gecko/gfx/gl/GLContext.h

3773 lines
115 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <stdio.h>
#include <stdint.h>
#include <ctype.h>
#include <map>
#include <bitset>
#ifdef DEBUG
#include <string.h>
#endif
#ifdef WIN32
#include <windows.h>
#endif
#ifdef GetClassName
#undef GetClassName
#endif
#include "GLDefs.h"
#include "GLLibraryLoader.h"
#include "gfxImageSurface.h"
#include "gfx3DMatrix.h"
#include "nsISupportsImpl.h"
#include "plstr.h"
#include "nsDataHashtable.h"
#include "nsHashKeys.h"
#include "nsAutoPtr.h"
#include "GLContextTypes.h"
#include "GLTextureImage.h"
#include "SurfaceTypes.h"
#include "GLScreenBuffer.h"
#include "GLContextSymbols.h"
#include "mozilla/GenericRefCounted.h"
class nsIntRegion;
class nsIRunnable;
class nsIThread;
namespace android {
class GraphicBuffer;
}
namespace mozilla {
namespace gfx {
class SharedSurface;
class SourceSurface;
class DataSourceSurface;
struct SurfaceCaps;
}
namespace gl {
class GLContext;
class GLLibraryEGL;
class GLScreenBuffer;
class TextureGarbageBin;
}
namespace layers {
class ColorTextureLayerProgram;
class LayerManagerOGL;
}
}
namespace mozilla {
namespace gl {
/** GLFeature::Enum
* We don't use typed enum to keep the implicit integer conversion.
* This enum should be sorted by name.
*/
namespace GLFeature {
enum Enum {
bind_buffer_offset,
blend_minmax,
depth_texture,
draw_buffers,
draw_instanced,
element_index_uint,
ES2_compatibility,
ES3_compatibility,
framebuffer_blit,
framebuffer_multisample,
framebuffer_object,
get_query_object_iv,
instanced_arrays,
instanced_non_arrays,
occlusion_query,
occlusion_query_boolean,
occlusion_query2,
packed_depth_stencil,
query_objects,
robustness,
sRGB,
standard_derivatives,
texture_float,
texture_float_linear,
texture_non_power_of_two,
transform_feedback,
vertex_array_object,
EnumMax
};
}
MOZ_BEGIN_ENUM_CLASS(ContextProfile, uint8_t)
Unknown = 0,
OpenGL, // only for IsAtLeast's <profile> parameter
OpenGLCore,
OpenGLCompatibility,
OpenGLES
MOZ_END_ENUM_CLASS(ContextProfile)
class GLContext
: public GLLibraryLoader
, public GenericAtomicRefCounted
{
// -----------------------------------------------------------------------------
// basic enums
public:
enum {
VendorIntel,
VendorNVIDIA,
VendorATI,
VendorQualcomm,
VendorImagination,
VendorNouveau,
VendorOther
};
enum {
RendererAdreno200,
RendererAdreno205,
RendererAdrenoTM205,
RendererAdrenoTM320,
RendererSGX530,
RendererSGX540,
RendererTegra,
RendererAndroidEmulator,
RendererOther
};
// -----------------------------------------------------------------------------
// basic getters
public:
/**
* Returns true if the context is using ANGLE. This should only be overridden
* for an ANGLE implementation.
*/
virtual bool IsANGLE() {
return false;
}
/**
* Return true if we are running on a OpenGL core profile context
*/
inline bool IsCoreProfile() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLCore;
}
/**
* Return true if we are running on a OpenGL compatibility profile context
* (legacy profile 2.1 on Max OS X)
*/
inline bool IsCompatibilityProfile() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLCompatibility;
}
/**
* Return true if the context is a true OpenGL ES context or an ANGLE context
*/
inline bool IsGLES() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLES;
}
static const char* GetProfileName(ContextProfile profile)
{
switch (profile)
{
case ContextProfile::OpenGL:
return "OpenGL";
case ContextProfile::OpenGLCore:
return "OpenGL Core";
case ContextProfile::OpenGLCompatibility:
return "OpenGL Compatibility";
case ContextProfile::OpenGLES:
return "OpenGL ES";
default:
break;
}
MOZ_ASSERT(profile != ContextProfile::Unknown, "unknown context profile");
return "OpenGL unknown profile";
}
/**
* Return true if we are running on a OpenGL core profile context
*/
const char* ProfileString() const {
return GetProfileName(mProfile);
}
/**
* Return true if the context is compatible with given parameters
*
* IsAtLeast(ContextProfile::OpenGL, N) is exactly same as
* IsAtLeast(ContextProfile::OpenGLCore, N) || IsAtLeast(ContextProfile::OpenGLCompatibility, N)
*/
inline bool IsAtLeast(ContextProfile profile, unsigned int version) const
{
MOZ_ASSERT(profile != ContextProfile::Unknown, "IsAtLeast: bad <profile> parameter");
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
MOZ_ASSERT(mVersion != 0, "unknown context version");
if (version > mVersion) {
return false;
}
if (profile == ContextProfile::OpenGL) {
return profile == ContextProfile::OpenGLCore ||
profile == ContextProfile::OpenGLCompatibility;
}
return profile == mProfile;
}
/**
* Return the version of the context.
* Example :
* If this a OpenGL 2.1, that will return 210
*/
inline unsigned int Version() const {
return mVersion;
}
const char* VersionString() const {
return mVersionString.get();
}
int Vendor() const {
return mVendor;
}
int Renderer() const {
return mRenderer;
}
bool IsContextLost() const {
return mContextLost;
}
/**
* If this context is double-buffered, returns TRUE.
*/
virtual bool IsDoubleBuffered() {
return false;
}
virtual GLContextType GetContextType() {
return ContextTypeUnknown;
}
virtual bool IsCurrent() = 0;
/**
* If this context is the GLES2 API, returns TRUE.
* This means that various GLES2 restrictions might be in effect (modulo
* extensions).
*/
inline bool IsGLES2() const {
return IsAtLeast(ContextProfile::OpenGLES, 200);
}
protected:
bool mInitialized;
bool mIsOffscreen;
bool mIsGlobalSharedContext;
bool mContextLost;
/**
* mVersion store the OpenGL's version, multiplied by 100. For example, if
* the context is an OpenGL 2.1 context, mVersion value will be 210.
*/
unsigned int mVersion;
nsCString mVersionString;
ContextProfile mProfile;
int32_t mVendor;
int32_t mRenderer;
inline void SetProfileVersion(ContextProfile profile, unsigned int version) {
MOZ_ASSERT(!mInitialized, "SetProfileVersion can only be called before initialization!");
MOZ_ASSERT(profile != ContextProfile::Unknown && profile != ContextProfile::OpenGL, "Invalid `profile` for SetProfileVersion");
MOZ_ASSERT(version >= 100, "Invalid `version` for SetProfileVersion");
mVersion = version;
mProfile = profile;
}
// -----------------------------------------------------------------------------
// Extensions management
/**
* This mechanism is designed to know if an extension is supported. In the long
* term, we would like to only use the extension group queries XXX_* to have
* full compatibility with context version and profiles (especialy the core that
* officialy don't bring any extensions).
*/
public:
/**
* Known GL extensions that can be queried by
* IsExtensionSupported. The results of this are cached, and as
* such it's safe to use this even in performance critical code.
* If you add to this array, remember to add to the string names
* in GLContext.cpp.
*/
enum GLExtensions {
EXT_framebuffer_object,
ARB_framebuffer_object,
ARB_texture_rectangle,
EXT_bgra,
EXT_texture_format_BGRA8888,
OES_depth24,
OES_depth32,
OES_stencil8,
OES_texture_npot,
ARB_depth_texture,
OES_depth_texture,
OES_packed_depth_stencil,
IMG_read_format,
EXT_read_format_bgra,
APPLE_client_storage,
ARB_texture_non_power_of_two,
ARB_pixel_buffer_object,
ARB_ES2_compatibility,
ARB_ES3_compatibility,
OES_texture_float,
OES_texture_float_linear,
ARB_texture_float,
EXT_unpack_subimage,
OES_standard_derivatives,
EXT_texture_filter_anisotropic,
EXT_texture_compression_s3tc,
EXT_texture_compression_dxt1,
ANGLE_texture_compression_dxt3,
ANGLE_texture_compression_dxt5,
AMD_compressed_ATC_texture,
IMG_texture_compression_pvrtc,
EXT_framebuffer_blit,
ANGLE_framebuffer_blit,
EXT_framebuffer_multisample,
ANGLE_framebuffer_multisample,
OES_rgb8_rgba8,
ARB_robustness,
EXT_robustness,
ARB_sync,
OES_EGL_image,
OES_EGL_sync,
OES_EGL_image_external,
EXT_packed_depth_stencil,
OES_element_index_uint,
OES_vertex_array_object,
ARB_vertex_array_object,
APPLE_vertex_array_object,
ARB_draw_buffers,
EXT_draw_buffers,
EXT_gpu_shader4,
EXT_blend_minmax,
ARB_draw_instanced,
EXT_draw_instanced,
NV_draw_instanced,
ARB_instanced_arrays,
NV_instanced_arrays,
ANGLE_instanced_arrays,
EXT_occlusion_query_boolean,
ARB_occlusion_query2,
EXT_transform_feedback,
NV_transform_feedback,
ANGLE_depth_texture,
EXT_sRGB,
EXT_texture_sRGB,
ARB_framebuffer_sRGB,
EXT_framebuffer_sRGB,
KHR_debug,
Extensions_Max,
Extensions_End
};
bool IsExtensionSupported(GLExtensions aKnownExtension) const {
return mAvailableExtensions[aKnownExtension];
}
void MarkExtensionUnsupported(GLExtensions aKnownExtension) {
mAvailableExtensions[aKnownExtension] = 0;
}
void MarkExtensionSupported(GLExtensions aKnownExtension) {
mAvailableExtensions[aKnownExtension] = 1;
}
public:
template<size_t N>
static void InitializeExtensionsBitSet(std::bitset<N>& extensionsBitset, const char* extStr, const char** extList, bool verbose = false)
{
char* exts = strdup(extStr);
if (verbose)
printf_stderr("Extensions: %s\n", exts);
char* cur = exts;
bool done = false;
while (!done) {
char* space = strchr(cur, ' ');
if (space) {
*space = '\0';
} else {
done = true;
}
for (int i = 0; extList[i]; ++i) {
if (PL_strcasecmp(cur, extList[i]) == 0) {
if (verbose)
printf_stderr("Found extension %s\n", cur);
extensionsBitset[i] = true;
}
}
cur = space + 1;
}
free(exts);
}
protected:
std::bitset<Extensions_Max> mAvailableExtensions;
// -----------------------------------------------------------------------------
// Feature queries
/*
* This mecahnism introduces a new way to check if a OpenGL feature is
* supported, regardless of whether it is supported by an extension or natively
* by the context version/profile
*/
public:
bool IsSupported(GLFeature::Enum feature) const {
return mAvailableFeatures[feature];
}
static const char* GetFeatureName(GLFeature::Enum feature);
private:
std::bitset<GLFeature::EnumMax> mAvailableFeatures;
/**
* Init features regarding OpenGL extension and context version and profile
*/
void InitFeatures();
/**
* Mark the feature and associated extensions as unsupported
*/
void MarkUnsupported(GLFeature::Enum feature);
// -----------------------------------------------------------------------------
// Robustness handling
public:
bool HasRobustness() {
return mHasRobustness;
}
/**
* The derived class is expected to provide information on whether or not it
* supports robustness.
