/* -*- 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 #if defined(XP_UNIX) #include #endif #include #include #ifdef WIN32 #include #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 "nsDataHashtable.h" #include "nsHashKeys.h" #include "nsRegion.h" #include "nsAutoPtr.h" #include "nsThreadUtils.h" typedef char realGLboolean; #include "GLContextSymbols.h" #include "mozilla/mozalloc.h" #include "mozilla/Preferences.h" namespace android { class GraphicBuffer; } namespace mozilla { namespace layers { class LayerManagerOGL; class ColorTextureLayerProgram; } namespace gl { class GLContext; typedef uintptr_t SharedTextureHandle; enum ShaderProgramType { RGBALayerProgramType, RGBALayerExternalProgramType, BGRALayerProgramType, RGBXLayerProgramType, BGRXLayerProgramType, RGBARectLayerProgramType, RGBAExternalLayerProgramType, ColorLayerProgramType, YCbCrLayerProgramType, ComponentAlphaPass1ProgramType, ComponentAlphaPass2ProgramType, Copy2DProgramType, Copy2DRectProgramType, NumProgramTypes }; /** * A TextureImage encapsulates a surface that can be drawn to by a * Thebes gfxContext and (hopefully efficiently!) synchronized to a * texture in the server. TextureImages are associated with one and * only one GLContext. * * Implementation note: TextureImages attempt to unify two categories * of backends * * (1) proxy to server-side object that can be bound to a texture; * e.g. Pixmap on X11. * * (2) efficient manager of texture memory; e.g. by having clients draw * into a scratch buffer which is then uploaded with * glTexSubImage2D(). */ class TextureImage { NS_INLINE_DECL_REFCOUNTING(TextureImage) public: enum TextureState { Created, // Texture created, but has not had glTexImage called to initialize it. Allocated, // Texture memory exists, but contents are invalid. Valid // Texture fully ready to use. }; enum Flags { NoFlags = 0x0, UseNearestFilter = 0x1, NeedsYFlip = 0x2, ForceSingleTile = 0x4 }; enum TextureShareType { ThreadShared = 0x0, ProcessShared = 0x1 }; typedef gfxASurface::gfxContentType ContentType; virtual ~TextureImage() {} /** * Returns a gfxASurface for updating |aRegion| of the client's * image if successul, NULL if not. |aRegion|'s bounds must fit * within Size(); its coordinate space (if any) is ignored. If * the update begins successfully, the returned gfxASurface is * owned by this. Otherwise, NULL is returned. * * |aRegion| is an inout param: the returned region is what the * client must repaint. Category (1) regions above can * efficiently handle repaints to "scattered" regions, while (2) * can only efficiently handle repaints to rects. * * Painting the returned surface outside of |aRegion| results * in undefined behavior. * * BeginUpdate() calls cannot be "nested", and each successful * BeginUpdate() must be followed by exactly one EndUpdate() (see * below). Failure to do so can leave this in a possibly * inconsistent state. Unsuccessful BeginUpdate()s must not be * followed by EndUpdate(). */ virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0; /** * Retrieves the region that will require updating, given a * region that needs to be updated. This can be used for * making decisions about updating before calling BeginUpdate(). * * |aRegion| is an inout param. */ virtual void GetUpdateRegion(nsIntRegion& aForRegion) { } /** * Finish the active update and synchronize with the server, if * necessary. * * BeginUpdate() must have been called exactly once before * EndUpdate(). */ virtual void EndUpdate() = 0; /** * The Image may contain several textures for different regions (tiles). * These functions iterate over each sub texture image tile. */ virtual void BeginTileIteration() { } virtual bool NextTile() { return false; } // Function prototype for a tile iteration callback. Returning false will // cause iteration to be interrupted (i.e. the corresponding NextTile call // will return false). typedef bool (* TileIterationCallback)(TextureImage* aImage, int aTileNumber, void* aCallbackData); // Sets a callback to be called every time NextTile is called. virtual void SetIterationCallback(TileIterationCallback aCallback, void* aCallbackData) { } virtual nsIntRect GetTileRect() { return nsIntRect(nsIntPoint(0,0), mSize); } virtual GLuint GetTextureID() = 0; virtual uint32_t GetTileCount() { return 1; } /** * Set this TextureImage's size, and ensure a texture has been * allocated. Must not be called between BeginUpdate and EndUpdate. * After a resize, the contents are undefined. * * If this isn't implemented by a subclass, it will just perform * a dummy BeginUpdate/EndUpdate pair. */ virtual void Resize(const nsIntSize& aSize) { mSize = aSize; nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height)); BeginUpdate(r); EndUpdate(); } /** * Mark this texture as having valid contents. Call this after modifying * the texture contents externally. */ virtual void MarkValid() {} /** * aSurf - the source surface to update from * aRegion - the region in this image to update * aFrom - offset in the source to update from */ virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0; virtual void BindTexture(GLenum aTextureUnit) = 0; virtual void ReleaseTexture() {} void BindTextureAndApplyFilter(GLenum aTextureUnit) { BindTexture(aTextureUnit); ApplyFilter(); } class ScopedBindTexture { public: ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit) : mTexture(aTexture) { if (mTexture) { mTexture->BindTexture(aTextureUnit); } } ~ScopedBindTexture() { if (mTexture) { mTexture->ReleaseTexture(); } } protected: TextureImage *mTexture; }; class ScopedBindTextureAndApplyFilter : public ScopedBindTexture { public: ScopedBindTextureAndApplyFilter(TextureImage *aTexture, GLenum aTextureUnit) : ScopedBindTexture(aTexture, aTextureUnit) { if (mTexture) { mTexture->ApplyFilter(); } } }; /** * Returns the shader program type that should be used to render * this texture. Only valid after a matching BeginUpdate/EndUpdate * pair have been called. */ virtual ShaderProgramType GetShaderProgramType() { return mShaderType; } /** Can be called safely at any time. */ /** * If this TextureImage has a permanent gfxASurface backing, * return it. Otherwise return NULL. */ virtual already_AddRefed GetBackingSurface() { return NULL; } const nsIntSize& GetSize() const { return mSize; } ContentType GetContentType() const { return mContentType; } virtual bool InUpdate() const = 0; GLenum GetWrapMode() const { return mWrapMode; } void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; } /** * Applies this TextureImage's filter, assuming that its texture is * the currently bound texture. */ virtual void ApplyFilter() = 0; protected: friend class GLContext; /** * After the ctor, the TextureImage is invalid. Implementations * must allocate resources successfully before returning the new * TextureImage from GLContext::CreateTextureImage(). That is, * clients must not be given partially-constructed TextureImages. */ TextureImage(const nsIntSize& aSize, GLenum aWrapMode, ContentType aContentType, Flags aFlags = NoFlags) : mSize(aSize) , mWrapMode(aWrapMode) , mContentType(aContentType) , mFilter(gfxPattern::FILTER_GOOD) , mFlags(aFlags) {} virtual nsIntRect GetSrcTileRect() { return nsIntRect(nsIntPoint(0,0), mSize); } nsIntSize mSize; GLenum mWrapMode; ContentType mContentType; ShaderProgramType mShaderType; gfxPattern::GraphicsFilter mFilter; Flags mFlags; }; /** * BasicTextureImage is the baseline TextureImage implementation --- * it updates its texture by allocating a scratch buffer for the * client to draw into, then using glTexSubImage2D() to upload the new * pixels. Platforms must provide the code to create a new surface * into which the updated pixels will be drawn, and the code to * convert the update surface's pixels into an image on which we can * glTexSubImage2D(). */ class BasicTextureImage : public TextureImage { public: typedef gfxASurface::gfxImageFormat ImageFormat; virtual ~BasicTextureImage(); BasicTextureImage(GLuint aTexture, const nsIntSize& aSize, GLenum aWrapMode, ContentType aContentType, GLContext* aContext, TextureImage::Flags aFlags = TextureImage::NoFlags) : TextureImage(aSize, aWrapMode, aContentType, aFlags) , mTexture(aTexture) , mTextureState(Created) , mGLContext(aContext) , mUpdateOffset(0, 0) {} virtual void BindTexture(GLenum aTextureUnit); virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion); virtual void GetUpdateRegion(nsIntRegion& aForRegion); virtual void EndUpdate(); virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)); virtual GLuint GetTextureID() { return mTexture; } // Returns a surface to draw into virtual already_AddRefed GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt); virtual void MarkValid() { mTextureState = Valid; } // Call when drawing into the update surface is complete. // Returns true if textures should be upload with a relative // offset - See UploadSurfaceToTexture. virtual bool FinishedSurfaceUpdate(); // Call after surface data has been uploaded to a texture. virtual void FinishedSurfaceUpload(); virtual bool InUpdate() const { return !!mUpdateSurface; } virtual void Resize(const nsIntSize& aSize); virtual void ApplyFilter(); protected: GLuint mTexture; TextureState mTextureState; GLContext* mGLContext; nsRefPtr mUpdateSurface; nsIntRegion mUpdateRegion; // The offset into the update surface at which the update rect is located. nsIntPoint mUpdateOffset; }; /** * A container class that complements many sub TextureImages into a big TextureImage. * Aims to behave just like the real thing. */ class TiledTextureImage : public TextureImage { public: TiledTextureImage(GLContext* aGL, nsIntSize aSize, TextureImage::ContentType, TextureImage::Flags aFlags = TextureImage::NoFlags); ~TiledTextureImage(); void DumpDiv(); virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion); virtual void GetUpdateRegion(nsIntRegion& aForRegion); virtual void EndUpdate(); virtual void Resize(const nsIntSize& aSize); virtual uint32_t GetTileCount(); virtual void BeginTileIteration(); virtual bool NextTile(); virtual void SetIterationCallback(TileIterationCallback aCallback, void* aCallbackData); virtual nsIntRect GetTileRect(); virtual GLuint GetTextureID() { return mImages[mCurrentImage]->GetTextureID(); } virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)); virtual bool InUpdate() const { return mInUpdate; } virtual void BindTexture(GLenum); virtual void ApplyFilter(); protected: virtual nsIntRect GetSrcTileRect(); unsigned int mCurrentImage; TileIterationCallback mIterationCallback; void* mIterationCallbackData; nsTArray< nsRefPtr > mImages; bool mInUpdate; nsIntSize mSize; unsigned int mTileSize; unsigned int