/* -*- Mode: C++; tab-width: 20; 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 #include "GLContext.h" #include "jsapi.h" #include "mozilla/Preferences.h" #include "nsCxPusher.h" #include "nsIDOMDataContainerEvent.h" #include "nsIDOMEvent.h" #include "nsIScriptSecurityManager.h" #include "nsIVariant.h" #include "nsServiceManagerUtils.h" #include "prprf.h" #include "WebGLBuffer.h" #include "WebGLExtensions.h" #include "WebGLFramebuffer.h" #include "WebGLProgram.h" #include "WebGLTexture.h" #include "WebGLVertexArray.h" namespace mozilla { using namespace gl; bool IsGLDepthFormat(GLenum webGLFormat) { return (webGLFormat == LOCAL_GL_DEPTH_COMPONENT || webGLFormat == LOCAL_GL_DEPTH_COMPONENT16 || webGLFormat == LOCAL_GL_DEPTH_COMPONENT32); } bool IsGLDepthStencilFormat(GLenum webGLFormat) { return (webGLFormat == LOCAL_GL_DEPTH_STENCIL || webGLFormat == LOCAL_GL_DEPTH24_STENCIL8); } bool FormatHasAlpha(GLenum webGLFormat) { return webGLFormat == LOCAL_GL_RGBA || webGLFormat == LOCAL_GL_LUMINANCE_ALPHA || webGLFormat == LOCAL_GL_ALPHA || webGLFormat == LOCAL_GL_RGBA4 || webGLFormat == LOCAL_GL_RGB5_A1 || webGLFormat == LOCAL_GL_SRGB_ALPHA; } /** * Convert WebGL/ES format and type into GL format and GL internal * format valid for underlying driver. */ void DriverFormatsFromFormatAndType(GLContext* gl, GLenum webGLFormat, GLenum webGLType, GLenum* out_driverInternalFormat, GLenum* out_driverFormat) { MOZ_ASSERT(out_driverInternalFormat, "out_driverInternalFormat can't be nullptr."); MOZ_ASSERT(out_driverFormat, "out_driverFormat can't be nullptr."); if (!out_driverInternalFormat || !out_driverFormat) return; // 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 (gl->IsGLES()) { *out_driverInternalFormat = webGLFormat; *out_driverFormat = webGLFormat; return; } GLenum format = webGLFormat; GLenum internalFormat = LOCAL_GL_NONE; if (format == LOCAL_GL_DEPTH_COMPONENT) { if (webGLType == LOCAL_GL_UNSIGNED_SHORT) internalFormat = LOCAL_GL_DEPTH_COMPONENT16; else if (webGLType == LOCAL_GL_UNSIGNED_INT) internalFormat = LOCAL_GL_DEPTH_COMPONENT32; } else if (format == LOCAL_GL_DEPTH_STENCIL) { if (webGLType == LOCAL_GL_UNSIGNED_INT_24_8_EXT) internalFormat = LOCAL_GL_DEPTH24_STENCIL8; } else { switch (webGLType) { 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: internalFormat = format; break; case LOCAL_GL_FLOAT: switch (format) { case LOCAL_GL_RGBA: internalFormat = LOCAL_GL_RGBA32F; break; case LOCAL_GL_RGB: internalFormat = LOCAL_GL_RGB32F; break; case LOCAL_GL_ALPHA: internalFormat = LOCAL_GL_ALPHA32F_ARB; break; case LOCAL_GL_LUMINANCE: internalFormat = LOCAL_GL_LUMINANCE32F_ARB; break; case LOCAL_GL_LUMINANCE_ALPHA: internalFormat = LOCAL_GL_LUMINANCE_ALPHA32F_ARB; break; } break; case LOCAL_GL_HALF_FLOAT_OES: switch (format) { case LOCAL_GL_RGBA: internalFormat = LOCAL_GL_RGBA16F; break; case LOCAL_GL_RGB: internalFormat = LOCAL_GL_RGB16F; break; case LOCAL_GL_ALPHA: internalFormat = LOCAL_GL_ALPHA16F_ARB; break; case LOCAL_GL_LUMINANCE: internalFormat = LOCAL_GL_LUMINANCE16F_ARB; break; case LOCAL_GL_LUMINANCE_ALPHA: internalFormat = LOCAL_GL_LUMINANCE_ALPHA16F_ARB; break; } break; default: break; } // 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 switch (format) { case LOCAL_GL_SRGB: internalFormat = format; format = LOCAL_GL_RGB; break; case LOCAL_GL_SRGB_ALPHA: internalFormat = format; format = LOCAL_GL_RGBA; break; } } MOZ_ASSERT(format != LOCAL_GL_NONE && internalFormat != LOCAL_GL_NONE, "Coding mistake -- bad format/type passed?"); *out_driverInternalFormat = internalFormat; *out_driverFormat = format; } GLenum