/* -*- 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 "WebGLContextLossHandler.h" #include "WebGL1Context.h" #include "WebGLObjectModel.h" #include "WebGLExtensions.h" #include "WebGLContextUtils.h" #include "WebGLBuffer.h" #include "WebGLVertexAttribData.h" #include "WebGLMemoryTracker.h" #include "WebGLFramebuffer.h" #include "WebGLVertexArray.h" #include "WebGLQuery.h" #include "GLBlitHelper.h" #include "AccessCheck.h" #include "nsIConsoleService.h" #include "nsServiceManagerUtils.h" #include "nsIClassInfoImpl.h" #include "nsContentUtils.h" #include "nsIXPConnect.h" #include "nsError.h" #include "nsIGfxInfo.h" #include "nsIWidget.h" #include "nsIVariant.h" #include "ImageEncoder.h" #include "ImageContainer.h" #include "gfxContext.h" #include "gfxPattern.h" #include "gfxPrefs.h" #include "gfxUtils.h" #include "CanvasUtils.h" #include "nsDisplayList.h" #include "GLContextProvider.h" #include "GLContext.h" #include "ScopedGLHelpers.h" #include "GLReadTexImageHelper.h" #include "gfxCrashReporterUtils.h" #include "nsSVGEffects.h" #include "prenv.h" #include "mozilla/Preferences.h" #include "mozilla/Services.h" #include "mozilla/Telemetry.h" #include "nsIObserverService.h" #include "nsIDOMEvent.h" #include "mozilla/Services.h" #include "mozilla/dom/WebGLRenderingContextBinding.h" #include "mozilla/dom/BindingUtils.h" #include "mozilla/dom/HTMLVideoElement.h" #include "mozilla/dom/ImageData.h" #include "mozilla/ProcessPriorityManager.h" #include "mozilla/EnumeratedArrayCycleCollection.h" #include "Layers.h" #ifdef MOZ_WIDGET_GONK #include "mozilla/layers/ShadowLayers.h" #endif #include using namespace mozilla; using namespace mozilla::dom; using namespace mozilla::gfx; using namespace mozilla::gl; using namespace mozilla::layers; WebGLObserver::WebGLObserver(WebGLContext* aContext) : mContext(aContext) { } WebGLObserver::~WebGLObserver() { } void WebGLObserver::Destroy() { UnregisterMemoryPressureEvent(); UnregisterVisibilityChangeEvent(); mContext = nullptr; } void WebGLObserver::RegisterVisibilityChangeEvent() { if (!mContext) { return; } HTMLCanvasElement* canvasElement = mContext->GetCanvas(); MOZ_ASSERT(canvasElement); if (canvasElement) { nsIDocument* document = canvasElement->OwnerDoc(); document->AddSystemEventListener(NS_LITERAL_STRING("visibilitychange"), this, true, false); } } void WebGLObserver::UnregisterVisibilityChangeEvent() { if (!mContext) { return; } HTMLCanvasElement* canvasElement = mContext->GetCanvas(); if (canvasElement) { nsIDocument* document = canvasElement->OwnerDoc(); document->RemoveSystemEventListener(NS_LITERAL_STRING("visibilitychange"), this, true); } } void WebGLObserver::RegisterMemoryPressureEvent() { if (!mContext) { return; } nsCOMPtr observerService = mozilla::services::GetObserverService(); MOZ_ASSERT(observerService); if (observerService) { observerService->AddObserver(this, "memory-pressure", false); } } void WebGLObserver::UnregisterMemoryPressureEvent() { if (!mContext) { return; } nsCOMPtr observerService = mozilla::services::GetObserverService(); // Do not assert on observerService here. This might be triggered by // the cycle collector at a late enough time, that XPCOM services are // no longer available. See bug 1029504. if (observerService) { observerService->RemoveObserver(this, "memory-pressure"); } } NS_IMETHODIMP WebGLObserver::Observe(nsISupports* aSubject, const char* aTopic, const char16_t* aSomeData) { if (!mContext || strcmp(aTopic, "memory-pressure")) { return NS_OK; } bool wantToLoseContext = mContext->mLoseContextOnMemoryPressure; if (!mContext->mCanLoseContextInForeground && ProcessPriorityManager::CurrentProcessIsForeground()) { wantToLoseContext = false; } if (wantToLoseContext) { mContext->ForceLoseContext(); } return NS_OK; } NS_IMETHODIMP WebGLObserver::HandleEvent(nsIDOMEvent* aEvent) { nsAutoString type; aEvent->GetType(type); if (!mContext || !type.EqualsLiteral("visibilitychange")) { return NS_OK; } HTMLCanvasElement* canvasElement = mContext->GetCanvas(); MOZ_ASSERT(canvasElement); if (canvasElement && !canvasElement->OwnerDoc()->Hidden()) { mContext->ForceRestoreContext(); } return NS_OK; } WebGLContextOptions::WebGLContextOptions() : alpha(true), depth(true), stencil(false), premultipliedAlpha(true), antialias(true), preserveDrawingBuffer(false) { // Set default alpha state based on preference. if (Preferences::GetBool("webgl.default-no-alpha", false)) alpha = false; } WebGLContext::WebGLContext() : gl(nullptr) , mNeedsFakeNoAlpha(false) { mGeneration = 0; mInvalidated = false; mShouldPresent = true; mResetLayer = true; mOptionsFrozen = false; mActiveTexture = 0; mPixelStoreFlipY = false; mPixelStorePremultiplyAlpha = false; mPixelStoreColorspaceConversion = BROWSER_DEFAULT_WEBGL; mShaderValidation = true; mFakeBlackStatus = WebGLContextFakeBlackStatus::NotNeeded; mVertexAttrib0Vector[0] = 0; mVertexAttrib0Vector[1] = 0; mVertexAttrib0Vector[2] = 0; mVertexAttrib0Vector[3] = 1; mFakeVertexAttrib0BufferObjectVector[0] = 0; mFakeVertexAttrib0BufferObjectVector[1] = 0; mFakeVertexAttrib0BufferObjectVector[2] = 0; mFakeVertexAttrib0BufferObjectVector[3] = 1; mFakeVertexAttrib0BufferObjectSize = 0; mFakeVertexAttrib0BufferObject = 0; mFakeVertexAttrib0BufferStatus = WebGLVertexAttrib0Status::Default; mViewportX = 0; mViewportY = 0; mViewportWidth = 0; mViewportHeight = 0; mScissorTestEnabled = 0; mDitherEnabled = 1; mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244 // initialize some GL values: we're going to get them from the GL and use them as the sizes of arrays, // so in case glGetIntegerv leaves them uninitialized because of a GL bug, we would have very weird crashes. mGLMaxVertexAttribs = 0; mGLMaxTextureUnits = 0; mGLMaxTextureSize = 0; mGLMaxTextureSizeLog2 = 0; mGLMaxCubeMapTextureSize = 0; mGLMaxCubeMapTextureSizeLog2 = 0; mGLMaxRenderbufferSize = 0; mGLMaxTextureImageUnits = 0; mGLMaxVertexTextureImageUnits = 0; mGLMaxVaryingVectors = 0; mGLMaxFragmentUniformVectors = 0; mGLMaxVertexUniformVectors = 0; mGLMaxColorAttachments = 1; mGLMaxDrawBuffers = 1; mGLMaxTransformFeedbackSeparateAttribs = 0; // See OpenGL ES 2.0.25 spec, 6.2 State Tables, table 6.13 mPixelStorePackAlignment = 4; mPixelStoreUnpackAlignment = 4; WebGLMemoryTracker::AddWebGLContext(this); mAllowContextRestore = true; mLastLossWasSimulated = false; mContextLossHandler = new WebGLContextLossHandler(this); mContextStatus = ContextNotLost; mLoseContextOnMemoryPressure = false; mCanLoseContextInForeground = true; mRestoreWhenVisible = false; mAlreadyGeneratedWarnings = 0; mAlreadyWarnedAboutFakeVertexAttrib0 = false; mAlreadyWarnedAboutViewportLargerThanDest = false; mMaxWarnings = Preferences::GetInt("webgl.max-warnings-per-context", 32); if (mMaxWarnings < -1) { GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)"); mMaxWarnings = 0; } mContextObserver = new WebGLObserver(this); MOZ_RELEASE_ASSERT(mContextObserver, "Can't alloc WebGLContextObserver"); mLastUseIndex = 0; InvalidateBufferFetching(); mBackbufferNeedsClear = true; mDisableFragHighP = false; mDrawCallsSinceLastFlush = 0; } WebGLContext::~WebGLContext() { RemovePostRefreshObserver(); mContextObserver->Destroy(); DestroyResourcesAndContext(); WebGLMemoryTracker::RemoveWebGLContext(this); mContextLossHandler->DisableTimer(); mContextLossHandler = nullptr; } void WebGLContext::DestroyResourcesAndContext() { mContextObserver->UnregisterMemoryPressureEvent(); if (!gl) return; gl->MakeCurrent(); mBound2DTextures.Clear(); mBoundCubeMapTextures.Clear(); mBound3DTextures.Clear(); mBoundArrayBuffer = nullptr; mBoundTransformFeedbackBuffer = nullptr; mCurrentProgram = nullptr; mBoundFramebuffer = nullptr; mActiveOcclusionQuery = nullptr; mBoundRenderbuffer = nullptr; mBoundVertexArray = nullptr; mDefaultVertexArray = nullptr; while (!mTextures.isEmpty()) mTextures.getLast()->DeleteOnce(); while (!mVertexArrays.isEmpty()) mVertexArrays.getLast()->DeleteOnce(); while (!mBuffers.isEmpty()) mBuffers.getLast()->DeleteOnce(); while (!mRenderbuffers.isEmpty()) mRenderbuffers.getLast()->DeleteOnce(); while (!mFramebuffers.isEmpty()) mFramebuffers.getLast()->DeleteOnce(); while (!mShaders.isEmpty()) mShaders.getLast()->DeleteOnce(); while (!mPrograms.isEmpty()) mPrograms.getLast()->DeleteOnce(); while (!mQueries.isEmpty()) mQueries.getLast()->DeleteOnce(); mBlackOpaqueTexture2D = nullptr; mBlackOpaqueTextureCubeMap = nullptr; mBlackTransparentTexture2D = nullptr; mBlackTransparentTextureCubeMap = nullptr; if (mFakeVertexAttrib0BufferObject) { gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject); } // disable all extensions except "WEBGL_lose_context". see bug #927969 // spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2 for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) { WebGLExtensionID extension = WebGLExtensionID(i); if (!IsExtensionEnabled(extension) || (extension == WebGLExtensionID::WEBGL_lose_context)) continue; mExtensions[extension]->MarkLost(); mExtensions[extension] = nullptr; } // We just got rid of everything, so the context had better // have been going away. #ifdef DEBUG if (gl->DebugMode()) { printf_stderr("--- WebGL context destroyed: %p\n", gl.get()); } #endif gl = nullptr; } void WebGLContext::Invalidate() { if (mInvalidated) return; if (!mCanvasElement) return; nsSVGEffects::InvalidateDirectRenderingObservers(mCanvasElement); mInvalidated = true; mCanvasElement->InvalidateCanvasContent(nullptr); } // // nsICanvasRenderingContextInternal // NS_IMETHODIMP WebGLContext::SetContextOptions(JSContext* aCx, JS::Handle aOptions) { if (aOptions.isNullOrUndefined() && mOptionsFrozen) { return NS_OK; } WebGLContextAttributes attributes; NS_ENSURE_TRUE(attributes.Init(aCx, aOptions), NS_ERROR_UNEXPECTED); WebGLContextOptions newOpts; newOpts.stencil = attributes.mStencil; newOpts.depth = attributes.mDepth; newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha; newOpts.antialias = attributes.mAntialias; newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer; if (attributes.mAlpha.WasPassed()) { newOpts.alpha = attributes.mAlpha.Value(); } // Don't do antialiasing if we've disabled MSAA. if (!gfxPrefs::MSAALevel()) { newOpts.antialias = false; } #if 0 GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n", newOpts.antialias ? 1 : 0, newOpts.stencil ? 1 : 0, newOpts.depth ? 1 : 0, newOpts.alpha ? 1 : 0, newOpts.premultipliedAlpha ? 1 : 0, newOpts.preserveDrawingBuffer ? 1 : 0); #endif if (mOptionsFrozen && newOpts != mOptions) { // Error if the options are already frozen, and the ones that were asked for // aren't the same as what they were originally. return NS_ERROR_FAILURE; } mOptions = newOpts; return NS_OK; } #ifdef DEBUG int32_t WebGLContext::GetWidth() const { return mWidth; } int32_t WebGLContext::GetHeight() const { return mHeight; } #endif /* So there are a number of points of failure here. We might fail based * on EGL vs. WGL, or we might fail to alloc a too-large size, or we * might not be able to create a context with a certain combo of context * creation attribs. * * We don't want to test the complete fallback matrix. (for now, at * least) Instead, attempt creation in this order: * 1. By platform API. (e.g. EGL vs. WGL) * 2. By context creation attribs. * 3. By size. * * That is, try to create headless contexts based on the platform API. * Next, create dummy-sized backbuffers for the contexts with the right * caps. Finally, resize the backbuffer to an acceptable size given the * requested size. */ static bool IsFeatureInBlacklist(const nsCOMPtr& gfxInfo, int32_t feature) { int32_t status; if (!NS_SUCCEEDED(gfxInfo->GetFeatureStatus(feature, &status))) return false; return status != nsIGfxInfo::FEATURE_STATUS_OK; } static already_AddRefed CreateHeadlessNativeGL(bool forceEnabled, const nsCOMPtr& gfxInfo, WebGLContext* webgl) { if (!forceEnabled && IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_OPENGL)) { webgl->GenerateWarning("Refused