/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* 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/. */ #include "WebGLContext.h" #include "WebGLContextUtils.h" #include "WebGLBuffer.h" #include "WebGLVertexAttribData.h" #include "WebGLShader.h" #include "WebGLProgram.h" #include "WebGLUniformLocation.h" #include "WebGLFramebuffer.h" #include "WebGLRenderbuffer.h" #include "WebGLShaderPrecisionFormat.h" #include "WebGLTexture.h" #include "WebGLExtensions.h" #include "WebGLVertexArray.h" #include "nsString.h" #include "nsDebug.h" #include "gfxContext.h" #include "gfxPlatform.h" #include "GLContext.h" #include "nsContentUtils.h" #include "nsError.h" #include "nsLayoutUtils.h" #include "CanvasUtils.h" #include "gfxUtils.h" #include "jsfriendapi.h" #include "WebGLTexelConversions.h" #include "WebGLValidateStrings.h" #include // needed to check if current OS is lower than 10.7 #if defined(MOZ_WIDGET_COCOA) #include "nsCocoaFeatures.h" #endif #include "mozilla/dom/BindingUtils.h" #include "mozilla/dom/ImageData.h" #include "mozilla/dom/ToJSValue.h" #include "mozilla/Endian.h" using namespace mozilla; using namespace mozilla::dom; using namespace mozilla::gl; using namespace mozilla::gfx; static bool BaseTypeAndSizeFromUniformType(GLenum uType, GLenum *baseType, GLint *unitSize); static GLenum InternalFormatForFormatAndType(GLenum format, GLenum type, bool isGLES2); const WebGLRectangleObject* WebGLContext::CurValidFBRectObject() const { const WebGLRectangleObject* rect = nullptr; if (mBoundFramebuffer) { // We don't really need to ask the driver. // Use 'precheck' to just check that our internal state looks good. GLenum precheckStatus = mBoundFramebuffer->PrecheckFramebufferStatus(); if (precheckStatus == LOCAL_GL_FRAMEBUFFER_COMPLETE) rect = &mBoundFramebuffer->RectangleObject(); } else { rect = static_cast(this); } return rect; } // // WebGL API // void WebGLContext::ActiveTexture(GLenum texture) { if (IsContextLost()) return; if (texture < LOCAL_GL_TEXTURE0 || texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits)) { return ErrorInvalidEnum( "ActiveTexture: texture unit %d out of range. " "Accepted values range from TEXTURE0 to TEXTURE0 + %d. " "Notice that TEXTURE0 != 0.", texture, mGLMaxTextureUnits); } MakeContextCurrent(); mActiveTexture = texture - LOCAL_GL_TEXTURE0; gl->fActiveTexture(texture); } void WebGLContext::AttachShader(WebGLProgram *program, WebGLShader *shader) { if (IsContextLost()) return; if (!ValidateObject("attachShader: program", program) || !ValidateObject("attachShader: shader", shader)) return; // Per GLSL ES 2.0, we can only have one of each type of shader // attached. This renders the next test somewhat moot, but we'll // leave it for when we support more than one shader of each type. if (program->HasAttachedShaderOfType(shader->ShaderType())) return ErrorInvalidOperation("attachShader: only one of each type of shader may be attached to a program"); if (!program->AttachShader(shader)) return ErrorInvalidOperation("attachShader: shader is already attached"); } void WebGLContext::BindAttribLocation(WebGLProgram *prog, GLuint location, const nsAString& name) { if (IsContextLost()) return; if (!ValidateObject("bindAttribLocation: program", prog)) return; GLuint progname = prog->GLName(); if (!ValidateGLSLVariableName(name, "bindAttribLocation")) return; if (!ValidateAttribIndex(location, "bindAttribLocation")) return; NS_LossyConvertUTF16toASCII cname(name); nsCString mappedName; prog->MapIdentifier(cname, &mappedName); MakeContextCurrent(); gl->fBindAttribLocation(progname, location, mappedName.get()); } void WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer *wfb) { if (IsContextLost()) return; if (target != LOCAL_GL_FRAMEBUFFER) return ErrorInvalidEnum("bindFramebuffer: target must be GL_FRAMEBUFFER"); if (!ValidateObjectAllowDeletedOrNull("bindFramebuffer", wfb)) return; // silently ignore a deleted frame buffer if (wfb && wfb->IsDeleted()) return; MakeContextCurrent(); if (!wfb) { gl->fBindFramebuffer(target, 0); } else { GLuint framebuffername = wfb->GLName(); gl->fBindFramebuffer(target, framebuffername); wfb->SetHasEverBeenBound(true); } mBoundFramebuffer = wfb; } void WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer *wrb) { if (IsContextLost()) return; if (target != LOCAL_GL_RENDERBUFFER) return ErrorInvalidEnumInfo("bindRenderbuffer: target", target); if (!ValidateObjectAllowDeletedOrNull("bindRenderbuffer", wrb)) return; // silently ignore a deleted buffer if (wrb && wrb->IsDeleted()) return; if (wrb) wrb->SetHasEverBeenBound(true); MakeContextCurrent(); // Sometimes we emulate renderbuffers (depth-stencil emu), so there's not // always a 1-1 mapping from `wrb` to GL name. Just have `wrb` handle it. if (wrb) { wrb->BindRenderbuffer(); } else { gl->fBindRenderbuffer(target, 0); } mBoundRenderbuffer = wrb; } void WebGLContext::BindTexture(GLenum target, WebGLTexture *newTex) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("bindTexture", newTex)) return; // silently ignore a deleted texture if (newTex && newTex->IsDeleted()) return; WebGLRefPtr* currentTexPtr = nullptr; if (target == LOCAL_GL_TEXTURE_2D) { currentTexPtr = &mBound2DTextures[mActiveTexture]; } else if (target == LOCAL_GL_TEXTURE_CUBE_MAP) { currentTexPtr = &mBoundCubeMapTextures[mActiveTexture]; } else { return ErrorInvalidEnumInfo("bindTexture: target", target); } WebGLTextureFakeBlackStatus currentTexFakeBlackStatus = WebGLTextureFakeBlackStatus::NotNeeded; if (*currentTexPtr) { currentTexFakeBlackStatus = (*currentTexPtr)->ResolvedFakeBlackStatus(); } WebGLTextureFakeBlackStatus newTexFakeBlackStatus = WebGLTextureFakeBlackStatus::NotNeeded; if (newTex) { newTexFakeBlackStatus = newTex->ResolvedFakeBlackStatus(); } *currentTexPtr = newTex; if (currentTexFakeBlackStatus != newTexFakeBlackStatus) { SetFakeBlackStatus(WebGLContextFakeBlackStatus::Unknown); } MakeContextCurrent(); if (newTex) newTex->Bind(target); else gl->fBindTexture(target, 0 /* == texturename */); } void WebGLContext::BlendEquation(GLenum mode) { if (IsContextLost()) return; if (!ValidateBlendEquationEnum(mode, "blendEquation: mode")) return; MakeContextCurrent(); gl->fBlendEquation(mode); } void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { if (IsContextLost()) return; if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") || !ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha")) return; MakeContextCurrent(); gl->fBlendEquationSeparate(modeRGB, modeAlpha); } void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor) { if (IsContextLost()) return; if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") || !ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor")) return; if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB")) return; MakeContextCurrent(); gl->fBlendFunc(sfactor, dfactor); } void WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { if (IsContextLost()) return; if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") || !ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") || !ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") || !ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha")) return; // note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see // "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB")) return; MakeContextCurrent(); gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } GLenum WebGLContext::CheckFramebufferStatus(GLenum target) { if (IsContextLost()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; if (target != LOCAL_GL_FRAMEBUFFER) { ErrorInvalidEnum("checkFramebufferStatus: target must be FRAMEBUFFER"); return 0; } if (!mBoundFramebuffer) return LOCAL_GL_FRAMEBUFFER_COMPLETE; return mBoundFramebuffer->CheckFramebufferStatus(); } void WebGLContext::CopyTexSubImage2D_base(GLenum target, GLint level, GLenum internalformat, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, bool sub) { const WebGLRectangleObject* framebufferRect = CurValidFBRectObject(); GLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0; GLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0; const char* info = sub ? "copyTexSubImage2D" : "copyTexImage2D"; WebGLTexImageFunc func = sub ? WebGLTexImageFunc::CopyTexSubImage : WebGLTexImageFunc::CopyTexImage; // TODO: This changes with color_buffer_float. Reassess when the // patch lands. if (!ValidateTexImage(2, target, level, internalformat, xoffset, yoffset, 0, width, height, 0, 0, internalformat, LOCAL_GL_UNSIGNED_BYTE, func)) { return; } MakeContextCurrent(); WebGLTexture *tex = activeBoundTextureForTarget(target); if (!tex) return ErrorInvalidOperation("%s: no texture is bound to this target"); if (CanvasUtils::CheckSaneSubrectSize(x, y, width, height, framebufferWidth, framebufferHeight)) { if (sub) gl->fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); else gl->fCopyTexImage2D(target, level, internalformat, x, y, width, height, 0); } else { // the rect doesn't fit in the framebuffer /*** first, we initialize the texture as black ***/ // first, compute the size of the buffer we should allocate to initialize the texture as black if (!ValidateTexInputData(LOCAL_GL_UNSIGNED_BYTE, -1, func)) return; uint32_t texelSize = GetBitsPerTexel(internalformat, LOCAL_GL_UNSIGNED_BYTE) / 8; CheckedUint32 checked_neededByteLength = GetImageSize(height, width, texelSize, mPixelStoreUnpackAlignment); if (!checked_neededByteLength.isValid()) return ErrorInvalidOperation("%s: integer overflow computing the needed buffer size", info); uint32_t bytesNeeded = checked_neededByteLength.value(); // now that the size is known, create the buffer // We need some zero pages, because GL doesn't guarantee the // contents of a texture allocated with nullptr data. // Hopefully calloc will just mmap zero pages here. void* tempZeroData = calloc(1, bytesNeeded); if (!tempZeroData) return ErrorOutOfMemory("%s: could not allocate %d bytes (for zero fill)", info, bytesNeeded); // now initialize the texture as black if (sub) gl->fTexSubImage2D(target, level, 0, 0, width, height, internalformat, LOCAL_GL_UNSIGNED_BYTE, tempZeroData); else gl->fTexImage2D(target, level, internalformat, width, height, 0, internalformat, LOCAL_GL_UNSIGNED_BYTE, tempZeroData); free(tempZeroData); // if we are completely outside of the framebuffer, we can exit now with our black texture if ( x >= framebufferWidth || x+width <= 0 || y >= framebufferHeight || y+height <= 0) { // we are completely outside of range, can exit now with buffer filled with zeros return DummyFramebufferOperation(info); } GLint actual_x = clamped(x, 0, framebufferWidth); GLint actual_x_plus_width = clamped(x + width, 0, framebufferWidth); GLsizei actual_width = actual_x_plus_width - actual_x; GLint actual_xoffset = xoffset + actual_x - x; GLint actual_y = clamped(y, 0, framebufferHeight); GLint actual_y_plus_height = clamped(y + height, 0, framebufferHeight); GLsizei actual_height = actual_y_plus_height - actual_y; GLint actual_yoffset = yoffset + actual_y - y; gl->fCopyTexSubImage2D(target, level, actual_xoffset, actual_yoffset, actual_x, actual_y, actual_width, actual_height); } } void WebGLContext::CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { if (IsContextLost()) return; // copyTexImage2D only generates textures with type = UNSIGNED_BYTE const WebGLTexImageFunc func = WebGLTexImageFunc::CopyTexImage; GLenum type = LOCAL_GL_UNSIGNED_BYTE; if (!ValidateTexImage(2, target, level, internalformat, 0, 0, 0, width, height, 0, border, internalformat, type, func)) { return; } if (mBoundFramebuffer) { if (!mBoundFramebuffer->CheckAndInitializeAttachments()) return ErrorInvalidFramebufferOperation("copyTexImage2D: incomplete framebuffer"); GLenum readPlaneBits = LOCAL_GL_COLOR_BUFFER_BIT; if (!mBoundFramebuffer->HasCompletePlanes(readPlaneBits)) { return ErrorInvalidOperation("copyTexImage2D: Read source attachment doesn't have the" " correct color/depth/stencil type."); } } else { ClearBackbufferIfNeeded(); } bool texFormatRequiresAlpha = internalformat == LOCAL_GL_RGBA || internalformat == LOCAL_GL_ALPHA || internalformat == LOCAL_GL_LUMINANCE_ALPHA; bool fboFormatHasAlpha = mBoundFramebuffer ? mBoundFramebuffer->ColorAttachment(0).HasAlpha() : bool(gl->GetPixelFormat().alpha > 0); if (texFormatRequiresAlpha && !fboFormatHasAlpha) return ErrorInvalidOperation("copyTexImage2D: texture format requires an alpha channel " "but the framebuffer doesn't have one"); // check if the memory size of this texture may change with this call bool sizeMayChange = true; WebGLTexture* tex = activeBoundTextureForTarget(target); if (tex->HasImageInfoAt(target, level)) { const WebGLTexture::ImageInfo& imageInfo = tex->ImageInfoAt(target, level); sizeMayChange = width != imageInfo.Width() || height != imageInfo.Height() || internalformat != imageInfo.InternalFormat() || type != imageInfo.Type(); } if (sizeMayChange) GetAndFlushUnderlyingGLErrors(); CopyTexSubImage2D_base(target, level, internalformat, 0, 0, x, y, width, height, false); if (sizeMayChange) { GLenum error = GetAndFlushUnderlyingGLErrors(); if (error) { GenerateWarning("copyTexImage2D generated error %s", ErrorName(error)); return; } } tex->SetImageInfo(target, level, width, height, internalformat, type, WebGLImageDataStatus::InitializedImageData); } void WebGLContext::CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; switch (target) { case LOCAL_GL_TEXTURE_2D: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: break; default: return ErrorInvalidEnumInfo("copyTexSubImage2D: target", target); } if (level < 0) return ErrorInvalidValue("copyTexSubImage2D: level may not be negative"); GLsizei maxTextureSize = MaxTextureSizeForTarget(target); if (!