mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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868 lines
30 KiB
JavaScript
868 lines
30 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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const {Cc, Ci, Cu, Cr} = require("chrome");
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const events = require("sdk/event/core");
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const {Promise: promise} = Cu.import("resource://gre/modules/Promise.jsm", {});
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const protocol = require("devtools/server/protocol");
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const {CallWatcherActor, CallWatcherFront} = require("devtools/server/actors/call-watcher");
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const DevToolsUtils = require("devtools/toolkit/DevToolsUtils.js");
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const {on, once, off, emit} = events;
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const {method, custom, Arg, Option, RetVal} = protocol;
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const CANVAS_CONTEXTS = [
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"CanvasRenderingContext2D",
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"WebGLRenderingContext"
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];
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const ANIMATION_GENERATORS = [
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"requestAnimationFrame",
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"mozRequestAnimationFrame"
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];
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const LOOP_GENERATORS = [
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"setTimeout"
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];
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const DRAW_CALLS = [
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// 2D canvas
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"fill",
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"stroke",
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"clearRect",
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"fillRect",
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"strokeRect",
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"fillText",
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"strokeText",
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"drawImage",
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// WebGL
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"clear",
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"drawArrays",
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"drawElements",
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"finish",
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"flush"
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];
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const INTERESTING_CALLS = [
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// 2D canvas
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"save",
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"restore",
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// WebGL
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"useProgram"
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];
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/**
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* Type representing an ArrayBufferView, serialized fast(er).
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*
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* Don't create a new array buffer view from the parsed array on the frontend.
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* Consumers may copy the data into an existing buffer, or create a new one if
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* necesasry. For example, this avoids the need for a redundant copy when
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* populating ImageData objects, at the expense of transferring char views
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* of a pixel buffer over the protocol instead of a packed int view.
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*
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* XXX: It would be nice if on local connections (only), we could just *give*
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* the buffer directly to the front, instead of going through all this
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* serialization redundancy.
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*/
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protocol.types.addType("array-buffer-view", {
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write: (v) => "[" + Array.join(v, ",") + "]",
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read: (v) => JSON.parse(v)
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});
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/**
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* Type describing a thumbnail or screenshot in a recorded animation frame.
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*/
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protocol.types.addDictType("snapshot-image", {
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index: "number",
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width: "number",
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height: "number",
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scaling: "number",
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flipped: "boolean",
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pixels: "array-buffer-view"
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});
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/**
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* Type describing an overview of a recorded animation frame.
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*/
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protocol.types.addDictType("snapshot-overview", {
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calls: "array:function-call",
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thumbnails: "array:snapshot-image",
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screenshot: "snapshot-image"
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});
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/**
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* This actor represents a recorded animation frame snapshot, along with
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* all the corresponding canvas' context methods invoked in that frame,
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* thumbnails for each draw call and a screenshot of the end result.
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*/
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let FrameSnapshotActor = protocol.ActorClass({
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typeName: "frame-snapshot",
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/**
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* Creates the frame snapshot call actor.
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*
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* @param DebuggerServerConnection conn
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* The server connection.
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* @param HTMLCanvasElement canvas
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* A reference to the content canvas.
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* @param array calls
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* An array of "function-call" actor instances.
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* @param object screenshot
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* A single "snapshot-image" type instance.
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*/
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initialize: function(conn, { canvas, calls, screenshot }) {
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protocol.Actor.prototype.initialize.call(this, conn);
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this._contentCanvas = canvas;
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this._functionCalls = calls;
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this._animationFrameEndScreenshot = screenshot;
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},
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/**
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* Gets as much data about this snapshot without computing anything costly.
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*/
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getOverview: method(function() {
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return {
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calls: this._functionCalls,
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thumbnails: this._functionCalls.map(e => e._thumbnail).filter(e => !!e),
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screenshot: this._animationFrameEndScreenshot
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};
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}, {
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response: { overview: RetVal("snapshot-overview") }
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}),
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/**
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* Gets a screenshot of the canvas's contents after the specified
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* function was called.
