gecko/gfx/thebes/GLContext.h
Chris Lord 7ad668b25a Bug 675908 - Fix TiledTextureImage updates. r=joe,romaxa
TiledTextureImage breaks BeginUpdate/EndUpdate in these cases:

- The update is encompassed by more than one tile
- The update is encompassed by a single tile that isn't the first tile
- The update is a non-rectangular region that covers more than one tile

Fixed by using signed instead of unsigned integers in tile loops, correcting
an incorrect device offset and correcting the region returned by BeginUpdate.
2011-08-24 20:21:53 +01:00

2295 lines
71 KiB
C++

/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
* Mark Steele <mwsteele@gmail.com>
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <stdio.h>
#if defined(XP_UNIX)
#include <stdint.h>
#endif
#include <string.h>
#include <ctype.h>
#ifdef WIN32
#include <windows.h>
#endif
#include "GLDefs.h"
#include "gfxASurface.h"
#include "gfxImageSurface.h"
#include "gfxContext.h"
#include "gfxRect.h"
#include "nsISupportsImpl.h"
#include "prlink.h"
#include "nsDataHashtable.h"
#include "nsHashKeys.h"
#include "nsRegion.h"
#include "nsAutoPtr.h"
#include "nsThreadUtils.h"
#if defined(MOZ_PLATFORM_MAEMO) || defined(ANDROID) || defined(MOZ_EGL_XRENDER_COMPOSITE)
#define USE_GLES2 1
#endif
typedef char realGLboolean;
#include "GLContextSymbols.h"
namespace mozilla {
namespace layers {
class LayerManagerOGL;
class ColorTextureLayerProgram;
};
namespace gl {
class GLContext;
class LibrarySymbolLoader
{
public:
PRBool OpenLibrary(const char *library);
typedef PRFuncPtr (GLAPIENTRY * PlatformLookupFunction) (const char *);
enum {
MAX_SYMBOL_NAMES = 5,
MAX_SYMBOL_LENGTH = 128
};
typedef struct {
PRFuncPtr *symPointer;
const char *symNames[MAX_SYMBOL_NAMES];
} SymLoadStruct;
PRBool LoadSymbols(SymLoadStruct *firstStruct,
PRBool tryplatform = PR_FALSE,
const char *prefix = nsnull);
/*
* Static version of the functions in this class
*/
static PRFuncPtr LookupSymbol(PRLibrary *lib,
const char *symname,
PlatformLookupFunction lookupFunction = nsnull);
static PRBool LoadSymbols(PRLibrary *lib,
SymLoadStruct *firstStruct,
PlatformLookupFunction lookupFunction = nsnull,
const char *prefix = nsnull);
protected:
LibrarySymbolLoader() {
mLibrary = nsnull;
mLookupFunc = nsnull;
}
PRLibrary *mLibrary;
PlatformLookupFunction mLookupFunc;
};
enum ShaderProgramType {
RGBALayerProgramType,
BGRALayerProgramType,
RGBXLayerProgramType,
BGRXLayerProgramType,
RGBARectLayerProgramType,
ColorLayerProgramType,
YCbCrLayerProgramType,
ComponentAlphaPass1ProgramType,
ComponentAlphaPass2ProgramType,
Copy2DProgramType,
Copy2DRectProgramType,
NumProgramTypes
};
/**
* A TextureImage encapsulates a surface that can be drawn to by a
* Thebes gfxContext and (hopefully efficiently!) synchronized to a
* texture in the server. TextureImages are associated with one and
* only one GLContext.
*
* Implementation note: TextureImages attempt to unify two categories
* of backends
*
* (1) proxy to server-side object that can be bound to a texture;
* e.g. Pixmap on X11.
*
* (2) efficient manager of texture memory; e.g. by having clients draw
* into a scratch buffer which is then uploaded with
* glTexSubImage2D().
*/
class TextureImage
{
NS_INLINE_DECL_REFCOUNTING(TextureImage)
public:
enum TextureState
{
Created, // Texture created, but has not had glTexImage called to initialize it.
Allocated, // Texture memory exists, but contents are invalid.
Valid // Texture fully ready to use.
};
typedef gfxASurface::gfxContentType ContentType;
virtual ~TextureImage() {}
/**
* Returns a gfxASurface for updating |aRegion| of the client's
* image if successul, NULL if not. |aRegion|'s bounds must fit
* within Size(); its coordinate space (if any) is ignored. If
* the update begins successfully, the returned gfxASurface is
* owned by this. Otherwise, NULL is returned.
*
* |aRegion| is an inout param: the returned region is what the
* client must repaint. Category (1) regions above can
* efficiently handle repaints to "scattered" regions, while (2)
* can only efficiently handle repaints to rects.
*
* Painting the returned surface outside of |aRegion| results
* in undefined behavior.
