mVendor; } int Renderer() const { return mRenderer; } bool CanUploadSubTextures(); static void PlatformStartup(); protected: static bool sPowerOfTwoForced; static bool sPowerOfTwoPrefCached; static void CacheCanUploadNPOT(); public: bool CanUploadNonPowerOfTwo(); bool WantsSmallTiles(); /** * If this context wraps a double-buffered target, swap the back * and front buffers. It should be assumed that after a swap, the * contents of the new back buffer are undefined. */ virtual bool SwapBuffers() { return false; } /** * Defines a two-dimensional texture image for context target surface */ virtual bool BindTexImage() { return false; } /* * Releases a color buffer that is being used as a texture */ virtual bool ReleaseTexImage() { return false; } /** * Applies aFilter to the texture currently bound to GL_TEXTURE_2D. */ void ApplyFilterToBoundTexture(gfxPattern::GraphicsFilter aFilter); /** * Applies aFilter to the texture currently bound to aTarget. */ void ApplyFilterToBoundTexture(GLuint aTarget, gfxPattern::GraphicsFilter aFilter); virtual bool BindExternalBuffer(GLuint texture, void* buffer) { return false; } virtual bool UnbindExternalBuffer(GLuint texture) { return false; } #ifdef MOZ_WIDGET_GONK virtual EGLImage CreateEGLImageForNativeBuffer(void* buffer) = 0; virtual void DestroyEGLImage(EGLImage image) = 0; virtual EGLImage GetNullEGLImage() = 0; #endif virtual already_AddRefed CreateDirectTextureImage(android::GraphicBuffer* aBuffer, GLenum aWrapMode) { return nullptr; } // Before reads from offscreen texture void GuaranteeResolve(); protected: GLuint mTexBlit_Buffer; GLuint mTexBlit_VertShader; GLuint mTex2DBlit_FragShader; GLuint mTex2DRectBlit_FragShader; GLuint mTex2DBlit_Program; GLuint mTex2DRectBlit_Program; bool mTexBlit_UseDrawNotCopy; bool UseTexQuadProgram(GLenum target = LOCAL_GL_TEXTURE_2D, const gfxIntSize& srcSize = gfxIntSize()); bool InitTexQuadProgram(GLenum target = LOCAL_GL_TEXTURE_2D); void DeleteTexBlitProgram(); public: // If you don't have |srcFormats| for the 2nd definition, // then you'll need the framebuffer_blit extensions to use // the first BlitFramebufferToFramebuffer. void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB, const gfxIntSize& srcSize, const gfxIntSize& destSize); void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB, const gfxIntSize& srcSize, const gfxIntSize& destSize, const GLFormats& srcFormats); void BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB, const gfxIntSize& srcSize, const gfxIntSize& destSize, GLenum srcTarget = LOCAL_GL_TEXTURE_2D); void BlitFramebufferToTexture(GLuint srcFB, GLuint destTex, const gfxIntSize& srcSize, const gfxIntSize& destSize, GLenum destTarget = LOCAL_GL_TEXTURE_2D); void BlitTextureToTexture(GLuint srcTex, GLuint destTex, const gfxIntSize& srcSize, const gfxIntSize& destSize, GLenum srcTarget = LOCAL_GL_TEXTURE_2D, GLenum destTarget = LOCAL_GL_TEXTURE_2D); /* * Resize the current offscreen buffer. Returns true on success. * If it returns false, the context should be treated as unusable * and should be recreated. After the resize, the viewport is not * changed; glViewport should be called as appropriate. * * Only valid if IsOffscreen() returns true. */ virtual bool ResizeOffscreen(const gfxIntSize& size) { return ResizeScreenBuffer(size); } /* * Return size of this offscreen context. * * Only valid if IsOffscreen() returns true. */ const gfxIntSize& OffscreenSize() const; virtual bool SupportsFramebufferMultisample() const { return IsExtensionSupported(EXT_framebuffer_multisample) || IsExtensionSupported(ANGLE_framebuffer_multisample); } virtual bool SupportsSplitFramebuffer() { return IsExtensionSupported(EXT_framebuffer_blit) || IsExtensionSupported(ANGLE_framebuffer_blit); } enum SharedTextureShareType { SameProcess = 0, CrossProcess }; enum SharedTextureBufferType { TextureID #ifdef MOZ_WIDGET_ANDROID , SurfaceTexture #endif #ifdef XP_MACOSX , IOSurface #endif }; /* * Create a new shared GLContext content handle, using the passed buffer as a source. * Must be released by ReleaseSharedHandle. UpdateSharedHandle will have no effect * on handles created with this method, as the caller owns the source (the passed buffer) * and is responsible for updating it accordingly. */ virtual SharedTextureHandle CreateSharedHandle(SharedTextureShareType shareType, void* buffer, SharedTextureBufferType bufferType) { return 0; } /** * Publish GLContext content to intermediate buffer attached to shared handle. * Shared handle content is ready to be used after call returns, and no need extra Flush/Finish are required. * GLContext must be current before this call */ virtual void UpdateSharedHandle(SharedTextureShareType shareType, SharedTextureHandle sharedHandle) { } /** * - It is better to call ReleaseSharedHandle before original GLContext destroyed, * otherwise warning will be thrown on attempt to destroy Texture associated with SharedHandle, depends on backend implementation. * - It does not require to be called on context where it was created, * because SharedHandle suppose to keep Context reference internally, * or don't require specific context at all, for example IPC SharedHandle. * - Not recommended to call this between AttachSharedHandle and Draw Target call. * if it is really required for some special backend, then DetachSharedHandle API must be added with related implementation. * - It is recommended to stop any possible access to SharedHandle (Attachments, pending GL calls) before calling Release, * otherwise some artifacts might appear or even crash if API backend implementation does not expect that. * SharedHandle (currently EGLImage) does not require GLContext because it is EGL call, and can be destroyed * at any time, unless EGLImage have siblings (which are not expected with current API). */ virtual void ReleaseSharedHandle(SharedTextureShareType shareType, SharedTextureHandle sharedHandle) { } typedef struct { GLenum mTarget; SurfaceFormat mTextureFormat; gfx3DMatrix mTextureTransform; } SharedHandleDetails; /** * Returns information necessary for rendering a shared handle. * These values change depending on what sharing mechanism is in use */ virtual bool GetSharedHandleDetails(SharedTextureShareType shareType, SharedTextureHandle sharedHandle, SharedHandleDetails& details) { return false; } /** * Attach Shared GL Handle to GL_TEXTURE_2D target * GLContext must be current before this call */ virtual bool AttachSharedHandle(SharedTextureShareType shareType, SharedTextureHandle sharedHandle) { return false; } /** * Detach Shared GL Handle from GL_TEXTURE_2D target */ virtual void DetachSharedHandle(SharedTextureShareType shareType, SharedTextureHandle sharedHandle) { } void fBindFramebuffer(GLenum target, GLuint framebuffer) { if (!mScreen) { raw_fBindFramebuffer(target, framebuffer); return; } switch (target) { case LOCAL_GL_DRAW_FRAMEBUFFER_EXT: mScreen->BindDrawFB(framebuffer); return; case LOCAL_GL_READ_FRAMEBUFFER_EXT: mScreen->BindReadFB(framebuffer); return; case LOCAL_GL_FRAMEBUFFER: mScreen->BindFB(framebuffer); return; default: // Nothing we care about, likely an error. break; } raw_fBindFramebuffer(target, framebuffer); } void BindFB(GLuint fb) { fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb); MOZ_ASSERT(!fb || fIsFramebuffer(fb)); } void BindDrawFB(GLuint fb) { fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, fb); } void BindReadFB(GLuint fb) { fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, fb); } void fGetIntegerv(GLenum pname, GLint *params) { switch (pname) { // LOCAL_GL_FRAMEBUFFER_BINDING is equal to // LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT, // so we don't need two cases. case LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT: if (mScreen) { *params = mScreen->GetDrawFB(); } else { raw_fGetIntegerv(pname, params); } break; case LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT: if (mScreen) { *params = mScreen->GetReadFB(); } else { raw_fGetIntegerv(pname, params); } break; case LOCAL_GL_MAX_TEXTURE_SIZE: MOZ_ASSERT(mMaxTextureSize>0); *params = mMaxTextureSize; break; case LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE: MOZ_ASSERT(mMaxCubeMapTextureSize>0); *params = mMaxCubeMapTextureSize; break; case LOCAL_GL_MAX_RENDERBUFFER_SIZE: MOZ_ASSERT(mMaxRenderbufferSize>0); *params = mMaxRenderbufferSize; break; default: raw_fGetIntegerv(pname, params); break; } } GLuint GetDrawFB() { if (mScreen) return mScreen->GetDrawFB(); GLuint ret = 0; GetUIntegerv(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT, &ret); return ret; } GLuint GetReadFB() { if (mScreen) return mScreen->GetReadFB(); GLenum bindEnum = SupportsSplitFramebuffer() ? LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT : LOCAL_GL_FRAMEBUFFER_BINDING; GLuint ret = 0; GetUIntegerv(bindEnum, &ret); return ret; } GLuint GetFB() { if (mScreen) { // This has a very important extra assert that checks that we're // not accidentally ignoring a situation where the draw and read // FBs differ. return mScreen->GetFB(); } GLuint