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*/
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generateScreenshotFor: method(function(functionCall) {
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let caller = functionCall.details.caller;
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let global = functionCall.meta.global;
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let canvas = this._contentCanvas;
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let calls = this._functionCalls;
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let index = calls.indexOf(functionCall);
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// To get a screenshot, replay all the steps necessary to render the frame,
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// by invoking the context calls up to and including the specified one.
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// This will be done in a custom framebuffer in case of a WebGL context.
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let replayData = ContextUtils.replayAnimationFrame({
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contextType: global,
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canvas: canvas,
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calls: calls,
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first: 0,
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last: index
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});
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let { replayContext, replayContextScaling, lastDrawCallIndex, doCleanup } = replayData;
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let [left, top, width, height] = replayData.replayViewport;
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let screenshot;
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// Depending on the canvas' context, generating a screenshot is done
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// in different ways.
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if (global == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
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screenshot = ContextUtils.getPixelsForWebGL(replayContext, left, top, width, height);
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screenshot.flipped = true;
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} else if (global == CallWatcherFront.CANVAS_2D_CONTEXT) {
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screenshot = ContextUtils.getPixelsFor2D(replayContext, left, top, width, height);
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screenshot.flipped = false;
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}
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// In case of the WebGL context, we also need to reset the framebuffer
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// binding to the original value, after generating the screenshot.
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doCleanup();
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screenshot.scaling = replayContextScaling;
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screenshot.index = lastDrawCallIndex;
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return screenshot;
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}, {
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request: { call: Arg(0, "function-call") },
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response: { screenshot: RetVal("snapshot-image") }
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})
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});
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/**
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* The corresponding Front object for the FrameSnapshotActor.
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*/
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let FrameSnapshotFront = protocol.FrontClass(FrameSnapshotActor, {
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initialize: function(client, form) {
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protocol.Front.prototype.initialize.call(this, client, form);
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this._animationFrameEndScreenshot = null;
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this._cachedScreenshots = new WeakMap();
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},
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/**
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* This implementation caches the animation frame end screenshot to optimize
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* frontend requests to `generateScreenshotFor`.
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*/
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getOverview: custom(function() {
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return this._getOverview().then(data => {
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this._animationFrameEndScreenshot = data.screenshot;
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return data;
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});
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}, {
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impl: "_getOverview"
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}),
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/**
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* This implementation saves a roundtrip to the backend if the screenshot
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* was already generated and retrieved once.
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*/
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generateScreenshotFor: custom(function(functionCall) {
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if (CanvasFront.ANIMATION_GENERATORS.has(functionCall.name) ||
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CanvasFront.LOOP_GENERATORS.has(functionCall.name)) {
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return promise.resolve(this._animationFrameEndScreenshot);
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}
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let cachedScreenshot = this._cachedScreenshots.get(functionCall);
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if (cachedScreenshot) {
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return cachedScreenshot;
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}
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let screenshot = this._generateScreenshotFor(functionCall);
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this._cachedScreenshots.set(functionCall, screenshot);
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return screenshot;
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}, {
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impl: "_generateScreenshotFor"
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})
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});
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/**
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* This Canvas Actor handles simple instrumentation of all the methods
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* of a 2D or WebGL context, to provide information regarding all the calls
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* made when drawing frame inside an animation loop.
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*/
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let CanvasActor = exports.CanvasActor = protocol.ActorClass({
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// Reset for each recording, boolean indicating whether or not
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// any draw calls were called for a recording.
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_animationContainsDrawCall: false,
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typeName: "canvas",
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initialize: function(conn, tabActor) {
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protocol.Actor.prototype.initialize.call(this, conn);
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this.tabActor = tabActor;
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this._onContentFunctionCall = this._onContentFunctionCall.bind(this);
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},
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destroy: function(conn) {
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protocol.Actor.prototype.destroy.call(this, conn);
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this.finalize();
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},
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/**
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* Starts listening for function calls.