DriverTypeFromType(GLContext* gl, GLenum webGLType) { if (gl->IsGLES()) return webGLType; // convert type for half float if not on GLES2 GLenum type = webGLType; if (type == LOCAL_GL_HALF_FLOAT_OES) { if (gl->IsSupported(gl::GLFeature::texture_half_float)) { return LOCAL_GL_HALF_FLOAT; } else { MOZ_ASSERT(gl->IsExtensionSupported(gl::GLContext::OES_texture_half_float)); } } return webGLType; } void WebGLContext::GenerateWarning(const char *fmt, ...) { va_list ap; va_start(ap, fmt); GenerateWarning(fmt, ap); va_end(ap); } void WebGLContext::GenerateWarning(const char *fmt, va_list ap) { if (!ShouldGenerateWarnings()) return; mAlreadyGeneratedWarnings++; char buf[1024]; PR_vsnprintf(buf, 1024, fmt, ap); // no need to print to stderr, as JS_ReportWarning takes care of this for us. AutoJSContext cx; JS_ReportWarning(cx, "WebGL: %s", buf); if (!ShouldGenerateWarnings()) { JS_ReportWarning(cx, "WebGL: No further warnings will be reported for this WebGL context " "(already reported %d warnings)", mAlreadyGeneratedWarnings); } } bool WebGLContext::ShouldGenerateWarnings() const { if (mMaxWarnings == -1) { return true; } return mAlreadyGeneratedWarnings < mMaxWarnings; } CheckedUint32 WebGLContext::GetImageSize(GLsizei height, GLsizei width, uint32_t pixelSize, uint32_t packOrUnpackAlignment) { CheckedUint32 checked_plainRowSize = CheckedUint32(width) * pixelSize; // alignedRowSize = row size rounded up to next multiple of packAlignment CheckedUint32 checked_alignedRowSize = RoundedToNextMultipleOf(checked_plainRowSize, packOrUnpackAlignment); // if height is 0, we don't need any memory to store this; without this check, we'll get an overflow CheckedUint32 checked_neededByteLength = height <= 0 ? 0 : (height-1) * checked_alignedRowSize + checked_plainRowSize; return checked_neededByteLength; } void WebGLContext::SynthesizeGLError(GLenum err) { /* ES2 section 2.5 "GL Errors" states that implementations can have * multiple 'flags', as errors might be caught in different parts of * a distributed implementation. * We're signing up as a distributed implementation here, with * separate flags for WebGL and the underlying GLContext. */ if (!mWebGLError) mWebGLError = err; } void WebGLContext::SynthesizeGLError(GLenum err, const char *fmt, ...) { va_list va; va_start(va, fmt); GenerateWarning(fmt, va); va_end(va); return SynthesizeGLError(err); } void WebGLContext::ErrorInvalidEnum(const char *fmt, ...) { va_list va; va_start(va, fmt); GenerateWarning(fmt, va); va_end(va); return SynthesizeGLError(LOCAL_GL_INVALID_ENUM); } void WebGLContext::ErrorInvalidEnumInfo(const char *info, GLenum enumvalue) { return ErrorInvalidEnum("%s: invalid enum value 0x%x", info, enumvalue); } void WebGLContext::ErrorInvalidOperation(const char *fmt, ...) { va_list va; va_start(va, fmt); GenerateWarning(fmt, va); va_end(va); return SynthesizeGLError(LOCAL_GL_INVALID_OPERATION); } void WebGLContext::ErrorInvalidValue(const char *fmt, ...) { va_list va; va_start(va, fmt); GenerateWarning(fmt, va); va_end(va); return SynthesizeGLError(LOCAL_GL_INVALID_VALUE); } void WebGLContext::ErrorInvalidFramebufferOperation(const char *fmt, ...) { va_list va; va_start(va, fmt); GenerateWarning(fmt, va); va_end(va); return SynthesizeGLError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION); } void WebGLContext::ErrorOutOfMemory(const char *fmt, ...) { va_list va; va_start(va, fmt); GenerateWarning(fmt, va); va_end(va); return SynthesizeGLError(LOCAL_GL_OUT_OF_MEMORY); } const char * WebGLContext::ErrorName(GLenum error) { switch(error) { case LOCAL_GL_INVALID_ENUM: return "INVALID_ENUM"; case LOCAL_GL_INVALID_OPERATION: return "INVALID_OPERATION"; case LOCAL_GL_INVALID_VALUE: return "INVALID_VALUE"; case LOCAL_GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY"; case LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION"; case LOCAL_GL_NO_ERROR: return "NO_ERROR"; default: MOZ_ASSERT(false); return "[unknown WebGL error!]"; } } const char* WebGLContext::EnumName(GLenum glenum) { switch (glenum) { #define XX(x) case LOCAL_GL_##x: return #x XX(ALPHA); XX(ATC_RGB); XX(ATC_RGBA_EXPLICIT_ALPHA); XX(ATC_RGBA_INTERPOLATED_ALPHA); XX(COMPRESSED_RGBA_PVRTC_2BPPV1); XX(COMPRESSED_RGBA_PVRTC_4BPPV1); XX(COMPRESSED_RGBA_S3TC_DXT1_EXT); XX(COMPRESSED_RGBA_S3TC_DXT3_EXT); XX(COMPRESSED_RGBA_S3TC_DXT5_EXT); XX(COMPRESSED_RGB_PVRTC_2BPPV1); XX(COMPRESSED_RGB_PVRTC_4BPPV1); XX(COMPRESSED_RGB_S3TC_DXT1_EXT); XX(DEPTH_COMPONENT); XX(DEPTH_COMPONENT16); XX(DEPTH_COMPONENT32); XX(DEPTH_STENCIL); XX(DEPTH24_STENCIL8); XX(ETC1_RGB8_OES); XX(FLOAT); XX(HALF_FLOAT); XX(LUMINANCE); XX(LUMINANCE_ALPHA); XX(RGB); XX(RGB16F); XX(RGB32F); XX(RGBA); XX(RGBA16F); XX(RGBA32F); XX(SRGB); XX(SRGB_ALPHA); XX(TEXTURE_2D); XX(TEXTURE_3D); XX(TEXTURE_CUBE_MAP); XX(TEXTURE_CUBE_MAP_NEGATIVE_X); XX(TEXTURE_CUBE_MAP_NEGATIVE_Y); XX(TEXTURE_CUBE_MAP_NEGATIVE_Z); XX(TEXTURE_CUBE_MAP_POSITIVE_X); XX(TEXTURE_CUBE_MAP_POSITIVE_Y); XX(TEXTURE_CUBE_MAP_POSITIVE_Z); XX(UNSIGNED_BYTE); XX(UNSIGNED_INT); XX(UNSIGNED_INT_24_8); XX(UNSIGNED_SHORT); XX(UNSIGNED_SHORT_4_4_4_4); XX(UNSIGNED_SHORT_5_5_5_1); XX(UNSIGNED_SHORT_5_6_5); #undef XX } return "[Unknown enum name]"; } bool WebGLContext::IsTextureFormatCompressed(GLenum format) { switch (format) { case LOCAL_GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case LOCAL_GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case LOCAL_GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case LOCAL_GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: case LOCAL_GL_ATC_RGB: case LOCAL_GL_ATC_RGBA_EXPLICIT_ALPHA: case LOCAL_GL_ATC_RGBA_INTERPOLATED_ALPHA: case LOCAL_GL_COMPRESSED_RGB_PVRTC_4BPPV1: case LOCAL_GL_COMPRESSED_RGB_PVRTC_2BPPV1: case LOCAL_GL_COMPRESSED_RGBA_PVRTC_4BPPV1: case LOCAL_GL_COMPRESSED_RGBA_PVRTC_2BPPV1: case LOCAL_GL_ETC1_RGB8_OES: return true; default: return false; } } GLenum WebGLContext::GetAndFlushUnderlyingGLErrors() { // Get and clear GL error in ALL cases. GLenum error = gl->GetAndClearError(); // Only store in mUnderlyingGLError if is hasn't already recorded an // error. if (!mUnderlyingGLError) mUnderlyingGLError = error; return error; } #ifdef DEBUG // For NaNs, etc. static bool IsCacheCorrect(float cached, float actual) { if (IsNaN(cached)) { // GL is allowed to do anything it wants for NaNs, so if we're shadowing // a NaN, then whatever `actual` is might be correct. return true; } return cached == actual; } void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow) { GLuint val = 0; gl->GetUIntegerv(pname, &val); if (val != shadow) { printf_stderr("Failed 0x%04x shadow: Cached 0x%x/%u, should be 0x%x/%u.\n", pname, shadow, shadow, val, val); MOZ_ASSERT(false, "Bad cached value."); } } #else void AssertUintParamCorrect(gl::GLContext*, GLenum, GLuint) { } #endif void WebGLContext::AssertCachedBindings() { #ifdef DEBUG MakeContextCurrent(); GetAndFlushUnderlyingGLErrors(); if (IsExtensionEnabled(WebGLExtensionID::OES_vertex_array_object)) { GLuint bound = mBoundVertexArray ? mBoundVertexArray->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_VERTEX_ARRAY_BINDING, bound); } // Bound object state GLuint bound = mBoundFramebuffer ? mBoundFramebuffer->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_FRAMEBUFFER_BINDING, bound); bound = mCurrentProgram ? mCurrentProgram->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_CURRENT_PROGRAM, bound); // Textures GLenum activeTexture = mActiveTexture + LOCAL_GL_TEXTURE0; AssertUintParamCorrect(gl, LOCAL_GL_ACTIVE_TEXTURE, activeTexture); WebGLTexture* curTex = activeBoundTextureForTarget(LOCAL_GL_TEXTURE_2D); bound = curTex ? curTex->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_TEXTURE_BINDING_2D, bound); curTex = activeBoundTextureForTarget(LOCAL_GL_TEXTURE_CUBE_MAP); bound = curTex ? curTex->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_TEXTURE_BINDING_CUBE_MAP, bound); // Buffers bound = mBoundArrayBuffer ? mBoundArrayBuffer->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_ARRAY_BUFFER_BINDING, bound); MOZ_ASSERT(mBoundVertexArray); WebGLBuffer* curBuff = mBoundVertexArray->mElementArrayBuffer; bound = curBuff ? curBuff->GLName() : 0; AssertUintParamCorrect(gl, LOCAL_GL_ELEMENT_ARRAY_BUFFER_BINDING, bound); MOZ_ASSERT(!GetAndFlushUnderlyingGLErrors()); #endif } void WebGLContext::AssertCachedState() { #ifdef DEBUG MakeContextCurrent(); GetAndFlushUnderlyingGLErrors(); // extensions if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) { AssertUintParamCorrect(gl, LOCAL_GL_MAX_COLOR_ATTACHMENTS, mGLMaxColorAttachments); AssertUintParamCorrect(gl, LOCAL_GL_MAX_DRAW_BUFFERS, mGLMaxDrawBuffers); } // Draw state MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST) == mScissorTestEnabled); MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_DITHER) == mDitherEnabled); MOZ_ASSERT_IF(IsWebGL2(), gl->fIsEnabled(LOCAL_GL_RASTERIZER_DISCARD) == mRasterizerDiscardEnabled); realGLboolean colorWriteMask[4] = {0, 0, 0, 0}; gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask); MOZ_ASSERT(colorWriteMask[0] == mColorWriteMask[0] && colorWriteMask[1] == mColorWriteMask[1] && colorWriteMask[2] == mColorWriteMask[2] && colorWriteMask[3] == mColorWriteMask[3]); GLfloat colorClearValue[4] = {0.0f, 0.0f, 0.0f, 0.0f}; gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue); MOZ_ASSERT(IsCacheCorrect(mColorClearValue[0], colorClearValue[0]) && IsCacheCorrect(mColorClearValue[1], colorClearValue[1]) && IsCacheCorrect(mColorClearValue[2], colorClearValue[2]) && IsCacheCorrect(mColorClearValue[3], colorClearValue[3])); realGLboolean depthWriteMask = 0; gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask); MOZ_ASSERT(depthWriteMask == mDepthWriteMask); GLfloat depthClearValue = 0.0f; gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue); MOZ_ASSERT(IsCacheCorrect(mDepthClearValue, depthClearValue)); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_CLEAR_VALUE, mStencilClearValue); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_REF, mStencilRefFront); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_REF, mStencilRefBack); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK, mStencilValueMaskFront); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK, mStencilValueMaskBack); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK, mStencilWriteMaskFront); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK, mStencilWriteMaskBack); // Viewport GLint int4[4] = {0, 0, 0, 0}; gl->fGetIntegerv(LOCAL_GL_VIEWPORT, int4); MOZ_ASSERT(int4[0] == mViewportX && int4[1] == mViewportY && int4[2] == mViewportWidth && int4[3] == mViewportHeight); AssertUintParamCorrect(gl, LOCAL_GL_PACK_ALIGNMENT, mPixelStorePackAlignment); AssertUintParamCorrect(gl, LOCAL_GL_UNPACK_ALIGNMENT, mPixelStoreUnpackAlignment); MOZ_ASSERT(!GetAndFlushUnderlyingGLErrors()); #endif } } // namespace mozilla