gecko/content/canvas/src/WebGLContext.cpp

1416 lines
47 KiB
C++

/* -*- 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 "WebGLExtensions.h"
#include "WebGLContextUtils.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 "nsIPropertyBag.h"
#include "nsIVariant.h"
#include "imgIEncoder.h"
#include "gfxContext.h"
#include "gfxPattern.h"
#include "gfxUtils.h"
#include "CanvasUtils.h"
#include "nsDisplayList.h"
#include "GLContextProvider.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 "mozilla/Services.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/dom/BindingUtils.h"
#include "Layers.h"
using namespace mozilla;
using namespace mozilla::gl;
using namespace mozilla::dom;
using namespace mozilla::layers;
NS_IMETHODIMP
WebGLMemoryPressureObserver::Observe(nsISupports* aSubject,
const char* aTopic,
const PRUnichar* aSomeData)
{
if (strcmp(aTopic, "memory-pressure") == 0)
mContext->ForceLoseContext();
return NS_OK;
}
nsresult NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult);
nsresult
NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult)
{
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_USED, 1);
nsIDOMWebGLRenderingContext* ctx = new WebGLContext();
if (!ctx)
return NS_ERROR_OUT_OF_MEMORY;
NS_ADDREF(*aResult = ctx);
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)
{
SetIsDOMBinding();
mGeneration = 0;
mInvalidated = false;
mResetLayer = true;
mOptionsFrozen = false;
mActiveTexture = 0;
mWebGLError = LOCAL_GL_NO_ERROR;
mPixelStoreFlipY = false;
mPixelStorePremultiplyAlpha = false;
mPixelStoreColorspaceConversion = BROWSER_DEFAULT_WEBGL;
mShaderValidation = true;
mBlackTexturesAreInitialized = false;
mFakeBlackStatus = DoNotNeedFakeBlack;
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 = VertexAttrib0Status::Default;
// these are de default values, see 6.2 State tables in the OpenGL ES 2.0.25 spec
mColorWriteMask[0] = 1;
mColorWriteMask[1] = 1;
mColorWriteMask[2] = 1;
mColorWriteMask[3] = 1;
mDepthWriteMask = 1;
mColorClearValue[0] = 0.f;
mColorClearValue[1] = 0.f;
mColorClearValue[2] = 0.f;
mColorClearValue[3] = 0.f;
mDepthClearValue = 1.f;
mStencilClearValue = 0;
mStencilRefFront = 0;
mStencilRefBack = 0;
mStencilValueMaskFront = 0xffffffff;
mStencilValueMaskBack = 0xffffffff;
mStencilWriteMaskFront = 0xffffffff;
mStencilWriteMaskBack = 0xffffffff;
mScissorTestEnabled = 0;
mDitherEnabled = 1;
mBackbufferClearingStatus = BackbufferClearingStatus::NotClearedSinceLastPresented;
// 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;
mGLMaxCubeMapTextureSize = 0;
mGLMaxTextureImageUnits = 0;
mGLMaxVertexTextureImageUnits = 0;
mGLMaxVaryingVectors = 0;
mGLMaxFragmentUniformVectors = 0;
mGLMaxVertexUniformVectors = 0;
// See OpenGL ES 2.0.25 spec, 6.2 State Tables, table 6.13
mPixelStorePackAlignment = 4;
mPixelStoreUnpackAlignment = 4;
WebGLMemoryMultiReporterWrapper::AddWebGLContext(this);
mAllowRestore = true;
mContextLossTimerRunning = false;
mDrawSinceContextLossTimerSet = false;
mContextRestorer = do_CreateInstance("@mozilla.org/timer;1");
mContextStatus = ContextStable;
mContextLostErrorSet = false;
mAlreadyGeneratedWarnings = 0;
mAlreadyWarnedAboutFakeVertexAttrib0 = false;
mLastUseIndex = 0;
}
WebGLContext::~WebGLContext()
{
DestroyResourcesAndContext();
WebGLMemoryMultiReporterWrapper::RemoveWebGLContext(this);
TerminateContextLossTimer();
mContextRestorer = nullptr;
}
JSObject*
WebGLContext::WrapObject(JSContext *cx, JSObject *scope,
bool *triedToWrap)
{
return dom::WebGLRenderingContextBinding::Wrap(cx, scope, this,
triedToWrap);
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (mMemoryPressureObserver) {
nsCOMPtr<nsIObserverService> observerService
= mozilla::services::GetObserverService();
if (observerService) {
observerService->RemoveObserver(mMemoryPressureObserver,
"memory-pressure");
}
mMemoryPressureObserver = nullptr;
}
if (!gl)
return;