mRows, mColumns; GLContext* mGL; // A temporary surface to faciliate cross-tile updates. nsRefPtr mUpdateSurface; // The region of update requested nsIntRegion mUpdateRegion; TextureState mTextureState; }; struct THEBES_API ContextFormat { static const ContextFormat BasicRGBA32Format; enum StandardContextFormat { Empty, BasicRGBA32, StrictBasicRGBA32, BasicRGB24, StrictBasicRGB24, BasicRGB16_565, StrictBasicRGB16_565 }; ContextFormat() { memset(this, 0, sizeof(ContextFormat)); } ContextFormat(const StandardContextFormat cf) { memset(this, 0, sizeof(ContextFormat)); switch (cf) { case BasicRGBA32: red = green = blue = alpha = 8; minRed = minGreen = minBlue = minAlpha = 1; break; case StrictBasicRGBA32: red = green = blue = alpha = 8; minRed = minGreen = minBlue = minAlpha = 8; break; case BasicRGB24: red = green = blue = 8; minRed = minGreen = minBlue = 1; break; case StrictBasicRGB24: red = green = blue = 8; minRed = minGreen = minBlue = 8; break; case StrictBasicRGB16_565: red = minRed = 5; green = minGreen = 6; blue = minBlue = 5; break; default: break; } } int depth, minDepth; int stencil, minStencil; int red, minRed; int green, minGreen; int blue, minBlue; int alpha, minAlpha; int samples; int colorBits() const { return red + green + blue; } }; class GLContext : public GLLibraryLoader { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GLContext) public: GLContext(const ContextFormat& aFormat, bool aIsOffscreen = false, GLContext *aSharedContext = nullptr) : mTexBlit_Buffer(0), mTexBlit_VertShader(0), mTexBlit_FragShader(0), mTexBlit_Program(0), mTexBlit_UseDrawNotCopy(false), mUserBoundDrawFBO(0), mUserBoundReadFBO(0), mInternalBoundDrawFBO(0), mInternalBoundReadFBO(0), #ifdef DEBUG mInInternalBindingMode_DrawFBO(true), mInInternalBindingMode_ReadFBO(true), #endif mOffscreenFBOsDirty(false), mInitialized(false), mIsOffscreen(aIsOffscreen), mIsGLES2(false), mIsGlobalSharedContext(false), mHasRobustness(false), mContextLost(false), mVendor(-1), mRenderer(-1), mCreationFormat(aFormat), mSharedContext(aSharedContext), mOffscreenTexture(0), mFlipped(false), mBlitProgram(0), mBlitFramebuffer(0), mOffscreenDrawFBO(0), mOffscreenReadFBO(0), mOffscreenColorRB(0), mOffscreenDepthRB(0), mOffscreenStencilRB(0), mMaxTextureSize(0), mMaxCubeMapTextureSize(0), mMaxTextureImageSize(0), mMaxRenderbufferSize(0), 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, ContextTypeOSMesa }; 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 WindowDestroyed() {} 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 THEBES_API 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); } } const ContextFormat& CreationFormat() { return mCreationFormat; } const ContextFormat& ActualFormat() { return mActualFormat; } /** * If this GL context has a D3D texture share handle, returns non-null. */ virtual void *GetD3DShareHandle() { return nullptr; } /** * 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, VendorOther }; enum { RendererAdreno200, RendererAdreno205, RendererSGX530, RendererSGX540, RendererOther }; int Vendor() const { return mVendor; } int Renderer() const { return mRenderer; } bool CanUploadSubTextures(); bool CanUploadNonPowerOfTwo(); bool WantsSmallTiles(); virtual bool HasLockSurface() { return false; } /** * 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; } virtual already_AddRefed CreateDirectTextureImage(android::GraphicBuffer* aBuffer, GLenum aWrapMode) { return nullptr; } /* * Offscreen support API */ /* * Bind aOffscreen's color buffer as a texture to the TEXTURE_2D * target. Returns TRUE on success, otherwise FALSE. If * aOffscreen is not an offscreen context, returns FALSE. If * BindOffscreenNeedsTexture() returns TRUE, then you should have * a 2D texture name bound whose image will be replaced by the * contents of the offscreen context. If it returns FALSE, * the current 2D texture binding will be replaced. * * After a successul call to BindTex2DOffscreen, UnbindTex2DOffscreen * *must* be called once rendering is complete. * * The same texture unit must be active for Bind/Unbind of a given * context. */ virtual bool BindOffscreenNeedsTexture(GLContext *aOffscreen) { return aOffscreen->mOffscreenTexture == 0; } virtual bool BindTex2DOffscreen(GLContext *aOffscreen) { if (aOffscreen->GetContextType() != GetContextType()) { return false; } if (!aOffscreen->mSharedContext || aOffscreen->mSharedContext != mSharedContext) { return false; } if (!aOffscreen->mOffscreenTexture) { return false; } fBindTexture(LOCAL_GL_TEXTURE_2D, aOffscreen->mOffscreenTexture); return true; } virtual void UnbindTex2DOffscreen(GLContext *aOffscreen) { } bool IsOffscreen() { return mIsOffscreen; } // Before reads from offscreen texture void GuaranteeResolve() { BlitDirtyFBOs(); fFinish(); } protected: GLuint mTexBlit_Buffer; GLuint mTexBlit_VertShader; GLuint mTexBlit_FragShader; GLuint mTexBlit_Program; bool mTexBlit_UseDrawNotCopy; bool UseTexQuadProgram(); void DeleteTexBlitProgram(); public: void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB, const gfxIntSize& srcSize, const gfxIntSize& destSize); void BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB, const gfxIntSize& srcSize, const gfxIntSize& destSize); void BlitFramebufferToTexture(GLuint srcFB, GLuint destTex, const gfxIntSize& srcSize, const gfxIntSize& destSize); void BlitTextureToTexture(GLuint