ret = 0; GetUIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &ret); return ret; } private: void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { switch (precisiontype) { case LOCAL_GL_LOW_FLOAT: case LOCAL_GL_MEDIUM_FLOAT: case LOCAL_GL_HIGH_FLOAT: // Assume IEEE 754 precision range[0] = 127; range[1] = 127; *precision = 23; break; case LOCAL_GL_LOW_INT: case LOCAL_GL_MEDIUM_INT: case LOCAL_GL_HIGH_INT: // Some (most) hardware only supports single-precision floating-point numbers, // which can accurately represent integers up to +/-16777216 range[0] = 24; range[1] = 24; *precision = 0; break; } } // Do whatever setup is necessary to draw to our offscreen FBO, if it's // bound. void BeforeGLDrawCall() { } // Do whatever tear-down is necessary after drawing to our offscreen FBO, // if it's bound. void AfterGLDrawCall() { if (mScreen) mScreen->AfterDrawCall(); } // Do whatever setup is necessary to read from our offscreen FBO, if it's // bound. void BeforeGLReadCall() { if (mScreen) mScreen->BeforeReadCall(); } // Do whatever tear-down is necessary after reading from our offscreen FBO, // if it's bound. void AfterGLReadCall() { } public: // Draw call hooks: void fClear(GLbitfield mask) { BeforeGLDrawCall(); raw_fClear(mask); AfterGLDrawCall(); } void fDrawArrays(GLenum mode, GLint first, GLsizei count) { BeforeGLDrawCall(); raw_fDrawArrays(mode, first, count); AfterGLDrawCall(); } void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { BeforeGLDrawCall(); raw_fDrawElements(mode, count, type, indices); AfterGLDrawCall(); } // Read call hooks: void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { y = FixYValue(y, height); BeforeGLReadCall(); bool didReadPixels = false; if (mScreen) { didReadPixels = mScreen->ReadPixels(x, y, width, height, format, type, pixels); } if (!didReadPixels) { raw_fReadPixels(x, y, width, height, format, type, pixels); } AfterGLReadCall(); } void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { y = FixYValue(y, height); if (!IsTextureSizeSafeToPassToDriver(target, width, height)) { // pass wrong values to cause the GL to generate GL_INVALID_VALUE. // See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver. level = -1; width = -1; height = -1; border = -1; } BeforeGLReadCall(); raw_fCopyTexImage2D(target, level, internalformat, x, y, width, height, border); AfterGLReadCall(); } void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { y = FixYValue(y, height); BeforeGLReadCall(); raw_fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); AfterGLReadCall(); } void ForceDirtyScreen(); void CleanDirtyScreen(); // Draw/Read void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { BeforeGLDrawCall(); BeforeGLReadCall(); raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); AfterGLReadCall(); AfterGLDrawCall(); } virtual bool TextureImageSupportsGetBackingSurface() { return false; } virtual GLenum GetPreferredARGB32Format() { return LOCAL_GL_RGBA; } virtual bool RenewSurface() { return false; } /** * Return a valid, allocated TextureImage of |aSize| with * |aContentType|. The TextureImage's texture is configured to * use |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by * default, GL_LINEAR filtering. Specify * |aFlags=UseNearestFilter| for GL_NEAREST filtering. Specify * |aFlags=NeedsYFlip| if the image is flipped. Return * NULL if creating the TextureImage fails. * * The returned TextureImage may only be used with this GLContext. * Attempting to use the returned TextureImage after this * GLContext is destroyed will result in undefined (and likely * crashy) behavior. */ virtual already_AddRefed CreateTextureImage(const nsIntSize& aSize, TextureImage::ContentType aContentType, GLenum aWrapMode, TextureImage::Flags aFlags = TextureImage::NoFlags); /** * In EGL we want to use Tiled Texture Images, which we return * from CreateTextureImage above. * Inside TiledTextureImage we need to create actual images and to * prevent infinite recursion we need to differentiate the two * functions. **/ virtual already_AddRefed TileGenFunc(const nsIntSize& aSize, TextureImage::ContentType aContentType, TextureImage::Flags aFlags = TextureImage::NoFlags) { return nullptr; } /** * Read the image data contained in aTexture, and return it as an ImageSurface. * If GL_RGBA is given as the format, a ImageFormatARGB32 surface is returned. * Not implemented yet: * If GL_RGB is given as the format, a ImageFormatRGB24 surface is returned. * If GL_LUMINANCE is given as the format, a ImageFormatA8 surface is returned. * * THIS IS EXPENSIVE. It is ridiculously expensive. Only do this * if you absolutely positively must, and never in any performance * critical path. */ already_AddRefed ReadTextureImage(GLuint aTexture, const gfxIntSize& aSize, GLenum aTextureFormat, bool aYInvert = false); already_AddRefed GetTexImage(GLuint aTexture, bool aYInvert, SurfaceFormat aFormat); /** * Call ReadPixels into an existing gfxImageSurface. * The image surface must be using image format RGBA32 or RGB24, * and must have stride == width*4. * Note that neither ReadPixelsIntoImageSurface nor * ReadScreenIntoImageSurface call dest->Flush/MarkDirty. */ void ReadPixelsIntoImageSurface(gfxImageSurface* dest); // Similar to ReadPixelsIntoImageSurface, but pulls from the screen // instead of the currently bound framebuffer. void ReadScreenIntoImageSurface(gfxImageSurface* dest); /** * Copy a rectangle from one TextureImage into another. The * source and destination are given in integer coordinates, and * will be converted to texture coordinates. * * For the source texture, the wrap modes DO apply -- it's valid * to use REPEAT or PAD and expect appropriate behaviour if the source * rectangle extends beyond its bounds. * * For the destination texture, the wrap modes DO NOT apply -- the * destination will be clipped by the bounds of the texture. * * Note: calling this function will cause the following OpenGL state * to be changed: * * - current program * - framebuffer binding * - viewport * - blend state (will be enabled at end) * - scissor state (will be enabled at end) * - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit]) * - array buffer binding (will be 0) * - active texture (will be 0) * - texture 0 binding */ void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect, TextureImage *aDst, const nsIntRect& aDstRect); /** * Creates a RGB/RGBA texture (or uses one provided) and uploads the surface * contents to it within aSrcRect. * * aSrcRect.x/y will be uploaded to 0/0 in the texture, and the size * of the texture with be aSrcRect.width/height. * * If an existing texture is passed through aTexture, it is assumed it * has already been initialised with glTexImage2D (or this function), * and that its size is equal to or greater than aSrcRect + aDstPoint. * You can alternatively set the overwrite flag to true and have a new * texture memory block allocated. * * The aDstPoint parameter is ignored if no texture was provided * or aOverwrite is true. * * \param aData Image data to upload. * \param aDstRegion Region of texture to upload to. * \param aTexture Texture to use, or 0 to have one created for you. * \param aOverwrite Over an existing texture with a new one. * \param aSrcPoint Offset into aSrc where the region's bound's * TopLeft() sits. * \param aPixelBuffer Pass true to upload texture data with an * offset from the base data (generally for pixel buffer objects), * otherwise textures are upload with an absolute pointer to the data. * \param aTextureUnit, the texture unit used temporarily to upload the * surface. This testure may be overridden, clients should not rely on * the contents of this texture after this call or even on this * texture unit being active. * \return Surface format of this texture. */ SurfaceFormat UploadImageDataToTexture(unsigned char* aData, int32_t aStride, gfxASurface::gfxImageFormat aFormat, const nsIntRegion& aDstRegion, GLuint& aTexture, bool aOverwrite = false, bool aPixelBuffer = false, GLenum aTextureUnit = LOCAL_GL_TEXTURE0, GLenum aTextureTarget = LOCAL_GL_TEXTURE_2D); /** * Convenience wrapper around UploadImageDataToTexture for gfxASurfaces. */ SurfaceFormat UploadSurfaceToTexture(gfxASurface *aSurface, const nsIntRegion& aDstRegion, GLuint& aTexture, bool aOverwrite = false, const nsIntPoint& aSrcPoint = nsIntPoint(0, 0), bool aPixelBuffer = false, GLenum aTextureUnit = LOCAL_GL_TEXTURE0, GLenum aTextureTarget = LOCAL_GL_TEXTURE_2D); /** * Same as above, for DataSourceSurfaces. */ SurfaceFormat UploadSurfaceToTexture(gfx::DataSourceSurface *aSurface, const nsIntRegion& aDstRegion, GLuint& aTexture, bool aOverwrite = false, const nsIntPoint& aSrcPoint = nsIntPoint(0, 0), bool aPixelBuffer = false, GLenum aTextureUnit = LOCAL_GL_TEXTURE0, GLenum aTextureTarget = LOCAL_GL_TEXTURE_2D); void TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei stride, GLint pixelsize, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLsizei stride, GLint pixelsize, GLenum format, GLenum type, const GLvoid* pixels); /** * Uses the