*/
virtual bool SupportsRobustness() = 0;
private:
bool mHasRobustness;
// -----------------------------------------------------------------------------
// Error handling
public:
static const char* GLErrorToString(GLenum aError)
{
switch (aError) {
case LOCAL_GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case LOCAL_GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case LOCAL_GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case LOCAL_GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case LOCAL_GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case LOCAL_GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case LOCAL_GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
case LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
default:
return "";
}
}
/** \returns the first GL error, and guarantees that all GL error flags are cleared,
* i.e. that a subsequent GetError call will return NO_ERROR
*/
GLenum GetAndClearError()
{
// the first error is what we want to return
GLenum error = fGetError();
if (error) {
// clear all pending errors
while(fGetError()) {}
}
return error;
}
/*** In GL debug mode, we completely override glGetError ***/
GLenum fGetError()
{
#ifdef DEBUG
// debug mode ends up eating the error in AFTER_GL_CALL
if (DebugMode()) {
GLenum err = mGLError;
mGLError = LOCAL_GL_NO_ERROR;
return err;
}
#endif // DEBUG
return mSymbols.fGetError();
}
#ifdef DEBUG
private:
GLenum mGLError;
#endif // DEBUG
// -----------------------------------------------------------------------------
// MOZ_GL_DEBUG implementation
private:
#undef BEFORE_GL_CALL
#undef AFTER_GL_CALL
#ifdef DEBUG
#ifndef MOZ_FUNCTION_NAME
# ifdef __GNUC__
# define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
# elif defined(_MSC_VER)
# define MOZ_FUNCTION_NAME __FUNCTION__
# else
# define MOZ_FUNCTION_NAME __func__ // defined in C99, supported in various C++ compilers. Just raw function name.
# endif
#endif
void BeforeGLCall(const char* glFunction)
{
MOZ_ASSERT(IsCurrent());
if (DebugMode()) {
GLContext *currentGLContext = nullptr;
currentGLContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS);
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] > %s\n", this, glFunction);
if (this != currentGLContext) {
printf_stderr("Fatal: %s called on non-current context %p. "
"The current context for this thread is %p.\n",
glFunction, this, currentGLContext);
NS_ABORT();
}
}
}
void AfterGLCall(const char* glFunction)
{
if (DebugMode()) {
// calling fFinish() immediately after every GL call makes sure that if this GL command crashes,
// the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces
// tend to be meaningless
mSymbols.fFinish();
mGLError = mSymbols.fGetError();
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] < %s [0x%04x]\n", this, glFunction, mGLError);
if (mGLError != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s generated GL error %s(0x%04x)\n",
glFunction,
GLErrorToString(mGLError),
mGLError);
if (DebugMode() & DebugAbortOnError)
NS_ABORT();
}
}
}
GLContext *TrackingContext()
{
GLContext *tip = this;
while (tip->mSharedContext)
tip = tip->mSharedContext;
return tip;
}
#define BEFORE_GL_CALL \
do { \
BeforeGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#define AFTER_GL_CALL \
do { \
AfterGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#define TRACKING_CONTEXT(a) \
do { \
TrackingContext()->a; \
} while (0)
#else // ifdef DEBUG
#define BEFORE_GL_CALL do { } while (0)
#define AFTER_GL_CALL do { } while (0)
#define TRACKING_CONTEXT(a) do {} while (0)
#endif // ifdef DEBUG
#define ASSERT_SYMBOL_PRESENT(func) \
do {\
MOZ_ASSERT(strstr(MOZ_FUNCTION_NAME, #func) != nullptr, "Mismatched symbol check.");\
if (MOZ_UNLIKELY(!mSymbols.func)) {\
printf_stderr("RUNTIME ASSERT: Uninitialized GL function: %s\n", #func);\
MOZ_CRASH();\
}\
} while (0)
// Do whatever setup is necessary to draw to our offscreen FBO, if it's
// bound.
void BeforeGLDrawCall() {
}
// Do whatever tear-down is necessary after drawing to our offscreen FBO,
// if it's bound.
void AfterGLDrawCall()
{
if (mScreen)
mScreen->AfterDrawCall();
}
// Do whatever setup is necessary to read from our offscreen FBO, if it's
// bound.
void BeforeGLReadCall()
{
if (mScreen)
mScreen->BeforeReadCall();
}
// Do whatever tear-down is necessary after reading from our offscreen FBO,
// if it's bound.
void AfterGLReadCall() {
}
// -----------------------------------------------------------------------------
// GL official entry points
public:
void fActiveTexture(GLenum texture) {
BEFORE_GL_CALL;
mSymbols.fActiveTexture(texture);
AFTER_GL_CALL;
}
void fAttachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fAttachShader(program, shader);
AFTER_GL_CALL;
}
void fBeginQuery(GLenum target, GLuint id) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBeginQuery);
mSymbols.fBeginQuery(target, id);
AFTER_GL_CALL;
}
void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fBindAttribLocation(program, index, name);
AFTER_GL_CALL;
}
void fBindBuffer(GLenum target, GLuint buffer) {
BEFORE_GL_CALL;
mSymbols.fBindBuffer(target, buffer);
AFTER_GL_CALL;
}
void fBindFramebuffer(GLenum target, GLuint framebuffer) {
if (!mScreen) {
raw_fBindFramebuffer(target, framebuffer);
return;
}
switch (target) {
case LOCAL_GL_DRAW_FRAMEBUFFER_EXT:
mScreen->BindDrawFB(framebuffer);
return;
case LOCAL_GL_READ_FRAMEBUFFER_EXT:
mScreen->BindReadFB(framebuffer);
return;
case LOCAL_GL_FRAMEBUFFER:
mScreen->BindFB(framebuffer);
return;
default:
// Nothing we care about, likely an error.
break;
}
raw_fBindFramebuffer(target, framebuffer);
}
void fBindTexture(GLenum target, GLuint texture) {
BEFORE_GL_CALL;
mSymbols.fBindTexture(target, texture);
AFTER_GL_CALL;
}
void fBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
BEFORE_GL_CALL;
mSymbols.fBlendColor(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fBlendEquation(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fBlendEquation(mode);
AFTER_GL_CALL;
}
void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
AFTER_GL_CALL;
}
void fBlendFunc(GLenum sfactor, GLenum dfactor) {
BEFORE_GL_CALL;
mSymbols.fBlendFunc(sfactor, dfactor);
AFTER_GL_CALL;
}
void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
AFTER_GL_CALL;
}
private:
void raw_fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
BEFORE_GL_CALL;
mSymbols.fBufferData(target, size, data, usage);
AFTER_GL_CALL;
}
public:
void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
raw_fBufferData(target, size, data, usage);
// bug 744888
if (WorkAroundDriverBugs() &&
!data &&
Vendor() == VendorNVIDIA)
{
char c = 0;
fBufferSubData(target, size-1, 1, &c);
}
}
void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) {
BEFORE_GL_CALL;
mSymbols.fBufferSubData(target, offset, size, data);
AFTER_GL_CALL;
}
private:
void raw_fClear(GLbitfield mask) {
BEFORE_GL_CALL;
mSymbols.fClear(mask);
AFTER_GL_CALL;
}
public:
void fClear(GLbitfield mask) {
BeforeGLDrawCall();
raw_fClear(mask);
AfterGLDrawCall();
}
void fClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) {
BEFORE_GL_CALL;
mSymbols.fClearColor(r, g, b, a);
AFTER_GL_CALL;
}
void fClearStencil(GLint s) {
BEFORE_GL_CALL;
mSymbols.fClearStencil(s);
AFTER_GL_CALL;
}
void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha) {
BEFORE_GL_CALL;
mSymbols.fColorMask(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, pixels);
AFTER_GL_CALL;
}
void fCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, pixels);
AFTER_GL_CALL;
}
void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
y = FixYValue(y, height);
if (!IsTextureSizeSafeToPassToDriver(target, width, height)) {
// pass wrong values to cause the GL to generate GL_INVALID_VALUE.
// See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver.
level = -1;
width = -1;
height = -1;
border = -1;
}
BeforeGLReadCall();
raw_fCopyTexImage2D(target, level, internalformat,
x, y, width, height, border);
AfterGLReadCall();
}
void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
y = FixYValue(y, height);
BeforeGLReadCall();
raw_fCopyTexSubImage2D(target, level, xoffset, yoffset,
x, y, width, height);
AfterGLReadCall();
}
void fCullFace(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fCullFace(mode);
AFTER_GL_CALL;
}
void fDebugMessageCallback(GLDEBUGPROC callback, const GLvoid* userParam) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageCallback);
mSymbols.fDebugMessageCallback(callback, userParam);
AFTER_GL_CALL;
}
void fDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, realGLboolean enabled) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageControl);
mSymbols.fDebugMessageControl(source, type, severity, count, ids, enabled);
AFTER_GL_CALL;
}
void fDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageInsert);
mSymbols.fDebugMessageInsert(source, type, id, severity, length, buf);
AFTER_GL_CALL;
}
void fDetachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDetachShader(program, shader);
AFTER_GL_CALL;
}
void fDepthFunc(GLenum func) {
BEFORE_GL_CALL;
mSymbols.fDepthFunc(func);
AFTER_GL_CALL;
}
void fDepthMask(realGLboolean flag) {
BEFORE_GL_CALL;
mSymbols.fDepthMask(flag);
AFTER_GL_CALL;
}
void fDisable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fDisable(capability);
AFTER_GL_CALL;
}
void fDisableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fDisableVertexAttribArray(index);
AFTER_GL_CALL;
}
void fDrawBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fDrawBuffer(mode);
AFTER_GL_CALL;
}
private:
void raw_fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BEFORE_GL_CALL;
mSymbols.fDrawArrays(mode, first, count);
AFTER_GL_CALL;
}
void raw_fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
BEFORE_GL_CALL;
mSymbols.fDrawElements(mode, count, type, indices);
AFTER_GL_CALL;
}
public:
void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BeforeGLDrawCall();
raw_fDrawArrays(mode, first, count);
AfterGLDrawCall();
}
void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
BeforeGLDrawCall();
raw_fDrawElements(mode, count, type, indices);
AfterGLDrawCall();
}
void fEnable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fEnable(capability);
AFTER_GL_CALL;
}
void fEnableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fEnableVertexAttribArray(index);
AFTER_GL_CALL;
}
void fEndQuery(GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEndQuery);
mSymbols.fEndQuery(target);
AFTER_GL_CALL;
}
void fFinish() {
BEFORE_GL_CALL;
mSymbols.fFinish();
AFTER_GL_CALL;
}
void fFlush() {
BEFORE_GL_CALL;
mSymbols.fFlush();
AFTER_GL_CALL;
}
void fFrontFace(GLenum face) {
BEFORE_GL_CALL;
mSymbols.fFrontFace(face);
AFTER_GL_CALL;
}
void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type, name);
AFTER_GL_CALL;
}
void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type, name);
AFTER_GL_CALL;
}
void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
BEFORE_GL_CALL;
mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
AFTER_GL_CALL;
}
GLint fGetAttribLocation (GLuint program, const GLchar* name) {
BEFORE_GL_CALL;
GLint retval = mSymbols.fGetAttribLocation(program, name);
AFTER_GL_CALL;
return retval;
}
private:
void raw_fGetIntegerv(GLenum pname, GLint *params) {
BEFORE_GL_CALL;
mSymbols.fGetIntegerv(pname, params);
AFTER_GL_CALL;
}
public:
void fGetIntegerv(GLenum pname, GLint *params) {
switch (pname)
{
// LOCAL_GL_FRAMEBUFFER_BINDING is equal to
// LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT,
// so we don't need two cases.
case LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT:
if (mScreen) {
*params = mScreen->GetDrawFB();
} else {
raw_fGetIntegerv(pname, params);
}
break;
case LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT:
if (mScreen) {
*params = mScreen->GetReadFB();
} else {
raw_fGetIntegerv(pname, params);
}
break;
case LOCAL_GL_MAX_TEXTURE_SIZE:
MOZ_ASSERT(mMaxTextureSize>0);
*params = mMaxTextureSize;
break;
case LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE:
MOZ_ASSERT(mMaxCubeMapTextureSize>0);
*params = mMaxCubeMapTextureSize;
break;
case LOCAL_GL_MAX_RENDERBUFFER_SIZE:
MOZ_ASSERT(mMaxRenderbufferSize>0);
*params = mMaxRenderbufferSize;
break;
default:
raw_fGetIntegerv(pname, params);
break;
}
}
void GetUIntegerv(GLenum pname, GLuint *params) {
fGetIntegerv(pname, reinterpret_cast<GLint*>(params));
}
void fGetFloatv(GLenum pname, GLfloat *params) {
BEFORE_GL_CALL;
mSymbols.fGetFloatv(pname, params);
AFTER_GL_CALL;
}
void fGetBooleanv(GLenum pname, realGLboolean *params) {
BEFORE_GL_CALL;
mSymbols.fGetBooleanv(pname, params);
AFTER_GL_CALL;
}
void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetBufferParameteriv(target, pname, params);
AFTER_GL_CALL;
}
GLuint fGetDebugMessageLog(GLuint count, GLsizei bufsize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetDebugMessageLog);
GLuint ret = mSymbols.fGetDebugMessageLog(count, bufsize, sources, types, ids, severities, lengths, messageLog);
AFTER_GL_CALL;
return ret;
}
void fGetPointerv(GLenum pname, GLvoid** params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetPointerv);
mSymbols.fGetPointerv(pname, params);
AFTER_GL_CALL;
}
void fGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetObjectLabel);
mSymbols.fGetObjectLabel(identifier, name, bufSize, length, label);
AFTER_GL_CALL;
}
void fGetObjectPtrLabel(GLvoid* ptr, GLsizei bufSize, GLsizei* length, GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetObjectPtrLabel);
mSymbols.fGetObjectPtrLabel(ptr, bufSize, length, label);
AFTER_GL_CALL;
}
void fGenerateMipmap(GLenum target) {
BEFORE_GL_CALL;
mSymbols.fGenerateMipmap(target);
AFTER_GL_CALL;
}
void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetProgramiv(program, pname, param);
AFTER_GL_CALL;
}
void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
AFTER_GL_CALL;
}
void fTexParameteri(GLenum target, GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fTexParameteri(target, pname, param);
AFTER_GL_CALL;
}
void fTexParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fTexParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fTexParameterf(target, pname, param);
AFTER_GL_CALL;
}
const GLubyte* fGetString(GLenum name) {
BEFORE_GL_CALL;
const GLubyte *result = mSymbols.fGetString(name);
AFTER_GL_CALL;
return result;
}
void fGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *img) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTexImage);
mSymbols.fGetTexImage(target, level, format, type, img);
AFTER_GL_CALL;
}
void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTexLevelParameteriv);
mSymbols.fGetTexLevelParameteriv(target, level, pname, params);
AFTER_GL_CALL;
}
void fGetTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameterfv(target, pname, params);
AFTER_GL_CALL;
}
void fGetTexParameteriv(GLenum target, GLenum pname, const GLint *params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformfv(program, location, params);
AFTER_GL_CALL;
}
void fGetUniformiv(GLuint program, GLint location, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformiv(program, location, params);
AFTER_GL_CALL;
}
GLint fGetUniformLocation (GLint programObj, const GLchar* name) {
BEFORE_GL_CALL;
GLint retval = mSymbols.fGetUniformLocation(programObj, name);
AFTER_GL_CALL;
return retval;
}
void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribfv(index, pname, retval);
AFTER_GL_CALL;
}
void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribiv(index, pname, retval);
AFTER_GL_CALL;
}
void fGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribPointerv(index, pname, retval);
AFTER_GL_CALL;
}
void fHint(GLenum target, GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fHint(target, mode);
AFTER_GL_CALL;
}
realGLboolean fIsBuffer(GLuint buffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsBuffer(buffer);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsEnabled(GLenum capability) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsEnabled(capability);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsProgram(GLuint program) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsProgram(program);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsShader(GLuint shader) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsShader(shader);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsTexture(GLuint texture) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsTexture(texture);
AFTER_GL_CALL;
return retval;
}
void fLineWidth(GLfloat width) {
BEFORE_GL_CALL;
mSymbols.fLineWidth(width);
AFTER_GL_CALL;
}
void fLinkProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fLinkProgram(program);
AFTER_GL_CALL;
}
void fObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fObjectLabel);
mSymbols.fObjectLabel(identifier, name, length, label);
AFTER_GL_CALL;
}
void fObjectPtrLabel(GLvoid* ptr, GLsizei length, const GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fObjectPtrLabel);
mSymbols.fObjectPtrLabel(ptr, length, label);
AFTER_GL_CALL;
}
void fPixelStorei(GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fPixelStorei(pname, param);
AFTER_GL_CALL;
}
void fPointParameterf(GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fPointParameterf(pname, param);
AFTER_GL_CALL;
}
void fPolygonOffset(GLfloat factor, GLfloat bias) {
BEFORE_GL_CALL;
mSymbols.fPolygonOffset(factor, bias);
AFTER_GL_CALL;
}
void fPopDebugGroup() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPopDebugGroup);
mSymbols.fPopDebugGroup();
AFTER_GL_CALL;
}
void fPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar* message) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPushDebugGroup);
mSymbols.fPushDebugGroup(source, id, length, message);
AFTER_GL_CALL;
}
void fReadBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fReadBuffer(mode);
AFTER_GL_CALL;
}
private:
void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fReadPixels(x, FixYValue(y, height), width, height, format, type, pixels);
AFTER_GL_CALL;
}
public:
void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
y = FixYValue(y, height);
BeforeGLReadCall();
bool didReadPixels = false;
if (mScreen) {
didReadPixels = mScreen->ReadPixels(x, y, width, height, format, type, pixels);
}
if (!didReadPixels) {
raw_fReadPixels(x, y, width, height, format, type, pixels);
}
AfterGLReadCall();
}
public:
void fSampleCoverage(GLclampf value, realGLboolean invert) {
BEFORE_GL_CALL;
mSymbols.fSampleCoverage(value, invert);
AFTER_GL_CALL;
}
private:
void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fScissor(x, y, width, height);
AFTER_GL_CALL;
}
public:
void fStencilFunc(GLenum func, GLint ref, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFunc(func, ref, mask);
AFTER_GL_CALL;
}
void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFuncSeparate(frontfunc, backfunc, ref, mask);
AFTER_GL_CALL;
}
void fStencilMask(GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMask(mask);
AFTER_GL_CALL;
}
void fStencilMaskSeparate(GLenum face, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMaskSeparate(face, mask);
AFTER_GL_CALL;
}
void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
BEFORE_GL_CALL;
mSymbols.fStencilOp(fail, zfail, zpass);
AFTER_GL_CALL;
}
void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
BEFORE_GL_CALL;
mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
AFTER_GL_CALL;
}
private:
void raw_fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
AFTER_GL_CALL;
}
public:
void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {
if (!IsTextureSizeSafeToPassToDriver(target, width, height)) {
// pass wrong values to cause the GL to generate GL_INVALID_VALUE.
// See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver.
level = -1;
width = -1;
height = -1;
border = -1;
}
raw_fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) {
BEFORE_GL_CALL;
mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
AFTER_GL_CALL;
}
void fUniform1f(GLint location, GLfloat v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1f(location, v0);
AFTER_GL_CALL;
}
void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform1i(GLint location, GLint v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1i(location, v0);
AFTER_GL_CALL;
}
void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2f(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2i(GLint location, GLint v0, GLint v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2i(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3f(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3i(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4f(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4i(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4iv(location, count, value);
AFTER_GL_CALL;
}
void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUseProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fUseProgram(program);
AFTER_GL_CALL;
}
void fValidateProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fValidateProgram(program);
AFTER_GL_CALL;
}
void fVertexAttribPointer(GLuint index, GLint size, GLenum type, realGLboolean normalized, GLsizei stride, const GLvoid* pointer) {
BEFORE_GL_CALL;
mSymbols.fVertexAttribPointer(index, size, type, normalized, stride, pointer);
AFTER_GL_CALL;
}
void fVertexAttrib1f(GLuint index, GLfloat x) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1f(index, x);
AFTER_GL_CALL;
}
void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2f(index, x, y);
AFTER_GL_CALL;
}
void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3f(index, x, y, z);
AFTER_GL_CALL;
}
void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4f(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4fv(index, v);
AFTER_GL_CALL;
}
void fCompileShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fCompileShader(shader);
AFTER_GL_CALL;
}
private:
void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
BEFORE_GL_CALL;
mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
AFTER_GL_CALL;
}
void raw_fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
AFTER_GL_CALL;
}
public:
void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetShaderiv(shader, pname, param);
AFTER_GL_CALL;
}
void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
AFTER_GL_CALL;
}
private:
void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
MOZ_ASSERT(IsGLES2());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat);
mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
AFTER_GL_CALL;
}
public:
void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
if (IsGLES2()) {
raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
} else {
// Fall back to automatic values because almost all desktop hardware supports the OpenGL standard precisions.
GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range, precision);
}
}
void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source) {
BEFORE_GL_CALL;
mSymbols.fGetShaderSource(obj, maxLength, length, source);
AFTER_GL_CALL;
}
void fShaderSource(GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths) {
BEFORE_GL_CALL;
mSymbols.fShaderSource(shader, count, strings, lengths);
AFTER_GL_CALL;
}
private:
void raw_fBindFramebuffer(GLenum target, GLuint framebuffer) {
BEFORE_GL_CALL;
mSymbols.fBindFramebuffer(target, framebuffer);
AFTER_GL_CALL;
}
public:
void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fBindRenderbuffer(target, renderbuffer);
AFTER_GL_CALL;
}
GLenum fCheckFramebufferStatus(GLenum target) {
BEFORE_GL_CALL;
GLenum retval = mSymbols.fCheckFramebufferStatus(target);
AFTER_GL_CALL;
return retval;
}
void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fFramebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer);
AFTER_GL_CALL;
}
void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint texture, GLint level) {
BEFORE_GL_CALL;
mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget, texture, level);
AFTER_GL_CALL;
}
void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname, value);
AFTER_GL_CALL;
}
void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetRenderbufferParameteriv(target, pname, value);
AFTER_GL_CALL;
}
realGLboolean fIsFramebuffer (GLuint framebuffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsFramebuffer(framebuffer);
AFTER_GL_CALL;
return retval;
}
public:
realGLboolean fIsRenderbuffer (GLuint renderbuffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsRenderbuffer(renderbuffer);
AFTER_GL_CALL;
return retval;
}
void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
AFTER_GL_CALL;
}
private:
void raw_fDepthRange(GLclampf a, GLclampf b) {
MOZ_ASSERT(!IsGLES2());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDepthRange);
mSymbols.fDepthRange(a, b);
AFTER_GL_CALL;
}
void raw_fDepthRangef(GLclampf a, GLclampf b) {
MOZ_ASSERT(IsGLES2());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDepthRangef);
mSymbols.fDepthRangef(a, b);
AFTER_GL_CALL;
}
void raw_fClearDepth(GLclampf v) {
MOZ_ASSERT(!IsGLES2());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClearDepth);
mSymbols.fClearDepth(v);
AFTER_GL_CALL;
}
void raw_fClearDepthf(GLclampf v) {
MOZ_ASSERT(IsGLES2());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClearDepthf);
mSymbols.fClearDepthf(v);
AFTER_GL_CALL;
}
public:
void fDepthRange(GLclampf a, GLclampf b) {
if (IsGLES2()) {
raw_fDepthRangef(a, b);
} else {
raw_fDepthRange(a, b);
}
}
void fClearDepth(GLclampf v) {
if (IsGLES2()) {
raw_fClearDepthf(v);
} else {
raw_fClearDepth(v);
}
}
void* fMapBuffer(GLenum target, GLenum access) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fMapBuffer);
void *ret = mSymbols.fMapBuffer(target, access);
AFTER_GL_CALL;
return ret;
}
realGLboolean fUnmapBuffer(GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUnmapBuffer);
realGLboolean ret = mSymbols.fUnmapBuffer(target);
AFTER_GL_CALL;
return ret;
}
private:
GLuint GLAPIENTRY raw_fCreateProgram() {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateProgram();
AFTER_GL_CALL;
return ret;
}
GLuint GLAPIENTRY raw_fCreateShader(GLenum t) {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateShader(t);
AFTER_GL_CALL;
return ret;
}
void GLAPIENTRY raw_fGenBuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenBuffers(n, names);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fGenFramebuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenFramebuffers(n, names);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fGenRenderbuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenRenderbuffers(n, names);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fGenTextures(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenTextures(n, names);
AFTER_GL_CALL;
}
public:
GLuint fCreateProgram() {
GLuint ret = raw_fCreateProgram();
TRACKING_CONTEXT(CreatedProgram(this, ret));
return ret;
}
GLuint fCreateShader(GLenum t) {
GLuint ret = raw_fCreateShader(t);
TRACKING_CONTEXT(CreatedShader(this, ret));
return ret;
}
void fGenBuffers(GLsizei n, GLuint* names) {
raw_fGenBuffers(n, names);
TRACKING_CONTEXT(CreatedBuffers(this, n, names));
}
void fGenFramebuffers(GLsizei n, GLuint* names) {
raw_fGenFramebuffers(n, names);
TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
}
void fGenRenderbuffers(GLsizei n, GLuint* names) {
raw_fGenRenderbuffers(n, names);
TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
}
void fGenTextures(GLsizei n, GLuint* names) {
raw_fGenTextures(n, names);
TRACKING_CONTEXT(CreatedTextures(this, n, names));
}
private:
void GLAPIENTRY raw_fDeleteProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fDeleteProgram(program);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fDeleteShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDeleteShader(shader);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fDeleteBuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteBuffers(n, names);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fDeleteFramebuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteFramebuffers(n, names);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fDeleteRenderbuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteRenderbuffers(n, names);
AFTER_GL_CALL;
}
void GLAPIENTRY raw_fDeleteTextures(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteTextures(n, names);
AFTER_GL_CALL;
}
public:
void fDeleteProgram(GLuint program) {
raw_fDeleteProgram(program);
TRACKING_CONTEXT(DeletedProgram(this, program));
}
void fDeleteShader(GLuint shader) {
raw_fDeleteShader(shader);
TRACKING_CONTEXT(DeletedShader(this, shader));
}
void fDeleteBuffers(GLsizei n, GLuint *names) {
raw_fDeleteBuffers(n, names);
TRACKING_CONTEXT(DeletedBuffers(this, n, names));
}
void fDeleteFramebuffers(GLsizei n, GLuint *names) {
if (mScreen) {
// Notify mScreen which framebuffers we're deleting.
// Otherwise, we will get framebuffer binding mispredictions.
for (int i = 0; i < n; i++) {
mScreen->DeletingFB(names[i]);
}
}
if (n == 1 && *names == 0) {
// Deleting framebuffer 0 causes hangs on the DROID. See bug 623228.
} else {
raw_fDeleteFramebuffers(n, names);
}
TRACKING_CONTEXT(DeletedFramebuffers(this, n, names));
}
void fDeleteRenderbuffers(GLsizei n, GLuint *names) {
raw_fDeleteRenderbuffers(n, names);
TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
}
void fDeleteTextures(GLsizei n, GLuint *names) {
raw_fDeleteTextures(n, names);
TRACKING_CONTEXT(DeletedTextures(this, n, names));
}
GLenum GLAPIENTRY fGetGraphicsResetStatus() {
MOZ_ASSERT(mHasRobustness);
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetGraphicsResetStatus);
GLenum ret = mSymbols.fGetGraphicsResetStatus();
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// Extension ARB_sync (GL)
public:
GLsync GLAPIENTRY fFenceSync(GLenum condition, GLbitfield flags) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFenceSync);
GLsync ret = mSymbols.fFenceSync(condition, flags);
AFTER_GL_CALL;
return ret;
}
realGLboolean GLAPIENTRY fIsSync(GLsync sync) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsSync);
realGLboolean ret = mSymbols.fIsSync(sync);
AFTER_GL_CALL;
return ret;
}
void GLAPIENTRY fDeleteSync(GLsync sync) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteSync);
mSymbols.fDeleteSync(sync);
AFTER_GL_CALL;
}
GLenum GLAPIENTRY fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClientWaitSync);
GLenum ret = mSymbols.fClientWaitSync(sync, flags, timeout);
AFTER_GL_CALL;
return ret;
}
void GLAPIENTRY fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fWaitSync);
mSymbols.fWaitSync(sync, flags, timeout);
AFTER_GL_CALL;
}
void GLAPIENTRY fGetInteger64v(GLenum pname, GLint64 *params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetInteger64v);
mSymbols.fGetInteger64v(pname, params);
AFTER_GL_CALL;
}
void GLAPIENTRY fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSynciv);
mSymbols.fGetSynciv(sync, pname, bufSize, length, values);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Extension OES_EGL_image (GLES)
public:
void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEGLImageTargetTexture2D);
mSymbols.fEGLImageTargetTexture2D(target, image);
AFTER_GL_CALL;
}
void fEGLImageTargetRenderbufferStorage(GLenum target, GLeglImage image)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEGLImageTargetRenderbufferStorage);
mSymbols.fEGLImageTargetRenderbufferStorage(target, image);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_bind_buffer_offset
public:
void fBindBufferOffset(GLenum target, GLuint index, GLuint buffer, GLintptr offset)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferOffset);
mSymbols.fBindBufferOffset(target, index, buffer, offset);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_draw_buffers
public:
void fDrawBuffers(GLsizei n, const GLenum* bufs) {
BEFORE_GL_CALL;
mSymbols.fDrawBuffers(n, bufs);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_draw_instanced
public:
void fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
BeforeGLDrawCall();
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawArraysInstanced);
mSymbols.fDrawArraysInstanced(mode, first, count, primcount);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei primcount)
{
BeforeGLDrawCall();
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawElementsInstanced);
mSymbols.fDrawElementsInstanced(mode, count, type, indices, primcount);
AFTER_GL_CALL;
AfterGLDrawCall();
}
// -----------------------------------------------------------------------------
// Package XXX_framebuffer_blit
public:
// Draw/Read
void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
BeforeGLDrawCall();
BeforeGLReadCall();
raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
AfterGLReadCall();
AfterGLDrawCall();
}
private:
void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBlitFramebuffer);
mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_framebuffer_multisample
public:
void fRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fRenderbufferStorageMultisample);
mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat, width, height);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_instanced_arrays
public:
void fVertexAttribDivisor(GLuint index, GLuint divisor)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribDivisor);
mSymbols.fVertexAttribDivisor(index, divisor);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_query_objects
/**
* XXX_query_objects:
* - provide all followed entry points
*
* XXX_occlusion_query2:
* - depends on XXX_query_objects
* - provide ANY_SAMPLES_PASSED