to create native OpenGL context" " because of blacklisting."); return nullptr; } nsRefPtr gl = gl::GLContextProvider::CreateHeadless(); if (!gl) { webgl->GenerateWarning("Error during native OpenGL init."); return nullptr; } MOZ_ASSERT(!gl->IsANGLE()); return gl.forget(); } // Note that we have a separate call for ANGLE and EGL, even though // right now, we get ANGLE implicitly by using EGL on Windows. // Eventually, we want to be able to pick ANGLE-EGL or native EGL. static already_AddRefed CreateHeadlessANGLE(bool forceEnabled, const nsCOMPtr& gfxInfo, WebGLContext* webgl) { nsRefPtr gl; #ifdef XP_WIN if (!forceEnabled && IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_ANGLE)) { webgl->GenerateWarning("Refused to create ANGLE OpenGL context" " because of blacklisting."); return nullptr; } gl = gl::GLContextProviderEGL::CreateHeadless(); if (!gl) { webgl->GenerateWarning("Error during ANGLE OpenGL init."); return nullptr; } MOZ_ASSERT(gl->IsANGLE()); #endif return gl.forget(); } static already_AddRefed CreateHeadlessEGL(bool forceEnabled, const nsCOMPtr& gfxInfo, WebGLContext* webgl) { nsRefPtr gl; #ifdef ANDROID gl = gl::GLContextProviderEGL::CreateHeadless(); if (!gl) { webgl->GenerateWarning("Error during EGL OpenGL init."); return nullptr; } MOZ_ASSERT(!gl->IsANGLE()); #endif return gl.forget(); } static already_AddRefed CreateHeadlessGL(bool forceEnabled, const nsCOMPtr& gfxInfo, WebGLContext* webgl) { bool preferEGL = PR_GetEnv("MOZ_WEBGL_PREFER_EGL"); bool disableANGLE = Preferences::GetBool("webgl.disable-angle", false); if (PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) { disableANGLE = true; } nsRefPtr gl; if (preferEGL) gl = CreateHeadlessEGL(forceEnabled, gfxInfo, webgl); if (!gl && !disableANGLE) gl = CreateHeadlessANGLE(forceEnabled, gfxInfo, webgl); if (!gl) gl = CreateHeadlessNativeGL(forceEnabled, gfxInfo, webgl); return gl.forget(); } // Try to create a dummy offscreen with the given caps. static bool CreateOffscreenWithCaps(GLContext* gl, const SurfaceCaps& caps) { gfx::IntSize dummySize(16, 16); return gl->InitOffscreen(dummySize, caps); } static void PopulateCapFallbackQueue(const SurfaceCaps& baseCaps, std::queue* fallbackCaps) { fallbackCaps->push(baseCaps); // Dropping antialias drops our quality, but not our correctness. // The user basically doesn't have to handle if this fails, they // just get reduced quality. if (baseCaps.antialias) { SurfaceCaps nextCaps(baseCaps); nextCaps.antialias = false; PopulateCapFallbackQueue(nextCaps, fallbackCaps); } // If we have to drop one of depth or stencil, we'd prefer to keep // depth. However, the client app will need to handle if this // doesn't work. if (baseCaps.stencil) { SurfaceCaps nextCaps(baseCaps); nextCaps.stencil = false; PopulateCapFallbackQueue(nextCaps, fallbackCaps); } if (baseCaps.depth) { SurfaceCaps nextCaps(baseCaps); nextCaps.depth = false; PopulateCapFallbackQueue(nextCaps, fallbackCaps); } } static bool CreateOffscreen(GLContext* gl, const WebGLContextOptions& options, const nsCOMPtr& gfxInfo, WebGLContext* webgl, layers::ISurfaceAllocator* surfAllocator) { SurfaceCaps baseCaps; baseCaps.color = true; baseCaps.alpha = options.alpha; baseCaps.antialias = options.antialias; baseCaps.depth = options.depth; baseCaps.premultAlpha = options.premultipliedAlpha; baseCaps.preserve = options.preserveDrawingBuffer; baseCaps.stencil = options.stencil; if (!baseCaps.alpha) baseCaps.premultAlpha = true; if (gl->IsANGLE()) { // We can't use no-alpha formats on ANGLE yet because of: // https://code.google.com/p/angleproject/issues/detail?id=764 baseCaps.alpha = true; } // we should really have this behind a // |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but // for now it's just behind a pref for testing/evaluation. baseCaps.bpp16 = Preferences::GetBool("webgl.prefer-16bpp", false); #ifdef MOZ_WIDGET_GONK baseCaps.surfaceAllocator = surfAllocator; #endif // Done with baseCaps construction. bool forceAllowAA = Preferences::GetBool("webgl.msaa-force", false); if (!forceAllowAA && IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA)) { webgl->GenerateWarning("Disallowing antialiased backbuffers due" " to blacklisting."); baseCaps.antialias = false; } std::queue fallbackCaps; PopulateCapFallbackQueue(baseCaps, &fallbackCaps); bool created = false; while (!fallbackCaps.empty()) { SurfaceCaps& caps = fallbackCaps.front(); created = CreateOffscreenWithCaps(gl, caps); if (created) break; fallbackCaps.pop(); } return created; } bool WebGLContext::CreateOffscreenGL(bool forceEnabled) { nsCOMPtr gfxInfo = do_GetService("@mozilla.org/gfx/info;1"); layers::ISurfaceAllocator* surfAllocator = nullptr; #ifdef MOZ_WIDGET_GONK nsIWidget* docWidget = nsContentUtils::WidgetForDocument(mCanvasElement->OwnerDoc()); if (docWidget) { layers::LayerManager* layerManager = docWidget->GetLayerManager(); if (layerManager) { // XXX we really want "AsSurfaceAllocator" here for generality layers::ShadowLayerForwarder* forwarder = layerManager->AsShadowForwarder(); if (forwarder) { surfAllocator = static_cast(forwarder); } } } #endif gl = CreateHeadlessGL(forceEnabled, gfxInfo, this); do { if (!gl) break; if (!CreateOffscreen(gl, mOptions, gfxInfo, this, surfAllocator)) break; if (!InitAndValidateGL()) break; return true; } while (false); gl = nullptr; return false; } // Fallback for resizes: bool WebGLContext::ResizeBackbuffer(uint32_t requestedWidth, uint32_t requestedHeight) { uint32_t width = requestedWidth; uint32_t height = requestedHeight; bool resized = false; while (width || height) { width = width ? width : 1; height = height ? height : 1; gfx::IntSize curSize(width, height); if (gl->ResizeOffscreen(curSize)) { resized = true; break; } width /= 2; height /= 2; } if (!resized) return false; mWidth = gl->OffscreenSize().width; mHeight = gl->OffscreenSize().height; MOZ_ASSERT((uint32_t)mWidth == width); MOZ_ASSERT((uint32_t)mHeight == height); if (width != requestedWidth || height != requestedHeight) { GenerateWarning("Requested size %dx%d was too large, but resize" " to %dx%d succeeded.", requestedWidth, requestedHeight, width, height); } return true; } NS_IMETHODIMP WebGLContext::SetDimensions(int32_t sWidth, int32_t sHeight) { // Early error return cases if (!GetCanvas()) return NS_ERROR_FAILURE; if (sWidth < 0 || sHeight < 0) { GenerateWarning("Canvas size is too large (seems like a negative value wrapped)"); return NS_ERROR_OUT_OF_MEMORY; } uint32_t width = sWidth; uint32_t height = sHeight; // Early success return cases GetCanvas()->InvalidateCanvas(); // Zero-sized surfaces can cause problems. if (width == 0) { width = 1; } if (height == 0) { height = 1; } // If we already have a gl context, then we just need to resize it if (gl) { if ((uint32_t)mWidth == width && (uint32_t)mHeight == height) { return NS_OK; } if (IsContextLost()) return NS_OK; MakeContextCurrent(); // If we've already drawn, we should commit the current buffer. PresentScreenBuffer(); // ResizeOffscreen scraps the current prod buffer before making a new one. if (!ResizeBackbuffer(width, height)) { GenerateWarning("WebGL context failed to resize."); ForceLoseContext(); return NS_OK; } // everything's good, we're done here mResetLayer = true; mBackbufferNeedsClear = true; return NS_OK; } // End of early return cases. // At this point we know that we're not just resizing an existing context, // we are initializing a new context. // if we exceeded either the global or the per-principal limit for WebGL contexts, // lose the oldest-used context now to free resources. Note that we can't do that // in the WebGLContext constructor as we don't have a canvas element yet there. // Here is the right place to do so, as we are about to create the OpenGL context // and that is what can fail if we already have too many. LoseOldestWebGLContextIfLimitExceeded(); // We're going to create an entirely new context. If our // generation is not 0 right now (that is, if this isn't the first // context we're creating), we may have to dispatch a context lost // event. // If incrementing the generation would cause overflow, // don't allow it. Allowing this would allow us to use // resource handles created from older context generations. if (!(mGeneration + 1).isValid()) { GenerateWarning("Too many WebGL contexts created this run."); return NS_ERROR_FAILURE; // exit without changing the value of mGeneration } // Get some prefs for some preferred/overriden things NS_ENSURE_TRUE(Preferences::GetRootBranch(), NS_ERROR_FAILURE); bool disabled = Preferences::GetBool("webgl.disabled", false); if (disabled) { GenerateWarning("WebGL creation is disabled, and so disallowed here."); return NS_ERROR_FAILURE; } // Alright, now let's start trying. bool forceEnabled = Preferences::GetBool("webgl.force-enabled", false); ScopedGfxFeatureReporter reporter("WebGL", forceEnabled); if (!CreateOffscreenGL(forceEnabled)) { GenerateWarning("WebGL creation failed."); return NS_ERROR_FAILURE; } MOZ_ASSERT(gl); if (!ResizeBackbuffer(width, height)) { GenerateWarning("Initializing WebGL backbuffer failed."); return NS_ERROR_FAILURE; } #ifdef DEBUG if (gl->DebugMode()) { printf_stderr("--- WebGL context created: %p\n", gl.get()); } #endif mResetLayer = true; mOptionsFrozen = true; // increment the generation number ++mGeneration; // Update our internal stuff: if (gl->WorkAroundDriverBugs()) { if (!mOptions.alpha && gl->Caps().alpha) { mNeedsFakeNoAlpha = true; } } // Update mOptions. mOptions.depth = gl->Caps().depth; mOptions.stencil = gl->Caps().stencil; mOptions.antialias = gl->Caps().antialias; MakeContextCurrent(); gl->fViewport(0, 0, mWidth, mHeight); mViewportWidth = mWidth; mViewportHeight = mHeight; // Make sure that we clear this out, otherwise // we'll end up displaying random memory gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0); AssertCachedBindings(); AssertCachedState(); // Clear immediately, because we need to present the cleared initial // buffer. mBackbufferNeedsClear = true; ClearBackbufferIfNeeded(); mShouldPresent = true; MOZ_ASSERT(gl->Caps().color); MOZ_ASSERT_IF(!mNeedsFakeNoAlpha, gl->Caps().alpha == mOptions.alpha); MOZ_ASSERT_IF(mNeedsFakeNoAlpha, !mOptions.alpha && gl->Caps().alpha); MOZ_ASSERT(gl->Caps().depth == mOptions.depth); MOZ_ASSERT(gl->Caps().stencil == mOptions.stencil); MOZ_ASSERT(gl->Caps().antialias == mOptions.antialias); MOZ_ASSERT(gl->Caps().preserve == mOptions.preserveDrawingBuffer); AssertCachedBindings(); AssertCachedState(); reporter.SetSuccessful(); return NS_OK; } void WebGLContext::ClearBackbufferIfNeeded() { if (!mBackbufferNeedsClear) return; #ifdef DEBUG gl->MakeCurrent(); GLuint fb = 0; gl->GetUIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &fb); MOZ_ASSERT(fb == 0); #endif ClearScreen(); mBackbufferNeedsClear = false; } void WebGLContext::LoseOldestWebGLContextIfLimitExceeded() { #ifdef MOZ_GFX_OPTIMIZE_MOBILE // some mobile devices can't have more than 8 GL contexts overall const size_t kMaxWebGLContextsPerPrincipal = 2; const size_t kMaxWebGLContexts = 4; #else const size_t kMaxWebGLContextsPerPrincipal = 16; const size_t kMaxWebGLContexts = 32; #endif MOZ_ASSERT(kMaxWebGLContextsPerPrincipal < kMaxWebGLContexts); // it's important to update the index on a new context before losing old contexts, // otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones // when choosing which one to lose first. UpdateLastUseIndex(); WebGLMemoryTracker::ContextsArrayType &contexts = WebGLMemoryTracker::Contexts(); // quick exit path, should cover a majority of cases if (contexts.Length() <= kMaxWebGLContextsPerPrincipal) { return; } // note that here by "context" we mean "non-lost context". See the check for // IsContextLost() below. Indeed, the point of this function is to maybe lose // some currently non-lost context. uint64_t oldestIndex = UINT64_MAX; uint64_t oldestIndexThisPrincipal = UINT64_MAX; const WebGLContext *oldestContext = nullptr; const WebGLContext *oldestContextThisPrincipal = nullptr; size_t numContexts = 0; size_t numContextsThisPrincipal = 0; for(size_t i = 0; i < contexts.Length(); ++i) { // don't want to lose ourselves. if (contexts[i] == this) continue; if (contexts[i]->IsContextLost()) continue; if (!contexts[i]->GetCanvas()) { // Zombie context: the canvas is already destroyed, but something else // (typically the compositor) is still holding on to the context. // Killing zombies is a no-brainer. const_cast(contexts[i])->LoseContext(); continue; } numContexts++; if (contexts[i]->mLastUseIndex < oldestIndex) { oldestIndex = contexts[i]->mLastUseIndex; oldestContext = contexts[i]; } nsIPrincipal *ourPrincipal = GetCanvas()->NodePrincipal(); nsIPrincipal *theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal(); bool samePrincipal; nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal); if (NS_SUCCEEDED(rv) && samePrincipal) { numContextsThisPrincipal++; if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) { oldestIndexThisPrincipal = contexts[i]->mLastUseIndex; oldestContextThisPrincipal = contexts[i]; } } } if (numContextsThisPrincipal > kMaxWebGLContextsPerPrincipal) { GenerateWarning("Exceeded %d live WebGL contexts for this principal, losing the " "least recently used one.", kMaxWebGLContextsPerPrincipal); MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null const_cast(oldestContextThisPrincipal)->LoseContext(); } else if (numContexts > kMaxWebGLContexts) { GenerateWarning("Exceeded %d live WebGL contexts, losing the least recently used one.", kMaxWebGLContexts); MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null const_cast(oldestContext)->LoseContext(); } } void WebGLContext::GetImageBuffer(uint8_t** aImageBuffer, int32_t* aFormat) { *aImageBuffer = nullptr; *aFormat = 0; // Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied bool premult; RefPtr snapshot = GetSurfaceSnapshot(mOptions.premultipliedAlpha ? nullptr : &premult); if (!snapshot) { return; } MOZ_ASSERT(mOptions.premultipliedAlpha || !premult, "We must get unpremult when we ask for it!"); RefPtr dataSurface = snapshot->GetDataSurface(); DataSourceSurface::MappedSurface map; if (!dataSurface->Map(DataSourceSurface::MapType::READ, &map)) { return; } static const fallible_t fallible = fallible_t(); uint8_t* imageBuffer = new (fallible) uint8_t[mWidth * mHeight * 4]; if (!imageBuffer) { dataSurface->Unmap(); return; } memcpy(imageBuffer, map.mData, mWidth * mHeight * 4); dataSurface->Unmap(); int32_t format = imgIEncoder::INPUT_FORMAT_HOSTARGB; if (!mOptions.premultipliedAlpha) { // We need to convert to INPUT_FORMAT_RGBA, otherwise // we are automatically considered premult, and unpremult'd. // Yes, it is THAT silly. // Except for different lossy conversions by color, // we could probably just change the label, and not change the data. gfxUtils::ConvertBGRAtoRGBA(imageBuffer, mWidth * mHeight * 4); format = imgIEncoder::INPUT_FORMAT_RGBA; } *aImageBuffer = imageBuffer; *aFormat = format; } NS_IMETHODIMP WebGLContext::GetInputStream(const char* aMimeType, const char16_t* aEncoderOptions, nsIInputStream **aStream) { NS_ASSERTION(gl, "GetInputStream on invalid context?"); if (!gl) return NS_ERROR_FAILURE; nsCString enccid("@mozilla.org/image/encoder;2?type="); enccid += aMimeType; nsCOMPtr encoder = do_CreateInstance(enccid.get()); if (!encoder) { return NS_ERROR_FAILURE; } nsAutoArrayPtr imageBuffer; int32_t format = 0; GetImageBuffer(getter_Transfers(imageBuffer), &format); if (!imageBuffer) { return NS_ERROR_FAILURE; } return ImageEncoder::GetInputStream(mWidth, mHeight, imageBuffer, format, encoder, aEncoderOptions, aStream); } void WebGLContext::UpdateLastUseIndex() { static CheckedInt sIndex = 0; sIndex++; // should never happen with 64-bit; trying to handle this would be riskier than // not handling it as the handler code would never get exercised. if (!sIndex.isValid()) { NS_RUNTIMEABORT("Can't believe it's been 2^64 transactions already!"); } mLastUseIndex = sIndex.value(); } static uint8_t gWebGLLayerUserData; namespace mozilla { class WebGLContextUserData : public LayerUserData { public: explicit WebGLContextUserData(HTMLCanvasElement* aContent) : mContent(aContent) {} /* PreTransactionCallback gets called by the Layers code every time the * WebGL canvas is going to be composited. */ static void PreTransactionCallback(void* data) { WebGLContextUserData* userdata = static_cast(data); HTMLCanvasElement* canvas = userdata->mContent; WebGLContext* context = static_cast(canvas->GetContextAtIndex(0)); // Present our screenbuffer, if needed. context->PresentScreenBuffer(); context->mDrawCallsSinceLastFlush = 0; } /** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite, * so it really is the right place to put actions that have to be performed upon compositing */ static void DidTransactionCallback(void* aData) { WebGLContextUserData *userdata = static_cast(aData); HTMLCanvasElement *canvas = userdata->mContent; WebGLContext *context = static_cast(canvas->GetContextAtIndex(0)); // Mark ourselves as no longer invalidated. context->MarkContextClean(); context->UpdateLastUseIndex(); } private: nsRefPtr mContent; }; } // end namespace mozilla already_AddRefed WebGLContext::GetCanvasLayer(nsDisplayListBuilder* aBuilder, CanvasLayer *aOldLayer, LayerManager *aManager) { if (IsContextLost()) return nullptr; if (!mResetLayer && aOldLayer && aOldLayer->HasUserData(&gWebGLLayerUserData)) { nsRefPtr ret = aOldLayer; return ret.forget(); } nsRefPtr canvasLayer = aManager->CreateCanvasLayer(); if (!canvasLayer) { NS_WARNING("CreateCanvasLayer returned null!"); return nullptr; } WebGLContextUserData *userData = nullptr; if (aBuilder->IsPaintingToWindow()) { // Make the layer tell us whenever a transaction finishes (including // the current transaction), so we can