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*/
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setup: method(function({ reload }) {
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if (this._initialized) {
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return;
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}
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this._initialized = true;
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this._callWatcher = new CallWatcherActor(this.conn, this.tabActor);
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this._callWatcher.onCall = this._onContentFunctionCall;
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this._callWatcher.setup({
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tracedGlobals: CANVAS_CONTEXTS,
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tracedFunctions: [...ANIMATION_GENERATORS, ...LOOP_GENERATORS],
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performReload: reload,
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storeCalls: true
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});
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}, {
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request: { reload: Option(0, "boolean") },
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oneway: true
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}),
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/**
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* Stops listening for function calls.
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*/
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finalize: method(function() {
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if (!this._initialized) {
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return;
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}
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this._initialized = false;
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this._callWatcher.finalize();
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this._callWatcher = null;
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}, {
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oneway: true
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}),
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/**
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* Returns whether this actor has been set up.
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*/
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isInitialized: method(function() {
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return !!this._initialized;
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}, {
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response: { initialized: RetVal("boolean") }
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}),
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/**
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* Returns whether or not the CanvasActor is recording an animation.
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* Used in tests.
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*/
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isRecording: method(function() {
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return !!this._callWatcher.isRecording();
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}, {
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response: { recording: RetVal("boolean") }
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}),
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/**
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* Records a snapshot of all the calls made during the next animation frame.
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* The animation should be implemented via the de-facto requestAnimationFrame
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* utility, or inside recursive `setTimeout`s. `setInterval` at this time are not supported.
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*/
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recordAnimationFrame: method(function() {
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if (this._callWatcher.isRecording()) {
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return this._currentAnimationFrameSnapshot.promise;
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}
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this._recordingContainsDrawCall = false;
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this._callWatcher.eraseRecording();
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this._callWatcher.resumeRecording();
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let deferred = this._currentAnimationFrameSnapshot = promise.defer();
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return deferred.promise;
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}, {
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response: { snapshot: RetVal("nullable:frame-snapshot") }
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}),
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/**
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* Cease attempts to record an animation frame.
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*/
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stopRecordingAnimationFrame: method(function() {
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if (!this._callWatcher.isRecording()) {
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return;
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}
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this._animationStarted = false;
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this._callWatcher.pauseRecording();
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this._callWatcher.eraseRecording();
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this._currentAnimationFrameSnapshot.resolve(null);
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this._currentAnimationFrameSnapshot = null;
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}, {
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oneway: true
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}),
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/**
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* Invoked whenever an instrumented function is called, be it on a
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* 2d or WebGL context, or an animation generator like requestAnimationFrame.
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*/
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_onContentFunctionCall: function(functionCall) {
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let { window, name, args } = functionCall.details;
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// The function call arguments are required to replay animation frames,
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// in order to generate screenshots. However, simply storing references to
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// every kind of object is a bad idea, since their properties may change.
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// Consider transformation matrices for example, which are typically
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// Float32Arrays whose values can easily change across context calls.
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// They need to be cloned.
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inplaceShallowCloneArrays(args, window);
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// Handle animations generated using requestAnimationFrame
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if (CanvasFront.ANIMATION_GENERATORS.has(name)) {
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this._handleAnimationFrame(functionCall);
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return;
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}
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// Handle animations generated using setTimeout. While using
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// those timers is considered extremely poor practice, they're still widely
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// used on the web, especially for old demos; it's nice to support them as well.
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if (CanvasFront.LOOP_GENERATORS.has(name)) {
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this._handleAnimationFrame(functionCall);
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return;
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}
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if (CanvasFront.DRAW_CALLS.has(name) && this._animationStarted) {
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this._handleDrawCall(functionCall);
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return;
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}
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},
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/**
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* Handle animations generated using requestAnimationFrame.
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*/
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_handleAnimationFrame: function(functionCall) {
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if (!this._animationStarted) {
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this._handleAnimationFrameBegin();
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}
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// Check to see if draw calls occurred yet, as it could be future frames,
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// like in the scenario where requestAnimationFrame is called to trigger an animation,
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// and rAF is at the beginning of the animate loop.
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else if (this._animationContainsDrawCall) {
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this._handleAnimationFrameEnd(functionCall);
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}
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},
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/**
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* Called whenever an animation frame rendering begins.