gl->MakeCurrent();
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBoundArrayBuffer = nullptr;
mBoundElementArrayBuffer = nullptr;
mCurrentProgram = nullptr;
mBoundFramebuffer = nullptr;
mBoundRenderbuffer = nullptr;
mAttribBuffers.Clear();
while (!mTextures.isEmpty())
mTextures.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();
if (mBlackTexturesAreInitialized) {
gl->fDeleteTextures(1, &mBlackTexture2D);
gl->fDeleteTextures(1, &mBlackTextureCubeMap);
mBlackTexturesAreInitialized = false;
}
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
}
// 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
//
static bool
GetBoolFromPropertyBag(nsIPropertyBag *bag, const char *propName, bool *boolResult)
{
nsCOMPtr<nsIVariant> vv;
bool bv;
nsresult rv = bag->GetProperty(NS_ConvertASCIItoUTF16(propName), getter_AddRefs(vv));
if (NS_FAILED(rv) || !vv)
return false;
rv = vv->GetAsBool(&bv);
if (NS_FAILED(rv))
return false;
*boolResult = bv ? true : false;
return true;
}
NS_IMETHODIMP
WebGLContext::SetContextOptions(nsIPropertyBag *aOptions)
{
if (!aOptions)
return NS_OK;
WebGLContextOptions newOpts;
GetBoolFromPropertyBag(aOptions, "stencil", &newOpts.stencil);
GetBoolFromPropertyBag(aOptions, "depth", &newOpts.depth);
GetBoolFromPropertyBag(aOptions, "premultipliedAlpha", &newOpts.premultipliedAlpha);
GetBoolFromPropertyBag(aOptions, "antialias", &newOpts.antialias);
GetBoolFromPropertyBag(aOptions, "preserveDrawingBuffer", &newOpts.preserveDrawingBuffer);
GetBoolFromPropertyBag(aOptions, "alpha", &newOpts.alpha);
// enforce that if stencil is specified, we also give back depth
newOpts.depth |= newOpts.stencil;
#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;
}
NS_IMETHODIMP
WebGLContext::SetDimensions(int32_t width, int32_t height)
{
// Early error return cases
if (width < 0 || height < 0) {
GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
return NS_ERROR_OUT_OF_MEMORY;
}
if (!GetCanvas())
return NS_ERROR_FAILURE;
// Early success return cases
GetCanvas()->InvalidateCanvas();
if (gl && mWidth == width && mHeight == height)
return NS_OK;
// Zero-sized surfaces can cause problems.
if (width == 0 || height == 0) {
width = 1;
height = 1;
}
// If we already have a gl context, then we just need to resize it
if (gl) {
MakeContextCurrent();
gl->ResizeOffscreen(gfxIntSize(width, height)); // Doesn't matter if it succeeds (soft-fail)
// It's unlikely that we'll get a proper-sized context if we recreate if we didn't on resize
// everything's good, we're done here
mWidth = gl->OffscreenActualSize().width;
mHeight = gl->OffscreenActualSize().height;
mResetLayer = true;
gl->ClearSafely();
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();
// Get some prefs for some preferred/overriden things
NS_ENSURE_TRUE(Preferences::GetRootBranch(), NS_ERROR_FAILURE);
#ifdef XP_WIN
bool preferEGL =
Preferences::GetBool("webgl.prefer-egl", false);
bool preferOpenGL =
Preferences::GetBool("webgl.prefer-native-gl", false);
#endif
bool forceEnabled =
Preferences::GetBool("webgl.force-enabled", false);
bool useMesaLlvmPipe =
Preferences::GetBool("gfx.prefer-mesa-llvmpipe", false);
bool disabled =
Preferences::GetBool("webgl.disabled", false);
bool prefer16bit =
Preferences::GetBool("webgl.prefer-16bpp", false);
ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
if (disabled)
return NS_ERROR_FAILURE;
// 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())
return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
gl::ContextFormat format(gl::ContextFormat::BasicRGBA32);
if (mOptions.depth) {
format.depth = 24;
format.minDepth = 16;
}
if (mOptions.stencil) {
format.stencil = 8;
format.minStencil = 8;
}
if (!mOptions.alpha) {
format.alpha = 0;
format.minAlpha = 0;
}
// we should really have this behind a
// |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but
// for now it's just behind a pref for testing/evaluation.