*
* XXX_occlusion_query_boolean:
* - depends on XXX_occlusion_query2
* - provide ANY_SAMPLES_PASSED_CONSERVATIVE
*/
public:
void fDeleteQueries(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteQueries);
mSymbols.fDeleteQueries(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedQueries(this, n, names));
}
void fGenQueries(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenQueries);
mSymbols.fGenQueries(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedQueries(this, n, names));
}
void fGetQueryiv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryiv);
mSymbols.fGetQueryiv(target, pname, params);
AFTER_GL_CALL;
}
void fGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectuiv);
mSymbols.fGetQueryObjectuiv(id, pname, params);
AFTER_GL_CALL;
}
realGLboolean fIsQuery(GLuint query) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsQuery);
realGLboolean retval = mSymbols.fIsQuery(query);
AFTER_GL_CALL;
return retval;
}
// -----------------------------------------------------------------------------
// Package XXX_get_query_object_iv
/**
* XXX_get_query_object_iv:
* - depends on XXX_query_objects
* - provide the followed entry point
*
* XXX_occlusion_query:
* - depends on XXX_get_query_object_iv
* - provide LOCAL_GL_SAMPLES_PASSED
*/
public:
void fGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectiv);
mSymbols.fGetQueryObjectiv(id, pname, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_transform_feedback
public:
void fBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferBase);
mSymbols.fBindBufferBase(target, index, buffer);
AFTER_GL_CALL;
}
void fBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferRange);
mSymbols.fBindBufferRange(target, index, buffer, offset, size);
AFTER_GL_CALL;
}
void fBeginTransformFeedback(GLenum primitiveMode)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBeginTransformFeedback);
mSymbols.fBeginTransformFeedback(primitiveMode);
AFTER_GL_CALL;
}
void fEndTransformFeedback()
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEndTransformFeedback);
mSymbols.fEndTransformFeedback();
AFTER_GL_CALL;
}
void fTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTransformFeedbackVaryings);
mSymbols.fTransformFeedbackVaryings(program, count, varyings, bufferMode);
AFTER_GL_CALL;
}
void fGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTransformFeedbackVarying);
mSymbols.fGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
AFTER_GL_CALL;
}
void fGetIntegeri_v(GLenum param, GLuint index, GLint* values)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetIntegeri_v);
mSymbols.fGetIntegeri_v(param, index, values);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_vertex_array_object
public:
void GLAPIENTRY fBindVertexArray(GLuint array)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindVertexArray);
mSymbols.fBindVertexArray(array);
AFTER_GL_CALL;
}
void GLAPIENTRY fDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteVertexArrays);
mSymbols.fDeleteVertexArrays(n, arrays);
AFTER_GL_CALL;
}
void GLAPIENTRY fGenVertexArrays(GLsizei n, GLuint *arrays)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenVertexArrays);
mSymbols.fGenVertexArrays(n, arrays);
AFTER_GL_CALL;
}
realGLboolean GLAPIENTRY fIsVertexArray(GLuint array)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsVertexArray);
realGLboolean ret = mSymbols.fIsVertexArray(array);
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// Constructor
public:
typedef struct gfx::SurfaceCaps SurfaceCaps;
protected:
GLContext(const SurfaceCaps& caps,
GLContext* sharedContext = nullptr,
bool isOffscreen = false);
// -----------------------------------------------------------------------------
// Destructor
public:
virtual ~GLContext();
// -----------------------------------------------------------------------------
// Everything that isn't standard GL APIs
protected:
typedef class gfx::SharedSurface SharedSurface;
typedef gfx::SharedSurfaceType SharedSurfaceType;
typedef gfxImageFormat ImageFormat;
typedef gfx::SurfaceFormat SurfaceFormat;
public:
virtual bool MakeCurrentImpl(bool aForce = false) = 0;
#ifdef DEBUG
static void StaticInit() {
PR_NewThreadPrivateIndex(&sCurrentGLContextTLS, nullptr);
}
#endif
bool MakeCurrent(bool aForce = false) {
#ifdef DEBUG
PR_SetThreadPrivate(sCurrentGLContextTLS, this);
// XXX this assertion is disabled because it's triggering on Mac;
// we need to figure out why and reenable it.
#if 0
// IsOwningThreadCurrent is a bit of a misnomer;
// the "owning thread" is the creation thread,
// and the only thread that can own this. We don't
// support contexts used on multiple threads.
NS_ASSERTION(IsOwningThreadCurrent(),
"MakeCurrent() called on different thread than this context was created on!");
#endif
#endif
return MakeCurrentImpl(aForce);
}
virtual bool SetupLookupFunction() = 0;
virtual void ReleaseSurface() {}
void *GetUserData(void *aKey) {
void *result = nullptr;
mUserData.Get(aKey, &result);
return result;
}
void SetUserData(void *aKey, void *aValue) {
mUserData.Put(aKey, aValue);
}
// Mark this context as destroyed. This will nullptr out all
// the GL function pointers!
void MarkDestroyed();
bool IsDestroyed() {
// MarkDestroyed will mark all these as null.
return mSymbols.fUseProgram == nullptr;
}
enum NativeDataType {
NativeGLContext,
NativeImageSurface,
NativeThebesSurface,
NativeCGLContext,
NativeDataTypeMax
};
virtual void *GetNativeData(NativeDataType aType) { return nullptr; }
GLContext *GetSharedContext() { return mSharedContext; }
bool IsGlobalSharedContext() { return mIsGlobalSharedContext; }
void SetIsGlobalSharedContext(bool aIsOne) { mIsGlobalSharedContext = aIsOne; }
/**
* Returns true if the thread on which this context was created is the currently
* executing thread.
*/
bool IsOwningThreadCurrent();
void DispatchToOwningThread(nsIRunnable *event);
virtual EGLContext GetEGLContext() { return nullptr; }
virtual GLLibraryEGL* GetLibraryEGL() { return nullptr; }
/**
* Only on EGL.
*
* If surf is non-null, this sets it to temporarily override this context's
* primary surface. This makes this context current against this surface,
* and subsequent MakeCurrent calls will continue using this surface as long
* as this override is set.
*
* If surf is null, this removes any previously set override, and makes the
* context current again against its primary surface.
*/
virtual void SetEGLSurfaceOverride(void* surf) {
MOZ_CRASH("Must be called against a GLContextEGL.");
}
bool CanUploadSubTextures();
bool CanReadSRGBFromFBOTexture();
static void PlatformStartup();
protected:
static bool sPowerOfTwoForced;
static bool sPowerOfTwoPrefCached;
static void CacheCanUploadNPOT();
public:
bool CanUploadNonPowerOfTwo();
bool WantsSmallTiles();
/**
* If this context wraps a double-buffered target, swap the back
* and front buffers. It should be assumed that after a swap, the
* contents of the new back buffer are undefined.
*/
virtual bool SwapBuffers() { return false; }
/**
* Defines a two-dimensional texture image for context target surface
*/
virtual bool BindTexImage() { return false; }
/*
* Releases a color buffer that is being used as a texture
*/
virtual bool ReleaseTexImage() { return false; }
/**
* Applies aFilter to the texture currently bound to GL_TEXTURE_2D.
*/
void ApplyFilterToBoundTexture(GraphicsFilter aFilter);
/**
* Applies aFilter to the texture currently bound to aTarget.
*/
void ApplyFilterToBoundTexture(GLuint aTarget,
GraphicsFilter aFilter);
virtual bool BindExternalBuffer(GLuint texture, void* buffer) { return false; }
virtual bool UnbindExternalBuffer(GLuint texture) { return false; }
#ifdef MOZ_WIDGET_GONK
virtual EGLImage CreateEGLImageForNativeBuffer(void* buffer) = 0;
virtual void DestroyEGLImage(EGLImage image) = 0;
#endif
virtual already_AddRefed<TextureImage>
CreateDirectTextureImage(android::GraphicBuffer* aBuffer, GLenum aWrapMode)
{ return nullptr; }
// Before reads from offscreen texture
void GuaranteeResolve();
protected:
GLuint mTexBlit_Buffer;
GLuint mTexBlit_VertShader;
GLuint mTex2DBlit_FragShader;
GLuint mTex2DRectBlit_FragShader;
GLuint mTex2DBlit_Program;
GLuint mTex2DRectBlit_Program;
bool mTexBlit_UseDrawNotCopy;
bool UseTexQuadProgram(GLenum target = LOCAL_GL_TEXTURE_2D,
const gfxIntSize& srcSize = gfxIntSize());
bool InitTexQuadProgram(GLenum target = LOCAL_GL_TEXTURE_2D);
void DeleteTexBlitProgram();
public:
// If you don't have |srcFormats| for the 2nd definition,
// then you'll need the framebuffer_blit extensions to use
// the first BlitFramebufferToFramebuffer.
void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize);
void BlitFramebufferToFramebuffer(GLuint srcFB, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
const GLFormats& srcFormats);
void BlitTextureToFramebuffer(GLuint srcTex, GLuint destFB,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D);
void BlitFramebufferToTexture(GLuint srcFB, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
GLenum destTarget = LOCAL_GL_TEXTURE_2D);
void BlitTextureToTexture(GLuint srcTex, GLuint destTex,
const gfxIntSize& srcSize,
const gfxIntSize& destSize,
GLenum srcTarget = LOCAL_GL_TEXTURE_2D,
GLenum destTarget = LOCAL_GL_TEXTURE_2D);
/*
* Resize the current offscreen buffer. Returns true on success.
* If it returns false, the context should be treated as unusable
* and should be recreated. After the resize, the viewport is not
* changed; glViewport should be called as appropriate.
*
* Only valid if IsOffscreen() returns true.
*/
virtual bool ResizeOffscreen(const gfxIntSize& size) {
return ResizeScreenBuffer(size);
}
/*
* Return size of this offscreen context.
*
* Only valid if IsOffscreen() returns true.
*/
const gfxIntSize& OffscreenSize() const;
/*
* Create a new shared GLContext content handle, using the passed buffer as a source.
* Must be released by ReleaseSharedHandle. UpdateSharedHandle will have no effect
* on handles created with this method, as the caller owns the source (the passed buffer)
* and is responsible for updating it accordingly.
*/
virtual SharedTextureHandle CreateSharedHandle(SharedTextureShareType shareType,
void* buffer,
SharedTextureBufferType bufferType)
{ return 0; }
/**
* Publish GLContext content to intermediate buffer attached to shared handle.
* Shared handle content is ready to be used after call returns, and no need extra Flush/Finish are required.
* GLContext must be current before this call
*/
virtual void UpdateSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ }
/**
* - It is better to call ReleaseSharedHandle before original GLContext destroyed,
* otherwise warning will be thrown on attempt to destroy Texture associated with SharedHandle, depends on backend implementation.