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*/
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_handleAnimationFrameBegin: function() {
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this._callWatcher.eraseRecording();
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this._animationStarted = true;
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},
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/**
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* Called whenever an animation frame rendering ends.
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*/
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_handleAnimationFrameEnd: function() {
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// Get a hold of all the function calls made during this animation frame.
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// Since only one snapshot can be recorded at a time, erase all the
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// previously recorded calls.
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let functionCalls = this._callWatcher.pauseRecording();
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this._callWatcher.eraseRecording();
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this._animationContainsDrawCall = false;
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// Since the animation frame finished, get a hold of the (already retrieved)
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// canvas pixels to conveniently create a screenshot of the final rendering.
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let index = this._lastDrawCallIndex;
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let width = this._lastContentCanvasWidth;
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let height = this._lastContentCanvasHeight;
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let flipped = !!this._lastThumbnailFlipped; // undefined -> false
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let pixels = ContextUtils.getPixelStorage()["8bit"];
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let animationFrameEndScreenshot = {
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index: index,
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width: width,
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height: height,
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scaling: 1,
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flipped: flipped,
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pixels: pixels.subarray(0, width * height * 4)
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};
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// Wrap the function calls and screenshot in a FrameSnapshotActor instance,
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// which will resolve the promise returned by `recordAnimationFrame`.
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let frameSnapshot = new FrameSnapshotActor(this.conn, {
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canvas: this._lastDrawCallCanvas,
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calls: functionCalls,
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screenshot: animationFrameEndScreenshot
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});
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this._currentAnimationFrameSnapshot.resolve(frameSnapshot);
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this._currentAnimationFrameSnapshot = null;
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this._animationStarted = false;
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},
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/**
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* Invoked whenever a draw call is detected in the animation frame which is
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* currently being recorded.
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*/
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_handleDrawCall: function(functionCall) {
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let functionCalls = this._callWatcher.pauseRecording();
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let caller = functionCall.details.caller;
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let global = functionCall.meta.global;
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let contentCanvas = this._lastDrawCallCanvas = caller.canvas;
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let index = this._lastDrawCallIndex = functionCalls.indexOf(functionCall);
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let w = this._lastContentCanvasWidth = contentCanvas.width;
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let h = this._lastContentCanvasHeight = contentCanvas.height;
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// To keep things fast, generate images of small and fixed dimensions.
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let dimensions = CanvasFront.THUMBNAIL_SIZE;
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let thumbnail;
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this._animationContainsDrawCall = true;
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// Create a thumbnail on every draw call on the canvas context, to augment
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// the respective function call actor with this additional data.
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if (global == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
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// Check if drawing to a custom framebuffer (when rendering to texture).
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// Don't create a thumbnail in this particular case.
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let framebufferBinding = caller.getParameter(caller.FRAMEBUFFER_BINDING);
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if (framebufferBinding == null) {
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thumbnail = ContextUtils.getPixelsForWebGL(caller, 0, 0, w, h, dimensions);
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thumbnail.flipped = this._lastThumbnailFlipped = true;
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thumbnail.index = index;
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}
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} else if (global == CallWatcherFront.CANVAS_2D_CONTEXT) {
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thumbnail = ContextUtils.getPixelsFor2D(caller, 0, 0, w, h, dimensions);
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thumbnail.flipped = this._lastThumbnailFlipped = false;
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thumbnail.index = index;
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}
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functionCall._thumbnail = thumbnail;
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this._callWatcher.resumeRecording();
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}
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});
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/**
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* A collection of methods for manipulating canvas contexts.
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*/
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let ContextUtils = {
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/**
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* WebGL contexts are sensitive to how they're queried. Use this function
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* to make sure the right context is always retrieved, if available.
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*
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* @param HTMLCanvasElement canvas
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* The canvas element for which to get a WebGL context.
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* @param WebGLRenderingContext gl
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* The queried WebGL context, or null if unavailable.