srcTex, GLuint destTex, const gfxIntSize& srcSize, const gfxIntSize& destSize); /* * 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& aNewSize) { if (mOffscreenDrawFBO || mOffscreenReadFBO) return ResizeOffscreenFBOs(aNewSize, mOffscreenReadFBO != 0); return false; } /* * Return size of this offscreen context. * * Only valid if IsOffscreen() returns true. */ gfxIntSize OffscreenSize() { return mOffscreenSize; } /* * In some cases, we have to allocate a bigger offscreen buffer * than what's requested. This is the bigger size. * * Only valid if IsOffscreen() returns true. */ gfxIntSize OffscreenActualSize() { return mOffscreenActualSize; } /* * If this context is FBO-backed, return the FBO or the color * buffer texture. If the context is not FBO-backed, 0 is * returned (which is also a valid FBO binding). * * Only valid if IsOffscreen() returns true. */ GLuint GetOffscreenFBO() { // 0 is interpreted as (off)screen, whether for read or draw operations return 0; } GLuint GetOffscreenTexture() { return mOffscreenTexture; } virtual bool SupportsFramebufferMultisample() { return IsExtensionSupported(EXT_framebuffer_multisample) || IsExtensionSupported(ANGLE_framebuffer_multisample); } virtual bool SupportsOffscreenSplit() { return IsExtensionSupported(EXT_framebuffer_blit) || IsExtensionSupported(ANGLE_framebuffer_blit); } enum SharedTextureBufferType { TextureID #ifdef MOZ_WIDGET_ANDROID , SurfaceTexture #endif }; /** * Create new shared GLContext content handle, must be released by ReleaseSharedHandle. */ virtual SharedTextureHandle CreateSharedHandle(TextureImage::TextureShareType aType) { return 0; } /* * 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(TextureImage::TextureShareType aType, void* aBuffer, SharedTextureBufferType aBufferType) { 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(TextureImage::TextureShareType aType, SharedTextureHandle aSharedHandle) { } /** * - 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(TextureImage::TextureShareType aType, SharedTextureHandle aSharedHandle) { } typedef struct { GLenum mTarget; ShaderProgramType mProgramType; 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(TextureImage::TextureShareType aType, SharedTextureHandle aSharedHandle, SharedHandleDetails& aDetails) { return false; } /** * Attach Shared GL Handle to GL_TEXTURE_2D target * GLContext must be current before this call */ virtual bool AttachSharedHandle(TextureImage::TextureShareType aType, SharedTextureHandle aSharedHandle) { return false; } /** * Detach Shared GL Handle from GL_TEXTURE_2D target */ virtual void DetachSharedHandle(TextureImage::TextureShareType aType, SharedTextureHandle aSharedHandle) { return; } private: GLuint mUserBoundDrawFBO; GLuint mUserBoundReadFBO; GLuint mInternalBoundDrawFBO; GLuint mInternalBoundReadFBO; public: void fBindFramebuffer(GLenum target, GLuint framebuffer) { switch (target) { case LOCAL_GL_DRAW_FRAMEBUFFER_EXT: mUserBoundDrawFBO = framebuffer; if (framebuffer == 0) { mInternalBoundDrawFBO = mOffscreenDrawFBO; } else { mInternalBoundDrawFBO = mUserBoundDrawFBO; } raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, mInternalBoundDrawFBO); break; case LOCAL_GL_READ_FRAMEBUFFER_EXT: mUserBoundReadFBO = framebuffer; if (framebuffer == 0) { mInternalBoundReadFBO = mOffscreenReadFBO; } else { mInternalBoundReadFBO = mUserBoundReadFBO; } raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, mInternalBoundReadFBO); break; case LOCAL_GL_FRAMEBUFFER: mUserBoundDrawFBO = mUserBoundReadFBO = framebuffer; if (framebuffer == 0) { mInternalBoundDrawFBO = mOffscreenDrawFBO; mInternalBoundReadFBO = mOffscreenReadFBO; } else { mInternalBoundDrawFBO = mUserBoundDrawFBO; mInternalBoundReadFBO = mUserBoundReadFBO; } if (SupportsOffscreenSplit()) { raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, mInternalBoundDrawFBO); raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, mInternalBoundReadFBO); } else { raw_fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mInternalBoundDrawFBO); } break; default: raw_fBindFramebuffer(target, framebuffer); break; } } 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_FRAMEBUFFER_BINDING: *params = GetUserBoundDrawFBO(); break; case LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT: *params = GetUserBoundReadFBO(); break; default: raw_fGetIntegerv(pname, params); break; } } #ifdef DEBUG // See comment near BindInternalDrawFBO() bool mInInternalBindingMode_DrawFBO; bool mInInternalBindingMode_ReadFBO; #endif GLuint GetUserBoundDrawFBO() { #ifdef DEBUG MOZ_ASSERT(IsCurrent()); GLint ret = 0; // Don't need a branch here, because: // LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT == LOCAL_GL_FRAMEBUFFER_BINDING == 0x8CA6 // We use raw_ here because this is debug code and we need to see what // the driver thinks. raw_fGetIntegerv(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT, &ret); bool abort = false; if (mInInternalBindingMode_DrawFBO) { NS_ERROR("Draw FBO still bound internally!"); printf_stderr("Current internal draw FBO: %d, user: %d)\n", ret, mUserBoundDrawFBO); abort = true; } if (mInternalBoundDrawFBO != (GLuint)ret) { NS_ERROR("Draw FBO binding misprediction!"); printf_stderr("Bound draw FBO was: %d, Expected: %d\n", ret, mInternalBoundDrawFBO); abort = true; } if (abort) NS_ABORT(); #endif // We only ever expose the user's bound FBOs return mUserBoundDrawFBO; } GLuint GetUserBoundReadFBO() { #ifdef DEBUG MOZ_ASSERT(IsCurrent()); GLint ret = 0; // We use raw_ here because this is debug code and we need to see what // the driver thinks. if (SupportsOffscreenSplit()) raw_fGetIntegerv(LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT, &ret); else raw_fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &ret); bool abort = false; if (mInInternalBindingMode_ReadFBO) { NS_ERROR("Read FBO still bound internally!"); printf_stderr("Current internal read FBO: %d, user: %d)\n", ret, mUserBoundReadFBO); abort = true; } if (mInternalBoundReadFBO != (GLuint)ret) { NS_ERROR("Read FBO binding misprediction!"); printf_stderr("Bound read FBO was: %d, Expected: %d\n", ret, mInternalBoundReadFBO); abort = true; } if (abort) NS_ABORT(); #endif // We only ever expose the user's bound FBOs return mUserBoundReadFBO; } void BindUserDrawFBO(GLuint name) { if (SupportsOffscreenSplit()) fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, name); else fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name); #ifdef DEBUG mInInternalBindingMode_DrawFBO = false; #endif } void BindUserReadFBO(GLuint name) { if (SupportsOffscreenSplit()) fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, name); else fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name); #ifdef DEBUG mInInternalBindingMode_ReadFBO = false; #endif } GLuint GetUserBoundFBO() { MOZ_ASSERT(GetUserBoundDrawFBO() == GetUserBoundReadFBO()); return GetUserBoundReadFBO(); } void BindUserFBO(GLuint name) { fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name); } // BindInternalDraw/ReadFBO() switch us over into 'internal binding mode' // for the corresponding Draw or Read binding. // To exit internal binding mode, use BindUserDraw/ReadFBO(). // While in internal binding mode for Draw/Read, the corresponding // GetBoundUserDraw/ReadFBO() is undefined, and will trigger ABORT in DEBUG builds. void BindInternalDrawFBO(GLuint name) { #ifdef DEBUG mInInternalBindingMode_DrawFBO = true; #endif if (SupportsOffscreenSplit()) raw_fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, name); else raw_fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name); mInternalBoundDrawFBO = name; } void BindInternalReadFBO(GLuint name) { #ifdef DEBUG mInInternalBindingMode_ReadFBO = true; #endif if (SupportsOffscreenSplit()) raw_fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, name); else raw_fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name); mInternalBoundReadFBO = name; } void BindInternalFBO(GLuint name) { BindInternalDrawFBO(name); BindInternalReadFBO(name); } void InitFramebuffers() { MakeCurrent(); BindUserDrawFBO(0); BindUserReadFBO(0); } GLuint SwapUserDrawFBO(GLuint name) { GLuint prev = GetUserBoundDrawFBO(); BindUserDrawFBO(name); return prev; } GLuint SwapUserReadFBO(GLuint name) { GLuint prev = GetUserBoundReadFBO(); BindUserReadFBO(name); return prev; } private: bool mOffscreenFBOsDirty; 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() { if (mInternalBoundDrawFBO != mOffscreenDrawFBO) return; if (mOffscreenDrawFBO == mOffscreenReadFBO) return; mOffscreenFBOsDirty = true; } // Do whatever tear-down is necessary after drawing to our offscreen FBO, // if it's bound. void AfterGLDrawCall() { } // Do whatever setup is necessary to read from our offscreen FBO, if it's // bound. void BeforeGLReadCall() { if (mInternalBoundReadFBO != mOffscreenReadFBO) return; if (mOffscreenDrawFBO == mOffscreenReadFBO) return; // If we're not dirty, there's no need to blit if (!mOffscreenFBOsDirty) return; const bool scissor = fIsEnabled(LOCAL_GL_SCISSOR_TEST); if (scissor) fDisable(LOCAL_GL_SCISSOR_TEST); // Store current bindings for restoring later GLuint prevDraw = GetUserBoundDrawFBO(); GLuint prevRead = GetUserBoundReadFBO(); NS_ABORT_IF_FALSE(SupportsOffscreenSplit(), "Doesn't support offscreen split?"); // Manually setting internal bindings, entering internal mode // Flip read/draw for blitting BindInternalDrawFBO(mOffscreenReadFBO); BindInternalReadFBO(mOffscreenDrawFBO); GLint width = mOffscreenActualSize.width; GLint height = mOffscreenActualSize.height; raw_fBlitFramebuffer(0, 0, width, height, 0, 0, width, height, LOCAL_GL_COLOR_BUFFER_BIT, LOCAL_GL_NEAREST); // Reset to emulated user binding, exiting internal mode BindUserDrawFBO(prevDraw); BindUserReadFBO(prevRead); if (scissor) fEnable(LOCAL_GL_SCISSOR_TEST); mOffscreenFBOsDirty = false; } // 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) { BeforeGLReadCall(); 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) { 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) { BeforeGLReadCall(); raw_fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); AfterGLReadCall(); } void ForceDirtyFBOs() { GLuint draw = SwapUserDrawFBO(0); BeforeGLDrawCall(); // no-op; just pretend we did something AfterGLDrawCall(); BindUserDrawFBO(draw); } void BlitDirtyFBOs() { GLuint read = SwapUserReadFBO(0); BeforeGLReadCall(); // no-op; we just want to make sure the Read FBO is updated if it needs to be AfterGLReadCall(); BindUserReadFBO(read); } // 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(); } #if defined(MOZ_X11) && defined(MOZ_EGL_XRENDER_COMPOSITE) virtual gfxASurface* GetOffscreenPixmapSurface() { return 