*
* BeginUpdate() calls cannot be "nested", and each successful
* BeginUpdate() must be followed by exactly one EndUpdate() (see
* below). Failure to do so can leave this in a possibly
* inconsistent state. Unsuccessful BeginUpdate()s must not be
* followed by EndUpdate().
*/
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
/**
* Retrieves the region that will require updating, given a
* region that needs to be updated. This can be used for
* making decisions about updating before calling BeginUpdate().
*
* |aRegion| is an inout param.
*/
virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
};
/**
* Finish the active update and synchronize with the server, if
* necessary.
*
* BeginUpdate() must have been called exactly once before
* EndUpdate().
*/
virtual void EndUpdate() = 0;
/**
* The Image may contain several textures for different regions (tiles).
* These functions iterate over each sub texture image tile.
*/
virtual void BeginTileIteration() {
};
virtual PRBool NextTile() {
return PR_FALSE;
};
virtual nsIntRect GetTileRect() {
return nsIntRect(nsIntPoint(0,0), mSize);
};
virtual GLuint GetTextureID() = 0;
virtual PRUint32 GetTileCount() {
return 1;
};
/**
* Set this TextureImage's size, and ensure a texture has been
* allocated. Must not be called between BeginUpdate and EndUpdate.
* After a resize, the contents are undefined.
*
* If this isn't implemented by a subclass, it will just perform
* a dummy BeginUpdate/EndUpdate pair.
*/
virtual void Resize(const nsIntSize& aSize) {
mSize = aSize;
nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
BeginUpdate(r);
EndUpdate();
}
/**
* aSurf - the source surface to update from
* aRegion - the region in this image to update
* aFrom - offset in the source to update from
*/
virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0;
virtual void BindTexture(GLenum aTextureUnit) = 0;
virtual void ReleaseTexture() {};
class ScopedBindTexture
{
public:
ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit) :
mTexture(aTexture)
{
if (mTexture) {
mTexture->BindTexture(aTextureUnit);
}
}
~ScopedBindTexture()
{
if (mTexture) {
mTexture->ReleaseTexture();
}
}
private:
TextureImage *mTexture;
};
/**
* Returns the shader program type that should be used to render
* this texture. Only valid after a matching BeginUpdate/EndUpdate
* pair have been called.
*/
virtual ShaderProgramType GetShaderProgramType()
{
return mShaderType;
}
/** Can be called safely at any time. */
/**
* If this TextureImage has a permanent gfxASurface backing,
* return it. Otherwise return NULL.
*/
virtual already_AddRefed<gfxASurface> GetBackingSurface()
{ return NULL; }
const nsIntSize& GetSize() const { return mSize; }
ContentType GetContentType() const { return mContentType; }
virtual PRBool InUpdate() const = 0;
GLenum GetWrapMode() const { return mWrapMode; }
PRBool IsRGB() const { return mIsRGBFormat; }
protected:
friend class GLContext;
/**
* After the ctor, the TextureImage is invalid. Implementations
* must allocate resources successfully before returning the new
* TextureImage from GLContext::CreateTextureImage(). That is,
* clients must not be given partially-constructed TextureImages.
*/
TextureImage(const nsIntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
PRBool aIsRGB = PR_FALSE)
: mSize(aSize)
, mWrapMode(aWrapMode)
, mContentType(aContentType)
, mIsRGBFormat(aIsRGB)
{}
nsIntSize mSize;
GLenum mWrapMode;
ContentType mContentType;
PRPackedBool mIsRGBFormat;
ShaderProgramType mShaderType;
};
/**
* BasicTextureImage is the baseline TextureImage implementation ---
* it updates its texture by allocating a scratch buffer for the
* client to draw into, then using glTexSubImage2D() to upload the new
* pixels. Platforms must provide the code to create a new surface
* into which the updated pixels will be drawn, and the code to
* convert the update surface's pixels into an image on which we can
* glTexSubImage2D().
*/
class BasicTextureImage
: public TextureImage
{
public:
typedef gfxASurface::gfxImageFormat ImageFormat;
virtual ~BasicTextureImage();
BasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext)
: TextureImage(aSize, aWrapMode, aContentType)
, mTexture(aTexture)
, mTextureState(Created)
, mGLContext(aContext)
, mUpdateOffset(0, 0)
{}
virtual void BindTexture(GLenum aTextureUnit);
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual GLuint GetTextureID() { return mTexture; };
// Returns a surface to draw into
virtual already_AddRefed<gfxASurface>
GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);
// Call when drawing into the update surface is complete.