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*/
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getWebGLContext: function(canvas) {
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return canvas.getContext("webgl") ||
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canvas.getContext("experimental-webgl");
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},
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/**
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* Gets a hold of the rendered pixels in the most efficient way possible for
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* a canvas with a WebGL context.
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*
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* @param WebGLRenderingContext gl
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* The WebGL context to get a screenshot from.
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* @param number srcX [optional]
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* The first left pixel that is read from the framebuffer.
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* @param number srcY [optional]
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* The first top pixel that is read from the framebuffer.
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* @param number srcWidth [optional]
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* The number of pixels to read on the X axis.
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* @param number srcHeight [optional]
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* The number of pixels to read on the Y axis.
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* @param number dstHeight [optional]
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* The desired generated screenshot height.
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* @return object
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* An objet containing the screenshot's width, height and pixel data,
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* represented as an 8-bit array buffer of r, g, b, a values.
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*/
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getPixelsForWebGL: function(gl,
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srcX = 0, srcY = 0,
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srcWidth = gl.canvas.width,
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srcHeight = gl.canvas.height,
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dstHeight = srcHeight)
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{
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let contentPixels = ContextUtils.getPixelStorage(srcWidth, srcHeight);
|
|
let { "8bit": charView, "32bit": intView } = contentPixels;
|
|
gl.readPixels(srcX, srcY, srcWidth, srcHeight, gl.RGBA, gl.UNSIGNED_BYTE, charView);
|
|
return this.resizePixels(intView, srcWidth, srcHeight, dstHeight);
|
|
},
|
|
|
|
/**
|
|
* Gets a hold of the rendered pixels in the most efficient way possible for
|
|
* a canvas with a 2D context.
|
|
*
|
|
* @param CanvasRenderingContext2D ctx
|
|
* The 2D context to get a screenshot from.
|
|
* @param number srcX [optional]
|
|
* The first left pixel that is read from the canvas.
|
|
* @param number srcY [optional]
|
|
* The first top pixel that is read from the canvas.
|
|
* @param number srcWidth [optional]
|
|
* The number of pixels to read on the X axis.
|
|
* @param number srcHeight [optional]
|
|
* The number of pixels to read on the Y axis.
|
|
* @param number dstHeight [optional]
|
|
* The desired generated screenshot height.
|
|
* @return object
|
|
* An objet containing the screenshot's width, height and pixel data,
|
|
* represented as an 8-bit array buffer of r, g, b, a values.
|
|
*/
|
|
getPixelsFor2D: function(ctx,
|
|
srcX = 0, srcY = 0,
|
|
srcWidth = ctx.canvas.width,
|
|
srcHeight = ctx.canvas.height,
|
|
dstHeight = srcHeight)
|
|
{
|
|
let { data } = ctx.getImageData(srcX, srcY, srcWidth, srcHeight);
|
|
let { "32bit": intView } = ContextUtils.usePixelStorage(data.buffer);
|
|
return this.resizePixels(intView, srcWidth, srcHeight, dstHeight);
|
|
},
|
|
|
|
/**
|
|
* Resizes the provided pixels to fit inside a rectangle with the specified
|
|
* height and the same aspect ratio as the source.
|
|
*
|
|
* @param Uint32Array srcPixels
|
|
* The source pixel data, assuming 32bit/pixel and 4 color components.
|
|
* @param number srcWidth
|
|
* The source pixel data width.
|
|
* @param number srcHeight
|
|
* The source pixel data height.
|
|
* @param number dstHeight [optional]
|
|
* The desired resized pixel data height.
|
|
* @return object
|
|
* An objet containing the resized pixels width, height and data,
|
|
* represented as an 8-bit array buffer of r, g, b, a values.
|
|
*/
|
|
resizePixels: function(srcPixels, srcWidth, srcHeight, dstHeight) {
|
|
let screenshotRatio = dstHeight / srcHeight;
|
|
let dstWidth = (srcWidth * screenshotRatio) | 0;
|
|
let dstPixels = new Uint32Array(dstWidth * dstHeight);
|
|
|
|
// If the resized image ends up being completely transparent, returning
|
|
// an empty array will skip some redundant serialization cycles.