(maxTextureSize >> level)) return ErrorInvalidValue("copyTexSubImage2D: 2^level exceeds maximum texture size"); if (width < 0 || height < 0) return ErrorInvalidValue("copyTexSubImage2D: width and height may not be negative"); if (xoffset < 0 || yoffset < 0) return ErrorInvalidValue("copyTexSubImage2D: xoffset and yoffset may not be negative"); WebGLTexture *tex = activeBoundTextureForTarget(target); if (!tex) return ErrorInvalidOperation("copyTexSubImage2D: no texture bound to this target"); if (!tex->HasImageInfoAt(target, level)) return ErrorInvalidOperation("copyTexSubImage2D: no texture image previously defined for this level and face"); const WebGLTexture::ImageInfo &imageInfo = tex->ImageInfoAt(target, level); GLsizei texWidth = imageInfo.Width(); GLsizei texHeight = imageInfo.Height(); if (xoffset + width > texWidth || xoffset + width < 0) return ErrorInvalidValue("copyTexSubImage2D: xoffset+width is too large"); if (yoffset + height > texHeight || yoffset + height < 0) return ErrorInvalidValue("copyTexSubImage2D: yoffset+height is too large"); GLenum internalFormat = imageInfo.InternalFormat(); if (IsGLDepthFormat(internalFormat) || IsGLDepthStencilFormat(internalFormat)) { return ErrorInvalidOperation("copyTexSubImage2D: a base internal format of DEPTH_COMPONENT or DEPTH_STENCIL isn't supported"); } if (mBoundFramebuffer) { if (!mBoundFramebuffer->CheckAndInitializeAttachments()) return ErrorInvalidFramebufferOperation("copyTexSubImage2D: incomplete framebuffer"); GLenum readPlaneBits = LOCAL_GL_COLOR_BUFFER_BIT; if (!mBoundFramebuffer->HasCompletePlanes(readPlaneBits)) { return ErrorInvalidOperation("copyTexSubImage2D: Read source attachment doesn't have the" " correct color/depth/stencil type."); } } else { ClearBackbufferIfNeeded(); } bool texFormatRequiresAlpha = (internalFormat == LOCAL_GL_RGBA || internalFormat == LOCAL_GL_ALPHA || internalFormat == LOCAL_GL_LUMINANCE_ALPHA); bool fboFormatHasAlpha = mBoundFramebuffer ? mBoundFramebuffer->ColorAttachment(0).HasAlpha() : bool(gl->GetPixelFormat().alpha > 0); if (texFormatRequiresAlpha && !fboFormatHasAlpha) return ErrorInvalidOperation("copyTexSubImage2D: texture format requires an alpha channel " "but the framebuffer doesn't have one"); if (imageInfo.HasUninitializedImageData()) { tex->DoDeferredImageInitialization(target, level); } return CopyTexSubImage2D_base(target, level, internalFormat, xoffset, yoffset, x, y, width, height, true); } already_AddRefed WebGLContext::CreateProgram() { if (IsContextLost()) return nullptr; nsRefPtr globj = new WebGLProgram(this); return globj.forget(); } already_AddRefed WebGLContext::CreateShader(GLenum type) { if (IsContextLost()) return nullptr; if (type != LOCAL_GL_VERTEX_SHADER && type != LOCAL_GL_FRAGMENT_SHADER) { ErrorInvalidEnumInfo("createShader: type", type); return nullptr; } nsRefPtr shader = new WebGLShader(this, type); return shader.forget(); } void WebGLContext::CullFace(GLenum face) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "cullFace")) return; MakeContextCurrent(); gl->fCullFace(face); } void WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteFramebuffer", fbuf)) return; if (!fbuf || fbuf->IsDeleted()) return; fbuf->RequestDelete(); if (mBoundFramebuffer == fbuf) BindFramebuffer(LOCAL_GL_FRAMEBUFFER, static_cast(nullptr)); } void WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer *rbuf) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteRenderbuffer", rbuf)) return; if (!rbuf || rbuf->IsDeleted()) return; if (mBoundFramebuffer) mBoundFramebuffer->DetachRenderbuffer(rbuf); // Invalidate framebuffer status cache rbuf->NotifyFBsStatusChanged(); if (mBoundRenderbuffer == rbuf) BindRenderbuffer(LOCAL_GL_RENDERBUFFER, static_cast(nullptr)); rbuf->RequestDelete(); } void WebGLContext::DeleteTexture(WebGLTexture *tex) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteTexture", tex)) return; if (!tex || tex->IsDeleted()) return; if (mBoundFramebuffer) mBoundFramebuffer->DetachTexture(tex); // Invalidate framebuffer status cache tex->NotifyFBsStatusChanged(); GLuint activeTexture = mActiveTexture; for (int32_t i = 0; i < mGLMaxTextureUnits; i++) { if ((tex->Target() == LOCAL_GL_TEXTURE_2D && mBound2DTextures[i] == tex) || (tex->Target() == LOCAL_GL_TEXTURE_CUBE_MAP && mBoundCubeMapTextures[i] == tex)) { ActiveTexture(LOCAL_GL_TEXTURE0 + i); BindTexture(tex->Target(), static_cast(nullptr)); } } ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture); tex->RequestDelete(); } void WebGLContext::DeleteProgram(WebGLProgram *prog) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteProgram", prog)) return; if (!prog || prog->IsDeleted()) return; prog->RequestDelete(); } void WebGLContext::DeleteShader(WebGLShader *shader) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteShader", shader)) return; if (!shader || shader->IsDeleted()) return; shader->RequestDelete(); } void WebGLContext::DetachShader(WebGLProgram *program, WebGLShader *shader) { if (IsContextLost()) return; if (!ValidateObject("detachShader: program", program) || // it's valid to attempt to detach a deleted shader, since it's // still a shader !ValidateObjectAllowDeleted("detashShader: shader", shader)) return; if (!program->DetachShader(shader)) return ErrorInvalidOperation("detachShader: shader is not attached"); } void WebGLContext::DepthFunc(GLenum func) { if (IsContextLost()) return; if (!ValidateComparisonEnum(func, "depthFunc")) return; MakeContextCurrent(); gl->fDepthFunc(func); } void WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) { if (IsContextLost()) return; if (zNear > zFar) return ErrorInvalidOperation("depthRange: the near value is greater than the far value!"); MakeContextCurrent(); gl->fDepthRange(zNear, zFar); } void WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum rbtarget, WebGLRenderbuffer *wrb) { if (IsContextLost()) return; if (!mBoundFramebuffer) return ErrorInvalidOperation("framebufferRenderbuffer: cannot modify framebuffer 0"); return mBoundFramebuffer->FramebufferRenderbuffer(target, attachment, rbtarget, wrb); } void WebGLContext::FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture *tobj, GLint level) { if (IsContextLost()) return; if (!mBoundFramebuffer) return ErrorInvalidOperation("framebufferRenderbuffer: cannot modify framebuffer 0"); return mBoundFramebuffer->FramebufferTexture2D(target, attachment, textarget, tobj, level); } void WebGLContext::FrontFace(GLenum mode) { if (IsContextLost()) return; switch (mode) { case LOCAL_GL_CW: case LOCAL_GL_CCW: break; default: return ErrorInvalidEnumInfo("frontFace: mode", mode); } MakeContextCurrent(); gl->fFrontFace(mode); } already_AddRefed WebGLContext::GetActiveAttrib(WebGLProgram *prog, uint32_t index) { if (IsContextLost()) return nullptr; if (!ValidateObject("getActiveAttrib: program", prog)) return nullptr; MakeContextCurrent(); GLint len = 0; GLuint progname = prog->GLName();; gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &len); if (len == 0) return nullptr; nsAutoArrayPtr name(new char[len]); GLint attrsize = 0; GLuint attrtype = 0; gl->fGetActiveAttrib(progname, index, len, &len, &attrsize, &attrtype, name); if (attrsize == 0 || attrtype == 0) { return nullptr; } nsCString reverseMappedName; prog->ReverseMapIdentifier(nsDependentCString(name), &reverseMappedName); nsRefPtr retActiveInfo = new WebGLActiveInfo(attrsize, attrtype, reverseMappedName); return retActiveInfo.forget(); } void WebGLContext::GenerateMipmap(GLenum target) { if (IsContextLost()) return; if (!ValidateTextureTargetEnum(target, "generateMipmap")) return; WebGLTexture *tex = activeBoundTextureForTarget(target); if (!tex) return ErrorInvalidOperation("generateMipmap: No texture is bound to this target."); GLenum imageTarget = (target == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_2D : LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X; if (!tex->HasImageInfoAt(imageTarget, 0)) { return ErrorInvalidOperation("generateMipmap: Level zero of texture is not defined."); } if (!tex->IsFirstImagePowerOfTwo()) return ErrorInvalidOperation("generateMipmap: Level zero of texture does not have power-of-two width and height."); GLenum internalFormat = tex->ImageInfoAt(imageTarget, 0).InternalFormat(); if (IsTextureFormatCompressed(internalFormat)) return ErrorInvalidOperation("generateMipmap: Texture data at level zero is compressed."); if (IsExtensionEnabled(WebGLExtensionID::WEBGL_depth_texture) && (IsGLDepthFormat(internalFormat) || IsGLDepthStencilFormat(internalFormat))) { return ErrorInvalidOperation("generateMipmap: " "A texture that has a base internal format of " "DEPTH_COMPONENT or DEPTH_STENCIL isn't supported"); } if (!tex->AreAllLevel0ImageInfosEqual()) return ErrorInvalidOperation("generateMipmap: The six faces of this cube map have different dimensions, format, or type."); tex->SetGeneratedMipmap(); MakeContextCurrent(); if (gl->WorkAroundDriverBugs()) { // bug 696495 - to work around failures in the texture-mips.html test on various drivers, we // set the minification filter before calling glGenerateMipmap. This should not carry a significant performance // overhead so we do it unconditionally. // // note that the choice of GL_NEAREST_MIPMAP_NEAREST really matters. See Chromium bug 101105. gl->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST_MIPMAP_NEAREST); gl->fGenerateMipmap(target); gl->fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, tex->MinFilter()); } else { gl->fGenerateMipmap(target); } } already_AddRefed WebGLContext::GetActiveUniform(WebGLProgram *prog, uint32_t index) { if (IsContextLost()) return nullptr; if (!ValidateObject("getActiveUniform: program", prog)) return nullptr; MakeContextCurrent(); GLint len = 0; GLuint progname = prog->GLName(); gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &len); if (len == 0) return nullptr; nsAutoArrayPtr name(new char[len]); GLint usize = 0; GLuint utype = 0; gl->fGetActiveUniform(progname, index, len, &len, &usize, &utype, name); if (len == 0 || usize == 0 || utype == 0) { return nullptr; } nsCString reverseMappedName; prog->ReverseMapIdentifier(nsDependentCString(name), &reverseMappedName); // OpenGL ES 2.0 specifies that if foo is a uniform array, GetActiveUniform returns its name as "foo[0]". // See section 2.10 page 35 in the OpenGL ES 2.0.24 specification: // // > If the active uniform is an array, the uniform name returned in name will always // > be the name of the uniform array appended with "[0]". // // There is no such requirement in the OpenGL (non-ES) spec and indeed we have OpenGL implementations returning // "foo" instead of "foo[0]". So, when implementing WebGL on top of desktop OpenGL, we must check if the // returned name ends in [0], and if it doesn't, append that. // // In principle we don't need to do that on OpenGL ES, but this is such a tricky difference between the ES and non-ES // specs that it seems probable that some ES implementers will overlook it. Since the work-around is quite cheap, // we do it unconditionally. if (usize > 1 && reverseMappedName.CharAt(reverseMappedName.Length()-1) != ']') reverseMappedName.AppendLiteral("[0]"); nsRefPtr retActiveInfo = new WebGLActiveInfo(usize, utype, reverseMappedName); return retActiveInfo.forget(); } void WebGLContext::GetAttachedShaders(WebGLProgram *prog, Nullable< nsTArray > &retval) { retval.SetNull(); if (IsContextLost()) return; if (!ValidateObjectAllowNull("getAttachedShaders", prog)) return; MakeContextCurrent(); if (!prog) { retval.SetNull(); ErrorInvalidValue("getAttachedShaders: invalid program"); } else if (prog->AttachedShaders().Length() == 0) { retval.SetValue().TruncateLength(0); } else { retval.SetValue().AppendElements(prog->AttachedShaders()); } } GLint WebGLContext::GetAttribLocation(WebGLProgram *prog, const nsAString& name) { if (IsContextLost()) return -1; if (!ValidateObject("getAttribLocation: program", prog)) return -1; if (!ValidateGLSLVariableName(name, "getAttribLocation")) return -1; NS_LossyConvertUTF16toASCII cname(name); nsCString mappedName; prog->MapIdentifier(cname, &mappedName); GLuint progname = prog->GLName(); MakeContextCurrent(); return gl->fGetAttribLocation(progname, mappedName.get()); } JS::Value WebGLContext::GetBufferParameter(GLenum target, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (target != LOCAL_GL_ARRAY_BUFFER && target != LOCAL_GL_ELEMENT_ARRAY_BUFFER) { ErrorInvalidEnumInfo("getBufferParameter: target", target); return JS::NullValue(); } MakeContextCurrent(); switch (pname) { case LOCAL_GL_BUFFER_SIZE: case LOCAL_GL_BUFFER_USAGE: { GLint i = 0; gl->fGetBufferParameteriv(target, pname, &i); if (pname == LOCAL_GL_BUFFER_SIZE) { return JS::Int32Value(i); } MOZ_ASSERT(pname == LOCAL_GL_BUFFER_USAGE); return JS::NumberValue(uint32_t(i)); } break; default: ErrorInvalidEnumInfo("getBufferParameter: parameter", pname); } return JS::NullValue(); } JS::Value WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx, GLenum target, GLenum attachment, GLenum pname, ErrorResult& rv) { if (IsContextLost()) return JS::NullValue(); if (target != LOCAL_GL_FRAMEBUFFER) { ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: target", target); return JS::NullValue(); } if (!mBoundFramebuffer) { ErrorInvalidOperation("getFramebufferAttachmentParameter: cannot query framebuffer 0"); return JS::NullValue(); } if (attachment != LOCAL_GL_DEPTH_ATTACHMENT && attachment != LOCAL_GL_STENCIL_ATTACHMENT && attachment != LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) { if (attachment < LOCAL_GL_COLOR_ATTACHMENT0 || attachment >= GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mGLMaxColorAttachments)) { ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: attachment", attachment); return JS::NullValue(); } mBoundFramebuffer->EnsureColorAttachments(attachment - LOCAL_GL_COLOR_ATTACHMENT0); } else if (attachment != LOCAL_GL_COLOR_ATTACHMENT0) { ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: attachment", attachment); return JS::NullValue(); } } MakeContextCurrent(); const WebGLFramebuffer::Attachment& fba = mBoundFramebuffer->GetAttachment(attachment); if (fba.Renderbuffer()) { switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT: if (IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)) { const GLenum internalFormat = fba.Renderbuffer()->InternalFormat(); return (internalFormat == LOCAL_GL_SRGB_EXT || internalFormat == LOCAL_GL_SRGB_ALPHA_EXT || internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT) ? JS::NumberValue(uint32_t(LOCAL_GL_SRGB_EXT)) : JS::NumberValue(uint32_t(LOCAL_GL_LINEAR)); } break; case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return JS::NumberValue(uint32_t(LOCAL_GL_RENDERBUFFER)); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: return WebGLObjectAsJSValue(cx, fba.Renderbuffer(), rv); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: { if (!IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) && !IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float)) { break; } if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { ErrorInvalidOperation("getFramebufferAttachmentParameter: Cannot get component" " type of a depth-stencil attachment."); return JS::NullValue(); } if (!fba.IsComplete()) return JS::NumberValue(uint32_t(LOCAL_GL_NONE)); uint32_t ret = LOCAL_GL_NONE; switch (fba.Renderbuffer()->InternalFormat()) { case LOCAL_GL_RGBA4: case LOCAL_GL_RGB5_A1: case LOCAL_GL_RGB565: case LOCAL_GL_SRGB8_ALPHA8: ret = LOCAL_GL_UNSIGNED_NORMALIZED; break; case LOCAL_GL_RGB16F: case LOCAL_GL_RGBA16F: case LOCAL_GL_RGB32F: case LOCAL_GL_RGBA32F: ret = LOCAL_GL_FLOAT; break; case LOCAL_GL_DEPTH_COMPONENT16: case LOCAL_GL_STENCIL_INDEX8: ret = LOCAL_GL_UNSIGNED_INT; break; default: MOZ_ASSERT(false, "Unhandled RB component type."); break; } return JS::NumberValue(uint32_t(ret)); } } ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname); return JS::NullValue(); } else if (fba.Texture()) { switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT: if (IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)) { const GLenum internalFormat = fba.Texture()->ImageInfoBase().InternalFormat(); return (internalFormat == LOCAL_GL_SRGB_EXT || internalFormat == LOCAL_GL_SRGB_ALPHA_EXT) ? JS::NumberValue(uint32_t(LOCAL_GL_SRGB_EXT)) : JS::NumberValue(uint32_t(LOCAL_GL_LINEAR)); } break; case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return JS::NumberValue(uint32_t(LOCAL_GL_TEXTURE)); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: return WebGLObjectAsJSValue(cx, fba.Texture(), rv); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: return JS::Int32Value(fba.TexImageLevel()); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: { GLenum face = fba.TexImageTarget(); if (face == LOCAL_GL_TEXTURE_2D) face = 0; return JS::Int32Value(face); } case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: { if (!IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) && !IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float)) { break; } if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { ErrorInvalidOperation("getFramebufferAttachmentParameter: cannot component" " type of depth-stencil attachments."); return JS::NullValue(); } if (!fba.IsComplete()) return JS::NumberValue(uint32_t(LOCAL_GL_NONE)); uint32_t ret = LOCAL_GL_NONE; GLenum type = fba.Texture()->ImageInfoAt(fba.TexImageTarget(), fba.TexImageLevel()).Type(); switch (type) { case LOCAL_GL_UNSIGNED_BYTE: case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: case LOCAL_GL_UNSIGNED_SHORT_5_6_5: ret = LOCAL_GL_UNSIGNED_NORMALIZED; break; case LOCAL_GL_FLOAT: case LOCAL_GL_HALF_FLOAT_OES: ret = LOCAL_GL_FLOAT; break; case LOCAL_GL_UNSIGNED_SHORT: case LOCAL_GL_UNSIGNED_INT: ret = LOCAL_GL_UNSIGNED_INT; break; default: MOZ_ASSERT(false, "Unhandled RB component type."); break; } return JS::NumberValue(uint32_t(ret)); } } ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname); return JS::NullValue(); } else { switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return JS::NumberValue(uint32_t(LOCAL_GL_NONE)); default: ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname); return JS::NullValue(); } } return JS::NullValue(); } JS::Value WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("getRenderbufferParameter: target", target); return JS::NullValue(); } if (!mBoundRenderbuffer) { ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound"); return JS::NullValue(); } MakeContextCurrent(); switch (pname) { case LOCAL_GL_RENDERBUFFER_WIDTH: case LOCAL_GL_RENDERBUFFER_HEIGHT: case LOCAL_GL_RENDERBUFFER_RED_SIZE: case LOCAL_GL_RENDERBUFFER_GREEN_SIZE: case LOCAL_GL_RENDERBUFFER_BLUE_SIZE: case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE: case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: { // RB emulation means we have to ask the RB itself. GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname); return JS::Int32Value(i); } case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT: { return JS::NumberValue(mBoundRenderbuffer->InternalFormat()); } default: ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname); } return JS::NullValue(); } already_AddRefed WebGLContext::CreateTexture() { if (IsContextLost()) return nullptr; nsRefPtr globj = new WebGLTexture(this); return globj.forget(); } static GLenum GetAndClearError(GLenum* errorVar) { MOZ_ASSERT(errorVar); GLenum ret = *errorVar; *errorVar = LOCAL_GL_NO_ERROR; return ret; } GLenum WebGLContext::GetError() { /* WebGL 1.0: Section 5.14.3: Setting and getting state: * If the context's webgl context lost flag is set, returns * CONTEXT_LOST_WEBGL the first time this method is called. * Afterward, returns NO_ERROR until the context has been * restored. * * WEBGL_lose_context: * [When this extension is enabled: ] loseContext and * restoreContext are allowed to generate INVALID_OPERATION errors * even when the context is lost. */ if (IsContextLost()) { if (mEmitContextLostErrorOnce) { mEmitContextLostErrorOnce = false; return LOCAL_GL_CONTEXT_LOST; } // Don't return yet, since WEBGL_lose_contexts contradicts the // original spec, and allows error generation while lost. } GLenum err = GetAndClearError(&mWebGLError); if (err != LOCAL_GL_NO_ERROR) return err; if (IsContextLost()) return LOCAL_GL_NO_ERROR; // Either no WebGL-side error, or it's already been cleared. // UnderlyingGL-side errors, now. MakeContextCurrent(); GetAndFlushUnderlyingGLErrors(); err = GetAndClearError(&mUnderlyingGLError); return err; } JS::Value WebGLContext::GetProgramParameter(WebGLProgram *prog, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog)) return JS::NullValue(); GLuint progname = prog->GLName(); MakeContextCurrent(); switch (pname) { case LOCAL_GL_ATTACHED_SHADERS: case LOCAL_GL_ACTIVE_UNIFORMS: case LOCAL_GL_ACTIVE_ATTRIBUTES: { GLint i = 0; gl->fGetProgramiv(progname, pname, &i); return JS::Int32Value(i); } case LOCAL_GL_DELETE_STATUS: return JS::BooleanValue(prog->IsDeleteRequested()); case LOCAL_GL_LINK_STATUS: { return JS::BooleanValue(prog->LinkStatus()); } case LOCAL_GL_VALIDATE_STATUS: { GLint i = 0; #ifdef XP_MACOSX // See comment in ValidateProgram below. if (gl->WorkAroundDriverBugs()) i = 1; else gl->fGetProgramiv(progname, pname, &i); #else gl->fGetProgramiv(progname, pname, &i); #endif return JS::BooleanValue(bool(i)); } break; default: ErrorInvalidEnumInfo("getProgramParameter: parameter", pname); } return JS::NullValue(); } void WebGLContext::GetProgramInfoLog(WebGLProgram *prog, nsAString& retval) { nsAutoCString s; GetProgramInfoLog(prog, s); if (s.IsVoid()) retval.SetIsVoid(true); else CopyASCIItoUTF16(s, retval); } void WebGLContext::GetProgramInfoLog(WebGLProgram *prog, nsACString& retval) { if (IsContextLost()) { retval.SetIsVoid(true); return; } if (!ValidateObject("getProgramInfoLog: program", prog)) { retval.Truncate(); return; } GLuint progname = prog->GLName(); MakeContextCurrent(); GLint k = -1; gl->fGetProgramiv(progname, LOCAL_GL_INFO_LOG_LENGTH, &k); if (k == -1) { // If GetProgramiv doesn't modify |k|, // it's because there was a GL error. // GetProgramInfoLog should return null on error. (Bug 746740) retval.SetIsVoid(true); return; } if (k == 0) { retval.Truncate(); return; } retval.SetCapacity(k); gl->fGetProgramInfoLog(progname, k, &k, (char*) retval.BeginWriting()); retval.SetLength(k); } // here we have to support all pnames with both int and float params. // See this discussion: // https://www.khronos.org/webgl/public-mailing-list/archives/1008/msg00014.html void WebGLContext::TexParameter_base(GLenum target, GLenum pname, GLint *intParamPtr, GLfloat *floatParamPtr) { MOZ_ASSERT(intParamPtr || floatParamPtr); if (IsContextLost()) return; GLint intParam = intParamPtr ? *intParamPtr : GLint(*floatParamPtr); GLfloat floatParam = floatParamPtr ? *floatParamPtr : GLfloat(*intParamPtr); if (!ValidateTextureTargetEnum(target, "texParameter: target")) return; WebGLTexture *tex = activeBoundTextureForTarget(target); if (!tex) return ErrorInvalidOperation("texParameter: no texture is bound to this target"); bool pnameAndParamAreIncompatible = false; bool paramValueInvalid = false; switch (pname) { case LOCAL_GL_TEXTURE_MIN_FILTER: switch (intParam) { case LOCAL_GL_NEAREST: case LOCAL_GL_LINEAR: case LOCAL_GL_NEAREST_MIPMAP_NEAREST: case LOCAL_GL_LINEAR_MIPMAP_NEAREST: case LOCAL_GL_NEAREST_MIPMAP_LINEAR: case LOCAL_GL_LINEAR_MIPMAP_LINEAR: tex->SetMinFilter(intParam); break; default: pnameAndParamAreIncompatible = true; } break; case LOCAL_GL_TEXTURE_MAG_FILTER: switch (intParam) { case LOCAL_GL_NEAREST: case LOCAL_GL_LINEAR: tex->SetMagFilter(intParam); break; default: pnameAndParamAreIncompatible = true; } break; case LOCAL_GL_TEXTURE_WRAP_S: switch (intParam) { case LOCAL_GL_CLAMP_TO_EDGE: case LOCAL_GL_MIRRORED_REPEAT: case LOCAL_GL_REPEAT: tex->SetWrapS(intParam); break; default: pnameAndParamAreIncompatible = true; } break; case LOCAL_GL_TEXTURE_WRAP_T: switch (intParam) { case LOCAL_GL_CLAMP_TO_EDGE: case LOCAL_GL_MIRRORED_REPEAT: case LOCAL_GL_REPEAT: tex->SetWrapT(intParam); break; default: pnameAndParamAreIncompatible = true; } break; case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT: if (IsExtensionEnabled(WebGLExtensionID::EXT_texture_filter_anisotropic)) { if (floatParamPtr && floatParam < 1.f) paramValueInvalid = true; else if (intParamPtr && intParam < 1) paramValueInvalid = true; } else pnameAndParamAreIncompatible = true; break; default: return ErrorInvalidEnumInfo("texParameter: pname", pname); } if (pnameAndParamAreIncompatible) { if (intParamPtr) return ErrorInvalidEnum("texParameteri: pname %x and param %x (decimal %d) are mutually incompatible", pname, intParam, intParam); else return ErrorInvalidEnum("texParameterf: pname %x and param %g are mutually incompatible", pname, floatParam); } else if (paramValueInvalid) { if (intParamPtr) return ErrorInvalidValue("texParameteri: pname %x and param %x (decimal %d) is invalid", pname, intParam, intParam); else return ErrorInvalidValue("texParameterf: pname %x and param %g is invalid", pname, floatParam); } MakeContextCurrent(); if (intParamPtr) gl->fTexParameteri(target, pname, intParam); else gl->fTexParameterf(target, pname, floatParam); } JS::Value WebGLContext::GetTexParameter(GLenum target, GLenum pname) { if (IsContextLost()) return JS::NullValue(); MakeContextCurrent(); if (!ValidateTextureTargetEnum(target, "getTexParameter: target")) return JS::NullValue(); if (!activeBoundTextureForTarget(target)) { ErrorInvalidOperation("getTexParameter: no texture bound"); return JS::NullValue(); } switch (pname) { case LOCAL_GL_TEXTURE_MIN_FILTER: case LOCAL_GL_TEXTURE_MAG_FILTER: case LOCAL_GL_TEXTURE_WRAP_S: case LOCAL_GL_TEXTURE_WRAP_T: { GLint i = 0; gl->fGetTexParameteriv(target, pname, &i); return JS::NumberValue(uint32_t(i)); } case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT: if (IsExtensionEnabled(WebGLExtensionID::EXT_texture_filter_anisotropic)) { GLfloat f = 0.f; gl->fGetTexParameterfv(target, pname, &f); return JS::DoubleValue(f); } ErrorInvalidEnumInfo("getTexParameter: parameter", pname); break; default: ErrorInvalidEnumInfo("getTexParameter: parameter", pname); } return JS::NullValue(); } JS::Value WebGLContext::GetUniform(JSContext* cx, WebGLProgram *prog, WebGLUniformLocation *location) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObject("getUniform: program", prog)) return JS::NullValue(); if (!ValidateObject("getUniform: location", location)) return JS::NullValue(); if (location->Program() != prog) { ErrorInvalidValue("getUniform: this uniform location corresponds to another program"); return JS::NullValue(); } if (location->ProgramGeneration() != prog->Generation()) { ErrorInvalidOperation("getUniform: this uniform location is obsolete since the program has been relinked"); return JS::NullValue(); } GLuint progname = prog->GLName(); MakeContextCurrent(); GLint uniforms = 0; GLint uniformNameMaxLength = 0; gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORMS, &uniforms); gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength); // we now need the type info to switch between fGetUniformfv and fGetUniformiv // the only way to get that is to iterate through all active uniforms by index until // one matches the given uniform location. GLenum uniformType = 0; nsAutoArrayPtr uniformName(new GLchar[uniformNameMaxLength]); // this buffer has 16 more bytes to be able to store [index] at the end. nsAutoArrayPtr uniformNameBracketIndex(new GLchar[uniformNameMaxLength + 16]); GLint index; for (index = 0; index < uniforms; ++index) { GLsizei length; GLint size; gl->fGetActiveUniform(progname, index, uniformNameMaxLength, &length, &size, &uniformType, uniformName); if (gl->fGetUniformLocation(progname, uniformName) == location->Location()) break; // now we handle the case of array uniforms. In that case, fGetActiveUniform returned as 'size' // the biggest index used plus one, so we need to loop over that. The 0 index has already been handled above, // so we can start at one. For each index, we construct the string uniformName + "[" + index + "]". if (size > 1) { bool found_it = false; if (uniformName[length - 1] == ']') { // if uniformName ends in [0] // remove the [0] at the end length -= 3; uniformName[length] = 0; } for (GLint arrayIndex = 1; arrayIndex < size; arrayIndex++) { sprintf(uniformNameBracketIndex.get(), "%s[%d]", uniformName.get(), arrayIndex); if (gl->fGetUniformLocation(progname, uniformNameBracketIndex) == location->Location()) { found_it = true; break; } } if (found_it) break; } } if (index == uniforms) { GenerateWarning("getUniform: internal error: hit an OpenGL driver bug"); return JS::NullValue(); } GLenum baseType; GLint unitSize; if (!BaseTypeAndSizeFromUniformType(uniformType, &baseType, &unitSize)) { GenerateWarning("getUniform: internal error: unknown uniform type 0x%x", uniformType); return JS::NullValue(); } // this should never happen if (unitSize > 16) { GenerateWarning("getUniform: internal error: unexpected uniform unit size %d", unitSize); return JS::NullValue(); } if (baseType == LOCAL_GL_FLOAT) { GLfloat fv[16] = { GLfloat(0) }; gl->fGetUniformfv(progname, location->Location(), fv); if (unitSize == 1) { return JS::DoubleValue(fv[0]); } else { JSObject* obj = Float32Array::Create(cx, this, unitSize, fv); if (!obj) { ErrorOutOfMemory("getUniform: out of memory"); return JS::NullValue(); } return JS::ObjectOrNullValue(obj); } } else if (baseType == LOCAL_GL_INT) { GLint iv[16] = { 0 }; gl->fGetUniformiv(progname, location->Location(), iv); if (unitSize == 1) { return JS::Int32Value(iv[0]); } else { JSObject* obj = Int32Array::Create(cx, this, unitSize, iv); if (!obj) { ErrorOutOfMemory("getUniform: out of memory"); return JS::NullValue(); } return JS::ObjectOrNullValue(obj); } } else if (baseType == LOCAL_GL_BOOL) { GLint iv[16] = { 0 }; gl->fGetUniformiv(progname, location->Location(), iv); if (unitSize == 1) { return JS::BooleanValue(iv[0] ? true : false); } else { bool uv[16]; for (int k = 0; k < unitSize; k++) uv[k] = iv[k]; JS::Rooted val(cx); // Be careful: we don't want to convert all of |uv|! if (!ToJSValue(cx, uv, unitSize, &val)) { ErrorOutOfMemory("getUniform: out of memory"); return JS::NullValue(); } return val; } } // Else preserving behavior, but I'm not sure this is correct per spec return JS::UndefinedValue(); } already_AddRefed WebGLContext::GetUniformLocation(WebGLProgram *prog, const nsAString& name) { if (IsContextLost()) return nullptr; if (!ValidateObject("getUniformLocation: program", prog)) return nullptr; if (!ValidateGLSLVariableName(name, "getUniformLocation")) return nullptr; NS_LossyConvertUTF16toASCII cname(name); nsCString mappedName; prog->MapIdentifier(cname, &mappedName); GLuint progname = prog->GLName(); MakeContextCurrent(); GLint intlocation = gl->fGetUniformLocation(progname, mappedName.get()); nsRefPtr loc; if (intlocation >= 0) { WebGLUniformInfo info = prog->GetUniformInfoForMappedIdentifier(mappedName); loc = new WebGLUniformLocation(this, prog, intlocation, info); } return loc.forget(); } void WebGLContext::Hint(GLenum target, GLenum mode) { if (IsContextLost()) return; bool isValid = false; switch (target) { case LOCAL_GL_GENERATE_MIPMAP_HINT: isValid = true; break; case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT: if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) isValid = true; break; } if (!isValid) return ErrorInvalidEnum("hint: invalid hint"); MakeContextCurrent(); gl->fHint(target, mode); } bool WebGLContext::IsFramebuffer(WebGLFramebuffer *fb) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isFramebuffer", fb) && !fb->IsDeleted() && fb->HasEverBeenBound(); } bool WebGLContext::IsProgram(WebGLProgram *prog) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isProgram", prog) && !prog->IsDeleted(); } bool WebGLContext::IsRenderbuffer(WebGLRenderbuffer *rb) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isRenderBuffer", rb) && !rb->IsDeleted() && rb->HasEverBeenBound(); } bool WebGLContext::IsShader(WebGLShader *shader) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isShader", shader) && !shader->IsDeleted(); } bool WebGLContext::IsTexture(WebGLTexture *tex) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isTexture", tex) && !tex->IsDeleted() && tex->HasEverBeenBound(); } // Try to bind an attribute that is an array to location 0: bool WebGLContext::BindArrayAttribToLocation0(WebGLProgram *program) { if (mBoundVertexArray->IsAttribArrayEnabled(0)) { return false; } GLint leastArrayLocation = -1; std::map::iterator itr; for (itr = program->mActiveAttribMap.begin(); itr != program->mActiveAttribMap.end(); itr++) { int32_t index = itr->first; if (mBoundVertexArray->IsAttribArrayEnabled(index) && index < leastArrayLocation) { leastArrayLocation = index; } } if (leastArrayLocation > 0) { nsCString& attrName = program->mActiveAttribMap.find(leastArrayLocation)->second; const char* attrNameCStr = attrName.get(); gl->fBindAttribLocation(program->GLName(), 0, attrNameCStr); return true; } return false; } void WebGLContext::LinkProgram(WebGLProgram *program) { if (IsContextLost()) return; if (!ValidateObject("linkProgram", program)) return; InvalidateBufferFetching(); // we do it early in this function // as some of the validation below changes program state GLuint progname = program->GLName(); if (!program->NextGeneration()) { // XXX throw? return; } if (!program->HasBothShaderTypesAttached()) { GenerateWarning("linkProgram: this program doesn't have both a vertex shader" " and a fragment shader"); program->SetLinkStatus(false); return; } // bug 777028 // Mesa can't handle more than 16 samplers per program, counting each array entry. if (gl->WorkAroundDriverBugs() && mIsMesa && program->UpperBoundNumSamplerUniforms() > 16) { GenerateWarning("Programs with more than 16 samplers are disallowed on Mesa drivers " "to avoid a Mesa crasher."); program->SetLinkStatus(false); return; } bool updateInfoSucceeded = false; GLint ok = 0; if (gl->WorkAroundDriverBugs() && program->HasBadShaderAttached()) { // it's a common driver bug, caught by program-test.html, that linkProgram doesn't // correctly preserve the state of an in-use program that has been attached a bad shader // see bug 777883 ok = false; } else { MakeContextCurrent(); gl->fLinkProgram(progname); gl->fGetProgramiv(progname, LOCAL_GL_LINK_STATUS, &ok); if (ok) { updateInfoSucceeded = program->UpdateInfo(); program->SetLinkStatus(updateInfoSucceeded); if (BindArrayAttribToLocation0(program)) { GenerateWarning("linkProgram: relinking program to make attrib0 an " "array."); gl->fLinkProgram(progname); gl->fGetProgramiv(progname, LOCAL_GL_LINK_STATUS, &ok); if (ok) { updateInfoSucceeded = program->UpdateInfo(); program->SetLinkStatus(updateInfoSucceeded); } } } } if (ok) { // Bug 750527 if (gl->WorkAroundDriverBugs() && updateInfoSucceeded && gl->Vendor() == gl::GLVendor::NVIDIA) { if (program == mCurrentProgram) gl->fUseProgram(progname); } } else { program->SetLinkStatus(false); if (ShouldGenerateWarnings()) { // report shader/program infoLogs as warnings. // note that shader compilation errors can be deferred to linkProgram, // which is why we can't do anything in compileShader. In practice we could // report in compileShader the translation errors generated by ANGLE, // but it seems saner to keep a single way of obtaining shader infologs. nsAutoCString log; bool alreadyReportedShaderInfoLog = false; for (size_t i = 0; i < program->AttachedShaders().Length(); i++) { WebGLShader* shader = program->AttachedShaders()[i]; if (shader->CompileStatus()) continue; const char *shaderTypeName = nullptr; if (shader->ShaderType() == LOCAL_GL_VERTEX_SHADER) { shaderTypeName = "vertex"; } else if (shader->ShaderType() == LOCAL_GL_FRAGMENT_SHADER) { shaderTypeName = "fragment"; } else { // should have been validated earlier MOZ_ASSERT(false); shaderTypeName = ""; } GetShaderInfoLog(shader, log); GenerateWarning("linkProgram: a %s shader used in this program failed to " "compile, with this log:\n%s\n", shaderTypeName, log.get()); alreadyReportedShaderInfoLog = true; } if (!alreadyReportedShaderInfoLog) { GetProgramInfoLog(program, log); if (!log.IsEmpty()) { GenerateWarning("linkProgram failed, with this log:\n%s\n", log.get()); } } } } } void WebGLContext::PixelStorei(GLenum pname, GLint param) { if (IsContextLost()) return; switch (pname) { case UNPACK_FLIP_Y_WEBGL: mPixelStoreFlipY = (param != 0); break; case UNPACK_PREMULTIPLY_ALPHA_WEBGL: mPixelStorePremultiplyAlpha = (param != 0); break; case UNPACK_COLORSPACE_CONVERSION_WEBGL: if (param == LOCAL_GL_NONE || param == BROWSER_DEFAULT_WEBGL) mPixelStoreColorspaceConversion = param; else return ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter", param); break; case LOCAL_GL_PACK_ALIGNMENT: case LOCAL_GL_UNPACK_ALIGNMENT: if (param != 1 && param != 2 && param != 4 && param != 8) return ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value"); if (pname == LOCAL_GL_PACK_ALIGNMENT) mPixelStorePackAlignment = param; else if (pname == LOCAL_GL_UNPACK_ALIGNMENT) mPixelStoreUnpackAlignment = param; MakeContextCurrent(); gl->fPixelStorei(pname, param); break; default: return ErrorInvalidEnumInfo("pixelStorei: parameter", pname); } } void WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const Nullable &pixels, ErrorResult& rv) { if (IsContextLost()) return; if (mCanvasElement->IsWriteOnly() && !nsContentUtils::IsCallerChrome()) { GenerateWarning("readPixels: Not allowed"); return rv.Throw(NS_ERROR_DOM_SECURITY_ERR); } if (width < 0 || height < 0) return ErrorInvalidValue("readPixels: negative size passed"); if (pixels.IsNull()) return ErrorInvalidValue("readPixels: null destination buffer"); const WebGLRectangleObject* framebufferRect = CurValidFBRectObject(); GLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0; GLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0; uint32_t channels = 0; // Check the format param switch (format) { case LOCAL_GL_ALPHA: channels = 1; break; case LOCAL_GL_RGB: channels = 3; break; case LOCAL_GL_RGBA: channels = 4; break; default: return ErrorInvalidEnum("readPixels: Bad format"); } uint32_t bytesPerPixel = 0; int requiredDataType = 0; // Check the type param bool isReadTypeValid = false; bool isReadTypeFloat = false; switch (type) { case LOCAL_GL_UNSIGNED_BYTE: isReadTypeValid = true; bytesPerPixel = 1*channels; requiredDataType = js::ArrayBufferView::TYPE_UINT8; break; case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: case LOCAL_GL_UNSIGNED_SHORT_5_6_5: isReadTypeValid = true; bytesPerPixel = 2; requiredDataType = js::ArrayBufferView::TYPE_UINT16; break; case LOCAL_GL_FLOAT: if (IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float) || IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float)) { isReadTypeValid = true; isReadTypeFloat = true; bytesPerPixel = 4*channels; requiredDataType = js::ArrayBufferView::TYPE_FLOAT32; } break; } if (!isReadTypeValid) return ErrorInvalidEnum("readPixels: Bad type", type); int dataType = JS_GetArrayBufferViewType(pixels.Value().Obj()); // Check the pixels param type if (dataType != requiredDataType) return ErrorInvalidOperation("readPixels: Mismatched type/pixels types"); // Check the pixels param size CheckedUint32 checked_neededByteLength = GetImageSize(height, width, bytesPerPixel, mPixelStorePackAlignment); CheckedUint32 checked_plainRowSize = CheckedUint32(width) * bytesPerPixel; CheckedUint32 checked_alignedRowSize = RoundedToNextMultipleOf(checked_plainRowSize, mPixelStorePackAlignment); if (!checked_neededByteLength.isValid()) return ErrorInvalidOperation("readPixels: integer overflow computing the needed buffer size"); uint32_t dataByteLen = JS_GetTypedArrayByteLength(pixels.Value().Obj()); if (checked_neededByteLength.value() > dataByteLen) return ErrorInvalidOperation("readPixels: buffer too small"); void* data = pixels.Value().Data(); if (!data) { ErrorOutOfMemory("readPixels: buffer storage is null. Did we run out of memory?"); return rv.Throw(NS_ERROR_OUT_OF_MEMORY); } bool isSourceTypeFloat = false; if (mBoundFramebuffer && mBoundFramebuffer->ColorAttachmentCount() && mBoundFramebuffer->ColorAttachment(0).IsDefined()) { isSourceTypeFloat = mBoundFramebuffer->ColorAttachment(0).IsReadableFloat(); } if (isReadTypeFloat != isSourceTypeFloat) return ErrorInvalidOperation("readPixels: Invalid type floatness"); // Check the format and type params to assure they are an acceptable pair (as per spec) switch (format) { case LOCAL_GL_RGBA: { switch (type) { case LOCAL_GL_UNSIGNED_BYTE: break; case LOCAL_GL_FLOAT: break; default: return ErrorInvalidOperation("readPixels: Invalid format/type pair"); } break; } default: return ErrorInvalidOperation("readPixels: Invalid format/type pair"); } MakeContextCurrent(); if (mBoundFramebuffer) { // prevent readback of arbitrary video memory through uninitialized renderbuffers! if (!mBoundFramebuffer->CheckAndInitializeAttachments()) return ErrorInvalidFramebufferOperation("readPixels: incomplete framebuffer"); GLenum readPlaneBits = LOCAL_GL_COLOR_BUFFER_BIT; if (!mBoundFramebuffer->HasCompletePlanes(readPlaneBits)) { return ErrorInvalidOperation("readPixels: Read source attachment doesn't have the" " correct color/depth/stencil type."); } } else { ClearBackbufferIfNeeded(); } // Now that the errors are out of the way, on to actually reading // If we won't be reading any pixels anyways, just skip the actual reading if (width == 0 || height == 0) return DummyFramebufferOperation("readPixels"); if (CanvasUtils::CheckSaneSubrectSize(x, y, width, height, framebufferWidth, framebufferHeight)) { // the easy case: we're not reading out-of-range pixels gl->fReadPixels(x, y, width, height, format, type, data); } else { // the rectangle doesn't fit entirely in the bound buffer. We then have to set to zero the part // of the buffer that correspond to out-of-range pixels. We don't want to rely on system OpenGL // to do that for us, because passing out of range parameters to a buggy OpenGL implementation // could conceivably allow to read memory we shouldn't be allowed to read. So we manually initialize // the buffer to zero and compute the parameters to pass to OpenGL. We have to use an intermediate buffer // to accomodate the potentially different strides (widths). // Zero the whole pixel dest area in the destination buffer. memset(data, 0, checked_neededByteLength.value()); if ( x >= framebufferWidth || x+width <= 0 || y >= framebufferHeight || y+height <= 0) { // we are completely outside of range, can exit now with buffer filled with zeros return DummyFramebufferOperation("readPixels"); } // compute the parameters of the subrect we're actually going to call glReadPixels on GLint subrect_x = std::max(x, 0); GLint subrect_end_x = std::min(x+width, framebufferWidth); GLsizei subrect_width = subrect_end_x - subrect_x; GLint subrect_y = std::max(y, 0); GLint subrect_end_y = std::min(y+height, framebufferHeight); GLsizei subrect_height = subrect_end_y - subrect_y; if (subrect_width < 0 || subrect_height < 0 || subrect_width > width || subrect_height > height) return ErrorInvalidOperation("readPixels: integer overflow computing clipped rect size"); // now we know that subrect_width is in the [0..width] interval, and same for heights. // now, same computation as above to find the size of the intermediate buffer to allocate for the subrect // no need to check again for integer overflow here, since we already know the sizes aren't greater than before uint32_t subrect_plainRowSize = subrect_width * bytesPerPixel; // There are checks above to ensure that this doesn't overflow. uint32_t subrect_alignedRowSize = RoundedToNextMultipleOf(subrect_plainRowSize, mPixelStorePackAlignment).value(); uint32_t subrect_byteLength = (subrect_height-1)*subrect_alignedRowSize + subrect_plainRowSize; // create subrect buffer, call glReadPixels, copy pixels into destination buffer, delete subrect buffer GLubyte *subrect_data = new GLubyte[subrect_byteLength]; gl->fReadPixels(subrect_x, subrect_y, subrect_width, subrect_height, format, type, subrect_data); // notice that this for loop terminates because we already checked that subrect_height is at most height for (GLint y_inside_subrect = 0; y_inside_subrect < subrect_height; ++y_inside_subrect) { GLint subrect_x_in_dest_buffer = subrect_x - x; GLint subrect_y_in_dest_buffer = subrect_y - y; memcpy(static_cast(data) + checked_alignedRowSize.value() * (subrect_y_in_dest_buffer + y_inside_subrect) + bytesPerPixel * subrect_x_in_dest_buffer, // destination subrect_data + subrect_alignedRowSize * y_inside_subrect, // source subrect_plainRowSize); // size } delete [] subrect_data; } // if we're reading alpha, we may need to do fixup. Note that we don't allow // GL_ALPHA to readpixels currently, but we had the code written for it already. if (format == LOCAL_GL_ALPHA || format == LOCAL_GL_RGBA) { bool needAlphaFixup; if (mBoundFramebuffer) { needAlphaFixup = !mBoundFramebuffer->ColorAttachment(0).HasAlpha(); } else { needAlphaFixup = gl->GetPixelFormat().alpha == 0; } if (needAlphaFixup) { if (format == LOCAL_GL_ALPHA && type == LOCAL_GL_UNSIGNED_BYTE) { // this is easy; it's an 0xff memset per row uint8_t *row = static_cast(data); for (GLint j = 0; j < height; ++j) { memset(row, 0xff, checked_plainRowSize.value()); row += checked_alignedRowSize.value(); } } else if (format == LOCAL_GL_RGBA && type == LOCAL_GL_UNSIGNED_BYTE) { // this is harder, we need to just set the alpha byte here uint8_t *row = static_cast(data); for (GLint j = 0; j < height; ++j) { uint8_t *rowp = row; #if MOZ_LITTLE_ENDIAN // offset to get the alpha byte; we're always going to // move by 4 bytes rowp += 3; #endif uint8_t *endrowp = rowp + 4 * width; while (rowp != endrowp) { *rowp = 0xff; rowp += 4; } row += checked_alignedRowSize.value(); } } else if (format == LOCAL_GL_RGBA && type == LOCAL_GL_FLOAT) { float* row = static_cast(data); for (GLint j = 0; j < height; ++j) { float* pAlpha = row + 3; float* pAlphaEnd = pAlpha + 4*width; while (pAlpha != pAlphaEnd) { *pAlpha = 1.0f; pAlpha += 4; } row += checked_alignedRowSize.value(); } } else { NS_WARNING("Unhandled case, how'd we get here?"); return rv.Throw(NS_ERROR_FAILURE); } } } } void WebGLContext::RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (!mBoundRenderbuffer) return ErrorInvalidOperation("renderbufferStorage called on renderbuffer 0"); if (target != LOCAL_GL_RENDERBUFFER) return ErrorInvalidEnumInfo("renderbufferStorage: target", target); if (width < 0 || height < 0) return ErrorInvalidValue("renderbufferStorage: width and height must be >= 0"); if (width > mGLMaxRenderbufferSize || height > mGLMaxRenderbufferSize) return ErrorInvalidValue("renderbufferStorage: width or height exceeds maximum renderbuffer size"); // certain OpenGL ES renderbuffer formats may not exist on desktop OpenGL GLenum internalformatForGL = internalformat; switch (internalformat) { case LOCAL_GL_RGBA4: case LOCAL_GL_RGB5_A1: // 16-bit RGBA formats are not supported on desktop GL if (!gl->IsGLES()) internalformatForGL = LOCAL_GL_RGBA8; break; case LOCAL_GL_RGB565: // the RGB565 format is not supported on desktop GL if (!gl->IsGLES()) internalformatForGL = LOCAL_GL_RGB8; break; case LOCAL_GL_DEPTH_COMPONENT16: if (!gl->IsGLES() || gl->IsExtensionSupported(gl::GLContext::OES_depth24)) internalformatForGL = LOCAL_GL_DEPTH_COMPONENT24; else if (gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil)) internalformatForGL = LOCAL_GL_DEPTH24_STENCIL8; break; case LOCAL_GL_STENCIL_INDEX8: break; case LOCAL_GL_DEPTH_STENCIL: // We emulate this in WebGLRenderbuffer if we don't have the requisite extension. internalformatForGL = LOCAL_GL_DEPTH24_STENCIL8; break; case LOCAL_GL_SRGB8_ALPHA8_EXT: break; case LOCAL_GL_RGB16F: case LOCAL_GL_RGBA16F: { bool hasExtensions = IsExtensionEnabled(WebGLExtensionID::OES_texture_half_float) && IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float); if (!hasExtensions) return ErrorInvalidEnumInfo("renderbufferStorage: internalformat", target); break; } case LOCAL_GL_RGB32F: case LOCAL_GL_RGBA32F: { bool hasExtensions = IsExtensionEnabled(WebGLExtensionID::OES_texture_float) && IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float); if (!hasExtensions) return ErrorInvalidEnumInfo("renderbufferStorage: internalformat", target); break; } default: return ErrorInvalidEnumInfo("renderbufferStorage: internalformat", internalformat); } MakeContextCurrent(); bool sizeChanges = width != mBoundRenderbuffer->Width() || height != mBoundRenderbuffer->Height() || internalformat != mBoundRenderbuffer->InternalFormat(); if (sizeChanges) { // Invalidate framebuffer status cache mBoundRenderbuffer->NotifyFBsStatusChanged(); GetAndFlushUnderlyingGLErrors(); mBoundRenderbuffer->RenderbufferStorage(internalformatForGL, width, height); GLenum error = GetAndFlushUnderlyingGLErrors(); if (error) { GenerateWarning("renderbufferStorage generated error %s", ErrorName(error)); return; } } else { mBoundRenderbuffer->RenderbufferStorage(internalformatForGL, width, height); } mBoundRenderbuffer->SetInternalFormat(internalformat); mBoundRenderbuffer->SetInternalFormatForGL(internalformatForGL); mBoundRenderbuffer->setDimensions(width, height); mBoundRenderbuffer->SetImageDataStatus(WebGLImageDataStatus::UninitializedImageData); } void WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (width < 0 || height < 0) return ErrorInvalidValue("scissor: negative size"); MakeContextCurrent(); gl->fScissor(x, y, width, height); } void WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask) { if (IsContextLost()) return; if (!ValidateComparisonEnum(func, "stencilFunc: func")) return; mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; MakeContextCurrent(); gl->fStencilFunc(func, ref, mask); } void WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") || !ValidateComparisonEnum(func, "stencilFuncSeparate: func")) return; switch (face) { case LOCAL_GL_FRONT_AND_BACK: mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; break; case LOCAL_GL_FRONT: mStencilRefFront = ref; mStencilValueMaskFront = mask; break; case LOCAL_GL_BACK: mStencilRefBack = ref; mStencilValueMaskBack = mask; break; } MakeContextCurrent(); gl->fStencilFuncSeparate(face, func, ref, mask); } void WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) { if (IsContextLost()) return; if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") || !ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") || !ValidateStencilOpEnum(dppass, "stencilOp: dppass")) return; MakeContextCurrent(); gl->fStencilOp(sfail, dpfail, dppass); } void WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilOpSeparate: face") || !ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") || !ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") || !ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass")) return; MakeContextCurrent(); gl->fStencilOpSeparate(face, sfail, dpfail, dppass); } nsresult WebGLContext::SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromElementResult& res, RefPtr& imageOut, WebGLTexelFormat *format) { *format = WebGLTexelFormat::None; if (!res.mSourceSurface) return NS_OK; RefPtr data = res.mSourceSurface->GetDataSurface(); if (!data) { // SurfaceFromElement lied! return NS_OK; } if (!mPixelStorePremultiplyAlpha && res.mIsPremultiplied) { data = gfxUtils::UnpremultiplyDataSurface(data); } // We disallow loading cross-domain images and videos that have not been validated // with CORS as WebGL textures. The reason for doing that is that timing // attacks on WebGL shaders are able to retrieve approximations of the // pixel values in WebGL textures; see bug 655987. // // To prevent a loophole where a Canvas2D would be used as a proxy to load // cross-domain textures, we also disallow loading textures from write-only // Canvas2D's. // part 1: check that the DOM element is same-origin, or has otherwise been // validated for cross-domain use. if (!res.mCORSUsed) { bool subsumes; nsresult rv = mCanvasElement->NodePrincipal()->Subsumes(res.mPrincipal, &subsumes); if (NS_FAILED(rv) || !subsumes) { GenerateWarning("It is forbidden to load a WebGL texture from a cross-domain element that has not been validated with CORS. " "See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures"); return NS_ERROR_DOM_SECURITY_ERR; } } // part 2: if the DOM element is write-only, it might contain // cross-domain image data. if (res.mIsWriteOnly) { GenerateWarning("The canvas used as source for texImage2D here is tainted (write-only). It is forbidden " "to load a WebGL texture from a tainted canvas. A Canvas becomes tainted for example " "when a cross-domain image is drawn on it. " "See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures"); return NS_ERROR_DOM_SECURITY_ERR; } // End of security checks, now we should be safe regarding cross-domain images // Notice that there is never a need to mark the WebGL canvas as write-only, since we reject write-only/cross-domain // texture sources in the first place. switch (data->GetFormat()) { case SurfaceFormat::B8G8R8A8: *format = WebGLTexelFormat::BGRA8; // careful, our ARGB means BGRA break; case SurfaceFormat::B8G8R8X8: *format = WebGLTexelFormat::BGRX8; // careful, our RGB24 is not tightly packed. Whence BGRX8. break; case SurfaceFormat::A8: *format = WebGLTexelFormat::A8; break; case SurfaceFormat::R5G6B5: *format = WebGLTexelFormat::RGB565; break; default: NS_ASSERTION(false, "Unsupported image format. Unimplemented."); return NS_ERROR_NOT_IMPLEMENTED; } imageOut = data; return NS_OK; } void WebGLContext::Uniform1i(WebGLUniformLocation *location_object, GLint a1) { GLint location; if (!ValidateUniformSetter("Uniform1i", location_object, location)) return; // Only uniform1i can take sampler settings. if (!ValidateSamplerUniformSetter("Uniform1i", location_object, a1)) return; MakeContextCurrent(); gl->fUniform1i(location, a1); } void WebGLContext::Uniform2i(WebGLUniformLocation *location_object, GLint a1, GLint a2) { GLint location; if (!ValidateUniformSetter("Uniform2i", location_object, location)) return; MakeContextCurrent(); gl->fUniform2i(location, a1, a2); } void WebGLContext::Uniform3i(WebGLUniformLocation *location_object, GLint a1, GLint a2, GLint a3) { GLint location; if (!ValidateUniformSetter("Uniform3i", location_object, location)) return; MakeContextCurrent(); gl->fUniform3i(location, a1, a2, a3); } void WebGLContext::Uniform4i(WebGLUniformLocation *location_object, GLint a1, GLint a2, GLint a3, GLint a4) { GLint location; if (!ValidateUniformSetter("Uniform4i", location_object, location)) return; MakeContextCurrent(); gl->fUniform4i(location, a1, a2, a3, a4); } void WebGLContext::Uniform1f(WebGLUniformLocation *location_object, GLfloat a1) { GLint location; if (!ValidateUniformSetter("Uniform1f", location_object, location)) return; MakeContextCurrent(); gl->fUniform1f(location, a1); } void WebGLContext::Uniform2f(WebGLUniformLocation *location_object, GLfloat a1, GLfloat a2) { GLint location; if (!ValidateUniformSetter("Uniform2f", location_object, location)) return; MakeContextCurrent(); gl->fUniform2f(location, a1, a2); } void WebGLContext::Uniform3f(WebGLUniformLocation *location_object, GLfloat a1, GLfloat a2, GLfloat a3) { GLint location; if (!ValidateUniformSetter("Uniform3f", location_object, location)) return; MakeContextCurrent(); gl->fUniform3f(location, a1, a2, a3); } void WebGLContext::Uniform4f(WebGLUniformLocation *location_object, GLfloat a1, GLfloat a2, GLfloat a3, GLfloat a4) { GLint location; if (!ValidateUniformSetter("Uniform4f", location_object, location)) return; MakeContextCurrent(); gl->fUniform4f(location, a1, a2, a3, a4); } void WebGLContext::Uniform1iv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLint* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform1iv", 1, location_object, location, numElementsToUpload, arrayLength)) { return; } if (!ValidateSamplerUniformSetter("Uniform1iv", location_object, data[0])) return; MakeContextCurrent(); gl->fUniform1iv(location, numElementsToUpload, data); } void WebGLContext::Uniform2iv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLint* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform2iv", 2, location_object, location, numElementsToUpload, arrayLength)) { return; } if (!ValidateSamplerUniformSetter("Uniform2iv", location_object, data[0]) || !ValidateSamplerUniformSetter("Uniform2iv", location_object, data[1])) { return; } MakeContextCurrent(); gl->fUniform2iv(location, numElementsToUpload, data); } void WebGLContext::Uniform3iv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLint* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform3iv", 3, location_object, location, numElementsToUpload, arrayLength)) { return; } if (!ValidateSamplerUniformSetter("Uniform3iv", location_object, data[0]) || !ValidateSamplerUniformSetter("Uniform3iv", location_object, data[1]) || !ValidateSamplerUniformSetter("Uniform3iv", location_object, data[2])) { return; } MakeContextCurrent(); gl->fUniform3iv(location, numElementsToUpload, data); } void WebGLContext::Uniform4iv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLint* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform4iv", 4, location_object, location, numElementsToUpload, arrayLength)) { return; } if (!ValidateSamplerUniformSetter("Uniform4iv", location_object, data[0]) || !ValidateSamplerUniformSetter("Uniform4iv", location_object, data[1]) || !ValidateSamplerUniformSetter("Uniform4iv", location_object, data[2]) || !ValidateSamplerUniformSetter("Uniform4iv", location_object, data[3])) { return; } MakeContextCurrent(); gl->fUniform4iv(location, numElementsToUpload, data); } void WebGLContext::Uniform1fv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLfloat* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform1fv", 1, location_object, location, numElementsToUpload, arrayLength)) { return; } MakeContextCurrent(); gl->fUniform1fv(location, numElementsToUpload, data); } void WebGLContext::Uniform2fv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLfloat* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform2fv", 2, location_object, location, numElementsToUpload, arrayLength)) { return; } MakeContextCurrent(); gl->fUniform2fv(location, numElementsToUpload, data); } void WebGLContext::Uniform3fv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLfloat* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform3fv", 3, location_object, location, numElementsToUpload, arrayLength)) { return; } MakeContextCurrent(); gl->fUniform3fv(location, numElementsToUpload, data); } void WebGLContext::Uniform4fv_base(WebGLUniformLocation *location_object, uint32_t arrayLength, const GLfloat* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformArraySetter("Uniform4fv", 4, location_object, location, numElementsToUpload, arrayLength)) { return; } MakeContextCurrent(); gl->fUniform4fv(location, numElementsToUpload, data); } void WebGLContext::UniformMatrix2fv_base(WebGLUniformLocation* location_object, WebGLboolean aTranspose, uint32_t arrayLength, const float* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformMatrixArraySetter("UniformMatrix2fv", 2, location_object, location, numElementsToUpload, arrayLength, aTranspose)) { return; } MakeContextCurrent(); gl->fUniformMatrix2fv(location, numElementsToUpload, false, data); } void WebGLContext::UniformMatrix3fv_base(WebGLUniformLocation* location_object, WebGLboolean aTranspose, uint32_t arrayLength, const float* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformMatrixArraySetter("UniformMatrix3fv", 3, location_object, location, numElementsToUpload, arrayLength, aTranspose)) { return; } MakeContextCurrent(); gl->fUniformMatrix3fv(location, numElementsToUpload, false, data); } void WebGLContext::UniformMatrix4fv_base(WebGLUniformLocation* location_object, WebGLboolean aTranspose, uint32_t arrayLength, const float* data) { uint32_t numElementsToUpload; GLint location; if (!ValidateUniformMatrixArraySetter("UniformMatrix4fv", 4, location_object, location, numElementsToUpload, arrayLength, aTranspose)) { return; } MakeContextCurrent(); gl->fUniformMatrix4fv(location, numElementsToUpload, false, data); } void WebGLContext::UseProgram(WebGLProgram *prog) { if (IsContextLost()) return; if (!ValidateObjectAllowNull("useProgram", prog)) return; MakeContextCurrent(); InvalidateBufferFetching(); GLuint progname = prog ? prog->GLName() : 0; if (prog && !prog->LinkStatus()) return ErrorInvalidOperation("useProgram: program was not linked successfully"); gl->fUseProgram(progname); mCurrentProgram = prog; } void WebGLContext::ValidateProgram(WebGLProgram *prog) { if (IsContextLost()) return; if (!ValidateObject("validateProgram", prog)) return; MakeContextCurrent(); #ifdef XP_MACOSX // see bug 593867 for NVIDIA and bug 657201 for ATI. The latter is confirmed with Mac OS 10.6.7 if (gl->WorkAroundDriverBugs()) { GenerateWarning("validateProgram: implemented as a no-operation on Mac to work around crashes"); return; } #endif GLuint progname = prog->GLName(); gl->fValidateProgram(progname); } already_AddRefed WebGLContext::CreateFramebuffer() { if (IsContextLost()) return nullptr; nsRefPtr globj = new WebGLFramebuffer(this); return globj.forget(); } already_AddRefed WebGLContext::CreateRenderbuffer() { if (IsContextLost()) return nullptr; nsRefPtr globj = new WebGLRenderbuffer(this); return globj.forget(); } void WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (width < 0 || height < 0) return ErrorInvalidValue("viewport: negative size"); MakeContextCurrent(); gl->fViewport(x, y, width, height); mViewportX = x; mViewportY = y; mViewportWidth = width; mViewportHeight = height; } void WebGLContext::CompileShader(WebGLShader *shader) { if (IsContextLost()) return; if (!ValidateObject("compileShader", shader)) return; GLuint shadername = shader->GLName(); shader->SetCompileStatus(false); MakeContextCurrent(); ShShaderOutput targetShaderSourceLanguage = gl->IsGLES() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT; bool useShaderSourceTranslation = true; if (shader->NeedsTranslation() && mShaderValidation) { ShHandle compiler = 0; ShBuiltInResources resources; memset(&resources, 0, sizeof(ShBuiltInResources)); resources.MaxVertexAttribs = mGLMaxVertexAttribs; resources.MaxVertexUniformVectors = mGLMaxVertexUniformVectors; resources.MaxVaryingVectors = mGLMaxVaryingVectors; resources.MaxVertexTextureImageUnits = mGLMaxVertexTextureImageUnits; resources.MaxCombinedTextureImageUnits = mGLMaxTextureUnits; resources.MaxTextureImageUnits = mGLMaxTextureImageUnits; resources.MaxFragmentUniformVectors = mGLMaxFragmentUniformVectors; resources.MaxDrawBuffers = mGLMaxDrawBuffers; if (IsExtensionEnabled(WebGLExtensionID::EXT_frag_depth)) resources.EXT_frag_depth = 1; if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) resources.OES_standard_derivatives = 1; if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) resources.EXT_draw_buffers = 1; // Tell ANGLE to allow highp in frag shaders. (unless disabled) // If underlying GLES doesn't have highp in frag shaders, it should complain anyways. resources.FragmentPrecisionHigh = mDisableFragHighP ? 0 : 1; if (gl->WorkAroundDriverBugs()) { #ifdef XP_MACOSX if (gl->Vendor() == gl::GLVendor::NVIDIA) { // Work around bug 890432 resources.MaxExpressionComplexity = 1000; } #endif } // We're storing an actual instance of StripComments because, if we don't, the // cleanSource nsAString instance will be destroyed before the reference is // actually used. StripComments stripComments(shader->Source()); const nsAString& cleanSource = Substring(stripComments.result().Elements(), stripComments.length()); if (!ValidateGLSLString(cleanSource, "compileShader")) return; // shaderSource() already checks that the source stripped of comments is in the // 7-bit ASCII range, so we can skip the NS_IsAscii() check. NS_LossyConvertUTF16toASCII sourceCString(cleanSource); if (gl->WorkAroundDriverBugs()) { const uint32_t maxSourceLength = 0x3ffff; if (sourceCString.Length() > maxSourceLength) return ErrorInvalidValue("compileShader: source has more than %d characters", maxSourceLength); } const char *s = sourceCString.get(); #define WEBGL2_BYPASS_ANGLE #ifdef WEBGL2_BYPASS_ANGLE /* * The bypass don't bring a full support for GLSL ES 3.0, but the main purpose * is to natively bring gl_InstanceID (to do instanced rendering) and gl_FragData * * To remove the bypass code, just comment #define WEBGL2_BYPASS_ANGLE above * * To bypass angle, the context must be a WebGL 2 and the shader must have the * following line at the very top : * #version proto-200 * * In this case, byPassANGLE == true and here is what we do : * We create two shader source code: * - one for the driver, that enable GL_EXT_gpu_shader4 * - one for the angle compilor, to get informations about vertex attributes * and uniforms */ static const char *bypassPrefixSearch = "#version proto-200"; static const char *bypassANGLEPrefix[2] = {"precision mediump float;\n" "#define gl_VertexID 0\n" "#define gl_InstanceID 0\n", "precision mediump float;\n" "#extension GL_EXT_draw_buffers : enable\n" "#define gl_PrimitiveID 0\n"}; const bool bypassANGLE = IsWebGL2() && (strstr(s, bypassPrefixSearch) != 0); const char *angleShaderCode = s; nsTArray bypassANGLEShaderCode; nsTArray bypassDriverShaderCode; if (bypassANGLE) { const int bypassStage = (shader->ShaderType() == LOCAL_GL_FRAGMENT_SHADER) ? 