* - It does not require to be called on context where it was created,
* because SharedHandle suppose to keep Context reference internally,
* or don't require specific context at all, for example IPC SharedHandle.
* - Not recommended to call this between AttachSharedHandle and Draw Target call.
* if it is really required for some special backend, then DetachSharedHandle API must be added with related implementation.
* - It is recommended to stop any possible access to SharedHandle (Attachments, pending GL calls) before calling Release,
* otherwise some artifacts might appear or even crash if API backend implementation does not expect that.
* SharedHandle (currently EGLImage) does not require GLContext because it is EGL call, and can be destroyed
* at any time, unless EGLImage have siblings (which are not expected with current API).
*/
virtual void ReleaseSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ }
typedef struct {
GLenum mTarget;
SurfaceFormat mTextureFormat;
gfx3DMatrix mTextureTransform;
} SharedHandleDetails;
/**
* Returns information necessary for rendering a shared handle.
* These values change depending on what sharing mechanism is in use
*/
virtual bool GetSharedHandleDetails(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle,
SharedHandleDetails& details)
{ return false; }
/**
* Attach Shared GL Handle to GL_TEXTURE_2D target
* GLContext must be current before this call
*/
virtual bool AttachSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ return false; }
/**
* Detach Shared GL Handle from GL_TEXTURE_2D target
*/
virtual void DetachSharedHandle(SharedTextureShareType shareType,
SharedTextureHandle sharedHandle)
{ }
void BindFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
MOZ_ASSERT(!fb || fIsFramebuffer(fb));
}
void BindDrawFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, fb);
}
void BindReadFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, fb);
}
GLuint GetDrawFB() {
if (mScreen)
return mScreen->GetDrawFB();
GLuint ret = 0;
GetUIntegerv(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT, &ret);
return ret;
}
GLuint GetReadFB() {
if (mScreen)
return mScreen->GetReadFB();
GLenum bindEnum = IsSupported(GLFeature::framebuffer_blit)
? LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT
: LOCAL_GL_FRAMEBUFFER_BINDING;
GLuint ret = 0;
GetUIntegerv(bindEnum, &ret);
return ret;
}
GLuint GetFB() {
if (mScreen) {
// This has a very important extra assert that checks that we're
// not accidentally ignoring a situation where the draw and read
// FBs differ.
return mScreen->GetFB();
}
GLuint ret = 0;
GetUIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &ret);
return ret;
}
private:
void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
// Assume IEEE 754 precision
range[0] = 127;
range[1] = 127;
*precision = 23;
break;
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
// Some (most) hardware only supports single-precision floating-point numbers,
// which can accurately represent integers up to +/-16777216
range[0] = 24;
range[1] = 24;
*precision = 0;
break;
}
}
public:
void ForceDirtyScreen();
void CleanDirtyScreen();
virtual bool TextureImageSupportsGetBackingSurface() {
return false;
}
virtual GLenum GetPreferredARGB32Format() { return LOCAL_GL_RGBA; }
virtual bool RenewSurface() { return false; }
/**
* Return a valid, allocated TextureImage of |aSize| with
* |aContentType|. If |aContentType| is COLOR, |aImageFormat| can be used
* to hint at the preferred RGB format, however it is not necessarily
* respected. The TextureImage's texture is configured to use
* |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
* default, GL_LINEAR filtering. Specify
* |aFlags=UseNearestFilter| for GL_NEAREST filtering. Specify
* |aFlags=NeedsYFlip| if the image is flipped. Return
* nullptr if creating the TextureImage fails.
*
* The returned TextureImage may only be used with this GLContext.
* Attempting to use the returned TextureImage after this
* GLContext is destroyed will result in undefined (and likely
* crashy) behavior.
*/
virtual already_AddRefed<TextureImage>
CreateTextureImage(const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
TextureImage::Flags aFlags = TextureImage::NoFlags,
TextureImage::ImageFormat aImageFormat = gfxImageFormatUnknown);
/**
* In EGL we want to use Tiled Texture Images, which we return
* from CreateTextureImage above.
* Inside TiledTextureImage we need to create actual images and to
* prevent infinite recursion we need to differentiate the two
* functions.
**/
virtual already_AddRefed<TextureImage>
TileGenFunc(const nsIntSize& aSize,
TextureImage::ContentType aContentType,
TextureImage::Flags aFlags = TextureImage::NoFlags,
TextureImage::ImageFormat aImageFormat = gfxImageFormatUnknown)
{
return nullptr;
}
/**
* Read the image data contained in aTexture, and return it as an ImageSurface.
* If GL_RGBA is given as the format, a gfxImageFormatARGB32 surface is returned.
* Not implemented yet:
* If GL_RGB is given as the format, a gfxImageFormatRGB24 surface is returned.
* If GL_LUMINANCE is given as the format, a gfxImageFormatA8 surface is returned.
*
* THIS IS EXPENSIVE. It is ridiculously expensive. Only do this
* if you absolutely positively must, and never in any performance
* critical path.
*/
already_AddRefed<gfxImageSurface> ReadTextureImage(GLuint aTexture,
const gfxIntSize& aSize,
GLenum aTextureFormat,
bool aYInvert = false);
already_AddRefed<gfxImageSurface> GetTexImage(GLuint aTexture, bool aYInvert, SurfaceFormat aFormat);
/**
* Call ReadPixels into an existing gfxImageSurface.
* The image surface must be using image format RGBA32 or RGB24,
* and must have stride == width*4.
* Note that neither ReadPixelsIntoImageSurface nor
* ReadScreenIntoImageSurface call dest->Flush/MarkDirty.
*/
void ReadPixelsIntoImageSurface(gfxImageSurface* dest);
// Similar to ReadPixelsIntoImageSurface, but pulls from the screen
// instead of the currently bound framebuffer.
void ReadScreenIntoImageSurface(gfxImageSurface* dest);
TemporaryRef<gfx::SourceSurface> ReadPixelsToSourceSurface(const gfx::IntSize &aSize);
/**
* Copy a rectangle from one TextureImage into another. The
* source and destination are given in integer coordinates, and
* will be converted to texture coordinates.
*
* For the source texture, the wrap modes DO apply -- it's valid
* to use REPEAT or PAD and expect appropriate behaviour if the source
* rectangle extends beyond its bounds.
*
* For the destination texture, the wrap modes DO NOT apply -- the
* destination will be clipped by the bounds of the texture.
*
* Note: calling this function will cause the following OpenGL state
* to be changed:
*
* - current program
* - framebuffer binding
* - viewport
* - blend state (will be enabled at end)
* - scissor state (will be enabled at end)
* - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit])
* - array buffer binding (will be 0)
* - active texture (will be 0)
* - texture 0 binding
*/
void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect);
/**
* Creates a RGB/RGBA texture (or uses one provided) and uploads the surface
* contents to it within aSrcRect.
*
* aSrcRect.x/y will be uploaded to 0/0 in the texture, and the size
* of the texture with be aSrcRect.width/height.
*
* If an existing texture is passed through aTexture, it is assumed it
* has already been initialised with glTexImage2D (or this function),
* and that its size is equal to or greater than aSrcRect + aDstPoint.
* You can alternatively set the overwrite flag to true and have a new
* texture memory block allocated.
*
* The aDstPoint parameter is ignored if no texture was provided
* or aOverwrite is true.
*
* \param aData Image data to upload.
* \param aDstRegion Region of texture to upload to.
* \param aTexture Texture to use, or 0 to have one created for you.
* \param aOverwrite Over an existing texture with a new one.
* \param aSrcPoint Offset into aSrc where the region's bound's
* TopLeft() sits.
* \param aPixelBuffer Pass true to upload texture data with an
* offset from the base data (generally for pixel buffer objects),
* otherwise textures are upload with an absolute pointer to the data.
* \param aTextureUnit, the texture unit used temporarily to upload the
* surface. This testure may be overridden, clients should not rely on
* the contents of this texture after this call or even on this
* texture unit being active.
* \return Surface format of this texture.
*/
SurfaceFormat UploadImageDataToTexture(unsigned char* aData,
int32_t aStride,
gfxImageFormat aFormat,
const nsIntRegion& aDstRegion,
GLuint& aTexture,
bool aOverwrite = false,
bool aPixelBuffer = false,
GLenum aTextureUnit = LOCAL_GL_TEXTURE0,
GLenum aTextureTarget = LOCAL_GL_TEXTURE_2D);
/**
* Convenience wrapper around UploadImageDataToTexture for gfxASurfaces.
*/
SurfaceFormat UploadSurfaceToTexture(gfxASurface *aSurface,
const nsIntRegion& aDstRegion,
GLuint& aTexture,
bool aOverwrite = false,
const nsIntPoint& aSrcPoint = nsIntPoint(0, 0),
bool aPixelBuffer = false,
GLenum aTextureUnit = LOCAL_GL_TEXTURE0,
GLenum aTextureTarget = LOCAL_GL_TEXTURE_2D);
/**
* Same as above, for DataSourceSurfaces.
*/
SurfaceFormat UploadSurfaceToTexture(gfx::DataSourceSurface *aSurface,
const nsIntRegion& aDstRegion,
GLuint& aTexture,
bool aOverwrite = false,
const nsIntPoint& aSrcPoint = nsIntPoint(0, 0),
bool aPixelBuffer = false,
GLenum aTextureUnit = LOCAL_GL_TEXTURE0,
GLenum aTextureTarget = LOCAL_GL_TEXTURE_2D);
void TexImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLsizei stride,
GLint pixelsize, GLint border, GLenum format,
GLenum type, const GLvoid *pixels);
void TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLsizei stride,
GLint pixelsize, GLenum format,
GLenum type, const GLvoid* pixels);
/**
* Uses the Khronos GL_EXT_unpack_subimage extension, working around
* quirks in the Tegra implementation of this extension.
*/
void TexSubImage2DWithUnpackSubimageGLES(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLsizei stride, GLint pixelsize,
GLenum format, GLenum type,
const GLvoid* pixels);
void TexSubImage2DWithoutUnpackSubimage(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLsizei stride, GLint pixelsize,
GLenum format, GLenum type,
const GLvoid* pixels);
/** Helper for DecomposeIntoNoRepeatTriangles
*/
struct RectTriangles {
RectTriangles() { }
// Always pass texture coordinates upright. If you want to flip the
// texture coordinates emitted to the tex_coords array, set flip_y to
// true.
void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
bool flip_y = false);
/**
* these return a float pointer to the start of each array respectively.
* Use it for glVertexAttribPointer calls.
* We can return nullptr if we choose to use Vertex Buffer Objects here.