clear our invalidation state and // start invalidating again. We need to do this for the layer that is // being painted to a window (there shouldn't be more than one at a time, // and if there is, flushing the invalidation state more often than // necessary is harmless). // The layer will be destroyed when we tear down the presentation // (at the latest), at which time this userData will be destroyed, // releasing the reference to the element. // The userData will receive DidTransactionCallbacks, which flush the // the invalidation state to indicate that the canvas is up to date. userData = new WebGLContextUserData(mCanvasElement); canvasLayer->SetDidTransactionCallback( WebGLContextUserData::DidTransactionCallback, userData); canvasLayer->SetPreTransactionCallback( WebGLContextUserData::PreTransactionCallback, userData); } canvasLayer->SetUserData(&gWebGLLayerUserData, userData); CanvasLayer::Data data; data.mGLContext = gl; data.mSize = nsIntSize(mWidth, mHeight); data.mHasAlpha = gl->Caps().alpha; data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha; canvasLayer->Initialize(data); uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE; canvasLayer->SetContentFlags(flags); canvasLayer->Updated(); mResetLayer = false; return canvasLayer.forget(); } void WebGLContext::GetContextAttributes(Nullable &retval) { retval.SetNull(); if (IsContextLost()) return; dom::WebGLContextAttributes& result = retval.SetValue(); result.mAlpha.Construct(mOptions.alpha); result.mDepth = mOptions.depth; result.mStencil = mOptions.stencil; result.mAntialias = mOptions.antialias; result.mPremultipliedAlpha = mOptions.premultipliedAlpha; result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer; } /* [noscript] DOMString mozGetUnderlyingParamString(in GLenum pname); */ NS_IMETHODIMP WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval) { if (IsContextLost()) return NS_OK; retval.SetIsVoid(true); MakeContextCurrent(); switch (pname) { case LOCAL_GL_VENDOR: case LOCAL_GL_RENDERER: case LOCAL_GL_VERSION: case LOCAL_GL_SHADING_LANGUAGE_VERSION: case LOCAL_GL_EXTENSIONS: { const char *s = (const char *) gl->fGetString(pname); retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s))); } break; default: return NS_ERROR_INVALID_ARG; } return NS_OK; } void WebGLContext::ClearScreen() { bool colorAttachmentsMask[WebGLContext::kMaxColorAttachments] = {false}; MakeContextCurrent(); ScopedBindFramebuffer autoFB(gl, 0); GLbitfield clearMask = LOCAL_GL_COLOR_BUFFER_BIT; if (mOptions.depth) clearMask |= LOCAL_GL_DEPTH_BUFFER_BIT; if (mOptions.stencil) clearMask |= LOCAL_GL_STENCIL_BUFFER_BIT; colorAttachmentsMask[0] = true; ForceClearFramebufferWithDefaultValues(clearMask, colorAttachmentsMask); } void WebGLContext::ForceClearFramebufferWithDefaultValues(GLbitfield mask, const bool colorAttachmentsMask[kMaxColorAttachments]) { MakeContextCurrent(); bool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT); bool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT); bool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT); bool drawBuffersIsEnabled = IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers); bool shouldOverrideDrawBuffers = false; GLenum currentDrawBuffers[WebGLContext::kMaxColorAttachments]; // Fun GL fact: No need to worry about the viewport here, glViewport is just // setting up a coordinates transformation, it doesn't affect glClear at all. AssertCachedState(); // Can't check cached bindings, as we could // have a different FB bound temporarily. // Prepare GL state for clearing. gl->fDisable(LOCAL_GL_SCISSOR_TEST); if (initializeColorBuffer) { if (drawBuffersIsEnabled) { GLenum drawBuffersCommand[WebGLContext::kMaxColorAttachments] = { LOCAL_GL_NONE }; for(int32_t i = 0; i < mGLMaxDrawBuffers; i++) { GLint temp; gl->fGetIntegerv(LOCAL_GL_DRAW_BUFFER0 + i, &temp); currentDrawBuffers[i] = temp; if (colorAttachmentsMask[i]) { drawBuffersCommand[i] = LOCAL_GL_COLOR_ATTACHMENT0 + i; } if (currentDrawBuffers[i] != drawBuffersCommand[i]) shouldOverrideDrawBuffers = true; } // calling draw buffers can cause resolves on adreno drivers so // we try to avoid calling it if (shouldOverrideDrawBuffers) gl->fDrawBuffers(mGLMaxDrawBuffers, drawBuffersCommand); } gl->fColorMask(1, 1, 1, 1); if (mNeedsFakeNoAlpha) { gl->fClearColor(0.0f, 0.0f, 0.0f, 1.0f); } else { gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f); } } if (initializeDepthBuffer) { gl->fDepthMask(1); gl->fClearDepth(1.0f); } if (initializeStencilBuffer) { // "The clear operation always uses the front stencil write mask // when clearing the stencil buffer." gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff); gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff); gl->fClearStencil(0); } if (mRasterizerDiscardEnabled) { gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD); } // Do the clear! gl->fClear(mask); // And reset! if (mScissorTestEnabled) gl->fEnable(LOCAL_GL_SCISSOR_TEST); if (mRasterizerDiscardEnabled) { gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD); } // Restore GL state after clearing. if (initializeColorBuffer) { if (shouldOverrideDrawBuffers) { gl->fDrawBuffers(mGLMaxDrawBuffers, currentDrawBuffers); } gl->fColorMask(mColorWriteMask[0], mColorWriteMask[1], mColorWriteMask[2], mColorWriteMask[3]); gl->fClearColor(mColorClearValue[0], mColorClearValue[1], mColorClearValue[2], mColorClearValue[3]); } if (initializeDepthBuffer) { gl->fDepthMask(mDepthWriteMask); gl->fClearDepth(mDepthClearValue); } if (initializeStencilBuffer) { gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront); gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack); gl->fClearStencil(mStencilClearValue); } } // For an overview of how WebGL compositing works, see: // https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing bool WebGLContext::PresentScreenBuffer() { if (IsContextLost()) { return false; } if (!mShouldPresent) { return