|
|
let isTransparent = true;
|
|
|
|
for (let dstX = 0; dstX < dstWidth; dstX++) {
|
|
for (let dstY = 0; dstY < dstHeight; dstY++) {
|
|
let srcX = (dstX / screenshotRatio) | 0;
|
|
let srcY = (dstY / screenshotRatio) | 0;
|
|
let cPos = srcX + srcWidth * srcY;
|
|
let dPos = dstX + dstWidth * dstY;
|
|
let color = dstPixels[dPos] = srcPixels[cPos];
|
|
if (color) {
|
|
isTransparent = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return {
|
|
width: dstWidth,
|
|
height: dstHeight,
|
|
pixels: isTransparent ? [] : new Uint8Array(dstPixels.buffer)
|
|
};
|
|
},
|
|
|
|
/**
|
|
* Invokes a series of canvas context calls, to "replay" an animation frame
|
|
* and generate a screenshot.
|
|
*
|
|
* In case of a WebGL context, an offscreen framebuffer is created for
|
|
* the respective canvas, and the rendering will be performed into it.
|
|
* This is necessary because some state (like shaders, textures etc.) can't
|
|
* be shared between two different WebGL contexts.
|
|
* - Hopefully, once SharedResources are a thing this won't be necessary:
|
|
* http://www.khronos.org/webgl/wiki/SharedResouces
|
|
* - Alternatively, we could pursue the idea of using the same context
|
|
* for multiple canvases, instead of trying to share resources:
|
|
* https://www.khronos.org/webgl/public-mailing-list/archives/1210/msg00058.html
|
|
*
|
|
* In case of a 2D context, a new canvas is created, since there's no
|
|
* intrinsic state that can't be easily duplicated.
|
|
*
|
|
* @param number contexType
|
|
* The type of context to use. See the CallWatcherFront scope types.
|
|
* @param HTMLCanvasElement canvas
|
|
* The canvas element which is the source of all context calls.
|
|
* @param array calls
|
|
* An array of function call actors.
|
|
* @param number first
|
|
* The first function call to start from.
|
|
* @param number last
|
|
* The last (inclusive) function call to end at.
|
|
* @return object
|
|
* The context on which the specified calls were invoked, the
|
|
* last registered draw call's index and a cleanup function, which
|
|
* needs to be called whenever any potential followup work is finished.
|
|
*/
|
|
replayAnimationFrame: function({ contextType, canvas, calls, first, last }) {
|
|
let w = canvas.width;
|
|
let h = canvas.height;
|
|
|
|
let replayContext;
|
|
let replayContextScaling;
|
|
let customViewport;
|
|
let customFramebuffer;
|
|
let lastDrawCallIndex = -1;
|
|
let doCleanup = () => {};
|
|
|
|
// In case of WebGL contexts, rendering will be done offscreen, in a
|
|
// custom framebuffer, but using the same provided context. This is
|
|
// necessary because it's very memory-unfriendly to rebuild all the
|
|
// required GL state (like recompiling shaders, setting global flags, etc.)
|
|
// in an entirely new canvas. However, special care is needed to not
|
|
// permanently affect the existing GL state in the process.
|
|
if (contextType == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
|
|
// To keep things fast, replay the context calls on a framebuffer
|
|
// of smaller dimensions than the actual canvas (maximum 256x256 pixels).
|
|
let scaling = Math.min(CanvasFront.WEBGL_SCREENSHOT_MAX_HEIGHT, h) / h;
|
|
replayContextScaling = scaling;
|
|
w = (w * scaling) | 0;
|
|
h = (h * scaling) | 0;
|
|
|
|
// Fetch the same WebGL context and bind a new framebuffer.
|
|
let gl = replayContext = this.getWebGLContext(canvas);
|
|
let { newFramebuffer, oldFramebuffer } = this.createBoundFramebuffer(gl, w, h);
|
|
customFramebuffer = newFramebuffer;
|
|
|
|
// Set the viewport to match the new framebuffer's dimensions.