*/
float* vertexPointer() {
return &vertexCoords[0].x;
}
float* texCoordPointer() {
return &texCoords[0].u;
}
unsigned int elements() {
return vertexCoords.Length();
}
typedef struct { GLfloat x,y; } vert_coord;
typedef struct { GLfloat u,v; } tex_coord;
private:
// default is 4 rectangles, each made up of 2 triangles (3 coord vertices each)
nsAutoTArray<vert_coord, 6> vertexCoords;
nsAutoTArray<tex_coord, 6> texCoords;
};
/**
* Decompose drawing the possibly-wrapped aTexCoordRect rectangle
* of a texture of aTexSize into one or more rectangles (represented
* as 2 triangles) and associated tex coordinates, such that
* we don't have to use the REPEAT wrap mode. If aFlipY is true, the
* texture coordinates will be specified vertically flipped.
*
* The resulting triangle vertex coordinates will be in the space of
* (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
* if you need a different space.
*
* The resulting vertex coordinates should be drawn using GL_TRIANGLES,
* and rects.numRects * 3 * 6
*/
static void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
RectTriangles& aRects,
bool aFlipY = false);
// Shared code for GL extensions and GLX extensions.
static bool ListHasExtension(const GLubyte *extensions,
const char *extension);
GLint GetMaxTextureImageSize() { return mMaxTextureImageSize; }
void SetFlipped(bool aFlipped) { mFlipped = aFlipped; }
public:
/**
* Context reset constants.
* These are used to determine who is guilty when a context reset
* happens.
*/
enum ContextResetARB {
CONTEXT_NO_ERROR = 0,
CONTEXT_GUILTY_CONTEXT_RESET_ARB = 0x8253,
CONTEXT_INNOCENT_CONTEXT_RESET_ARB = 0x8254,
CONTEXT_UNKNOWN_CONTEXT_RESET_ARB = 0x8255
};
public:
std::map<GLuint, SharedSurface_GL*> mFBOMapping;
enum {
DebugEnabled = 1 << 0,
DebugTrace = 1 << 1,
DebugAbortOnError = 1 << 2
};
static uint32_t sDebugMode;
static uint32_t DebugMode() {
#ifdef DEBUG
return sDebugMode;
#else
return 0;
#endif
}
protected:
nsRefPtr<GLContext> mSharedContext;
// The thread on which this context was created.
nsCOMPtr<nsIThread> mOwningThread;
GLContextSymbols mSymbols;
#ifdef DEBUG
// GLDebugMode will check that we don't send call
// to a GLContext that isn't current on the current
// thread.
// Store the current context when binding to thread local
// storage to support DebugMode on an arbitrary thread.
static unsigned sCurrentGLContextTLS;
#endif
bool mFlipped;
// lazy-initialized things
GLuint mBlitProgram, mBlitFramebuffer;
void UseBlitProgram();
void SetBlitFramebufferForDestTexture(GLuint aTexture);
public:
// Assumes shares are created by all sharing with the same global context.
bool SharesWith(const GLContext* other) const {
MOZ_ASSERT(!this->mSharedContext || !this->mSharedContext->mSharedContext);
MOZ_ASSERT(!other->mSharedContext || !other->mSharedContext->mSharedContext);
MOZ_ASSERT(!this->mSharedContext ||
!other->mSharedContext ||
this->mSharedContext == other->mSharedContext);
const GLContext* thisShared = this->mSharedContext ? this->mSharedContext
: this;
const GLContext* otherShared = other->mSharedContext ? other->mSharedContext
: other;
return thisShared == otherShared;
}
bool InitOffscreen(const gfxIntSize& size, const SurfaceCaps& caps) {
if (!CreateScreenBuffer(size, caps))
return false;
MakeCurrent();
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
fScissor(0, 0, size.width, size.height);
fViewport(0, 0, size.width, size.height);
mCaps = mScreen->Caps();
if (mCaps.any)
DetermineCaps();
UpdateGLFormats(mCaps);
UpdatePixelFormat();
return true;
}
protected:
// Note that it does -not- clear the resized buffers.
bool CreateScreenBuffer(const gfxIntSize& size, const SurfaceCaps& caps) {
if (!IsOffscreenSizeAllowed(size))
return false;
SurfaceCaps tryCaps = caps;
if (tryCaps.antialias) {
// AA path
if (CreateScreenBufferImpl(size, tryCaps))
return true;
NS_WARNING("CreateScreenBuffer failed to initialize an AA context! Falling back to no AA...");
tryCaps.antialias = false;
}
MOZ_ASSERT(!tryCaps.antialias);
if (CreateScreenBufferImpl(size, tryCaps))
return true;
NS_WARNING("CreateScreenBuffer failed to initialize non-AA context!");
return false;
}
bool CreateScreenBufferImpl(const gfxIntSize& size,
const SurfaceCaps& caps);
public:
bool ResizeScreenBuffer(const gfxIntSize& size);
protected:
SurfaceCaps mCaps;
nsAutoPtr<GLFormats> mGLFormats;
nsAutoPtr<PixelBufferFormat> mPixelFormat;
public:
void DetermineCaps();
const SurfaceCaps& Caps() const {
return mCaps;
}
// Only varies based on bpp16 and alpha.
GLFormats ChooseGLFormats(const SurfaceCaps& caps) const;
void UpdateGLFormats(const SurfaceCaps& caps) {
mGLFormats = new GLFormats(ChooseGLFormats(caps));
}
const GLFormats& GetGLFormats() const {
MOZ_ASSERT(mGLFormats);
return *mGLFormats;
}
PixelBufferFormat QueryPixelFormat();
void UpdatePixelFormat();
const PixelBufferFormat& GetPixelFormat() const {
MOZ_ASSERT(mPixelFormat);
return *mPixelFormat;
}
GLuint CreateTextureForOffscreen(const GLFormats& formats,
const gfxIntSize& size);
GLuint CreateTexture(GLenum internalFormat,
GLenum format, GLenum type,
const gfxIntSize& size);
GLuint CreateRenderbuffer(GLenum format,
GLsizei samples,
const gfxIntSize& size);
bool IsFramebufferComplete(GLuint fb, GLenum* status = nullptr);
// Pass null to an RB arg to disable its creation.
void CreateRenderbuffersForOffscreen(const GLFormats& formats,
const gfxIntSize& size,
bool multisample,
GLuint* colorMSRB,
GLuint* depthRB,
GLuint* stencilRB);
// Does not check completeness.
void AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
GLuint depthRB, GLuint stencilRB,
GLuint fb, GLenum target = LOCAL_GL_TEXTURE_2D);
// Passing null is fine if the value you'd get is 0.
bool AssembleOffscreenFBs(const GLuint colorMSRB,
const GLuint depthRB,
const GLuint stencilRB,
const GLuint texture,
GLuint* drawFB,
GLuint* readFB);
protected:
friend class GLScreenBuffer;
GLScreenBuffer* mScreen;
void DestroyScreenBuffer();
SharedSurface* mLockedSurface;
public:
void LockSurface(SharedSurface* surf) {
MOZ_ASSERT(!mLockedSurface);
mLockedSurface = surf;
}
void UnlockSurface(SharedSurface* surf) {
MOZ_ASSERT(mLockedSurface == surf);
mLockedSurface = nullptr;
}
SharedSurface* GetLockedSurface() const {
return mLockedSurface;
}
bool IsOffscreen() const {
return mScreen;
}
GLScreenBuffer* Screen() const {
return mScreen;
}
bool PublishFrame();
SharedSurface* RequestFrame();
/* Clear to transparent black, with 0 depth and stencil,
* while preserving current ClearColor etc. values.
* Useful for resizing offscreen buffers.
*/
void ClearSafely();
bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; }
protected:
nsRefPtr<TextureGarbageBin> mTexGarbageBin;
public:
TextureGarbageBin* TexGarbageBin() {
MOZ_ASSERT(mTexGarbageBin);
return mTexGarbageBin;
}
void EmptyTexGarbageBin();
protected:
nsDataHashtable<nsPtrHashKey<void>, void*> mUserData;
bool InitWithPrefix(const char *prefix, bool trygl);
void InitExtensions();
bool IsOffscreenSizeAllowed(const gfxIntSize& aSize) const;
nsTArray<nsIntRect> mViewportStack;
nsTArray<nsIntRect> mScissorStack;
GLint mMaxTextureSize;
GLint mMaxCubeMapTextureSize;
GLint mMaxTextureImageSize;
GLint mMaxRenderbufferSize;
GLsizei mMaxSamples;
bool mNeedsTextureSizeChecks;
bool mWorkAroundDriverBugs;
bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width, GLsizei height) const {
if (mNeedsTextureSizeChecks) {
// some drivers incorrectly handle some large texture sizes that are below the
// max texture size that they report. So we check ourselves against our own values
// (mMax[CubeMap]TextureSize).
// see bug 737182 for Mac Intel 2D textures
// see bug 684882 for Mac Intel cube map textures
// see bug 814716 for Mesa Nouveau
GLsizei maxSize = target == LOCAL_GL_TEXTURE_CUBE_MAP ||
(target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
? mMaxCubeMapTextureSize
: mMaxTextureSize;
return width <= maxSize && height <= maxSize;
}
return true;
}
/*** Scissor functions ***/
protected:
GLint FixYValue(GLint y, GLint height)
{
MOZ_ASSERT( !(mIsOffscreen && mFlipped) );
return mFlipped ? ViewportRect().height - (height + y) : y;
}
public:
void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
ScissorRect().SetRect(x, y, width, height);
// GL's coordinate system is flipped compared to the one we use in
// OGL Layers (in the Y axis), so we may need to flip our rectangle.
y = FixYValue(y, height);
raw_fScissor(x, y, width, height);
}
nsIntRect& ScissorRect() {
return mScissorStack[mScissorStack.Length()-1];
}
void PushScissorRect() {
nsIntRect copy(ScissorRect());
mScissorStack.AppendElement(copy);
}
void PushScissorRect(const nsIntRect& aRect) {
mScissorStack.AppendElement(aRect);
fScissor(aRect.x, aRect.y, aRect.width, aRect.height);
}
void PopScissorRect() {
if (mScissorStack.Length() < 2) {
NS_WARNING("PopScissorRect with Length < 2!");
return;
}
nsIntRect thisRect = ScissorRect();
mScissorStack.TruncateLength(mScissorStack.Length() - 1);
if (!thisRect.IsEqualInterior(ScissorRect())) {
fScissor(ScissorRect().x, ScissorRect().y,
ScissorRect().width, ScissorRect().height);
}
}
/*** Viewport functions ***/
private:
// only does the glViewport call, no ViewportRect business
void raw_fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
// XXX: Flipping should really happen using the destination height, but
// we use viewport instead and assume viewport size matches the
// destination. If we ever try use partial viewports for layers we need
// to fix this, and remove the assertion.