0; }; virtual bool WaitNative() { return false; } #endif virtual bool TextureImageSupportsGetBackingSurface() { return false; } 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, ShaderProgramType aShader); /** * 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 THEBES_API 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 aSurface Surface 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 Shader program needed to render this texture. */ ShaderProgramType 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); 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, 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, 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, Extensions_Max }; bool IsExtensionSupported(GLExtensions aKnownExtension) { return mAvailableExtensions[aKnownExtension]; } void MarkExtensionUnsupported(GLExtensions aKnownExtension) { mAvailableExtensions[aKnownExtension] = 0; } // Shared code for GL extensions and GLX extensions. static bool ListHasExtension(const GLubyte *extensions, const char *extension); GLint GetMaxTextureSize() { return mMaxTextureSize; } 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 (strcmp(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]; } 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; } protected: bool mInitialized; bool mIsOffscreen; bool mIsGLES2; bool mIsGlobalSharedContext; bool mHasRobustness; bool mContextLost; int32_t mVendor; int32_t mRenderer; public: 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: ContextFormat mCreationFormat; 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 void UpdateActualFormat(); ContextFormat mActualFormat; gfxIntSize mOffscreenSize; gfxIntSize mOffscreenActualSize; GLuint mOffscreenTexture; bool mFlipped; // lazy-initialized things GLuint mBlitProgram, mBlitFramebuffer; void UseBlitProgram(); void SetBlitFramebufferForDestTexture(GLuint aTexture); // Helper to create/resize an offscreen FBO, // for offscreen implementations that use FBOs. // Note that it does -not- clear the resized buffers. bool ResizeOffscreenFBOs(const ContextFormat& aCF, const gfxIntSize& aSize, const bool aNeedsReadBuffer); bool ResizeOffscreenFBOs(const gfxIntSize& aSize, const bool aNeedsReadBuffer) { if (!IsOffscreenSizeAllowed(aSize)) return false; ContextFormat format(mCreationFormat); if (format.samples) { // AA path if (ResizeOffscreenFBOs(format, aSize, aNeedsReadBuffer)) return true; NS_WARNING("ResizeOffscreenFBOs failed to resize an AA context! Falling back to no AA..."); format.samples = 0; } if (ResizeOffscreenFBOs(format, aSize, aNeedsReadBuffer)) return true; NS_WARNING("ResizeOffscreenFBOs failed to resize non-AA context!"); return false; } struct GLFormats { GLFormats() : texColor(0) , texColorType(0) , rbColor(0) , depthStencil(0) , depth(0) , stencil(0) , samples(0) {} GLenum texColor; GLenum texColorType; GLenum rbColor; GLenum depthStencil; GLenum depth; GLenum stencil; GLsizei samples; }; enum ColorByteOrder { ForceRGBA, DefaultByteOrder }; GLFormats ChooseGLFormats(ContextFormat& aCF, GLContext::ColorByteOrder aByteOrder = GLContext::DefaultByteOrder); void CreateTextureForOffscreen(const GLFormats& aFormats, const gfxIntSize& aSize, GLuint& texture); void CreateRenderbuffersForOffscreen(const GLContext::GLFormats& aFormats, const gfxIntSize& aSize, GLuint& colorMSRB, GLuint& depthRB, GLuint& stencilRB); bool AssembleOffscreenFBOs(const GLuint colorMSRB, const GLuint depthRB, const GLuint stencilRB, const GLuint texture, GLuint& drawFBO, GLuint& readFBO); void DeleteOffscreenFBOs(); GLuint mOffscreenDrawFBO; GLuint mOffscreenReadFBO; GLuint mOffscreenColorRB; GLuint mOffscreenDepthRB; GLuint mOffscreenStencilRB; // Clear to transparent black, with 0 depth and stencil, // while preserving current ClearColor etc. values. // Useful for resizing offscreen buffers. public: void ClearSafely(); bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; } 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(); virtual already_AddRefed CreateBasicTextureImage(GLuint aTexture, const nsIntSize& aSize, GLenum aWrapMode, TextureImage::ContentType aContentType, GLContext* aContext, TextureImage::Flags aFlags = TextureImage::NoFlags) { nsRefPtr teximage( new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext, aFlags)); return teximage.forget(); } bool IsOffscreenSizeAllowed(const gfxIntSize& aSize) const { int32_t biggerDimension = NS_MAX(aSize.width, aSize.height); int32_t maxAllowed = NS_MIN(mMaxRenderbufferSize, mMaxTextureSize); return biggerDimension <= maxAllowed; } nsTArray mViewportStack; nsTArray mScissorStack; GLint mMaxTextureSize; GLint mMaxCubeMapTextureSize; GLint mMaxTextureImageSize; GLint mMaxRenderbufferSize; bool mWorkAroundDriverBugs; bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width, GLsizei height) const { #ifdef XP_MACOSX if (mWorkAroundDriverBugs && mVendor == VendorIntel) { // see bug 737182 for 2D textures, bug 684822 for cube map textures. // some drivers handle incorrectly 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). 