false; } MOZ_ASSERT(!mBackbufferNeedsClear); gl->MakeCurrent(); GLScreenBuffer* screen = gl->Screen(); MOZ_ASSERT(screen); if (!screen->PublishFrame(screen->Size())) { ForceLoseContext(); return false; } if (!mOptions.preserveDrawingBuffer) { mBackbufferNeedsClear = true; } mShouldPresent = false; return true; } void WebGLContext::DummyFramebufferOperation(const char *info) { FBStatus status = CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info); } static bool CheckContextLost(GLContext* gl, bool* out_isGuilty) { MOZ_ASSERT(gl); MOZ_ASSERT(out_isGuilty); bool isEGL = gl->GetContextType() == gl::GLContextType::EGL; GLenum resetStatus = LOCAL_GL_NO_ERROR; if (gl->HasRobustness()) { gl->MakeCurrent(); resetStatus = gl->fGetGraphicsResetStatus(); } else if (isEGL) { // Simulate a ARB_robustness guilty context loss for when we // get an EGL_CONTEXT_LOST error. It may not actually be guilty, // but we can't make any distinction. if (!gl->MakeCurrent(true) && gl->IsContextLost()) { resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB; } } if (resetStatus == LOCAL_GL_NO_ERROR) { *out_isGuilty = false; return false; } // Assume guilty unless we find otherwise! bool isGuilty = true; switch (resetStatus) { case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB: // Either nothing wrong, or not our fault. isGuilty = false; break; case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB: NS_WARNING("WebGL content on the page definitely caused the graphics" " card to reset."); break; case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB: NS_WARNING("WebGL content on the page might have caused the graphics" " card to reset"); // If we can't tell, assume guilty. break; default: MOZ_ASSERT(false, "Unreachable."); // If we do get here, let's pretend to be guilty as an escape plan. break; } if (isGuilty) { NS_WARNING("WebGL context on this page is considered guilty, and will" " not be restored."); } *out_isGuilty = isGuilty; return true; } bool WebGLContext::TryToRestoreContext() { if (NS_FAILED(SetDimensions(mWidth, mHeight))) return false; return true; } void WebGLContext::RunContextLossTimer() { mContextLossHandler->RunTimer(); } class UpdateContextLossStatusTask : public nsRunnable { nsRefPtr mContext; public: explicit UpdateContextLossStatusTask(WebGLContext* aContext) : mContext(aContext) { } NS_IMETHOD Run() { mContext->UpdateContextLossStatus(); return NS_OK; } }; void WebGLContext::EnqueueUpdateContextLossStatus() { nsCOMPtr task = new UpdateContextLossStatusTask(this); NS_DispatchToCurrentThread(task); } // We use this timer for many things. Here are the things that it is activated for: // 1) If a script is using the MOZ_WEBGL_lose_context extension. // 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the // CONTEXT_LOST_WEBGL error has been triggered. // 3) If we are using ANGLE, or anything that supports ARB_robustness, query the // GPU periodically to see if the reset status bit has been set. // In all of these situations, we use this timer to send the script context lost // and restored events asynchronously. For example, if it triggers a context loss, // the webglcontextlost event will be sent to it the next time the robustness timer // fires. // Note that this timer mechanism is not used unless one of these 3 criteria // are met. // At a bare minimum, from context lost to context restores, it would take 3 // full timer iterations: detection, webglcontextlost, webglcontextrestored. void WebGLContext::UpdateContextLossStatus() { if (!mCanvasElement) { // the canvas is gone. That happens when the page was closed before we got // this timer event. In this case, there's nothing to do here, just don't crash. return; } if (mContextStatus == ContextNotLost) { // We don't know that we're lost, but we might be, so we need to // check. If we're guilty, don't allow restores, though. bool isGuilty = true; MOZ_ASSERT(gl); // Shouldn't be missing gl if we're NotLost. bool isContextLost = CheckContextLost(gl, &isGuilty); if (isContextLost) { if (isGuilty) mAllowContextRestore = false; ForceLoseContext(); } // Fall through. } if (mContextStatus == ContextLostAwaitingEvent) { // The context has been lost and we haven't yet triggered the // callback, so do that now. bool useDefaultHandler; nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(), static_cast(mCanvasElement), NS_LITERAL_STRING("webglcontextlost"), true, true, &useDefaultHandler); // We sent the callback, so we're just 'regular lost' now. mContextStatus = ContextLost; // If we're told to use the default handler, it means the script // didn't bother to handle the event. In this case, we shouldn't // auto-restore the context. if (useDefaultHandler) mAllowContextRestore = false; // Fall through. } if (mContextStatus == ContextLost) { // Context is lost, and we've already sent the callback. We // should try to restore the context if we're both allowed to, // and supposed to. // Are we allowed to restore the context? if (!mAllowContextRestore) return; // If we're only simulated-lost, we shouldn't auto-restore, and // instead we should wait for restoreContext() to be called. if (mLastLossWasSimulated) return; // Restore when the app is visible if (mRestoreWhenVisible) return; ForceRestoreContext(); return; } if (mContextStatus == ContextLostAwaitingRestore) { // Context is lost, but we should try to restore it. if (!mAllowContextRestore) { // We might decide this after thinking we'd be OK restoring // the context, so downgrade. mContextStatus = ContextLost; return; } if (!TryToRestoreContext()) { // Failed to restore. Try again later. mContextLossHandler->RunTimer(); return; } // Revival! mContextStatus = ContextNotLost; nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(), static_cast(mCanvasElement), NS_LITERAL_STRING("webglcontextrestored"), true, true); mEmitContextLostErrorOnce = true; return; } } void WebGLContext::ForceLoseContext(bool