|
|
let { newViewport, oldViewport } = this.setCustomViewport(gl, w, h);
|
|
customViewport = newViewport;
|
|
|
|
// Revert the framebuffer and viewport to the original values.
|
|
doCleanup = () => {
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, oldFramebuffer);
|
|
gl.viewport.apply(gl, oldViewport);
|
|
};
|
|
}
|
|
// In case of 2D contexts, draw everything on a separate canvas context.
|
|
else if (contextType == CallWatcherFront.CANVAS_2D_CONTEXT) {
|
|
let contentDocument = canvas.ownerDocument;
|
|
let replayCanvas = contentDocument.createElement("canvas");
|
|
replayCanvas.width = w;
|
|
replayCanvas.height = h;
|
|
replayContext = replayCanvas.getContext("2d");
|
|
replayContextScaling = 1;
|
|
customViewport = [0, 0, w, h];
|
|
}
|
|
|
|
// Replay all the context calls up to and including the specified one.
|
|
for (let i = first; i <= last; i++) {
|
|
let { type, name, args } = calls[i].details;
|
|
|
|
// Prevent WebGL context calls that try to reset the framebuffer binding
|
|
// to the default value, since we want to perform the rendering offscreen.
|
|
if (name == "bindFramebuffer" && args[1] == null) {
|
|
replayContext.bindFramebuffer(replayContext.FRAMEBUFFER, customFramebuffer);
|
|
continue;
|
|
}
|
|
// Also prevent WebGL context calls that try to change the viewport
|
|
// while our custom framebuffer is bound.
|
|
if (name == "viewport") {
|
|
let framebufferBinding = replayContext.getParameter(replayContext.FRAMEBUFFER_BINDING);
|
|
if (framebufferBinding == customFramebuffer) {
|
|
replayContext.viewport.apply(replayContext, customViewport);
|
|
continue;
|
|
}
|
|
}
|
|
if (type == CallWatcherFront.METHOD_FUNCTION) {
|
|
replayContext[name].apply(replayContext, args);
|
|
} else if (type == CallWatcherFront.SETTER_FUNCTION) {
|
|
replayContext[name] = args;
|
|
}
|
|
if (CanvasFront.DRAW_CALLS.has(name)) {
|
|
lastDrawCallIndex = i;
|
|
}
|
|
}
|
|
|
|
return {
|
|
replayContext: replayContext,
|
|
replayContextScaling: replayContextScaling,
|
|
replayViewport: customViewport,
|
|
lastDrawCallIndex: lastDrawCallIndex,
|
|
doCleanup: doCleanup
|
|
};
|
|
},
|
|
|
|
/**
|
|
* Gets an object containing a buffer large enough to hold width * height
|
|
* pixels, assuming 32bit/pixel and 4 color components.
|
|
*
|
|
* This method avoids allocating memory and tries to reuse a common buffer
|
|
* as much as possible.
|
|
*
|
|
* @param number w
|
|
* The desired pixel array storage width.
|
|
* @param number h
|
|
* The desired pixel array storage height.
|
|
* @return object
|
|
* The requested pixel array buffer.
|
|
*/
|
|
getPixelStorage: function(w = 0, h = 0) {
|
|
let storage = this._currentPixelStorage;
|
|
if (storage && storage["32bit"].length >= w * h) {
|
|
return storage;
|
|
}
|
|
return this.usePixelStorage(new ArrayBuffer(w * h * 4));
|
|
},
|
|
|
|
/**
|
|
* Creates and saves the array buffer views used by `getPixelStorage`.
|
|
*
|
|
* @param ArrayBuffer buffer
|
|
* The raw buffer used as storage for various array buffer views.
|
|
*/
|
|
usePixelStorage: function(buffer) {
|
|
let array8bit = new Uint8Array(buffer);
|
|
let array32bit = new Uint32Array(buffer);
|
|
return this._currentPixelStorage = {
|
|
"8bit": array8bit,
|
|
"32bit": array32bit
|
|
};
|
|
},
|
|
|
|
/**
|
|
* Creates a framebuffer of the specified dimensions for a WebGL context,
|
|
* assuming a RGBA color buffer, a depth buffer and no stencil buffer.