if (prefer16bit) {
// Select 4444 or 565 on 16-bit displays; we won't/shouldn't
// hit this on the desktop, but let mobile know we're ok with
// it. Note that we don't just set this to 4440 if no alpha,
// because that might cause us to choose 4444 anyway and we
// don't want that.
if (mOptions.alpha) {
format.red = 4;
format.green = 4;
format.blue = 4;
format.alpha = 4;
} else {
format.red = 5;
format.green = 6;
format.blue = 5;
format.alpha = 0;
}
}
bool forceMSAA =
Preferences::GetBool("webgl.msaa-force", false);
int32_t status;
nsCOMPtr<nsIGfxInfo> gfxInfo = do_GetService("@mozilla.org/gfx/info;1");
if (mOptions.antialias &&
gfxInfo &&
NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_MSAA, &status))) {
if (status == nsIGfxInfo::FEATURE_NO_INFO || forceMSAA) {
uint32_t msaaLevel = Preferences::GetUint("webgl.msaa-level", 2);
format.samples = msaaLevel*msaaLevel;
}
}
#ifdef XP_WIN
if (PR_GetEnv("MOZ_WEBGL_PREFER_EGL")) {
preferEGL = true;
}
#endif
// Ask GfxInfo about what we should use
bool useOpenGL = true;
#ifdef XP_WIN
bool useANGLE = true;
#endif
if (gfxInfo && !forceEnabled) {
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_OPENGL, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useOpenGL = false;
}
}
#ifdef XP_WIN
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_ANGLE, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useANGLE = false;
}
}
#endif
}
#ifdef XP_WIN
// allow forcing GL and not EGL/ANGLE
if (useMesaLlvmPipe || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) {
preferEGL = false;
useANGLE = false;
useOpenGL = true;
}
#endif
#ifdef XP_WIN
// if we want EGL, try it now
if (!gl && (preferEGL || useANGLE) && !preferOpenGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
GenerateWarning("Error during ANGLE OpenGL ES initialization");
return NS_ERROR_FAILURE;
}
}
#endif
// try the default provider, whatever that is
if (!gl && useOpenGL) {
GLContext::ContextFlags flag = useMesaLlvmPipe
? GLContext::ContextFlagsMesaLLVMPipe
: GLContext::ContextFlagsNone;
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height),
format, flag);
if (gl && !InitAndValidateGL()) {
GenerateWarning("Error during %s initialization",
useMesaLlvmPipe ? "Mesa LLVMpipe" : "OpenGL");
return NS_ERROR_FAILURE;
}
}
if (!gl) {
GenerateWarning("Can't get a usable WebGL context");
return NS_ERROR_FAILURE;
}
#ifdef DEBUG
if (gl->DebugMode()) {
printf_stderr("--- WebGL context created: %p\n", gl.get());
}
#endif
mWidth = width;
mHeight = height;
mResetLayer = true;
mOptionsFrozen = true;
mHasRobustness = gl->HasRobustness();
// increment the generation number
++mGeneration;
#if 0
if (mGeneration > 0) {
// XXX dispatch context lost event
}
#endif
MakeContextCurrent();
// Make sure that we clear this out, otherwise
// we'll end up displaying random memory
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, gl->GetOffscreenFBO());
gl->fViewport(0, 0, mWidth, mHeight);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->fClearDepth(1.0f);
gl->fClearStencil(0);
gl->ClearSafely();
reporter.SetSuccessful();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f, uint32_t aFlags)
{
if (!gl)
return NS_OK;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
gl->ReadPixelsIntoImageSurface(surf);
bool srcPremultAlpha = mOptions.premultipliedAlpha;
bool dstPremultAlpha = aFlags & RenderFlagPremultAlpha;
if (!srcPremultAlpha && dstPremultAlpha) {
gfxUtils::PremultiplyImageSurface(surf);
} else if (srcPremultAlpha && !dstPremultAlpha) {
gfxUtils::UnpremultiplyImageSurface(surf);
}
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
pat->SetFilter(f);
// Pixels from ReadPixels will be "upside down" compared to
// what cairo wants, so draw with a y-flip and a translte to
// flip them.