NS_ASSERTION(!mFlipped || (x == 0 && y == 0), "TODO: Need to flip the viewport rect");
mSymbols.fViewport(x, y, width, height);
AFTER_GL_CALL;
}
public:
void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
ViewportRect().SetRect(x, y, width, height);
raw_fViewport(x, y, width, height);
}
nsIntRect& ViewportRect() {
return mViewportStack[mViewportStack.Length()-1];
}
void PushViewportRect() {
nsIntRect copy(ViewportRect());
mViewportStack.AppendElement(copy);
}
void PushViewportRect(const nsIntRect& aRect) {
mViewportStack.AppendElement(aRect);
raw_fViewport(aRect.x, aRect.y, aRect.width, aRect.height);
}
void PopViewportRect() {
if (mViewportStack.Length() < 2) {
NS_WARNING("PopViewportRect with Length < 2!");
return;
}
nsIntRect thisRect = ViewportRect();
mViewportStack.TruncateLength(mViewportStack.Length() - 1);
if (!thisRect.IsEqualInterior(ViewportRect())) {
raw_fViewport(ViewportRect().x, ViewportRect().y,
ViewportRect().width, ViewportRect().height);
}
}
#undef ASSERT_SYMBOL_PRESENT
#ifdef DEBUG
void CreatedProgram(GLContext *aOrigin, GLuint aName);
void CreatedShader(GLContext *aOrigin, GLuint aName);
void CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void CreatedQueries(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void DeletedProgram(GLContext *aOrigin, GLuint aName);
void DeletedShader(GLContext *aOrigin, GLuint aName);
void DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void DeletedQueries(GLContext *aOrigin, GLsizei aCount, const GLuint *aNames);
void DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void SharedContextDestroyed(GLContext *aChild);
void ReportOutstandingNames();
struct NamedResource {
NamedResource()
: origin(nullptr), name(0), originDeleted(false)
{ }
NamedResource(GLContext *aOrigin, GLuint aName)
: origin(aOrigin), name(aName), originDeleted(false)
{ }
GLContext *origin;
GLuint name;
bool originDeleted;
// for sorting
bool operator<(const NamedResource& aOther) const {
if (intptr_t(origin) < intptr_t(aOther.origin))
return true;
if (name < aOther.name)
return true;
return false;
}
bool operator==(const NamedResource& aOther) const {
return origin == aOther.origin &&
name == aOther.name &&
originDeleted == aOther.originDeleted;
}
};
nsTArray<NamedResource> mTrackedPrograms;
nsTArray<NamedResource> mTrackedShaders;
nsTArray<NamedResource> mTrackedTextures;
nsTArray<NamedResource> mTrackedFramebuffers;
nsTArray<NamedResource> mTrackedRenderbuffers;
nsTArray<NamedResource> mTrackedBuffers;
nsTArray<NamedResource> mTrackedQueries;
#endif
};
bool DoesStringMatch(const char* aString, const char *aWantedString);
//RAII via CRTP!
template <class Derived>
struct ScopedGLWrapper
{
private:
bool mIsUnwrapped;
protected:
GLContext* const mGL;
ScopedGLWrapper(GLContext* gl)
: mIsUnwrapped(false)
, mGL(gl)
{
MOZ_ASSERT(&ScopedGLWrapper<Derived>::Unwrap == &Derived::Unwrap);
MOZ_ASSERT(&Derived::UnwrapImpl);
MOZ_ASSERT(mGL->IsCurrent());
}
virtual ~ScopedGLWrapper() {
if (!mIsUnwrapped)
Unwrap();
}
public:
void Unwrap() {
MOZ_ASSERT(!mIsUnwrapped);
Derived* derived = static_cast<Derived*>(this);
derived->UnwrapImpl();
mIsUnwrapped = true;
}
};
// Wraps glEnable/Disable.
struct ScopedGLState
: public ScopedGLWrapper<ScopedGLState>
{
friend struct ScopedGLWrapper<ScopedGLState>;
protected:
const GLenum mCapability;
bool mOldState;
public:
// Use |newState = true| to enable, |false| to disable.
ScopedGLState(GLContext* gl, GLenum capability, bool newState)
: ScopedGLWrapper<ScopedGLState>(gl)
, mCapability(capability)
{
mOldState = mGL->fIsEnabled(mCapability);
// Early out if we're already in the right state.
if (newState == mOldState)
return;
if (newState)
mGL->fEnable(mCapability);
else
mGL->fDisable(mCapability);
}
protected:
void UnwrapImpl() {
if (mOldState)
mGL->fEnable(mCapability);
else
mGL->fDisable(mCapability);
}
};
// Saves and restores with GetUserBoundFB and BindUserFB.
struct ScopedBindFramebuffer
: public ScopedGLWrapper<ScopedBindFramebuffer>
{
friend struct ScopedGLWrapper<ScopedBindFramebuffer>;
protected:
GLuint mOldFB;
private:
void Init() {
mOldFB = mGL->GetFB();
}
public:
explicit ScopedBindFramebuffer(GLContext* gl)
: ScopedGLWrapper<ScopedBindFramebuffer>(gl)
{
Init();
}
ScopedBindFramebuffer(GLContext* gl, GLuint newFB)
: ScopedGLWrapper<ScopedBindFramebuffer>(gl)
{
Init();
mGL->BindFB(newFB);
}
protected:
void UnwrapImpl() {
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->BindFB(mOldFB);
}
};
struct ScopedBindTextureUnit
: public ScopedGLWrapper<ScopedBindTextureUnit>
{
friend struct ScopedGLWrapper<ScopedBindTextureUnit>;
protected:
GLenum mOldTexUnit;
public:
ScopedBindTextureUnit(GLContext* gl, GLenum texUnit)
: ScopedGLWrapper<ScopedBindTextureUnit>(gl)
{
MOZ_ASSERT(texUnit >= LOCAL_GL_TEXTURE0);
mGL->GetUIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &mOldTexUnit);
mGL->fActiveTexture(texUnit);
}
protected:
void UnwrapImpl() {
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fActiveTexture(mOldTexUnit);
}
};
struct ScopedTexture
: public ScopedGLWrapper<ScopedTexture>
{
friend struct ScopedGLWrapper<ScopedTexture>;
protected:
GLuint mTexture;
public:
ScopedTexture(GLContext* gl)
: ScopedGLWrapper<ScopedTexture>(gl)
{
mGL->fGenTextures(1, &mTexture);
}
GLuint Texture() { return mTexture; }
protected:
void UnwrapImpl() {
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fDeleteTextures(1, &mTexture);
}
};
struct ScopedBindTexture
: public ScopedGLWrapper<ScopedBindTexture>
{
friend struct ScopedGLWrapper<ScopedBindTexture>;
protected:
GLuint mOldTex;
GLenum mTarget;
private:
void Init(GLenum target) {
mTarget = target;
mOldTex = 0;
GLenum bindingTarget = (target == LOCAL_GL_TEXTURE_2D) ? LOCAL_GL_TEXTURE_BINDING_2D
: (target == LOCAL_GL_TEXTURE_RECTANGLE_ARB) ? LOCAL_GL_TEXTURE_BINDING_RECTANGLE_ARB
: (target == LOCAL_GL_TEXTURE_CUBE_MAP) ? LOCAL_GL_TEXTURE_BINDING_CUBE_MAP
: LOCAL_GL_NONE;
MOZ_ASSERT(bindingTarget != LOCAL_GL_NONE);
mGL->GetUIntegerv(bindingTarget, &mOldTex);
}
public:
ScopedBindTexture(GLContext* gl, GLuint newTex, GLenum target = LOCAL_GL_TEXTURE_2D)
: ScopedGLWrapper<ScopedBindTexture>(gl)
{
Init(target);
mGL->fBindTexture(target, newTex);
}
protected:
void UnwrapImpl() {
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fBindTexture(mTarget, mOldTex);
}
};
struct ScopedBindRenderbuffer
: public ScopedGLWrapper<ScopedBindRenderbuffer>
{
friend struct ScopedGLWrapper<ScopedBindRenderbuffer>;
protected:
GLuint mOldRB;
private:
void Init() {
mOldRB = 0;
mGL->GetUIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &mOldRB);
}
public:
explicit ScopedBindRenderbuffer(GLContext* gl)
: ScopedGLWrapper<ScopedBindRenderbuffer>(gl)
{
Init();
}
ScopedBindRenderbuffer(GLContext* gl, GLuint newRB)
: ScopedGLWrapper<ScopedBindRenderbuffer>(gl)
{
Init();
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, newRB);
}
protected:
void UnwrapImpl() {
// Check that we're not falling out of scope after
// the current context changed.
MOZ_ASSERT(mGL->IsCurrent());
mGL->fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, mOldRB);
}
};
struct ScopedFramebufferForTexture
: public ScopedGLWrapper<ScopedFramebufferForTexture>
{
friend struct ScopedGLWrapper<ScopedFramebufferForTexture>;
protected:
bool mComplete; // True if the framebuffer we create is complete.
GLuint mFB;
public:
ScopedFramebufferForTexture(GLContext* gl, GLuint texture,
GLenum target = LOCAL_GL_TEXTURE_2D)
: ScopedGLWrapper<ScopedFramebufferForTexture>(gl)
, mComplete(false)
, mFB(0)
{
mGL->fGenFramebuffers(1, &mFB);
ScopedBindFramebuffer autoFB(gl, mFB);
mGL->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
target,
texture,
0);
GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
mComplete = true;
} else {
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
}
protected:
void UnwrapImpl() {
if (!mFB)
return;
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
public:
GLuint FB() const {
MOZ_ASSERT(IsComplete());
return mFB;
}
bool IsComplete() const {
return mComplete;
}
};
struct ScopedFramebufferForRenderbuffer
: public ScopedGLWrapper<ScopedFramebufferForRenderbuffer>
{
friend struct ScopedGLWrapper<ScopedFramebufferForRenderbuffer>;
protected:
bool mComplete; // True if the framebuffer we create is complete.
GLuint mFB;
public:
ScopedFramebufferForRenderbuffer(GLContext* gl, GLuint rb)
: ScopedGLWrapper<ScopedFramebufferForRenderbuffer>(gl)
, mComplete(false)
, mFB(0)
{
mGL->fGenFramebuffers(1, &mFB);
ScopedBindFramebuffer autoFB(gl, mFB);
mGL->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER,
rb);
GLenum status = mGL->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE) {
mComplete = true;
} else {
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
}
protected:
void UnwrapImpl() {
if (!mFB)
return;
mGL->fDeleteFramebuffers(1, &mFB);
mFB = 0;
}
public:
GLuint FB() const {
return mFB;
}
bool IsComplete() const {
return mComplete;
}
};
} /* namespace gl */
} /* namespace mozilla */
#endif /* GLCONTEXT_H_ */