|
|
*
|
|
* @param WebGLRenderingContext gl
|
|
* The WebGL context to create and bind a framebuffer for.
|
|
* @param number width
|
|
* The desired width of the renderbuffers.
|
|
* @param number height
|
|
* The desired height of the renderbuffers.
|
|
* @return WebGLFramebuffer
|
|
* The generated framebuffer object.
|
|
*/
|
|
createBoundFramebuffer: function(gl, width, height) {
|
|
let oldFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
|
|
let oldRenderbufferBinding = gl.getParameter(gl.RENDERBUFFER_BINDING);
|
|
let oldTextureBinding = gl.getParameter(gl.TEXTURE_BINDING_2D);
|
|
|
|
let newFramebuffer = gl.createFramebuffer();
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, newFramebuffer);
|
|
|
|
// Use a texture as the color renderbuffer attachment, since consumers of
|
|
// this function will most likely want to read the rendered pixels back.
|
|
let colorBuffer = gl.createTexture();
|
|
gl.bindTexture(gl.TEXTURE_2D, colorBuffer);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
|
|
let depthBuffer = gl.createRenderbuffer();
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
|
|
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
|
|
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorBuffer, 0);
|
|
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, oldTextureBinding);
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, oldRenderbufferBinding);
|
|
|
|
return { oldFramebuffer, newFramebuffer };
|
|
},
|
|
|
|
/**
|
|
* Sets the viewport of the drawing buffer for a WebGL context.
|
|
* @param WebGLRenderingContext gl
|
|
* @param number width
|
|
* @param number height
|
|
*/
|
|
setCustomViewport: function(gl, width, height) {
|
|
let oldViewport = XPCNativeWrapper.unwrap(gl.getParameter(gl.VIEWPORT));
|
|
let newViewport = [0, 0, width, height];
|
|
gl.viewport.apply(gl, newViewport);
|
|
|
|
return { oldViewport, newViewport };
|
|
}
|
|
};
|
|
|
|
/**
|
|
* The corresponding Front object for the CanvasActor.
|
|
*/
|
|
let CanvasFront = exports.CanvasFront = protocol.FrontClass(CanvasActor, {
|
|
initialize: function(client, { canvasActor }) {
|
|
protocol.Front.prototype.initialize.call(this, client, { actor: canvasActor });
|
|
this.manage(this);
|
|
}
|
|
});
|
|
|
|
/**
|
|
* Constants.
|
|
*/
|
|
CanvasFront.CANVAS_CONTEXTS = new Set(CANVAS_CONTEXTS);
|
|
CanvasFront.ANIMATION_GENERATORS = new Set(ANIMATION_GENERATORS);
|
|
CanvasFront.LOOP_GENERATORS = new Set(LOOP_GENERATORS);
|
|
CanvasFront.DRAW_CALLS = new Set(DRAW_CALLS);
|
|
CanvasFront.INTERESTING_CALLS = new Set(INTERESTING_CALLS);
|
|
CanvasFront.THUMBNAIL_SIZE = 50; // px
|
|
CanvasFront.WEBGL_SCREENSHOT_MAX_HEIGHT = 256; // px
|
|
CanvasFront.INVALID_SNAPSHOT_IMAGE = {
|
|
index: -1,
|
|
width: 0,
|
|
height: 0,
|
|
pixels: []
|
|
};
|
|
|
|
/**
|
|
* Goes through all the arguments and creates a one-level shallow copy
|
|
* of all arrays and array buffers.
|
|
*/
|
|
function inplaceShallowCloneArrays(functionArguments, contentWindow) {
|
|
let { Object, Array, ArrayBuffer } = contentWindow;
|
|
|
|
functionArguments.forEach((arg, index, store) => {
|
|
if (arg instanceof Array) {
|
|
store[index] = arg.slice();
|
|
}
|
|
if (arg instanceof Object && arg.buffer instanceof ArrayBuffer) {
|
|
store[index] = new arg.constructor(arg);
|
|
}
|
|
});
|
|
}
|