Khronos GL_EXT_unpack_subimage extension, working around * quirks in the Tegra implementation of this extension. */ void TexSubImage2DWithUnpackSubimageGLES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLsizei stride, GLint pixelsize, GLenum format, GLenum type, const GLvoid* pixels); void TexSubImage2DWithoutUnpackSubimage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLsizei stride, GLint pixelsize, GLenum format, GLenum type, const GLvoid* pixels); /** Helper for DecomposeIntoNoRepeatTriangles */ struct RectTriangles { RectTriangles() { } // Always pass texture coordinates upright. If you want to flip the // texture coordinates emitted to the tex_coords array, set flip_y to // true. void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1, bool flip_y = false); /** * these return a float pointer to the start of each array respectively. * Use it for glVertexAttribPointer calls. * We can return NULL if we choose to use Vertex Buffer Objects here. */ float* vertexPointer() { return &vertexCoords[0].x; } float* texCoordPointer() { return &texCoords[0].u; } unsigned int elements() { return vertexCoords.Length(); } typedef struct { GLfloat x,y; } vert_coord; typedef struct { GLfloat u,v; } tex_coord; private: // default is 4 rectangles, each made up of 2 triangles (3 coord vertices each) nsAutoTArray vertexCoords; nsAutoTArray texCoords; }; /** * Decompose drawing the possibly-wrapped aTexCoordRect rectangle * of a texture of aTexSize into one or more rectangles (represented * as 2 triangles) and associated tex coordinates, such that * we don't have to use the REPEAT wrap mode. If aFlipY is true, the * texture coordinates will be specified vertically flipped. * * The resulting triangle vertex coordinates will be in the space of * (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately * if you need a different space. * * The resulting vertex coordinates should be drawn using GL_TRIANGLES, * and rects.numRects * 3 * 6 */ static void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect, const nsIntSize& aTexSize, RectTriangles& aRects, bool aFlipY = false); /** * Known GL extensions that can be queried by * IsExtensionSupported. The results of this are cached, and as * such it's safe to use this even in performance critical code. * If you add to this array, remember to add to the string names * in GLContext.cpp. */ enum GLExtensions { EXT_framebuffer_object, ARB_framebuffer_object, ARB_texture_rectangle, EXT_bgra, EXT_texture_format_BGRA8888, OES_depth24, OES_depth32, OES_stencil8, OES_texture_npot, OES_depth_texture, OES_packed_depth_stencil, IMG_read_format, EXT_read_format_bgra, APPLE_client_storage, ARB_texture_non_power_of_two, ARB_pixel_buffer_object, ARB_ES2_compatibility, OES_texture_float, OES_texture_float_linear, ARB_texture_float, EXT_unpack_subimage, OES_standard_derivatives, EXT_texture_filter_anisotropic, EXT_texture_compression_s3tc, EXT_texture_compression_dxt1, ANGLE_texture_compression_dxt3, ANGLE_texture_compression_dxt5, AMD_compressed_ATC_texture, IMG_texture_compression_pvrtc, EXT_framebuffer_blit, ANGLE_framebuffer_blit, EXT_framebuffer_multisample, ANGLE_framebuffer_multisample, OES_rgb8_rgba8, ARB_robustness, EXT_robustness, ARB_sync, OES_EGL_image, OES_EGL_sync, OES_EGL_image_external, EXT_packed_depth_stencil, OES_element_index_uint, OES_vertex_array_object, ARB_vertex_array_object, APPLE_vertex_array_object, ARB_draw_buffers, EXT_draw_buffers, EXT_gpu_shader4, Extensions_Max }; bool IsExtensionSupported(GLExtensions aKnownExtension) const { return mAvailableExtensions[aKnownExtension]; } void MarkExtensionUnsupported(GLExtensions aKnownExtension) { mAvailableExtensions[aKnownExtension] = 0; } void MarkExtensionSupported(GLExtensions aKnownExtension) { mAvailableExtensions[aKnownExtension] = 1; } // Shared code for GL extensions and GLX extensions. static bool ListHasExtension(const GLubyte *extensions, const char *extension); GLint GetMaxTextureImageSize() { return mMaxTextureImageSize; } void SetFlipped(bool aFlipped) { mFlipped = aFlipped; } // this should just be a std::bitset, but that ended up breaking // MacOS X builds; see bug 584919. We can replace this with one // later on. This is handy to use in WebGL contexts as well, // so making it public. template struct ExtensionBitset { ExtensionBitset() { for (size_t i = 0; i < Size; ++i) extensions[i] = false; } void Load(const char* extStr, const char** extList, bool verbose = false) { char* exts = strdup(extStr); if (verbose) printf_stderr("Extensions: %s\n", exts); char* cur = exts; bool done = false; while (!done) { char* space = strchr(cur, ' '); if (space) { *space = '\0'; } else { done = true; } for (int i = 0; extList[i]; ++i) { if (PL_strcasecmp(cur, extList[i]) == 0) { if (verbose) printf_stderr("Found extension %s\n", cur); extensions[i] = 1; } } cur = space + 1; } free(exts); } bool& operator[](size_t index) { MOZ_ASSERT(index < Size, "out of range"); return extensions[index]; } const bool& operator[](size_t index) const { MOZ_ASSERT(index < Size, "out of range"); return extensions[index]; } bool extensions[Size]; }; protected: ExtensionBitset mAvailableExtensions; public: /** * Context reset constants. * These are used to determine who is guilty when a context reset * happens. */ enum ContextResetARB { CONTEXT_NO_ERROR = 0, CONTEXT_GUILTY_CONTEXT_RESET_ARB = 0x8253, CONTEXT_INNOCENT_CONTEXT_RESET_ARB = 0x8254, CONTEXT_UNKNOWN_CONTEXT_RESET_ARB = 0x8255 }; bool HasRobustness() { return mHasRobustness; } bool HasExt_FramebufferBlit() { return IsExtensionSupported(EXT_framebuffer_blit) || IsExtensionSupported(ANGLE_framebuffer_blit); } protected: bool mInitialized; bool mIsOffscreen; bool mIsGLES2; bool mIsGlobalSharedContext; bool mHasRobustness; bool mContextLost; int32_t mVendor; int32_t mRenderer; public: std::map mFBOMapping; enum { DebugEnabled = 1 << 0, DebugTrace = 1 << 1, DebugAbortOnError = 1 << 2 }; static uint32_t sDebugMode; static uint32_t DebugMode() { #ifdef DEBUG return sDebugMode; #else return 0; #endif } protected: nsRefPtr mSharedContext; // The thread on which this context was created. nsCOMPtr mOwningThread; GLContextSymbols mSymbols; #ifdef DEBUG // GLDebugMode will check that we don't send call // to a GLContext that isn't current on the current // thread. // Store the current context when binding to thread local // storage to support DebugMode on an arbitrary thread. static unsigned sCurrentGLContextTLS; #endif bool mFlipped; // lazy-initialized things GLuint mBlitProgram, mBlitFramebuffer; void UseBlitProgram(); void SetBlitFramebufferForDestTexture(GLuint aTexture); public: // Assumes shares are created by all sharing with the same global context. bool SharesWith(const GLContext* other) const { MOZ_ASSERT(!this->mSharedContext || !this->mSharedContext->mSharedContext); MOZ_ASSERT(!other->mSharedContext || !other->mSharedContext->mSharedContext); MOZ_ASSERT(!this->mSharedContext || !other->mSharedContext || this->mSharedContext == other->mSharedContext); const GLContext* thisShared = this->mSharedContext ? this->mSharedContext : this; const GLContext* otherShared = other->mSharedContext ? other->mSharedContext : other; return thisShared == otherShared; } bool InitOffscreen(const gfxIntSize& size, const SurfaceCaps& caps) { if (!CreateScreenBuffer(size, caps)) return false; MakeCurrent(); fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); fScissor(0, 0, size.width, size.height); fViewport(0, 0, size.width, size.height); mCaps = mScreen->Caps(); if (mCaps.any) DetermineCaps(); UpdateGLFormats(mCaps); UpdatePixelFormat(); return true; } protected: // Note that it does -not- clear the resized buffers. bool CreateScreenBuffer(const gfxIntSize& size, const SurfaceCaps& caps) { if (!IsOffscreenSizeAllowed(size)) return false; SurfaceCaps tryCaps = caps; if (tryCaps.antialias) { // AA path if (CreateScreenBufferImpl(size, tryCaps)) return true; NS_WARNING("CreateScreenBuffer failed to initialize an AA context! Falling back to no AA..."); tryCaps.antialias = false; } MOZ_ASSERT(!tryCaps.antialias); if (CreateScreenBufferImpl(size, tryCaps)) return true; NS_WARNING("CreateScreenBuffer failed to initialize non-AA context!"); return false; } bool CreateScreenBufferImpl(const gfxIntSize& size, const SurfaceCaps& caps); public: bool ResizeScreenBuffer(const gfxIntSize& size); protected: SurfaceCaps mCaps; nsAutoPtr mGLFormats; nsAutoPtr mPixelFormat; public: void DetermineCaps(); const SurfaceCaps& Caps() const { return mCaps; } // Only varies based on bpp16 and alpha. GLFormats ChooseGLFormats(const SurfaceCaps& caps) const; void UpdateGLFormats(const SurfaceCaps& caps) { mGLFormats = new GLFormats(ChooseGLFormats(caps)); } const GLFormats& GetGLFormats() const { MOZ_ASSERT(mGLFormats); return *mGLFormats; } PixelBufferFormat QueryPixelFormat(); void UpdatePixelFormat(); const PixelBufferFormat& GetPixelFormat() const { MOZ_ASSERT(mPixelFormat); return *mPixelFormat; } GLuint CreateTextureForOffscreen(const GLFormats& formats, const