gfxMatrix m;
m.Translate(gfxPoint(0.0, mHeight));
m.Scale(1.0, -1.0);
pat->SetMatrix(m);
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->Fill();
return NS_OK;
}
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();
WebGLMemoryMultiReporterWrapper::ContextsArrayType &contexts
= WebGLMemoryMultiReporterWrapper::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<WebGLContext*>(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<WebGLContext*>(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<WebGLContext*>(oldestContext)->LoseContext();
}
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream)
{
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl)
return NS_ERROR_FAILURE;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
nsRefPtr<gfxContext> tmpcx = new gfxContext(surf);
// Use Render() to make sure that appropriate y-flip gets applied
uint32_t flags = mOptions.premultipliedAlpha ? RenderFlagPremultAlpha : 0;
nsresult rv = Render(tmpcx, gfxPattern::FILTER_NEAREST, flags);
if (NS_FAILED(rv))
return rv;
const char encoderPrefix[] = "@mozilla.org/image/encoder;2?type=";
nsAutoArrayPtr<char> conid(new char[strlen(encoderPrefix) + strlen(aMimeType) + 1]);
if (!conid)
return NS_ERROR_OUT_OF_MEMORY;
strcpy(conid, encoderPrefix);
strcat(conid, aMimeType);
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(conid);
if (!encoder)
return NS_ERROR_FAILURE;
int 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(surf);
format = imgIEncoder::INPUT_FORMAT_RGBA;
}
rv = encoder->InitFromData(surf->Data(),
mWidth * mHeight * 4,
mWidth, mHeight,
surf->Stride(),
format,
nsDependentString(aEncoderOptions));
NS_ENSURE_SUCCESS(rv, rv);
return CallQueryInterface(encoder, aStream);
}
NS_IMETHODIMP
WebGLContext::GetThebesSurface(gfxASurface **surface)
{
return NS_ERROR_NOT_AVAILABLE;
}
void WebGLContext::UpdateLastUseIndex()
{
static CheckedInt<uint64_t> 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:
WebGLContextUserData(nsHTMLCanvasElement *aContent)
: mContent(aContent) {}
/** 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<WebGLContextUserData*>(aData);
nsHTMLCanvasElement *canvas = userdata->mContent;
WebGLContext *context = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
context->mBackbufferClearingStatus = BackbufferClearingStatus::NotClearedSinceLastPresented;
canvas->MarkContextClean();
context->UpdateLastUseIndex();
}
private:
nsRefPtr<nsHTMLCanvasElement> mContent;
};
} // end namespace mozilla
already_AddRefed<layers::CanvasLayer>
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* aBuilder,
CanvasLayer *aOldLayer,
LayerManager *aManager)
{
if (!IsContextStable())
return nullptr;
if (!mResetLayer && aOldLayer &&
aOldLayer->HasUserData(&gWebGLLayerUserData)) {
NS_ADDREF(aOldLayer);
return aOldLayer;
}
nsRefPtr<CanvasLayer> 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->SetUserData(&gWebGLLayerUserData, userData);
CanvasLayer::Data data;
// the gl context may either provide a native PBuffer, in which case we want to initialize
// data with the gl context directly, or may provide a surface to which it renders (this is the case
// of OSMesa contexts), in which case we want to initialize data with that surface.
void* native_surface = gl->GetNativeData(gl::GLContext::NativeImageSurface);
if (native_surface) {
data.mSurface = static_cast<gfxASurface*>(native_surface);
} else {
data.mGLContext = gl.get();
}
data.mSize = nsIntSize(mWidth, mHeight);
data.mGLBufferIsPremultiplied = mOptions.premultipliedAlpha ? true : false;
canvasLayer->Initialize(data);
uint32_t flags = gl->CreationFormat().alpha == 0 ? Layer::CONTENT_OPAQUE : 0;
canvasLayer->SetContentFlags(flags);
canvasLayer->Updated();
mResetLayer = false;
return canvasLayer.forget().get();
}
void
WebGLContext::GetContextAttributes(dom::WebGLContextAttributes &result)
{
if (!IsContextStable())
{
// XXXbz spec says we should still return our attributes in
// this case! Should we store them all in mOptions?