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; } #endif 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) { 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 /*** 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) { return mFlipped ? ViewportRect().height - (height + y) : y; } // only does the glScissor call, no ScissorRect business void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) { BEFORE_GL_CALL; // GL's coordinate system is flipped compared to ours (in the Y axis), // so we may need to flip our rectangle. mSymbols.fScissor(x, FixYValue(y, height), width, height); AFTER_GL_CALL; } public: // but let GL-using code use that instead, updating the ScissorRect void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) { ScissorRect().SetRect(x, y, width, 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); raw_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())) { raw_fScissor(ScissorRect().x, ScissorRect().y, ScissorRect().width, ScissorRect().height); } } /*** Viewport functions ***/ protected: // 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 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; } void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { BEFORE_GL_CALL; mSymbols.fBufferData(target, size, data, usage); // bug 744888 if (WorkAroundDriverBugs() && !data && Vendor() == VendorNVIDIA) { char c = 0; mSymbols.fBufferSubData(target, size-1, 1, &c); } AFTER_GL_CALL; } void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { BEFORE_GL_CALL; mSymbols.fBufferSubData(target, offset, size, data); AFTER_GL_CALL; } void raw_fClear(GLbitfield mask) { BEFORE_GL_CALL; mSymbols.fClear(mask); AFTER_GL_CALL; } 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 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; } 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 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; } 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 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) { if (!mSymbols.fGetTexImage) { return; } BEFORE_GL_CALL; mSymbols.fGetTexImage(target, level, format, type, img); AFTER_GL_CALL; } void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { if (!mSymbols.fGetTexLevelParameteriv) { *params = 0; return; } BEFORE_GL_CALL; 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; } void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { BEFORE_GL_CALL; mSymbols.fReadPixels(x, y, width, height, format, type, pixels); AFTER_GL_CALL; } void fSampleCoverage(GLclampf value, realGLboolean invert) { BEFORE_GL_CALL; mSymbols.fSampleCoverage(value, invert); AFTER_GL_CALL; } 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; } void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { BEFORE_GL_CALL; if (IsTextureSizeSafeToPassToDriver(target, width, height)) { mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } else { // pass wrong values to cause the GL to generate GL_INVALID_VALUE. // See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver. mSymbols.fTexImage2D(target, -1, internalformat, -1, -1, -1, format, type, nullptr); } AFTER_GL_CALL; } 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; } void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { BEFORE_GL_CALL; if (IsTextureSizeSafeToPassToDriver(target, width, height)) { mSymbols.fCopyTexImage2D(target, level, internalformat, x, FixYValue(y, height), width, height, border); } else { // pass wrong values to cause the GL to generate GL_INVALID_VALUE. // See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver. mSymbols.fCopyTexImage2D(target, -1, internalformat, x, FixYValue(y, height), -1, -1, -1); } 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, FixYValue(y, height), width, height); AFTER_GL_CALL; } 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; } void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { BEFORE_GL_CALL; if (mIsGLES2) { mSymbols.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); } AFTER_GL_CALL; } 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; } 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; mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); AFTER_GL_CALL; } 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; mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat, width, height); AFTER_GL_CALL; } void fDepthRange(GLclampf a, GLclampf b) { BEFORE_GL_CALL; if (mIsGLES2) { mSymbols.fDepthRangef(a, b); } else { mSymbols.fDepthRange(a, b); } AFTER_GL_CALL; } void fClearDepth(GLclampf v) { BEFORE_GL_CALL; if (mIsGLES2) { mSymbols.fClearDepthf(v); } else { mSymbols.fClearDepth(v); } AFTER_GL_CALL; } void* fMapBuffer(GLenum target, GLenum access) { BEFORE_GL_CALL; void *ret = mSymbols.fMapBuffer(target, access); AFTER_GL_CALL; return ret; } realGLboolean fUnmapBuffer(GLenum target) { BEFORE_GL_CALL; realGLboolean ret = mSymbols.fUnmapBuffer(target); AFTER_GL_CALL; return ret; } #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 fCreateProgram() { BEFORE_GL_CALL; GLuint ret = mSymbols.fCreateProgram(); AFTER_GL_CALL; TRACKING_CONTEXT(CreatedProgram(this, ret)); return ret; } GLuint GLAPIENTRY fCreateShader(GLenum t) { BEFORE_GL_CALL; GLuint ret = mSymbols.fCreateShader(t); AFTER_GL_CALL; TRACKING_CONTEXT(CreatedShader(this, ret)); return ret; } void GLAPIENTRY fGenBuffers(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenBuffers(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(CreatedBuffers(this, n, names)); } void GLAPIENTRY fGenTextures(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenTextures(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(CreatedTextures(this, n, names)); } void