gfxIntSize& size); GLuint CreateTexture(GLenum internalFormat, GLenum format, GLenum type, const gfxIntSize& size); GLuint CreateRenderbuffer(GLenum format, GLsizei samples, const gfxIntSize& size); bool IsFramebufferComplete(GLuint fb, GLenum* status = nullptr); // Pass null to an RB arg to disable its creation. void CreateRenderbuffersForOffscreen(const GLFormats& formats, const gfxIntSize& size, bool multisample, GLuint* colorMSRB, GLuint* depthRB, GLuint* stencilRB); // Does not check completeness. void AttachBuffersToFB(GLuint colorTex, GLuint colorRB, GLuint depthRB, GLuint stencilRB, GLuint fb, GLenum target = LOCAL_GL_TEXTURE_2D); // Passing null is fine if the value you'd get is 0. bool AssembleOffscreenFBs(const GLuint colorMSRB, const GLuint depthRB, const GLuint stencilRB, const GLuint texture, GLuint* drawFB, GLuint* readFB); protected: friend class GLScreenBuffer; GLScreenBuffer* mScreen; void DestroyScreenBuffer(); SharedSurface* mLockedSurface; public: void LockSurface(SharedSurface* surf) { MOZ_ASSERT(!mLockedSurface); mLockedSurface = surf; } void UnlockSurface(SharedSurface* surf) { MOZ_ASSERT(mLockedSurface == surf); mLockedSurface = nullptr; } SharedSurface* GetLockedSurface() const { return mLockedSurface; } bool IsOffscreen() const { return mScreen; } GLScreenBuffer* Screen() const { return mScreen; } bool PublishFrame(); SharedSurface* RequestFrame(); /* Clear to transparent black, with 0 depth and stencil, * while preserving current ClearColor etc. values. * Useful for resizing offscreen buffers. */ void ClearSafely(); bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; } protected: nsRefPtr mTexGarbageBin; public: TextureGarbageBin* TexGarbageBin() { MOZ_ASSERT(mTexGarbageBin); return mTexGarbageBin; } void EmptyTexGarbageBin(); protected: nsDataHashtable, void*> mUserData; void SetIsGLES2(bool aIsGLES2) { NS_ASSERTION(!mInitialized, "SetIsGLES2 can only be called before initialization!"); mIsGLES2 = aIsGLES2; } bool InitWithPrefix(const char *prefix, bool trygl); void InitExtensions(); bool IsOffscreenSizeAllowed(const gfxIntSize& aSize) const { int32_t biggerDimension = std::max(aSize.width, aSize.height); int32_t maxAllowed = std::min(mMaxRenderbufferSize, mMaxTextureSize); return biggerDimension <= maxAllowed; } nsTArray mViewportStack; nsTArray mScissorStack; GLint mMaxTextureSize; GLint mMaxCubeMapTextureSize; GLint mMaxTextureImageSize; GLint mMaxRenderbufferSize; GLsizei mMaxSamples; bool mNeedsTextureSizeChecks; bool mWorkAroundDriverBugs; bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width, GLsizei height) const { if (mNeedsTextureSizeChecks) { // some drivers incorrectly handle some large texture sizes that are below the // max texture size that they report. So we check ourselves against our own values // (mMax[CubeMap]TextureSize). // see bug 737182 for Mac Intel 2D textures // see bug 684882 for Mac Intel cube map textures // see bug 814716 for Mesa Nouveau GLsizei maxSize = target == LOCAL_GL_TEXTURE_CUBE_MAP || (target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) ? mMaxCubeMapTextureSize : mMaxTextureSize; return width <= maxSize && height <= maxSize; } return true; } public: /** \returns the first GL error, and guarantees that all GL error flags are cleared, * i.e. that a subsequent GetError call will return NO_ERROR */ GLenum GetAndClearError() { // the first error is what we want to return GLenum error = fGetError(); if (error) { // clear all pending errors while(fGetError()) {} } return error; } #ifdef DEBUG #ifndef MOZ_FUNCTION_NAME # ifdef __GNUC__ # define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__ # elif defined(_MSC_VER) # define MOZ_FUNCTION_NAME __FUNCTION__ # else # define MOZ_FUNCTION_NAME __func__ // defined in C99, supported in various C++ compilers. Just raw function name. # endif #endif protected: GLenum mGLError; public: void BeforeGLCall(const char* glFunction) { MOZ_ASSERT(IsCurrent()); if (DebugMode()) { GLContext *currentGLContext = NULL; currentGLContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS); if (DebugMode() & DebugTrace) printf_stderr("[gl:%p] > %s\n", this, glFunction); if (this != currentGLContext) { printf_stderr("Fatal: %s called on non-current context %p. " "The current context for this thread is %p.\n", glFunction, this, currentGLContext); NS_ABORT(); } } } void AfterGLCall(const char* glFunction) { if (DebugMode()) { // calling fFinish() immediately after every GL call makes sure that if this GL command crashes, // the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces // tend to be meaningless mSymbols.fFinish(); mGLError = mSymbols.fGetError(); if (DebugMode() & DebugTrace) printf_stderr("[gl:%p] < %s [0x%04x]\n", this, glFunction, mGLError); if (mGLError != LOCAL_GL_NO_ERROR) { printf_stderr("GL ERROR: %s generated GL error %s(0x%04x)\n", glFunction, GLErrorToString(mGLError), mGLError); if (DebugMode() & DebugAbortOnError) NS_ABORT(); } } } const char* GLErrorToString(GLenum aError) { switch (aError) { case LOCAL_GL_INVALID_ENUM: return "GL_INVALID_ENUM"; case LOCAL_GL_INVALID_VALUE: return "GL_INVALID_VALUE"; case LOCAL_GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; case LOCAL_GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW"; case LOCAL_GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW"; case LOCAL_GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; case LOCAL_GL_TABLE_TOO_LARGE: return "GL_TABLE_TOO_LARGE"; case LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION"; default: return ""; } } #define BEFORE_GL_CALL do { \ BeforeGLCall(MOZ_FUNCTION_NAME); \ } while (0) #define AFTER_GL_CALL do { \ AfterGLCall(MOZ_FUNCTION_NAME); \ } while (0) #else #define BEFORE_GL_CALL do { } while (0) #define AFTER_GL_CALL do { } while (0) #endif #define ASSERT_SYMBOL_PRESENT(func) \ do {\ MOZ_ASSERT(strstr(MOZ_FUNCTION_NAME, #func) != nullptr, "Mismatched symbol check.");\ if (MOZ_UNLIKELY(!mSymbols.func)) {\ printf_stderr("RUNTIME ASSERT: Uninitialized GL function: %s\n", #func);\ MOZ_CRASH();\ }\ } while (0) /*** In GL debug mode, we completely override glGetError ***/ GLenum fGetError() { #ifdef DEBUG // debug mode ends up eating the error in AFTER_GL_CALL if (DebugMode()) { GLenum err = mGLError; mGLError = LOCAL_GL_NO_ERROR; return err; } #endif return mSymbols.fGetError(); } /*** Scissor functions ***/ protected: GLint FixYValue(GLint y, GLint height) { MOZ_ASSERT( !(mIsOffscreen && mFlipped) ); return mFlipped ? ViewportRect().height - (height + y) : y; } public: void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) { ScissorRect().SetRect(x, y, width, height); // GL's coordinate system is flipped compared to the one we use in // OGL Layers (in the Y axis), so we may need to flip our rectangle. y = FixYValue(y, height); raw_fScissor(x, y, width, height); } nsIntRect& ScissorRect() { return mScissorStack[mScissorStack.Length()-1]; } void PushScissorRect() { nsIntRect copy(ScissorRect()); mScissorStack.AppendElement(copy); } void PushScissorRect(const nsIntRect& aRect) { mScissorStack.AppendElement(aRect); fScissor(aRect.x, aRect.y, aRect.width, aRect.height); } void PopScissorRect() { if (mScissorStack.Length() < 2) { NS_WARNING("PopScissorRect with Length < 2!"); return; } nsIntRect thisRect = ScissorRect(); mScissorStack.TruncateLength(mScissorStack.Length() - 1); if (!thisRect.IsEqualInterior(ScissorRect())) { fScissor(ScissorRect().x, ScissorRect().y, ScissorRect().width, ScissorRect().height); } } /*** Viewport functions ***/ private: // only does the glViewport call, no ViewportRect business void raw_fViewport(GLint x, GLint y, GLsizei width, GLsizei height) { BEFORE_GL_CALL; // XXX: Flipping should really happen using the destination height, but // we use viewport instead and assume viewport size matches the // destination. If we ever try use partial viewports for layers we need // to fix this, and remove the assertion. NS_ASSERTION(!mFlipped || (x == 0 && y == 0), "TODO: Need to flip the viewport rect"); mSymbols.fViewport(x, y, width, height); AFTER_GL_CALL; } public: void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) { ViewportRect().SetRect(x, y, width, height); raw_fViewport(x, y, width, height); } nsIntRect& ViewportRect() { return mViewportStack[mViewportStack.Length()-1]; } void PushViewportRect() { nsIntRect copy(ViewportRect()); mViewportStack.AppendElement(copy); } void PushViewportRect(const nsIntRect& aRect) { mViewportStack.AppendElement(aRect); raw_fViewport(aRect.x, aRect.y, aRect.width, aRect.height); } void PopViewportRect() { if (mViewportStack.Length() < 2) { NS_WARNING("PopViewportRect with Length < 2!"); return; } nsIntRect thisRect = ViewportRect(); mViewportStack.TruncateLength(mViewportStack.Length() - 1); if (!thisRect.IsEqualInterior(ViewportRect())) { raw_fViewport(ViewportRect().x, ViewportRect().y, ViewportRect().width, ViewportRect().height); } } /*** other GL functions ***/ void fActiveTexture(GLenum texture) { BEFORE_GL_CALL; mSymbols.fActiveTexture(texture); AFTER_GL_CALL; } void