return;
}
gl::ContextFormat cf = gl->ActualFormat();
result.alpha = cf.alpha > 0;
result.depth = cf.depth > 0;
result.stencil = cf.stencil > 0;
result.antialias = cf.samples > 1;
result.premultipliedAlpha = mOptions.premultipliedAlpha;
result.preserveDrawingBuffer = mOptions.preserveDrawingBuffer;
}
bool
WebGLContext::IsExtensionEnabled(WebGLExtensionID ext) const {
return mExtensions.SafeElementAt(ext);
}
/* [noscript] DOMString mozGetUnderlyingParamString(in WebGLenum pname); */
NS_IMETHODIMP
WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
{
if (!IsContextStable())
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;
}
bool WebGLContext::IsExtensionSupported(JSContext *cx, WebGLExtensionID ext) const
{
if (mDisableExtensions) {
return false;
}
switch (ext) {
case OES_standard_derivatives:
case WEBGL_lose_context:
// We always support these extensions.
return true;
case OES_texture_float:
return gl->IsExtensionSupported(gl->IsGLES2() ? GLContext::OES_texture_float
: GLContext::ARB_texture_float);
case EXT_texture_filter_anisotropic:
return gl->IsExtensionSupported(GLContext::EXT_texture_filter_anisotropic);
case WEBGL_compressed_texture_s3tc:
if (gl->IsExtensionSupported(GLContext::EXT_texture_compression_s3tc)) {
return true;
}
else if (gl->IsExtensionSupported(GLContext::EXT_texture_compression_dxt1) &&
gl->IsExtensionSupported(GLContext::ANGLE_texture_compression_dxt3) &&
gl->IsExtensionSupported(GLContext::ANGLE_texture_compression_dxt5))
{
return true;
}
else
{
return false;
}
case WEBGL_compressed_texture_atc:
return gl->IsExtensionSupported(GLContext::AMD_compressed_ATC_texture);
case WEBGL_compressed_texture_pvrtc:
return gl->IsExtensionSupported(GLContext::IMG_texture_compression_pvrtc);
case WEBGL_depth_texture:
if (gl->IsGLES2() &&
gl->IsExtensionSupported(GLContext::OES_packed_depth_stencil) &&
gl->IsExtensionSupported(GLContext::OES_depth_texture))
{
return true;
}
else if (!gl->IsGLES2() &&
gl->IsExtensionSupported(GLContext::EXT_packed_depth_stencil))
{
return true;
}
else
{
return false;
}
case WEBGL_debug_renderer_info:
return xpc::AccessCheck::isChrome(js::GetContextCompartment(cx));
default:
MOZ_ASSERT(false, "should not get there.");
}
MOZ_ASSERT(false, "should not get there.");
return false;
}
static bool
CompareWebGLExtensionName(const nsACString& name, const char *other)
{
return name.Equals(other, nsCaseInsensitiveCStringComparator());
}
JSObject*
WebGLContext::GetExtension(JSContext *cx, const nsAString& aName, ErrorResult& rv)
{
if (!IsContextStable())
return nullptr;
NS_LossyConvertUTF16toASCII name(aName);
WebGLExtensionID ext = WebGLExtensionID_unknown_extension;
// step 1: figure what extension is wanted
if (CompareWebGLExtensionName(name, "OES_texture_float"))
{
ext = OES_texture_float;
}
else if (CompareWebGLExtensionName(name, "OES_standard_derivatives"))
{
ext = OES_standard_derivatives;
}
else if (CompareWebGLExtensionName(name, "EXT_texture_filter_anisotropic"))
{
ext = EXT_texture_filter_anisotropic;
}
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_lose_context"))
{
ext = WEBGL_lose_context;
}
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_compressed_texture_s3tc"))
{
ext = WEBGL_compressed_texture_s3tc;
}
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_compressed_texture_atc"))
{
ext = WEBGL_compressed_texture_atc;
}
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_compressed_texture_pvrtc"))
{
ext = WEBGL_compressed_texture_pvrtc;
}
else if (CompareWebGLExtensionName(name, "WEBGL_debug_renderer_info"))
{
ext = WEBGL_debug_renderer_info;
}
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_depth_texture"))
{
ext = WEBGL_depth_texture;
}
if (ext == WebGLExtensionID_unknown_extension) {
return nullptr;
}
// step 2: check if the extension is supported
if (!IsExtensionSupported(cx, ext)) {
return nullptr;
}
// step 3: if the extension hadn't been previously been created, create it now, thus enabling it
if (!IsExtensionEnabled(ext)) {
WebGLExtensionBase *obj = nullptr;
switch (ext) {
case OES_standard_derivatives:
obj = new WebGLExtensionStandardDerivatives(this);
break;
case EXT_texture_filter_anisotropic:
obj = new WebGLExtensionTextureFilterAnisotropic(this);
break;
case WEBGL_lose_context:
obj = new WebGLExtensionLoseContext(this);
break;