// Returns true if textures should be upload with a relative
// offset - See UploadSurfaceToTexture.
virtual bool FinishedSurfaceUpdate();
// Call after surface data has been uploaded to a texture.
virtual void FinishedSurfaceUpload();
virtual PRBool InUpdate() const { return !!mUpdateSurface; }
virtual void Resize(const nsIntSize& aSize);
protected:
GLuint mTexture;
TextureState mTextureState;
GLContext* mGLContext;
nsRefPtr<gfxASurface> mUpdateSurface;
nsIntRegion mUpdateRegion;
// The offset into the update surface at which the update rect is located.
nsIntPoint mUpdateOffset;
};
/**
* A container class that complements many sub TextureImages into a big TextureImage.
* Aims to behave just like the real thing.
*/
class TiledTextureImage
: public TextureImage
{
public:
TiledTextureImage(GLContext* aGL, nsIntSize aSize,
TextureImage::ContentType, PRBool aUseNearestFilter = PR_FALSE);
~TiledTextureImage();
void DumpDiv();
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual void Resize(const nsIntSize& aSize);
virtual PRUint32 GetTileCount();
virtual void BeginTileIteration();
virtual PRBool NextTile();
virtual nsIntRect GetTileRect();
virtual GLuint GetTextureID() {
return mImages[mCurrentImage]->GetTextureID();
};
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual PRBool InUpdate() const { return mInUpdate; };
virtual void BindTexture(GLenum);
protected:
unsigned int mCurrentImage;
nsTArray< nsRefPtr<TextureImage> > mImages;
bool mInUpdate;
nsIntSize mSize;
unsigned int mTileSize;
unsigned int mRows, mColumns;
GLContext* mGL;
PRBool mUseNearestFilter;
// A temporary surface to faciliate cross-tile updates.
nsRefPtr<gfxASurface> mUpdateSurface;
// The region of update requested
nsIntRegion mUpdateRegion;
TextureState mTextureState;
};
struct THEBES_API ContextFormat
{
static const ContextFormat BasicRGBA32Format;
enum StandardContextFormat {
Empty,
BasicRGBA32,
StrictBasicRGBA32,
BasicRGB24,
StrictBasicRGB24,
BasicRGB16_565,
StrictBasicRGB16_565
};
ContextFormat() {
memset(this, 0, sizeof(*this));
}
ContextFormat(const StandardContextFormat cf) {
memset(this, 0, sizeof(*this));
switch (cf) {
case BasicRGBA32:
red = green = blue = alpha = 8;
minRed = minGreen = minBlue = minAlpha = 1;
break;
case StrictBasicRGBA32:
red = green = blue = alpha = 8;
minRed = minGreen = minBlue = minAlpha = 8;
break;
case BasicRGB24:
red = green = blue = 8;
minRed = minGreen = minBlue = 1;
break;
case StrictBasicRGB24:
red = green = blue = 8;
minRed = minGreen = minBlue = 8;
break;
case StrictBasicRGB16_565:
red = minRed = 5;
green = minGreen = 6;
blue = minBlue = 5;
break;
default:
break;
}
}
int depth, minDepth;
int stencil, minStencil;
int red, minRed;
int green, minGreen;
int blue, minBlue;
int alpha, minAlpha;
int colorBits() const { return red + green + blue; }
};
class GLContext
: public LibrarySymbolLoader
{
THEBES_INLINE_DECL_THREADSAFE_REFCOUNTING(GLContext)
public:
GLContext(const ContextFormat& aFormat,
PRBool aIsOffscreen = PR_FALSE,
GLContext *aSharedContext = nsnull)
: mInitialized(PR_FALSE),
mIsOffscreen(aIsOffscreen),
#ifdef USE_GLES2
mIsGLES2(PR_TRUE),
#else
mIsGLES2(PR_FALSE),
#endif
mIsGlobalSharedContext(PR_FALSE),
mVendor(-1),
mDebugMode(0),
mCreationFormat(aFormat),
mSharedContext(aSharedContext),
mOffscreenTexture(0),
mFlipped(PR_FALSE),
mBlitProgram(0),
mBlitFramebuffer(0),
mOffscreenFBO(0),
mOffscreenDepthRB(0),
mOffscreenStencilRB(0)
#ifdef DEBUG
, mGLError(LOCAL_GL_NO_ERROR)
#endif
{
mUserData.Init();
}
virtual ~GLContext() {
NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
#ifdef DEBUG
if (mSharedContext) {
GLContext *tip = mSharedContext;
while (tip->mSharedContext)
tip = tip->mSharedContext;
tip->SharedContextDestroyed(this);
tip->ReportOutstandingNames();
}
#endif
}
enum GLContextType {
ContextTypeUnknown,
ContextTypeWGL,
ContextTypeCGL,
ContextTypeGLX,
ContextTypeEGL,
ContextTypeOSMesa
};
virtual GLContextType GetContextType() { return ContextTypeUnknown; }
virtual PRBool MakeCurrentImpl(PRBool aForce = PR_FALSE) = 0;
PRBool MakeCurrent(PRBool aForce = PR_FALSE) {
#ifdef DEBUG
sCurrentGLContext = this;
#endif
return MakeCurrentImpl(aForce);
}
virtual PRBool SetupLookupFunction() = 0;
virtual void WindowDestroyed() {}
virtual void ReleaseSurface() {}
void *GetUserData(void *aKey) {
void *result = nsnull;
mUserData.Get(aKey, &result);
return result;
}
void SetUserData(void *aKey, void *aValue) {
mUserData.Put(aKey, aValue);
}
// Mark this context as destroyed. This will NULL out all
// the GL function pointers!