fAttachShader(GLuint program, GLuint shader) { BEFORE_GL_CALL; mSymbols.fAttachShader(program, shader); AFTER_GL_CALL; } void fBeginQuery(GLenum target, GLuint id) { BEFORE_GL_CALL; mSymbols.fBeginQuery(target, id); AFTER_GL_CALL; } void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) { BEFORE_GL_CALL; mSymbols.fBindAttribLocation(program, index, name); AFTER_GL_CALL; } void fBindBuffer(GLenum target, GLuint buffer) { BEFORE_GL_CALL; mSymbols.fBindBuffer(target, buffer); AFTER_GL_CALL; } void fBindTexture(GLenum target, GLuint texture) { BEFORE_GL_CALL; mSymbols.fBindTexture(target, texture); AFTER_GL_CALL; } void fBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { BEFORE_GL_CALL; mSymbols.fBlendColor(red, green, blue, alpha); AFTER_GL_CALL; } void fBlendEquation(GLenum mode) { BEFORE_GL_CALL; mSymbols.fBlendEquation(mode); AFTER_GL_CALL; } void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { BEFORE_GL_CALL; mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha); AFTER_GL_CALL; } void fBlendFunc(GLenum sfactor, GLenum dfactor) { BEFORE_GL_CALL; mSymbols.fBlendFunc(sfactor, dfactor); AFTER_GL_CALL; } void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { BEFORE_GL_CALL; mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); AFTER_GL_CALL; } private: void raw_fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { BEFORE_GL_CALL; mSymbols.fBufferData(target, size, data, usage); AFTER_GL_CALL; } public: void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { raw_fBufferData(target, size, data, usage); // bug 744888 if (WorkAroundDriverBugs() && !data && Vendor() == VendorNVIDIA) { char c = 0; fBufferSubData(target, size-1, 1, &c); } } void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { BEFORE_GL_CALL; mSymbols.fBufferSubData(target, offset, size, data); AFTER_GL_CALL; } private: void raw_fClear(GLbitfield mask) { BEFORE_GL_CALL; mSymbols.fClear(mask); AFTER_GL_CALL; } public: void fClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) { BEFORE_GL_CALL; mSymbols.fClearColor(r, g, b, a); AFTER_GL_CALL; } void fClearStencil(GLint s) { BEFORE_GL_CALL; mSymbols.fClearStencil(s); AFTER_GL_CALL; } void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha) { BEFORE_GL_CALL; mSymbols.fColorMask(red, green, blue, alpha); AFTER_GL_CALL; } void fCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *pixels) { BEFORE_GL_CALL; mSymbols.fCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, pixels); AFTER_GL_CALL; } void fCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *pixels) { BEFORE_GL_CALL; mSymbols.fCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, pixels); AFTER_GL_CALL; } void fCullFace(GLenum mode) { BEFORE_GL_CALL; mSymbols.fCullFace(mode); AFTER_GL_CALL; } void fDetachShader(GLuint program, GLuint shader) { BEFORE_GL_CALL; mSymbols.fDetachShader(program, shader); AFTER_GL_CALL; } void fDepthFunc(GLenum func) { BEFORE_GL_CALL; mSymbols.fDepthFunc(func); AFTER_GL_CALL; } void fDepthMask(realGLboolean flag) { BEFORE_GL_CALL; mSymbols.fDepthMask(flag); AFTER_GL_CALL; } void fDisable(GLenum capability) { BEFORE_GL_CALL; mSymbols.fDisable(capability); AFTER_GL_CALL; } void fDisableVertexAttribArray(GLuint index) { BEFORE_GL_CALL; mSymbols.fDisableVertexAttribArray(index); AFTER_GL_CALL; } void fDrawBuffer(GLenum mode) { BEFORE_GL_CALL; mSymbols.fDrawBuffer(mode); AFTER_GL_CALL; } void fDrawBuffers(GLsizei n, const GLenum* bufs) { BEFORE_GL_CALL; mSymbols.fDrawBuffers(n, bufs); AFTER_GL_CALL; } private: void raw_fDrawArrays(GLenum mode, GLint first, GLsizei count) { BEFORE_GL_CALL; mSymbols.fDrawArrays(mode, first, count); AFTER_GL_CALL; } void raw_fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { BEFORE_GL_CALL; mSymbols.fDrawElements(mode, count, type, indices); AFTER_GL_CALL; } public: void fEnable(GLenum capability) { BEFORE_GL_CALL; mSymbols.fEnable(capability); AFTER_GL_CALL; } void fEnableVertexAttribArray(GLuint index) { BEFORE_GL_CALL; mSymbols.fEnableVertexAttribArray(index); AFTER_GL_CALL; } void fEndQuery(GLenum target) { BEFORE_GL_CALL; mSymbols.fEndQuery(target); AFTER_GL_CALL; } void fFinish() { BEFORE_GL_CALL; mSymbols.fFinish(); AFTER_GL_CALL; } void fFlush() { BEFORE_GL_CALL; mSymbols.fFlush(); AFTER_GL_CALL; } void fFrontFace(GLenum face) { BEFORE_GL_CALL; mSymbols.fFrontFace(face); AFTER_GL_CALL; } void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { BEFORE_GL_CALL; mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type, name); AFTER_GL_CALL; } void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { BEFORE_GL_CALL; mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type, name); AFTER_GL_CALL; } void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) { BEFORE_GL_CALL; mSymbols.fGetAttachedShaders(program, maxCount, count, shaders); AFTER_GL_CALL; } GLint fGetAttribLocation (GLuint program, const GLchar* name) { BEFORE_GL_CALL; GLint retval = mSymbols.fGetAttribLocation(program, name); AFTER_GL_CALL; return retval; } void fGetQueryiv(GLenum target, GLenum pname, GLint* params) { BEFORE_GL_CALL; mSymbols.fGetQueryiv(target, pname, params); AFTER_GL_CALL; } void fGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) { BEFORE_GL_CALL; mSymbols.fGetQueryObjectiv(id, pname, params); AFTER_GL_CALL; } void fGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) { BEFORE_GL_CALL; mSymbols.fGetQueryObjectuiv(id, pname, params); AFTER_GL_CALL; } private: void raw_fGetIntegerv(GLenum pname, GLint *params) { BEFORE_GL_CALL; mSymbols.fGetIntegerv(pname, params); AFTER_GL_CALL; } public: void GetUIntegerv(GLenum pname, GLuint *params) { fGetIntegerv(pname, reinterpret_cast(params)); } void fGetFloatv(GLenum pname, GLfloat *params) { BEFORE_GL_CALL; mSymbols.fGetFloatv(pname, params); AFTER_GL_CALL; } void fGetBooleanv(GLenum pname, realGLboolean *params) { BEFORE_GL_CALL; mSymbols.fGetBooleanv(pname, params); AFTER_GL_CALL; } void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { BEFORE_GL_CALL; mSymbols.fGetBufferParameteriv(target, pname, params); AFTER_GL_CALL; } void fGenerateMipmap(GLenum target) { BEFORE_GL_CALL; mSymbols.fGenerateMipmap(target); AFTER_GL_CALL; } void fGetProgramiv(GLuint program, GLenum pname, GLint* param) { BEFORE_GL_CALL; mSymbols.fGetProgramiv(program, pname, param); AFTER_GL_CALL; } void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { BEFORE_GL_CALL; mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog); AFTER_GL_CALL; } void fTexParameteri(GLenum target, GLenum pname, GLint param) { BEFORE_GL_CALL; mSymbols.fTexParameteri(target, pname, param); AFTER_GL_CALL; } void fTexParameteriv(GLenum target, GLenum pname, GLint* params) { BEFORE_GL_CALL; mSymbols.fTexParameteriv(target, pname, params); AFTER_GL_CALL; } void fTexParameterf(GLenum target, GLenum pname, GLfloat param) { BEFORE_GL_CALL; mSymbols.fTexParameterf(target, pname, param); AFTER_GL_CALL; } const GLubyte* fGetString(GLenum name) { BEFORE_GL_CALL; const GLubyte *result = mSymbols.fGetString(name); AFTER_GL_CALL; return result; } void fGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *img) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGetTexImage); mSymbols.fGetTexImage(target, level, format, type, img); AFTER_GL_CALL; } void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGetTexLevelParameteriv); mSymbols.fGetTexLevelParameteriv(target, level, pname, params); AFTER_GL_CALL; } void fGetTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) { BEFORE_GL_CALL; mSymbols.fGetTexParameterfv(target, pname, params); AFTER_GL_CALL; } void fGetTexParameteriv(GLenum target, GLenum pname, const GLint *params) { BEFORE_GL_CALL; mSymbols.fGetTexParameteriv(target, pname, params); AFTER_GL_CALL; } void fGetUniformfv(GLuint program, GLint location, GLfloat* params) { BEFORE_GL_CALL; mSymbols.fGetUniformfv(program, location, params); AFTER_GL_CALL; } void fGetUniformiv(GLuint program, GLint location, GLint* params) { BEFORE_GL_CALL; mSymbols.fGetUniformiv(program, location, params); AFTER_GL_CALL; } GLint fGetUniformLocation (GLint programObj, const GLchar* name) { BEFORE_GL_CALL; GLint retval = mSymbols.fGetUniformLocation(programObj, name); AFTER_GL_CALL; return retval; } void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) { BEFORE_GL_CALL; mSymbols.fGetVertexAttribfv(index, pname, retval); AFTER_GL_CALL; } void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) { BEFORE_GL_CALL; mSymbols.fGetVertexAttribiv(index, pname, retval); AFTER_GL_CALL; } void fGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** retval) { BEFORE_GL_CALL; mSymbols.fGetVertexAttribPointerv(index, pname, retval); AFTER_GL_CALL; } void fHint(GLenum target, GLenum mode) { BEFORE_GL_CALL; mSymbols.fHint(target, mode); AFTER_GL_CALL; } realGLboolean fIsBuffer(GLuint buffer) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsBuffer(buffer); AFTER_GL_CALL; return retval; } realGLboolean fIsEnabled(GLenum capability) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsEnabled(capability); AFTER_GL_CALL; return