case WEBGL_compressed_texture_s3tc:
obj = new WebGLExtensionCompressedTextureS3TC(this);
break;
case WEBGL_compressed_texture_atc:
obj = new WebGLExtensionCompressedTextureATC(this);
break;
case WEBGL_compressed_texture_pvrtc:
obj = new WebGLExtensionCompressedTexturePVRTC(this);
break;
case WEBGL_debug_renderer_info:
obj = new WebGLExtensionDebugRendererInfo(this);
break;
case WEBGL_depth_texture:
obj = new WebGLExtensionDepthTexture(this);
break;
case OES_texture_float:
obj = new WebGLExtensionTextureFloat(this);
break;
default:
MOZ_ASSERT(false, "should not get there.");
}
mExtensions.EnsureLengthAtLeast(ext + 1);
mExtensions[ext] = obj;
}
return WebGLObjectAsJSObject(cx, mExtensions[ext].get(), rv);
}
void
WebGLContext::ForceClearFramebufferWithDefaultValues(uint32_t mask, const nsIntRect& viewportRect)
{
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);
// 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
// prepare GL state for clearing
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
gl->fDisable(LOCAL_GL_DITHER);
if (initializeColorBuffer) {
gl->fColorMask(1, 1, 1, 1);
gl->fClearColor(0.f, 0.f, 0.f, 0.f);
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {
gl->fStencilMask(0xffffffff);
gl->fClearStencil(0);
}
// do clear
gl->fClear(mask);
// restore GL state after clearing
if (initializeColorBuffer) {
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);
}
if (mDitherEnabled)
gl->fEnable(LOCAL_GL_DITHER);
else
gl->fDisable(LOCAL_GL_DITHER);
if (mScissorTestEnabled)
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
else
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
void
WebGLContext::EnsureBackbufferClearedAsNeeded()
{
if (mOptions.preserveDrawingBuffer)
return;
NS_ABORT_IF_FALSE(!mBoundFramebuffer,
"EnsureBackbufferClearedAsNeeded must not be called when a FBO is bound");
if (mBackbufferClearingStatus != BackbufferClearingStatus::NotClearedSinceLastPresented)
return;
mBackbufferClearingStatus = BackbufferClearingStatus::ClearedToDefaultValues;
ForceClearFramebufferWithDefaultValues(LOCAL_GL_COLOR_BUFFER_BIT |
LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT,
nsIntRect(0, 0, mWidth, mHeight));
Invalidate();
}
void
WebGLContext::DummyFramebufferOperation(const char *info)
{
WebGLenum status = CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE)
return;
else
return ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info);
}
// 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::RobustnessTimerCallback(nsITimer* timer)
{
TerminateContextLossTimer();
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 the context has been lost and we're waiting for it to be restored, do
// that now.
if (mContextStatus == ContextLostAwaitingEvent) {
bool defaultAction;
nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextlost"),
true,
true,
&defaultAction);
// If the script didn't handle the event, we don't allow restores.
if (defaultAction)
mAllowRestore = false;
// If the script handled the event and we are allowing restores, then
// mark it to be restored. Otherwise, leave it as context lost
// (unusable).
if (!defaultAction && mAllowRestore) {
ForceRestoreContext();
// Restart the timer so that it will be restored on the next
// callback.
SetupContextLossTimer();
} else {
mContextStatus = ContextLost;
}
} else if (mContextStatus == ContextLostAwaitingRestore) {
// Try to restore the context. If it fails, try again later.
if (NS_FAILED(SetDimensions(mWidth, mHeight))) {
SetupContextLossTimer();
return;
}
mContextStatus = ContextStable;
nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextrestored"),
true,
true);
// Set all flags back to the state they were in before the context was
// lost.
mContextLostErrorSet = false;
mAllowRestore = true;
}
MaybeRestoreContext();
return;
}
void
WebGLContext::MaybeRestoreContext()
{
// Don't try to handle it if we already know it's busted.
if (mContextStatus != ContextStable || gl == nullptr)
return;
bool isEGL = gl->GetContextType() == GLContext::ContextTypeEGL,
isANGLE = gl->IsANGLE();
GLContext::ContextResetARB resetStatus = GLContext::CONTEXT_NO_ERROR;
if (mHasRobustness) {
gl->MakeCurrent();
resetStatus = (GLContext::ContextResetARB) 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, so we must assume the worst
// case.