GLAPIENTRY fGenFramebuffers(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenFramebuffers(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(CreatedFramebuffers(this, n, names)); } void GLAPIENTRY fGenRenderbuffers(GLsizei n, GLuint* names) { BEFORE_GL_CALL; mSymbols.fGenRenderbuffers(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names)); } void GLAPIENTRY fDeleteProgram(GLuint program) { BEFORE_GL_CALL; mSymbols.fDeleteProgram(program); AFTER_GL_CALL; TRACKING_CONTEXT(DeletedProgram(this, program)); } void GLAPIENTRY fDeleteShader(GLuint shader) { BEFORE_GL_CALL; mSymbols.fDeleteShader(shader); AFTER_GL_CALL; TRACKING_CONTEXT(DeletedShader(this, shader)); } void GLAPIENTRY fDeleteBuffers(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteBuffers(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(DeletedBuffers(this, n, names)); } void GLAPIENTRY fDeleteTextures(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteTextures(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(DeletedTextures(this, n, names)); } void GLAPIENTRY fDeleteFramebuffers(GLsizei n, GLuint *names) { BEFORE_GL_CALL; if (n == 1 && *names == 0) { /* Deleting framebuffer 0 causes hangs on the DROID. See bug 623228 */ } else { mSymbols.fDeleteFramebuffers(n, names); } AFTER_GL_CALL; TRACKING_CONTEXT(DeletedFramebuffers(this, n, names)); } void GLAPIENTRY fDeleteRenderbuffers(GLsizei n, GLuint *names) { BEFORE_GL_CALL; mSymbols.fDeleteRenderbuffers(n, names); AFTER_GL_CALL; TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names)); } GLenum GLAPIENTRY fGetGraphicsResetStatus() { BEFORE_GL_CALL; GLenum ret = mHasRobustness ? mSymbols.fGetGraphicsResetStatus() : 0; AFTER_GL_CALL; return ret; } GLsync GLAPIENTRY fFenceSync(GLenum condition, GLbitfield flags) { BEFORE_GL_CALL; GLsync ret = mSymbols.fFenceSync(condition, flags); AFTER_GL_CALL; return ret; } realGLboolean GLAPIENTRY fIsSync(GLsync sync) { BEFORE_GL_CALL; realGLboolean ret = mSymbols.fIsSync(sync); AFTER_GL_CALL; return ret; } void GLAPIENTRY fDeleteSync(GLsync sync) { BEFORE_GL_CALL; mSymbols.fDeleteSync(sync); AFTER_GL_CALL; } GLenum GLAPIENTRY fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { BEFORE_GL_CALL; GLenum ret = mSymbols.fClientWaitSync(sync, flags, timeout); AFTER_GL_CALL; return ret; } void GLAPIENTRY fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { BEFORE_GL_CALL; mSymbols.fWaitSync(sync, flags, timeout); AFTER_GL_CALL; } void GLAPIENTRY fGetInteger64v(GLenum pname, GLint64 *params) { BEFORE_GL_CALL; mSymbols.fGetInteger64v(pname, params); AFTER_GL_CALL; } void GLAPIENTRY fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) { BEFORE_GL_CALL; mSymbols.fGetSynciv(sync, pname, bufSize, length, values); AFTER_GL_CALL; } // OES_EGL_image (GLES) void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) { BEFORE_GL_CALL; mSymbols.fEGLImageTargetTexture2D(target, image); AFTER_GL_CALL; } #ifdef DEBUG void THEBES_API CreatedProgram(GLContext *aOrigin, GLuint aName); void THEBES_API CreatedShader(GLContext *aOrigin, GLuint aName); void THEBES_API CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API DeletedProgram(GLContext *aOrigin, GLuint aName); void THEBES_API DeletedShader(GLContext *aOrigin, GLuint aName); void THEBES_API DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames); void THEBES_API 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; #endif }; 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; } }; struct ScopedFramebufferTexture : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: bool mComplete; // True if the framebuffer we create is complete. GLuint mFB; public: ScopedFramebufferTexture(GLContext* gl, GLuint texture) : ScopedGLWrapper(gl) , mComplete(false) , mFB(0) { MOZ_ASSERT(mGL->IsCurrent()); GLuint boundFB = mGL->GetUserBoundFBO(); mGL->fGenFramebuffers(1, &mFB); mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mFB); mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0, LOCAL_GL_TEXTURE_2D, texture, 0); GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) { mComplete = true; } else { mGL->fDeleteFramebuffers(1, &mFB); mFB = 0; } mGL->BindUserFBO(boundFB); } protected: void UnwrapImpl() { if (!mFB) return; MOZ_ASSERT(mGL->IsCurrent()); mGL->fDeleteFramebuffers(1, &mFB); mFB = 0; } public: GLuint FB() const { return mFB; } bool IsComplete() const { return mComplete; } }; // 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) { MOZ_ASSERT(mGL->IsCurrent()); 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() { MOZ_ASSERT(mGL->IsCurrent()); if (mOldState) mGL->fEnable(mCapability); else mGL->fDisable(mCapability); } }; // Saves and restores with GetUserBoundFBO and BindUserFBO. struct ScopedFramebufferBinding : public ScopedGLWrapper { friend struct ScopedGLWrapper; protected: GLuint mOldState; private: void Init() { MOZ_ASSERT(mGL->IsCurrent()); mOldState = mGL->GetUserBoundFBO(); } public: ScopedFramebufferBinding(GLContext* gl) : ScopedGLWrapper(gl) { Init(); } ScopedFramebufferBinding(GLContext* gl, GLuint newFB) : ScopedGLWrapper(gl) { Init(); mGL->BindUserFBO(newFB); } protected: void UnwrapImpl() { MOZ_ASSERT(mGL->IsCurrent()); mGL->BindUserFBO(mOldState); } }; } /* namespace gl */ } /* namespace mozilla */ #endif /* GLCONTEXT_H_ */