retval; } realGLboolean fIsProgram(GLuint program) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsProgram(program); AFTER_GL_CALL; return retval; } realGLboolean fIsShader(GLuint shader) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsShader(shader); AFTER_GL_CALL; return retval; } realGLboolean fIsTexture(GLuint texture) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsTexture(texture); AFTER_GL_CALL; return retval; } void fLineWidth(GLfloat width) { BEFORE_GL_CALL; mSymbols.fLineWidth(width); AFTER_GL_CALL; } void fLinkProgram(GLuint program) { BEFORE_GL_CALL; mSymbols.fLinkProgram(program); AFTER_GL_CALL; } void fPixelStorei(GLenum pname, GLint param) { BEFORE_GL_CALL; mSymbols.fPixelStorei(pname, param); AFTER_GL_CALL; } void fPointParameterf(GLenum pname, GLfloat param) { BEFORE_GL_CALL; mSymbols.fPointParameterf(pname, param); AFTER_GL_CALL; } void fPolygonOffset(GLfloat factor, GLfloat bias) { BEFORE_GL_CALL; mSymbols.fPolygonOffset(factor, bias); AFTER_GL_CALL; } void fReadBuffer(GLenum mode) { BEFORE_GL_CALL; mSymbols.fReadBuffer(mode); AFTER_GL_CALL; } private: void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { BEFORE_GL_CALL; mSymbols.fReadPixels(x, FixYValue(y, height), width, height, format, type, pixels); AFTER_GL_CALL; } public: void fSampleCoverage(GLclampf value, realGLboolean invert) { BEFORE_GL_CALL; mSymbols.fSampleCoverage(value, invert); AFTER_GL_CALL; } private: void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) { BEFORE_GL_CALL; mSymbols.fScissor(x, y, width, height); AFTER_GL_CALL; } public: void fStencilFunc(GLenum func, GLint ref, GLuint mask) { BEFORE_GL_CALL; mSymbols.fStencilFunc(func, ref, mask); AFTER_GL_CALL; } void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) { BEFORE_GL_CALL; mSymbols.fStencilFuncSeparate(frontfunc, backfunc, ref, mask); AFTER_GL_CALL; } void fStencilMask(GLuint mask) { BEFORE_GL_CALL; mSymbols.fStencilMask(mask); AFTER_GL_CALL; } void fStencilMaskSeparate(GLenum face, GLuint mask) { BEFORE_GL_CALL; mSymbols.fStencilMaskSeparate(face, mask); AFTER_GL_CALL; } void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { BEFORE_GL_CALL; mSymbols.fStencilOp(fail, zfail, zpass); AFTER_GL_CALL; } void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { BEFORE_GL_CALL; mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass); AFTER_GL_CALL; } private: void raw_fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { BEFORE_GL_CALL; mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); AFTER_GL_CALL; } public: void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { if (!IsTextureSizeSafeToPassToDriver(target, width, height)) { // pass wrong values to cause the GL to generate GL_INVALID_VALUE. // See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver. level = -1; width = -1; height = -1; border = -1; } raw_fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { BEFORE_GL_CALL; mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); AFTER_GL_CALL; } void fUniform1f(GLint location, GLfloat v0) { BEFORE_GL_CALL; mSymbols.fUniform1f(location, v0); AFTER_GL_CALL; } void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniform1fv(location, count, value); AFTER_GL_CALL; } void fUniform1i(GLint location, GLint v0) { BEFORE_GL_CALL; mSymbols.fUniform1i(location, v0); AFTER_GL_CALL; } void fUniform1iv(GLint location, GLsizei count, const GLint* value) { BEFORE_GL_CALL; mSymbols.fUniform1iv(location, count, value); AFTER_GL_CALL; } void fUniform2f(GLint location, GLfloat v0, GLfloat v1) { BEFORE_GL_CALL; mSymbols.fUniform2f(location, v0, v1); AFTER_GL_CALL; } void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniform2fv(location, count, value); AFTER_GL_CALL; } void fUniform2i(GLint location, GLint v0, GLint v1) { BEFORE_GL_CALL; mSymbols.fUniform2i(location, v0, v1); AFTER_GL_CALL; } void fUniform2iv(GLint location, GLsizei count, const GLint* value) { BEFORE_GL_CALL; mSymbols.fUniform2iv(location, count, value); AFTER_GL_CALL; } void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { BEFORE_GL_CALL; mSymbols.fUniform3f(location, v0, v1, v2); AFTER_GL_CALL; } void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniform3fv(location, count, value); AFTER_GL_CALL; } void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { BEFORE_GL_CALL; mSymbols.fUniform3i(location, v0, v1, v2); AFTER_GL_CALL; } void fUniform3iv(GLint location, GLsizei count, const GLint* value) { BEFORE_GL_CALL; mSymbols.fUniform3iv(location, count, value); AFTER_GL_CALL; } void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { BEFORE_GL_CALL; mSymbols.fUniform4f(location, v0, v1, v2, v3); AFTER_GL_CALL; } void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniform4fv(location, count, value); AFTER_GL_CALL; } void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { BEFORE_GL_CALL; mSymbols.fUniform4i(location, v0, v1, v2, v3); AFTER_GL_CALL; } void fUniform4iv(GLint location, GLsizei count, const GLint* value) { BEFORE_GL_CALL; mSymbols.fUniform4iv(location, count, value); AFTER_GL_CALL; } void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniformMatrix2fv(location, count, transpose, value); AFTER_GL_CALL; } void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniformMatrix3fv(location, count, transpose, value); AFTER_GL_CALL; } void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) { BEFORE_GL_CALL; mSymbols.fUniformMatrix4fv(location, count, transpose, value); AFTER_GL_CALL; } void fUseProgram(GLuint program) { BEFORE_GL_CALL; mSymbols.fUseProgram(program); AFTER_GL_CALL; } void fValidateProgram(GLuint program) { BEFORE_GL_CALL; mSymbols.fValidateProgram(program); AFTER_GL_CALL; } void fVertexAttribPointer(GLuint index, GLint size, GLenum type, realGLboolean normalized, GLsizei stride, const GLvoid* pointer) { BEFORE_GL_CALL; mSymbols.fVertexAttribPointer(index, size, type, normalized, stride, pointer); AFTER_GL_CALL; } void fVertexAttrib1f(GLuint index, GLfloat x) { BEFORE_GL_CALL; mSymbols.fVertexAttrib1f(index, x); AFTER_GL_CALL; } void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { BEFORE_GL_CALL; mSymbols.fVertexAttrib2f(index, x, y); AFTER_GL_CALL; } void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { BEFORE_GL_CALL; mSymbols.fVertexAttrib3f(index, x, y, z); AFTER_GL_CALL; } void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { BEFORE_GL_CALL; mSymbols.fVertexAttrib4f(index, x, y, z, w); AFTER_GL_CALL; } void fVertexAttrib1fv(GLuint index, const GLfloat* v) { BEFORE_GL_CALL; mSymbols.fVertexAttrib1fv(index, v); AFTER_GL_CALL; } void fVertexAttrib2fv(GLuint index, const GLfloat* v) { BEFORE_GL_CALL; mSymbols.fVertexAttrib2fv(index, v); AFTER_GL_CALL; } void fVertexAttrib3fv(GLuint index, const GLfloat* v) { BEFORE_GL_CALL; mSymbols.fVertexAttrib3fv(index, v); AFTER_GL_CALL; } void fVertexAttrib4fv(GLuint index, const GLfloat* v) { BEFORE_GL_CALL; mSymbols.fVertexAttrib4fv(index, v); AFTER_GL_CALL; } void fCompileShader(GLuint shader) { BEFORE_GL_CALL; mSymbols.fCompileShader(shader); AFTER_GL_CALL; } private: void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { BEFORE_GL_CALL; mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height, border); AFTER_GL_CALL; } void raw_fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { BEFORE_GL_CALL; mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); AFTER_GL_CALL; } public: void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) { BEFORE_GL_CALL; mSymbols.fGetShaderiv(shader, pname, param); AFTER_GL_CALL; } void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { BEFORE_GL_CALL; mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog); AFTER_GL_CALL; } private: void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { MOZ_ASSERT(mIsGLES2); BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat); mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); AFTER_GL_CALL; } public: void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { if (mIsGLES2) { raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } else { // Fall back to automatic values because almost all desktop hardware supports the OpenGL standard precisions. GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range, precision); } } void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source) { BEFORE_GL_CALL; mSymbols.fGetShaderSource(obj, maxLength, length, source); AFTER_GL_CALL; } void fShaderSource(GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths) { BEFORE_GL_CALL; mSymbols.fShaderSource(shader, count, strings, lengths); AFTER_GL_CALL; } private: void raw_fBindFramebuffer(GLenum target, GLuint framebuffer) { BEFORE_GL_CALL; mSymbols.fBindFramebuffer(target, framebuffer); AFTER_GL_CALL; } public: void fBindRenderbuffer(GLenum target, GLuint renderbuffer) { BEFORE_GL_CALL; mSymbols.fBindRenderbuffer(target, renderbuffer); AFTER_GL_CALL; } GLenum fCheckFramebufferStatus(GLenum target) { BEFORE_GL_CALL; GLenum retval = mSymbols.fCheckFramebufferStatus(target); AFTER_GL_CALL; return