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
resetStatus = GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB;
}
}
if (resetStatus != GLContext::CONTEXT_NO_ERROR) {
// It's already lost, but clean up after it and signal to JS that it is
// lost.
ForceLoseContext();
}
switch (resetStatus) {
case GLContext::CONTEXT_NO_ERROR:
// If there has been activity since the timer was set, it's possible
// that we did or are going to miss something, so clear this flag and
// run it again some time later.
if (mDrawSinceContextLossTimerSet)
SetupContextLossTimer();
break;
case GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page caused the graphics card to reset; not restoring the context");
mAllowRestore = false;
break;
case GLContext::CONTEXT_INNOCENT_CONTEXT_RESET_ARB:
break;
case GLContext::CONTEXT_UNKNOWN_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page might have caused the graphics card to reset");
if (isEGL && isANGLE) {
// If we're using ANGLE, we ONLY get back UNKNOWN context resets, including for guilty contexts.
// This means that we can't restore it or risk restoring a guilty context. Should this ever change,
// we can get rid of the whole IsANGLE() junk from GLContext.h since, as of writing, this is the
// only use for it. See ANGLE issue 261.
mAllowRestore = false;
}
break;
}
}
void
WebGLContext::ForceLoseContext()
{
if (mContextStatus == ContextLostAwaitingEvent)
return;
mContextStatus = ContextLostAwaitingEvent;
// Queue up a task to restore the event.
SetupContextLossTimer();
DestroyResourcesAndContext();
}
void
WebGLContext::ForceRestoreContext()
{
mContextStatus = ContextLostAwaitingRestore;
}
void
WebGLContext::GetSupportedExtensions(JSContext *cx, Nullable< nsTArray<nsString> > &retval)
{
retval.SetNull();
if (!IsContextStable())
return;
nsTArray<nsString>& arr = retval.SetValue();
if (IsExtensionSupported(cx, OES_texture_float))
arr.AppendElement(NS_LITERAL_STRING("OES_texture_float"));
if (IsExtensionSupported(cx, OES_standard_derivatives))
arr.AppendElement(NS_LITERAL_STRING("OES_standard_derivatives"));
if (IsExtensionSupported(cx, EXT_texture_filter_anisotropic))
arr.AppendElement(NS_LITERAL_STRING("EXT_texture_filter_anisotropic"));
if (IsExtensionSupported(cx, WEBGL_lose_context))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_lose_context"));
if (IsExtensionSupported(cx, WEBGL_compressed_texture_s3tc))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_s3tc"));
if (IsExtensionSupported(cx, WEBGL_compressed_texture_atc))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_atc"));
if (IsExtensionSupported(cx, WEBGL_compressed_texture_pvrtc))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_pvrtc"));
if (IsExtensionSupported(cx, WEBGL_debug_renderer_info))
arr.AppendElement(NS_LITERAL_STRING("WEBGL_debug_renderer_info"));
if (IsExtensionSupported(cx, WEBGL_depth_texture))
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_depth_texture"));
}
//
// XPCOM goop
//
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_CLASS(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_TRACE_WRAPPERCACHE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mCanvasElement)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSTARRAY(mExtensions)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSTARRAY(mBound2DTextures)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSTARRAY(mBoundCubeMapTextures)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mBoundArrayBuffer)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mBoundElementArrayBuffer)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mCurrentProgram)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mBoundFramebuffer)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSCOMPTR(mBoundRenderbuffer)
NS_IMPL_CYCLE_COLLECTION_UNLINK_NSTARRAY(mAttribBuffers)
NS_IMPL_CYCLE_COLLECTION_UNLINK_PRESERVED_WRAPPER
NS_IMPL_CYCLE_COLLECTION_UNLINK_END
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR_AMBIGUOUS(mCanvasElement, nsINode)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSTARRAY_OF_NSCOMPTR(mExtensions)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSTARRAY_OF_NSCOMPTR(mBound2DTextures)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSTARRAY_OF_NSCOMPTR(mBoundCubeMapTextures)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mBoundArrayBuffer)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mBoundElementArrayBuffer)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mCurrentProgram)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mBoundFramebuffer)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSCOMPTR(mBoundRenderbuffer)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_NSTARRAY_OF_NSCOMPTR(mAttribBuffers)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_SCRIPT_OBJECTS
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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
// PreCreate hook!
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports,
nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_END