1 : 0; const char *originalShader = strstr(s, bypassPrefixSearch) + strlen(bypassPrefixSearch); int originalShaderSize = strlen(s) - (originalShader - s); int bypassShaderCodeSize = originalShaderSize + 4096 + 1; bypassANGLEShaderCode.SetLength(bypassShaderCodeSize); strcpy(bypassANGLEShaderCode.Elements(), bypassANGLEPrefix[bypassStage]); strcat(bypassANGLEShaderCode.Elements(), originalShader); bypassDriverShaderCode.SetLength(bypassShaderCodeSize); strcpy(bypassDriverShaderCode.Elements(), "#extension GL_EXT_gpu_shader4 : enable\n"); strcat(bypassDriverShaderCode.Elements(), originalShader); angleShaderCode = bypassANGLEShaderCode.Elements(); } #endif compiler = ShConstructCompiler((ShShaderType) shader->ShaderType(), SH_WEBGL_SPEC, targetShaderSourceLanguage, &resources); int compileOptions = SH_ATTRIBUTES_UNIFORMS | SH_ENFORCE_PACKING_RESTRICTIONS; if (resources.MaxExpressionComplexity > 0) { compileOptions |= SH_LIMIT_EXPRESSION_COMPLEXITY; } // We want to do this everywhere, but: #ifndef XP_MACOSX // To do this on Mac, we need to do it only on Mac OSX > 10.6 as this // causes the shader compiler in 10.6 to crash compileOptions |= SH_CLAMP_INDIRECT_ARRAY_BOUNDS; #endif if (useShaderSourceTranslation) { compileOptions |= SH_OBJECT_CODE | SH_MAP_LONG_VARIABLE_NAMES; #ifdef XP_MACOSX if (gl->WorkAroundDriverBugs()) { // Work around bug 665578 and bug 769810 if (gl->Vendor() == gl::GLVendor::ATI) { compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; } // Work around bug 735560 if (gl->Vendor() == gl::GLVendor::Intel) { compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; } } #endif } #ifdef WEBGL2_BYPASS_ANGLE if (!ShCompile(compiler, &angleShaderCode, 1, compileOptions)) { #else if (!ShCompile(compiler, &s, 1, compileOptions)) { #endif size_t lenWithNull = 0; ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &lenWithNull); if (!lenWithNull) { // Error in ShGetInfo. shader->SetTranslationFailure(NS_LITERAL_CSTRING("Internal error: failed to get shader info log")); } else { size_t len = lenWithNull - 1; nsAutoCString info; info.SetLength(len); // Allocates len+1, for the null-term. ShGetInfoLog(compiler, info.BeginWriting()); shader->SetTranslationFailure(info); } ShDestruct(compiler); shader->SetCompileStatus(false); return; } size_t num_attributes = 0; ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTES, &num_attributes); size_t num_uniforms = 0; ShGetInfo(compiler, SH_ACTIVE_UNIFORMS, &num_uniforms); size_t attrib_max_length = 0; ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &attrib_max_length); size_t uniform_max_length = 0; ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &uniform_max_length); size_t mapped_max_length = 0; ShGetInfo(compiler, SH_MAPPED_NAME_MAX_LENGTH, &mapped_max_length); shader->mAttribMaxNameLength = attrib_max_length; shader->mAttributes.Clear(); shader->mUniforms.Clear(); shader->mUniformInfos.Clear(); nsAutoArrayPtr attribute_name(new char[attrib_max_length+1]); nsAutoArrayPtr uniform_name(new char[uniform_max_length+1]); nsAutoArrayPtr mapped_name(new char[mapped_max_length+1]); for (size_t i = 0; i < num_uniforms; i++) { size_t length; int size; ShDataType type; ShGetActiveUniform(compiler, (int)i, &length, &size, &type, uniform_name, mapped_name); if (useShaderSourceTranslation) { shader->mUniforms.AppendElement(WebGLMappedIdentifier( nsDependentCString(uniform_name), nsDependentCString(mapped_name))); } // we always query uniform info, regardless of useShaderSourceTranslation, // as we need it to validate uniform setter calls, and it doesn't rely on // shader translation. char mappedNameLength = strlen(mapped_name); char mappedNameLastChar = mappedNameLength > 1 ? mapped_name[mappedNameLength - 1] : 0; shader->mUniformInfos.AppendElement(WebGLUniformInfo( size, mappedNameLastChar == ']', type)); } if (useShaderSourceTranslation) { for (size_t i = 0; i < num_attributes; i++) { size_t length; int size; ShDataType type; ShGetActiveAttrib(compiler, (int)i, &length, &size, &type, attribute_name, mapped_name); shader->mAttributes.AppendElement(WebGLMappedIdentifier( nsDependentCString(attribute_name), nsDependentCString(mapped_name))); } size_t lenWithNull = 0; ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &lenWithNull); MOZ_ASSERT(lenWithNull >= 1); size_t len = lenWithNull - 1; nsAutoCString translatedSrc; translatedSrc.SetLength(len); // Allocates len+1, for the null-term. ShGetObjectCode(compiler, translatedSrc.BeginWriting()); CopyASCIItoUTF16(translatedSrc, shader->mTranslatedSource); const char *ts = translatedSrc.get(); #ifdef WEBGL2_BYPASS_ANGLE if (bypassANGLE) { const char* driverShaderCode = bypassDriverShaderCode.Elements(); gl->fShaderSource(shadername, 1, (const GLchar**) &driverShaderCode, nullptr); } else { gl->fShaderSource(shadername, 1, &ts, nullptr); } #else gl->fShaderSource(shadername, 1, &ts, nullptr); #endif } else { // not useShaderSourceTranslation // we just pass the raw untranslated shader source. We then can't use ANGLE idenfier mapping. // that's really bad, as that means we can't be 100% conformant. We should work towards always // using ANGLE identifier mapping. gl->fShaderSource(shadername, 1, &s, nullptr); CopyASCIItoUTF16(s, shader->mTranslatedSource); } shader->SetTranslationSuccess(); ShDestruct(compiler); gl->fCompileShader(shadername); GLint ok; gl->fGetShaderiv(shadername, LOCAL_GL_COMPILE_STATUS, &ok); shader->SetCompileStatus(ok); } } void WebGLContext::CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, const ArrayBufferView& view) { if (IsContextLost()) return; const WebGLTexImageFunc func = WebGLTexImageFunc::CompTexImage; if (!ValidateTexImage(2, target, level, internalformat, 0, 0, 0, width, height, 0, border, internalformat, LOCAL_GL_UNSIGNED_BYTE, func)) { return; } uint32_t byteLength = view.Length(); if (!ValidateCompTexImageDataSize(target, internalformat, width, height, byteLength, func)) { return; } if (!ValidateCompTexImageSize(target, level, internalformat, 0, 0, width, height, width, height, func)) { return; } MakeContextCurrent(); gl->fCompressedTexImage2D(target, level, internalformat, width, height, border, byteLength, view.Data()); WebGLTexture* tex = activeBoundTextureForTarget(target); MOZ_ASSERT(tex); tex->SetImageInfo(target, level, width, height, internalformat, LOCAL_GL_UNSIGNED_BYTE, WebGLImageDataStatus::InitializedImageData); } void WebGLContext::CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, const ArrayBufferView& view) { if (IsContextLost()) return; const WebGLTexImageFunc func = WebGLTexImageFunc::CompTexSubImage; if (!ValidateTexImage(2, target, level, format, xoffset, yoffset, 0, width, height, 0, 0, format, LOCAL_GL_UNSIGNED_BYTE, func)) { return; } WebGLTexture *tex = activeBoundTextureForTarget(target); MOZ_ASSERT(tex); WebGLTexture::ImageInfo& levelInfo = tex->ImageInfoAt(target, level); uint32_t byteLength = view.Length(); if (!ValidateCompTexImageDataSize(target, format, width, height, byteLength, func)) return; if (!ValidateCompTexImageSize(target, level, format, xoffset, yoffset, width, height, levelInfo.Width(), levelInfo.Height(), func)) { return; } if (levelInfo.HasUninitializedImageData()) tex->DoDeferredImageInitialization(target, level); MakeContextCurrent(); gl->fCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, byteLength, view.Data()); } JS::Value WebGLContext::GetShaderParameter(WebGLShader *shader, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObject("getShaderParameter: shader", shader)) return JS::NullValue(); GLuint shadername = shader->GLName(); MakeContextCurrent(); switch (pname) { case LOCAL_GL_SHADER_TYPE: { GLint i = 0; gl->fGetShaderiv(shadername, pname, &i); return JS::NumberValue(uint32_t(i)); } break; case LOCAL_GL_DELETE_STATUS: return JS::BooleanValue(shader->IsDeleteRequested()); break; case LOCAL_GL_COMPILE_STATUS: { GLint i = 0; gl->fGetShaderiv(shadername, pname, &i); return JS::BooleanValue(bool(i)); } break; default: ErrorInvalidEnumInfo("getShaderParameter: parameter", pname); } return JS::NullValue(); } void WebGLContext::GetShaderInfoLog(WebGLShader *shader, nsAString& retval) { nsAutoCString s; GetShaderInfoLog(shader, s); if (s.IsVoid()) retval.SetIsVoid(true); else CopyASCIItoUTF16(s, retval); } void WebGLContext::GetShaderInfoLog(WebGLShader *shader, nsACString& retval) { if (IsContextLost()) { retval.SetIsVoid(true); return; } if (!ValidateObject("getShaderInfoLog: shader", shader)) return; retval = shader->TranslationLog(); if (!retval.IsVoid()) { return; } MakeContextCurrent(); GLuint shadername = shader->GLName(); GLint k = -1; gl->fGetShaderiv(shadername, LOCAL_GL_INFO_LOG_LENGTH, &k); if (k == -1) { // XXX GL Error? should never happen. return; } if (k == 0) { retval.Truncate(); return; } retval.SetCapacity(k); gl->fGetShaderInfoLog(shadername, k, &k, (char*) retval.BeginWriting()); retval.SetLength(k); } already_AddRefed WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype) { if (IsContextLost()) return nullptr; switch (shadertype) { case LOCAL_GL_FRAGMENT_SHADER: case LOCAL_GL_VERTEX_SHADER: break; default: ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype); return nullptr; } switch (precisiontype) { case LOCAL_GL_LOW_FLOAT: case LOCAL_GL_MEDIUM_FLOAT: case LOCAL_GL_HIGH_FLOAT: case LOCAL_GL_LOW_INT: case LOCAL_GL_MEDIUM_INT: case LOCAL_GL_HIGH_INT: break; default: ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype); return nullptr; } MakeContextCurrent(); GLint range[2], precision; if (mDisableFragHighP && shadertype == LOCAL_GL_FRAGMENT_SHADER && (precisiontype == LOCAL_GL_HIGH_FLOAT || precisiontype == LOCAL_GL_HIGH_INT)) { precision = 0; range[0] = 0; range[1] = 0; } else { gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision); } nsRefPtr retShaderPrecisionFormat = new WebGLShaderPrecisionFormat(this, range[0], range[1], precision); return retShaderPrecisionFormat.forget(); } void WebGLContext::GetShaderSource(WebGLShader *shader, nsAString& retval) { if (IsContextLost()) { retval.SetIsVoid(true); return; } if (!ValidateObject("getShaderSource: shader", shader)) return; retval.Assign(shader->Source()); } void WebGLContext::ShaderSource(WebGLShader *shader, const nsAString& source) { if (IsContextLost()) return; if (!ValidateObject("shaderSource: shader", shader)) return; // We're storing an actual instance of StripComments because, if we don't, the // cleanSource nsAString instance will be destroyed before the reference is // actually used. StripComments stripComments(source); const nsAString& cleanSource = Substring(stripComments.result().Elements(), stripComments.length()); if (!ValidateGLSLString(cleanSource, "compileShader")) return; shader->SetSource(source); shader->SetNeedsTranslation(); } void WebGLContext::GetShaderTranslatedSource(WebGLShader *shader, nsAString& retval) { if (IsContextLost()) { retval.SetIsVoid(true); return; } if (!ValidateObject("getShaderTranslatedSource: shader", shader)) return; retval.Assign(shader->TranslatedSource()); } GLenum WebGLContext::CheckedTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *data) { WebGLTexture *tex = activeBoundTextureForTarget(target); MOZ_ASSERT(tex != nullptr, "no texture bound"); bool sizeMayChange = true; if (tex->HasImageInfoAt(target, level)) { const WebGLTexture::ImageInfo& imageInfo = tex->ImageInfoAt(target, level); sizeMayChange = width != imageInfo.Width() || height != imageInfo.Height() || format != imageInfo.InternalFormat() || type != imageInfo.Type(); } // convert type for half float if not on GLES2 GLenum realType = type; if (realType == LOCAL_GL_HALF_FLOAT_OES && !gl->IsGLES()) { realType = LOCAL_GL_HALF_FLOAT; } if (sizeMayChange) { GetAndFlushUnderlyingGLErrors(); gl->fTexImage2D(target, level, internalFormat, width, height, border, format, realType, data); GLenum error = GetAndFlushUnderlyingGLErrors(); return error; } gl->fTexImage2D(target, level, internalFormat, width, height, border, format, realType, data); return LOCAL_GL_NO_ERROR; } void WebGLContext::TexImage2D_base(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei srcStrideOrZero, GLint border, GLenum format, GLenum type, void *data, uint32_t byteLength, int jsArrayType, // a TypedArray format enum, or -1 if not relevant WebGLTexelFormat srcFormat, bool srcPremultiplied) { const WebGLTexImageFunc func = WebGLTexImageFunc::TexImage; if (!ValidateTexImage(2, target, level, internalformat, 0, 0, 0, width, height, 0, border, format, type, func)) { return; } const bool isDepthTexture = format == LOCAL_GL_DEPTH_COMPONENT || format == LOCAL_GL_DEPTH_STENCIL; if (isDepthTexture) { if (data != nullptr || level != 0) return ErrorInvalidOperation("texImage2D: " "with format of DEPTH_COMPONENT or DEPTH_STENCIL, " "data must be nullptr, " "level must be zero"); } if (!ValidateTexInputData(type, jsArrayType, func)) return; WebGLTexelFormat dstFormat = GetWebGLTexelFormat(format, type); WebGLTexelFormat actualSrcFormat = srcFormat == WebGLTexelFormat::Auto ? dstFormat : srcFormat; uint32_t srcTexelSize = WebGLTexelConversions::TexelBytesForFormat(actualSrcFormat); CheckedUint32 checked_neededByteLength = GetImageSize(height, width, srcTexelSize, mPixelStoreUnpackAlignment); CheckedUint32 checked_plainRowSize = CheckedUint32(width) * srcTexelSize; CheckedUint32 checked_alignedRowSize = RoundedToNextMultipleOf(checked_plainRowSize.value(), mPixelStoreUnpackAlignment); if (!checked_neededByteLength.isValid()) return ErrorInvalidOperation("texImage2D: integer overflow computing the needed buffer size"); uint32_t bytesNeeded = checked_neededByteLength.value(); if (byteLength && byteLength < bytesNeeded) return ErrorInvalidOperation("texImage2D: not enough data for operation (need %d, have %d)", bytesNeeded, byteLength); WebGLTexture *tex = activeBoundTextureForTarget(target); if (!tex) return ErrorInvalidOperation("texImage2D: no texture is bound to this target"); MakeContextCurrent(); // Handle ES2 and GL differences in floating point internal formats. Note that // format == internalformat, as checked above and as required by ES. internalformat = InternalFormatForFormatAndType(format, type, gl->IsGLES()); // Handle ES2 and GL differences when supporting sRGB internal formats. GL ES // requires that format == internalformat, but GL will fail in this case. // GL requires: // format -> internalformat // GL_RGB GL_SRGB_EXT // GL_RGBA GL_SRGB_ALPHA_EXT if (!gl->IsGLES()) { switch (internalformat) { case LOCAL_GL_SRGB_EXT: format = LOCAL_GL_RGB; break; case LOCAL_GL_SRGB_ALPHA_EXT: format = LOCAL_GL_RGBA; break; } } GLenum error = LOCAL_GL_NO_ERROR; WebGLImageDataStatus imageInfoStatusIfSuccess = WebGLImageDataStatus::NoImageData; if (byteLength) { size_t srcStride = srcStrideOrZero ? srcStrideOrZero : checked_alignedRowSize.value(); uint32_t dstTexelSize = GetBitsPerTexel(format, type) / 8; size_t dstPlainRowSize = dstTexelSize * width; size_t unpackAlignment = mPixelStoreUnpackAlignment; size_t dstStride = ((dstPlainRowSize + unpackAlignment-1) / unpackAlignment) * unpackAlignment; if (actualSrcFormat == dstFormat && srcPremultiplied == mPixelStorePremultiplyAlpha && srcStride == dstStride && !mPixelStoreFlipY) { // no conversion, no flipping, so we avoid copying anything and just pass the source pointer error = CheckedTexImage2D(target, level, internalformat, width, height, border, format, type, data); } else { size_t convertedDataSize = height * dstStride; nsAutoArrayPtr convertedData(new uint8_t[convertedDataSize]); ConvertImage(width, height, srcStride, dstStride, static_cast(data), convertedData, actualSrcFormat, srcPremultiplied, dstFormat, mPixelStorePremultiplyAlpha, dstTexelSize); error = CheckedTexImage2D(target, level, internalformat, width, height, border, format, type, convertedData); } imageInfoStatusIfSuccess = WebGLImageDataStatus::InitializedImageData; } else { error = CheckedTexImage2D(target, level, internalformat, width, height, border, format, type, nullptr); imageInfoStatusIfSuccess = WebGLImageDataStatus::UninitializedImageData; } if (error) { GenerateWarning("texImage2D generated error %s", ErrorName(error)); return; } // in all of the code paths above, we should have either initialized data, // or allocated data and left it uninitialized, but in any case we shouldn't // have NoImageData at this point. MOZ_ASSERT(imageInfoStatusIfSuccess != WebGLImageDataStatus::NoImageData); tex->SetImageInfo(target, level, width, height, internalformat, type, imageInfoStatusIfSuccess); } void WebGLContext::TexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const Nullable &pixels, ErrorResult& rv) { if (IsContextLost()) return; return TexImage2D_base(target, level, internalformat, width, height, 0, border, format, type, pixels.IsNull() ? 0 : pixels.Value().Data(), pixels.IsNull() ? 0 : pixels.Value().Length(), pixels.IsNull() ? -1 : (int)JS_GetArrayBufferViewType(pixels.Value().Obj()), WebGLTexelFormat::Auto, false); } void WebGLContext::TexImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData* pixels, ErrorResult& rv) { if (IsContextLost()) return; if (!pixels) { // Spec says to generate an INVALID_VALUE error return ErrorInvalidValue("texImage2D: null ImageData"); } Uint8ClampedArray arr(pixels->GetDataObject()); return TexImage2D_base(target, level, internalformat, pixels->Width(), pixels->Height(), 4*pixels->Width(), 0, format, type, arr.Data(), arr.Length(), -1, WebGLTexelFormat::RGBA8, false); } void WebGLContext::TexSubImage2D_base(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLsizei srcStrideOrZero, GLenum format, GLenum type, void *pixels, uint32_t byteLength, int jsArrayType, WebGLTexelFormat srcFormat, bool srcPremultiplied) { const WebGLTexImageFunc func = WebGLTexImageFunc::TexSubImage; if (!ValidateTexImage(2, target, level, format, xoffset, yoffset, 0, width, height, 0, 0, format, type, func)) { return; } if (!ValidateTexInputData(type, jsArrayType, func)) return; WebGLTexelFormat dstFormat = GetWebGLTexelFormat(format, type); WebGLTexelFormat actualSrcFormat = srcFormat == WebGLTexelFormat::Auto ? dstFormat : srcFormat; uint32_t srcTexelSize = WebGLTexelConversions::TexelBytesForFormat(actualSrcFormat); if (width == 0 || height == 0) return; // ES 2.0 says it has no effect, we better return right now CheckedUint32 checked_neededByteLength = GetImageSize(height, width, srcTexelSize, mPixelStoreUnpackAlignment); CheckedUint32 checked_plainRowSize = CheckedUint32(width) * srcTexelSize; CheckedUint32 checked_alignedRowSize = RoundedToNextMultipleOf(checked_plainRowSize.value(), mPixelStoreUnpackAlignment); if (!checked_neededByteLength.isValid()) return ErrorInvalidOperation("texSubImage2D: integer overflow computing the needed buffer size"); uint32_t bytesNeeded = checked_neededByteLength.value(); if (byteLength < bytesNeeded) return ErrorInvalidOperation("texSubImage2D: not enough data for operation (need %d, have %d)", bytesNeeded, byteLength); WebGLTexture *tex = activeBoundTextureForTarget(target); const WebGLTexture::ImageInfo &imageInfo = tex->ImageInfoAt(target, level); if (imageInfo.HasUninitializedImageData()) tex->DoDeferredImageInitialization(target, level); MakeContextCurrent(); size_t srcStride = srcStrideOrZero ? srcStrideOrZero : checked_alignedRowSize.value(); uint32_t dstTexelSize = GetBitsPerTexel(format, type) / 8; size_t dstPlainRowSize = dstTexelSize * width; // There are checks above to ensure that this won't overflow. size_t dstStride = RoundedToNextMultipleOf(dstPlainRowSize, mPixelStoreUnpackAlignment).value(); // convert type for half float if not on GLES2 GLenum realType = type; if (realType == LOCAL_GL_HALF_FLOAT_OES) { if (gl->IsSupported(gl::GLFeature::texture_half_float)) { realType = LOCAL_GL_HALF_FLOAT; } else { MOZ_ASSERT(gl->IsExtensionSupported(gl::GLContext::OES_texture_half_float)); } } if (actualSrcFormat == dstFormat && srcPremultiplied == mPixelStorePremultiplyAlpha && srcStride == dstStride && !mPixelStoreFlipY) { // no conversion, no flipping, so we avoid copying anything and just pass the source pointer gl->fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, realType, pixels); } else { size_t convertedDataSize = height * dstStride; nsAutoArrayPtr convertedData(new uint8_t[convertedDataSize]); ConvertImage(width, height, srcStride, dstStride, static_cast(pixels), convertedData, actualSrcFormat, srcPremultiplied, dstFormat, mPixelStorePremultiplyAlpha, dstTexelSize); gl->fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, realType, convertedData); } } void WebGLContext::TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const Nullable &pixels, ErrorResult& rv) { if (IsContextLost()) return; if (pixels.IsNull()) return ErrorInvalidValue("texSubImage2D: pixels must not be null!"); return TexSubImage2D_base(target, level, xoffset, yoffset, width, height, 0, format, type, pixels.Value().Data(), pixels.Value().Length(), JS_GetArrayBufferViewType(pixels.Value().Obj()), WebGLTexelFormat::Auto, false); } void WebGLContext::TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, ImageData* pixels, ErrorResult& rv) { if (IsContextLost()) return; if (!pixels) return ErrorInvalidValue("texSubImage2D: pixels must not be null!"); Uint8ClampedArray arr(pixels->GetDataObject()); return TexSubImage2D_base(target, level, xoffset, yoffset, pixels->Width(), pixels->Height(), 4*pixels->Width(), format, type, arr.Data(), arr.Length(), -1, WebGLTexelFormat::RGBA8, false); } bool WebGLContext::LoseContext() { if (IsContextLost()) return false; ForceLoseContext(); return true; } bool WebGLContext::RestoreContext() { if (!IsContextLost() || !mAllowRestore) { return false; } ForceRestoreContext(); return true; } bool BaseTypeAndSizeFromUniformType(GLenum uType, GLenum *baseType, GLint *unitSize) { switch (uType) { case LOCAL_GL_INT: case LOCAL_GL_INT_VEC2: case LOCAL_GL_INT_VEC3: case LOCAL_GL_INT_VEC4: case LOCAL_GL_SAMPLER_2D: case LOCAL_GL_SAMPLER_CUBE: *baseType = LOCAL_GL_INT; break; case LOCAL_GL_FLOAT: case LOCAL_GL_FLOAT_VEC2: case LOCAL_GL_FLOAT_VEC3: case LOCAL_GL_FLOAT_VEC4: case LOCAL_GL_FLOAT_MAT2: case LOCAL_GL_FLOAT_MAT3: case LOCAL_GL_FLOAT_MAT4: *baseType = LOCAL_GL_FLOAT; break; case LOCAL_GL_BOOL: case LOCAL_GL_BOOL_VEC2: case LOCAL_GL_BOOL_VEC3: case LOCAL_GL_BOOL_VEC4: *baseType = LOCAL_GL_BOOL; // pretend these are int break; default: return false; } switch (uType) { case LOCAL_GL_INT: case LOCAL_GL_FLOAT: case LOCAL_GL_BOOL: case LOCAL_GL_SAMPLER_2D: case LOCAL_GL_SAMPLER_CUBE: *unitSize = 1; break; case LOCAL_GL_INT_VEC2: case LOCAL_GL_FLOAT_VEC2: case LOCAL_GL_BOOL_VEC2: *unitSize = 2; break; case LOCAL_GL_INT_VEC3: case LOCAL_GL_FLOAT_VEC3: case LOCAL_GL_BOOL_VEC3: *unitSize = 3; break; case LOCAL_GL_INT_VEC4: case LOCAL_GL_FLOAT_VEC4: case LOCAL_GL_BOOL_VEC4: *unitSize = 4; break; case LOCAL_GL_FLOAT_MAT2: *unitSize = 4; break; case LOCAL_GL_FLOAT_MAT3: *unitSize = 9; break; case LOCAL_GL_FLOAT_MAT4: *unitSize = 16; break; default: return false; } return true; } WebGLTexelFormat mozilla::GetWebGLTexelFormat(GLenum internalformat, GLenum type) { // // WEBGL_depth_texture if (internalformat == LOCAL_GL_DEPTH_COMPONENT) { switch (type) { case LOCAL_GL_UNSIGNED_SHORT: return WebGLTexelFormat::D16; case LOCAL_GL_UNSIGNED_INT: return WebGLTexelFormat::D32; } MOZ_CRASH("Invalid WebGL texture format/type?"); } if (internalformat == LOCAL_GL_DEPTH_STENCIL) { switch (type) { case LOCAL_GL_UNSIGNED_INT_24_8_EXT: return WebGLTexelFormat::D24S8; } MOZ_CRASH("Invalid WebGL texture format/type?"); } if (internalformat == LOCAL_GL_DEPTH_COMPONENT16) { return WebGLTexelFormat::D16; } if (internalformat == LOCAL_GL_DEPTH_COMPONENT32) { return WebGLTexelFormat::D32; } if (internalformat == LOCAL_GL_DEPTH24_STENCIL8) { return WebGLTexelFormat::D24S8; } if (type == LOCAL_GL_UNSIGNED_BYTE) { switch (internalformat) { case LOCAL_GL_RGBA: case LOCAL_GL_SRGB_ALPHA_EXT: return WebGLTexelFormat::RGBA8; case LOCAL_GL_RGB: case LOCAL_GL_SRGB_EXT: return WebGLTexelFormat::RGB8; case LOCAL_GL_ALPHA: return WebGLTexelFormat::A8; case LOCAL_GL_LUMINANCE: return WebGLTexelFormat::R8; case LOCAL_GL_LUMINANCE_ALPHA: return WebGLTexelFormat::RA8; } MOZ_CRASH("Invalid WebGL texture format/type?"); } if (type == LOCAL_GL_FLOAT) { // OES_texture_float switch (internalformat) { case LOCAL_GL_RGBA: case LOCAL_GL_RGBA32F: return WebGLTexelFormat::RGBA32F; case LOCAL_GL_RGB: case LOCAL_GL_RGB32F: return WebGLTexelFormat::RGB32F; case LOCAL_GL_ALPHA: case LOCAL_GL_ALPHA32F_ARB: return WebGLTexelFormat::A32F; case LOCAL_GL_LUMINANCE: case LOCAL_GL_LUMINANCE32F_ARB: return WebGLTexelFormat::R32F; case LOCAL_GL_LUMINANCE_ALPHA: case LOCAL_GL_LUMINANCE_ALPHA32F_ARB: return WebGLTexelFormat::RA32F; } MOZ_CRASH("Invalid WebGL texture format/type?"); } else if (type == LOCAL_GL_HALF_FLOAT_OES) { // OES_texture_half_float switch (internalformat) { case LOCAL_GL_RGBA: case LOCAL_GL_RGBA16F: return WebGLTexelFormat::RGBA16F; case LOCAL_GL_RGB: case LOCAL_GL_RGB16F: return WebGLTexelFormat::RGB16F; case LOCAL_GL_ALPHA: case LOCAL_GL_ALPHA16F_ARB: return WebGLTexelFormat::A16F; case LOCAL_GL_LUMINANCE: case LOCAL_GL_LUMINANCE16F_ARB: return WebGLTexelFormat::R16F; case LOCAL_GL_LUMINANCE_ALPHA: case LOCAL_GL_LUMINANCE_ALPHA16F_ARB: return WebGLTexelFormat::RA16F; default: MOZ_ASSERT(false, "Coding mistake?! Should never reach this point."); return WebGLTexelFormat::BadFormat; } } switch (type) { case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: return WebGLTexelFormat::RGBA4444; case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: return WebGLTexelFormat::RGBA5551; case LOCAL_GL_UNSIGNED_SHORT_5_6_5: return WebGLTexelFormat::RGB565; default: MOZ_ASSERT(false, "Coding mistake?! Should never reach this point."); return WebGLTexelFormat::BadFormat; } MOZ_CRASH("Invalid WebGL texture format/type?"); } GLenum InternalFormatForFormatAndType(GLenum format, GLenum type, bool isGLES2) { // ES2 requires that format == internalformat; floating-point is // indicated purely by the type that's loaded. For desktop GL, we // have to specify a floating point internal format. if (isGLES2) return format; if (format == LOCAL_GL_DEPTH_COMPONENT) { if (type == LOCAL_GL_UNSIGNED_SHORT) return LOCAL_GL_DEPTH_COMPONENT16; else if (type == LOCAL_GL_UNSIGNED_INT) return LOCAL_GL_DEPTH_COMPONENT32; } if (format == LOCAL_GL_DEPTH_STENCIL) { if (type == LOCAL_GL_UNSIGNED_INT_24_8_EXT) return LOCAL_GL_DEPTH24_STENCIL8; } switch (type) { case LOCAL_GL_UNSIGNED_BYTE: case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: case LOCAL_GL_UNSIGNED_SHORT_5_6_5: return format; case LOCAL_GL_FLOAT: switch (format) { case LOCAL_GL_RGBA: return LOCAL_GL_RGBA32F_ARB; case LOCAL_GL_RGB: return LOCAL_GL_RGB32F_ARB; case LOCAL_GL_ALPHA: return LOCAL_GL_ALPHA32F_ARB; case LOCAL_GL_LUMINANCE: return LOCAL_GL_LUMINANCE32F_ARB; case LOCAL_GL_LUMINANCE_ALPHA: return LOCAL_GL_LUMINANCE_ALPHA32F_ARB; } break; case LOCAL_GL_HALF_FLOAT_OES: switch (format) { case LOCAL_GL_RGBA: return LOCAL_GL_RGBA16F; case LOCAL_GL_RGB: return LOCAL_GL_RGB16F; case LOCAL_GL_ALPHA: return LOCAL_GL_ALPHA16F_ARB; case LOCAL_GL_LUMINANCE: return LOCAL_GL_LUMINANCE16F_ARB; case LOCAL_GL_LUMINANCE_ALPHA: return LOCAL_GL_LUMINANCE_ALPHA16F_ARB; } break; default: break; } NS_ASSERTION(false, "Coding mistake -- bad format/type passed?"); return 0; } void WebGLContext::BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) { if (IsContextLost()) return; MakeContextCurrent(); gl->fBlendColor(r, g, b, a); } void WebGLContext::Flush() { if (IsContextLost()) return; MakeContextCurrent(); gl->fFlush(); } void WebGLContext::Finish() { if (IsContextLost()) return; MakeContextCurrent(); gl->fFinish(); } void WebGLContext::LineWidth(GLfloat width) { if (IsContextLost()) return; MakeContextCurrent(); gl->fLineWidth(width); } void WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) { if (IsContextLost()) return; MakeContextCurrent(); gl->fPolygonOffset(factor, units); } void WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) { if (IsContextLost()) return; MakeContextCurrent(); gl->fSampleCoverage(value, invert); }