retval; } void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbuffer) { BEFORE_GL_CALL; mSymbols.fFramebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer); AFTER_GL_CALL; } void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint texture, GLint level) { BEFORE_GL_CALL; mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget, texture, level); AFTER_GL_CALL; } void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* value) { BEFORE_GL_CALL; mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname, value); AFTER_GL_CALL; } void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) { BEFORE_GL_CALL; mSymbols.fGetRenderbufferParameteriv(target, pname, value); AFTER_GL_CALL; } realGLboolean fIsFramebuffer (GLuint framebuffer) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsFramebuffer(framebuffer); AFTER_GL_CALL; return retval; } private: void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fBlitFramebuffer); mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); AFTER_GL_CALL; } public: realGLboolean fIsRenderbuffer (GLuint renderbuffer) { BEFORE_GL_CALL; realGLboolean retval = mSymbols.fIsRenderbuffer(renderbuffer); AFTER_GL_CALL; return retval; } void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) { BEFORE_GL_CALL; mSymbols.fRenderbufferStorage(target, internalFormat, width, height); AFTER_GL_CALL; } void fRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fRenderbufferStorageMultisample); mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat, width, height); AFTER_GL_CALL; } private: void raw_fDepthRange(GLclampf a, GLclampf b) { MOZ_ASSERT(!mIsGLES2); BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fDepthRange); mSymbols.fDepthRange(a, b); AFTER_GL_CALL; } void raw_fDepthRangef(GLclampf a, GLclampf b) { MOZ_ASSERT(mIsGLES2); BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fDepthRangef); mSymbols.fDepthRangef(a, b); AFTER_GL_CALL; } void raw_fClearDepth(GLclampf v) { MOZ_ASSERT(!mIsGLES2); BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fClearDepth); mSymbols.fClearDepth(v); AFTER_GL_CALL; } void raw_fClearDepthf(GLclampf v) { MOZ_ASSERT(mIsGLES2); BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fClearDepthf); mSymbols.fClearDepthf(v); AFTER_GL_CALL; } public: void fDepthRange(GLclampf a, GLclampf b) { if (mIsGLES2) { raw_fDepthRangef(a, b); } else { raw_fDepthRange(a, b); } } void fClearDepth(GLclampf v) { if (mIsGLES2) { raw_fClearDepthf(v); } else { raw_fClearDepth(v); } } void* fMapBuffer(GLenum target, GLenum access) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fMapBuffer); void *ret = mSymbols.fMapBuffer(target, access); AFTER_GL_CALL; return ret; } realGLboolean fUnmapBuffer(GLenum target) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fUnmapBuffer); realGLboolean ret = mSymbols.fUnmapBuffer(target); AFTER_GL_CALL; return ret; } private: #ifdef DEBUG GLContext *TrackingContext() { GLContext *tip = this; while (tip->mSharedContext) tip = tip->mSharedContext; return tip; } #define TRACKING_CONTEXT(a) do { TrackingContext()->a; } while (0) #else #define TRACKING_CONTEXT(a) do {} while (0) #endif GLuint GLAPIENTRY raw_fCreateProgram() { BEFORE_GL_CALL; GLuint ret = mSymbols.fCreateProgram(); AFTER_GL_CALL; return ret; } GLuint GLAPIENTRY raw_fCreateShader(GLenum t) { BEFORE_GL_CALL; GLuint ret = mSymbols.fCreateShader(t); AFTER_GL_CALL; return ret; } void GLAPIENTRY raw_fGenBuffers(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenBuffers(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fGenFramebuffers(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenFramebuffers(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fGenQueries(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenQueries(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fGenRenderbuffers(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenRenderbuffers(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fGenTextures(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenTextures(n, names); AFTER_GL_CALL; } public: GLuint fCreateProgram() { GLuint ret = raw_fCreateProgram(); TRACKING_CONTEXT(CreatedProgram(this, ret)); return ret; } GLuint fCreateShader(GLenum t) { GLuint ret = raw_fCreateShader(t); TRACKING_CONTEXT(CreatedShader(this, ret)); return ret; } void fGenBuffers(GLsizei n, GLuint* names) { raw_fGenBuffers(n, names); TRACKING_CONTEXT(CreatedBuffers(this, n, names)); } void fGenFramebuffers(GLsizei n, GLuint* names) { raw_fGenFramebuffers(n, names); TRACKING_CONTEXT(CreatedFramebuffers(this, n, names)); } void fGenQueries(GLsizei n, GLuint* names) { raw_fGenQueries(n, names); TRACKING_CONTEXT(CreatedQueries(this, n, names)); } void fGenRenderbuffers(GLsizei n, GLuint* names) { raw_fGenRenderbuffers(n, names); TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names)); } void fGenTextures(GLsizei n, GLuint* names) { raw_fGenTextures(n, names); TRACKING_CONTEXT(CreatedTextures(this, n, names)); } private: void GLAPIENTRY raw_fDeleteProgram(GLuint program) { BEFORE_GL_CALL; mSymbols.fDeleteProgram(program); AFTER_GL_CALL; } void GLAPIENTRY raw_fDeleteShader(GLuint shader) { BEFORE_GL_CALL; mSymbols.fDeleteShader(shader); AFTER_GL_CALL; } void GLAPIENTRY raw_fDeleteBuffers(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteBuffers(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fDeleteFramebuffers(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteFramebuffers(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fDeleteRenderbuffers(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteRenderbuffers(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fDeleteTextures(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteTextures(n, names); AFTER_GL_CALL; } void GLAPIENTRY raw_fDeleteQueries(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fDeleteQueries(n, names); AFTER_GL_CALL; } public: void GLAPIENTRY fDeleteQueries(GLsizei n, GLuint* names) { raw_fDeleteQueries(n, names); TRACKING_CONTEXT(DeletedQueries(this, n, names)); } void fDeleteProgram(GLuint program) { raw_fDeleteProgram(program); TRACKING_CONTEXT(DeletedProgram(this, program)); } void fDeleteShader(GLuint shader) { raw_fDeleteShader(shader); TRACKING_CONTEXT(DeletedShader(this, shader)); } void fDeleteBuffers(GLsizei n, GLuint *names) { raw_fDeleteBuffers(n, names); TRACKING_CONTEXT(DeletedBuffers(this, n, names)); } void fDeleteFramebuffers(GLsizei n, GLuint *names) { if (mScreen) { // Notify mScreen which framebuffers we're deleting. // Otherwise, we will get framebuffer binding mispredictions. for (int i = 0; i < n; i++) { mScreen->DeletingFB(names[i]); } } if (n == 1 && *names == 0) { // Deleting framebuffer 0 causes hangs on the DROID. See bug 623228. } else { raw_fDeleteFramebuffers(n, names); } TRACKING_CONTEXT(DeletedFramebuffers(this, n, names)); } void fDeleteRenderbuffers(GLsizei n, GLuint *names) { raw_fDeleteRenderbuffers(n, names); TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names)); } void fDeleteTextures(GLsizei n, GLuint *names) { raw_fDeleteTextures(n, names); TRACKING_CONTEXT(DeletedTextures(this, n, names)); } GLenum GLAPIENTRY fGetGraphicsResetStatus() { MOZ_ASSERT(mHasRobustness); BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGetGraphicsResetStatus); GLenum ret = mSymbols.fGetGraphicsResetStatus(); AFTER_GL_CALL; return ret; } GLsync GLAPIENTRY fFenceSync(GLenum condition, GLbitfield flags) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fFenceSync); GLsync ret = mSymbols.fFenceSync(condition, flags); AFTER_GL_CALL; return ret; } realGLboolean GLAPIENTRY fIsSync(GLsync sync) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fIsSync); realGLboolean ret = mSymbols.fIsSync(sync); AFTER_GL_CALL; return ret; } void GLAPIENTRY fDeleteSync(GLsync sync) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fDeleteSync); mSymbols.fDeleteSync(sync); AFTER_GL_CALL; } GLenum GLAPIENTRY fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fClientWaitSync); GLenum ret = mSymbols.fClientWaitSync(sync, flags, timeout); AFTER_GL_CALL; return ret; } void GLAPIENTRY fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fWaitSync); mSymbols.fWaitSync(sync, flags, timeout); AFTER_GL_CALL; } void GLAPIENTRY fGetInteger64v(GLenum pname, GLint64 *params) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGetInteger64v); mSymbols.fGetInteger64v(pname, params); AFTER_GL_CALL; } void GLAPIENTRY fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGetSynciv); mSymbols.fGetSynciv(sync, pname, bufSize, length, values); AFTER_GL_CALL; } // OES_EGL_image (GLES) void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fEGLImageTargetTexture2D); mSymbols.fEGLImageTargetTexture2D(target, image); AFTER_GL_CALL; } void fEGLImageTargetRenderbufferStorage(GLenum target, GLeglImage image) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fEGLImageTargetRenderbufferStorage); mSymbols.fEGLImageTargetRenderbufferStorage(target, image); AFTER_GL_CALL; } void GLAPIENTRY fBindVertexArray(GLuint array) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fBindVertexArray); mSymbols.fBindVertexArray(array); AFTER_GL_CALL; } void GLAPIENTRY fDeleteVertexArrays(GLsizei n, const GLuint *arrays) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fDeleteVertexArrays); mSymbols.fDeleteVertexArrays(n, arrays); AFTER_GL_CALL; } void GLAPIENTRY fGenVertexArrays(GLsizei n, GLuint *arrays) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fGenVertexArrays); mSymbols.fGenVertexArrays(n, arrays); AFTER_GL_CALL; } realGLboolean GLAPIENTRY fIsVertexArray(GLuint array) { BEFORE_GL_CALL; ASSERT_SYMBOL_PRESENT(fIsVertexArray); realGLboolean ret = mSymbols.fIsVertexArray(array); AFTER_GL_CALL; return ret; } #undef ASSERT_SYMBOL_PRESENT #ifdef DEBUG void CreatedProgram(GLContext *aOrigin, GLuint aName); void CreatedShader(GLContext *aOrigin, GLuint aName); void CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void CreatedQueries(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void DeletedProgram(GLContext *aOrigin, GLuint aName); void DeletedShader(GLContext *aOrigin, GLuint aName); void DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void DeletedQueries(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void SharedContextDestroyed(GLContext *aChild); void ReportOutstandingNames(); struct NamedResource { NamedResource() : origin(nullptr), name(0), originDeleted(false) { } NamedResource(GLContext *aOrigin, GLuint aName) : origin(aOrigin), name(aName), originDeleted(false) { } GLContext *origin; GLuint name; bool originDeleted; // for sorting bool operator<(const NamedResource& aOther) const { if (intptr_t(origin) < intptr_t(aOther.origin)) return true; if (name < aOther.name) return true; return false; } bool operator==(const NamedResource& aOther) const { return origin == aOther.origin && name == aOther.name && originDeleted == aOther.originDeleted; } }; nsTArray mTrackedPrograms; nsTArray mTrackedShaders; nsTArray mTrackedTextures; nsTArray mTrackedFramebuffers; nsTArray mTrackedRenderbuffers; nsTArray mTrackedBuffers; nsTArray mTrackedQueries; #endif public: enum MemoryUse { // when memory being allocated is reported to a memory reporter MemoryAllocated, // when memory being freed is reported to a memory reporter MemoryFreed }; // When memory is used/freed for tile textures, call this method // to update the value reported by the memory reporter. static void UpdateTextureMemoryUsage(MemoryUse action, GLenum format, GLenum type, uint16_t tileSize); }; inline bool DoesStringMatch(const char* aString, const char *aWantedString) { if (!aString || !aWantedString) return false; const char *occurrence = strstr(aString, aWantedString); // aWanted not found if (!occurrence) return false; // aWantedString preceded by alpha character if (occurrence != aString && isalpha(*(occurrence-1))) return false; // aWantedVendor followed by alpha character const char *afterOccurrence = occurrence + strlen(aWantedString); if (isalpha(*afterOccurrence)) return false; return true; } //RAII via CRTP! template struct ScopedGLWrapper { private: bool mIsUnwrapped; protected: GLContext* const mGL; ScopedGLWrapper(GLContext* gl) : mIsUnwrapped(false) , mGL(gl) { MOZ_ASSERT(&ScopedGLWrapper::Unwrap == &Derived::Unwrap); MOZ_ASSERT(&Derived::UnwrapImpl); MOZ_ASSERT(mGL->IsCurrent()); } virtual ~ScopedGLWrapper() { if (!mIsUnwrapped) Unwrap(); } public: void Unwrap() { MOZ_ASSERT(!mIsUnwrapped); Derived* derived = static_cast(this); derived->UnwrapImpl(); mIsUnwrapped = true; } }; // Wraps glEnable/Disable. struct ScopedGLState : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: const GLenum mCapability; bool mOldState; public: // Use |newState = true| to enable, |false| to disable. ScopedGLState(GLContext* gl, GLenum capability, bool newState) : ScopedGLWrapper(gl) , mCapability(capability) { mOldState = mGL->fIsEnabled(mCapability); // Early out if we're already in the right state. if (newState == mOldState) return; if (newState) mGL->fEnable(mCapability); else mGL->fDisable(mCapability); } protected: void UnwrapImpl() { if (mOldState) mGL->fEnable(mCapability); else mGL->fDisable(mCapability); } }; // Saves and restores with GetUserBoundFB and BindUserFB. struct ScopedBindFramebuffer : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mOldFB; private: void Init() { mOldFB = mGL->GetFB(); } public: explicit ScopedBindFramebuffer(GLContext* gl) : ScopedGLWrapper(gl) { Init(); } ScopedBindFramebuffer(GLContext* gl, GLuint newFB) : ScopedGLWrapper(gl) { Init(); mGL->BindFB(newFB); } protected: void UnwrapImpl() { // Check that we're not falling out of scope after // the current context changed. MOZ_ASSERT(mGL->IsCurrent()); mGL->BindFB(mOldFB); } }; struct ScopedBindTextureUnit : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLenum mOldTexUnit; public: ScopedBindTextureUnit(GLContext* gl, GLenum texUnit) : ScopedGLWrapper(gl) { MOZ_ASSERT(texUnit >= LOCAL_GL_TEXTURE0); mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit); mGL->fActiveTexture(texUnit); } protected: void UnwrapImpl() { // Check that we're not falling out of scope after // the current context changed. MOZ_ASSERT(mGL->IsCurrent()); mGL->fActiveTexture(mOldTexUnit); } }; struct ScopedTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mTexture; public: ScopedTexture(GLContext* gl) : ScopedGLWrapper(gl) { mGL->fGenTextures(1, &mTexture); } GLuint Texture() { return mTexture; } protected: void UnwrapImpl() { // Check that we're not falling out of scope after // the current context changed. MOZ_ASSERT(mGL->IsCurrent()); mGL->fDeleteTextures(1, &mTexture); } }; struct ScopedBindTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mOldTex; GLenum mTarget; private: void Init(GLenum target) { MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D || target == LOCAL_GL_TEXTURE_RECTANGLE_ARB); mTarget = target; mOldTex = 0; GLenum bindingTarget = (target == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D : LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB; mGL->GetUIntegerv(bindingTarget, &mOldTex); } public: ScopedBindTexture(GLContext* gl, GLuint newTex, GLenum target = LOCAL_GL_TEXTURE_2D) : ScopedGLWrapper(gl) { Init(target); mGL->fBindTexture(target, newTex); } protected: void UnwrapImpl() { // Check that we're not falling out of scope after // the current context changed. MOZ_ASSERT(mGL->IsCurrent()); mGL->fBindTexture(mTarget, mOldTex); } }; struct ScopedBindRenderbuffer : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mOldRB; private: void Init() { mOldRB = 0; mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB); } public: explicit ScopedBindRenderbuffer(GLContext* gl) : ScopedGLWrapper(gl) { Init(); } ScopedBindRenderbuffer(GLContext* gl, GLuint newRB) : ScopedGLWrapper(gl) { Init(); mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, newRB); } protected: void UnwrapImpl() { // Check that we're not falling out of scope after // the current context changed. MOZ_ASSERT(mGL->IsCurrent()); mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB); } }; struct ScopedFramebufferForTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: bool mComplete; // True if the framebuffer we create is complete. GLuint mFB; public: ScopedFramebufferForTexture(GLContext* gl, GLuint texture, GLenum target = LOCAL_GL_TEXTURE_2D) : ScopedGLWrapper(gl) , mComplete(false) , mFB(0) { mGL->fGenFramebuffers(1, &mFB); ScopedBindFramebuffer autoFB(gl, mFB); mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, target, texture, 0); GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mComplete = true; } else { mGL->fDeleteFramebuffers(1, &mFB); mFB = 0; } } protected: void UnwrapImpl() { if (!mFB) return; mGL->fDeleteFramebuffers(1, &mFB); mFB = 0; } public: GLuint FB() const { MOZ_ASSERT(IsComplete()); return mFB; } bool IsComplete() const { return mComplete; } }; struct ScopedFramebufferForRenderbuffer : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: bool mComplete; // True if the framebuffer we create is complete. GLuint mFB; public: ScopedFramebufferForRenderbuffer(GLContext* gl, GLuint rb) : ScopedGLWrapper(gl) , mComplete(false) , mFB(0) { mGL->fGenFramebuffers(1, &mFB); ScopedBindFramebuffer autoFB(gl, mFB); mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_RENDERBUFFER, rb); GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mComplete = true; } else { mGL->fDeleteFramebuffers(1, &mFB); mFB = 0; } } protected: void UnwrapImpl() { if (!mFB) return; mGL->fDeleteFramebuffers(1, &mFB); mFB = 0; } public: GLuint FB() const { return mFB; } bool IsComplete() const { return mComplete; } }; class TextureGarbageBin { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(TextureGarbageBin) protected: GLContext* mGL; Mutex mMutex; std::stack mGarbageTextures; public: TextureGarbageBin(GLContext* gl) : mGL(gl) , mMutex("TextureGarbageBin mutex") {} void GLContextTeardown(); void Trash(GLuint tex); void EmptyGarbage(); }; uint32_t GetBitsPerTexel(GLenum format, GLenum type); } /* namespace gl */ } /* namespace mozilla */ #endif /* GLCONTEXT_H_ */