simulateLosing) { printf_stderr("WebGL(%p)::ForceLoseContext\n", this); MOZ_ASSERT(!IsContextLost()); mContextStatus = ContextLostAwaitingEvent; mContextLostErrorSet = false; // Burn it all! DestroyResourcesAndContext(); mLastLossWasSimulated = simulateLosing; // Register visibility change observer to defer the context restoring. // Restore the context when the app is visible. if (mRestoreWhenVisible && !mLastLossWasSimulated) { mContextObserver->RegisterVisibilityChangeEvent(); } // Queue up a task, since we know the status changed. EnqueueUpdateContextLossStatus(); } void WebGLContext::ForceRestoreContext() { printf_stderr("WebGL(%p)::ForceRestoreContext\n", this); mContextStatus = ContextLostAwaitingRestore; mAllowContextRestore = true; // Hey, you did say 'force'. mContextObserver->UnregisterVisibilityChangeEvent(); // Queue up a task, since we know the status changed. EnqueueUpdateContextLossStatus(); } void WebGLContext::MakeContextCurrent() const { gl->MakeCurrent(); } mozilla::TemporaryRef WebGLContext::GetSurfaceSnapshot(bool* aPremultAlpha) { if (!gl) return nullptr; bool hasAlpha = mOptions.alpha; SurfaceFormat surfFormat = hasAlpha ? SurfaceFormat::B8G8R8A8 : SurfaceFormat::B8G8R8X8; RefPtr surf; surf = Factory::CreateDataSourceSurfaceWithStride(IntSize(mWidth, mHeight), surfFormat, mWidth * 4); if (NS_WARN_IF(!surf)) { return nullptr; } gl->MakeCurrent(); { ScopedBindFramebuffer autoFB(gl, 0); ClearBackbufferIfNeeded(); ReadPixelsIntoDataSurface(gl, surf); } if (aPremultAlpha) { *aPremultAlpha = true; } bool srcPremultAlpha = mOptions.premultipliedAlpha; if (!srcPremultAlpha) { if (aPremultAlpha) { *aPremultAlpha = false; } else { gfxUtils::PremultiplyDataSurface(surf, surf); } } RefPtr dt = Factory::CreateDrawTarget(BackendType::CAIRO, IntSize(mWidth, mHeight), SurfaceFormat::B8G8R8A8); if (!dt) { return nullptr; } dt->SetTransform(Matrix::Translation(0.0, mHeight).PreScale(1.0, -1.0)); dt->DrawSurface(surf, Rect(0, 0, mWidth, mHeight), Rect(0, 0, mWidth, mHeight), DrawSurfaceOptions(), DrawOptions(1.0f, CompositionOp::OP_SOURCE)); return dt->Snapshot(); } void WebGLContext::DidRefresh() { if (gl) { gl->FlushIfHeavyGLCallsSinceLastFlush(); } } bool WebGLContext::TexImageFromVideoElement(const TexImageTarget texImageTarget, GLint level, GLenum internalformat, GLenum format, GLenum type, mozilla::dom::Element& elt) { if (type == LOCAL_GL_HALF_FLOAT_OES) { type = LOCAL_GL_HALF_FLOAT; } if (!ValidateTexImageFormatAndType(format, type, WebGLTexImageFunc::TexImage, WebGLTexDimensions::Tex2D)) { return false; } HTMLVideoElement* video = HTMLVideoElement::FromContentOrNull(&elt); if (!video) { return false; } uint16_t readyState; if (NS_SUCCEEDED(video->GetReadyState(&readyState)) && readyState < nsIDOMHTMLMediaElement::HAVE_CURRENT_DATA) { //No frame inside, just return return false; } // If it doesn't have a principal, just bail nsCOMPtr principal = video->GetCurrentPrincipal(); if (!principal) { return false; } mozilla::layers::ImageContainer* container = video->GetImageContainer(); if (!container) { return false; } if (video->GetCORSMode() == CORS_NONE) { bool subsumes; nsresult rv = mCanvasElement->NodePrincipal()->Subsumes(principal, &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 false; } } gl->MakeCurrent(); nsRefPtr srcImage = container->LockCurrentImage(); WebGLTexture* tex = activeBoundTextureForTexImageTarget(texImageTarget); const WebGLTexture::ImageInfo& info = tex->ImageInfoAt(texImageTarget, 0); bool dimensionsMatch = info.Width() == srcImage->GetSize().width && info.Height() == srcImage->GetSize().height; if (!dimensionsMatch) { // we need to allocation gl->fTexImage2D(texImageTarget.get(), level, internalformat, srcImage->GetSize().width, srcImage->GetSize().height, 0, format, type, nullptr); } bool ok = gl->BlitHelper()->BlitImageToTexture(srcImage.get(), srcImage->GetSize(), tex->GLName(), texImageTarget.get(), mPixelStoreFlipY); if (ok) { TexInternalFormat effectiveinternalformat = EffectiveInternalFormatFromInternalFormatAndType(internalformat, type); MOZ_ASSERT(effectiveinternalformat != LOCAL_GL_NONE); tex->SetImageInfo(texImageTarget, level, srcImage->GetSize().width, srcImage->GetSize().height, 1, effectiveinternalformat, WebGLImageDataStatus::InitializedImageData); tex->Bind(TexImageTargetToTexTarget(texImageTarget)); } srcImage = nullptr; container->UnlockCurrentImage(); return ok; } //////////////////////////////////////////////////////////////////////////////// WebGLContext::ScopedMaskWorkaround::ScopedMaskWorkaround(WebGLContext& webgl) : mWebGL(webgl) , mNeedsChange(NeedsChange(webgl)) { if (mNeedsChange) { mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0], mWebGL.mColorWriteMask[1], mWebGL.mColorWriteMask[2], false); } } WebGLContext::ScopedMaskWorkaround::~ScopedMaskWorkaround() { if (mNeedsChange) { mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0], mWebGL.mColorWriteMask[1], mWebGL.mColorWriteMask[2], mWebGL.mColorWriteMask[3]); } } //////////////////////////////////////////////////////////////////////////////// // XPCOM goop NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext) NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext) NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLContext, mCanvasElement, mExtensions, mBound2DTextures, mBoundCubeMapTextures, mBound3DTextures, mBoundArrayBuffer, mBoundTransformFeedbackBuffer, mCurrentProgram, mBoundFramebuffer, mBoundRenderbuffer, mBoundVertexArray, mDefaultVertexArray, mActiveOcclusionQuery, mActiveTransformFeedbackQuery) NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext) NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext) NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal) NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference) // If the exact way we cast to nsISupports here ever changes, fix our // ToSupports() method. NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext) NS_INTERFACE_MAP_END