void THEBES_API MarkDestroyed();
PRBool IsDestroyed() {
// MarkDestroyed will mark all these as null.
return mSymbols.fUseProgram == nsnull;
}
enum NativeDataType {
NativeGLContext,
NativeImageSurface,
NativeThebesSurface,
NativeDataTypeMax
};
virtual void *GetNativeData(NativeDataType aType) { return NULL; }
GLContext *GetSharedContext() { return mSharedContext; }
PRBool IsGlobalSharedContext() { return mIsGlobalSharedContext; }
void SetIsGlobalSharedContext(PRBool aIsOne) { mIsGlobalSharedContext = aIsOne; }
const ContextFormat& CreationFormat() { return mCreationFormat; }
const ContextFormat& ActualFormat() { return mActualFormat; }
/**
* If this GL context has a D3D texture share handle, returns non-null.
*/
virtual void *GetD3DShareHandle() { return nsnull; }
/**
* If this context is double-buffered, returns TRUE.
*/
virtual PRBool IsDoubleBuffered() { return PR_FALSE; }
/**
* If this context is the GLES2 API, returns TRUE.
* This means that various GLES2 restrictions might be in effect (modulo
* extensions).
*/
PRBool IsGLES2() const {
return mIsGLES2;
}
/**
* Returns PR_TRUE if either this is the GLES2 API, or had the GL_ARB_ES2_compatibility extension
*/
PRBool HasES2Compatibility() {
return mIsGLES2 || IsExtensionSupported(ARB_ES2_compatibility);
}
enum {
VendorIntel,
VendorNVIDIA,
VendorATI,
VendorQualcomm,
VendorOther
};
int Vendor() const {
return mVendor;
}
/**
* 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 PRBool SwapBuffers() { return PR_FALSE; }
/**
* Defines a two-dimensional texture image for context target surface
*/
virtual PRBool BindTexImage() { return PR_FALSE; }
/*
* Releases a color buffer that is being used as a texture
*/
virtual PRBool ReleaseTexImage() { return PR_FALSE; }
/*
* Offscreen support API
*/
/*
* Bind aOffscreen's color buffer as a texture to the TEXTURE_2D
* target. Returns TRUE on success, otherwise FALSE. If
* aOffscreen is not an offscreen context, returns FALSE. If
* BindOffscreenNeedsTexture() returns TRUE, then you should have
* a 2D texture name bound whose image will be replaced by the
* contents of the offscreen context. If it returns FALSE,
* the current 2D texture binding will be replaced.
*
* After a successul call to BindTex2DOffscreen, UnbindTex2DOffscreen
* *must* be called once rendering is complete.
*
* The same texture unit must be active for Bind/Unbind of a given
* context.
*/
virtual PRBool BindOffscreenNeedsTexture(GLContext *aOffscreen) {
return aOffscreen->mOffscreenTexture == 0;
}
virtual PRBool BindTex2DOffscreen(GLContext *aOffscreen) {
if (aOffscreen->GetContextType() != GetContextType()) {
return PR_FALSE;
}
if (!aOffscreen->mOffscreenFBO) {
return PR_FALSE;
}
if (!aOffscreen->mSharedContext ||
aOffscreen->mSharedContext != mSharedContext)
{
return PR_FALSE;
}
fBindTexture(LOCAL_GL_TEXTURE_2D, aOffscreen->mOffscreenTexture);
return PR_TRUE;
}
virtual void UnbindTex2DOffscreen(GLContext *aOffscreen) { }
PRBool IsOffscreen() {
return mIsOffscreen;
}
/*
* 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 PRBool ResizeOffscreen(const gfxIntSize& aNewSize) {
if (mOffscreenFBO)
return ResizeOffscreenFBO(aNewSize);
return PR_FALSE;
}
/*
* Return size of this offscreen context.
*
* Only valid if IsOffscreen() returns true.
*/
gfxIntSize OffscreenSize() {
return mOffscreenSize;
}
/*
* In some cases, we have to allocate a bigger offscreen buffer
* than what's requested. This is the bigger size.
*
* Only valid if IsOffscreen() returns true.
*/
gfxIntSize OffscreenActualSize() {
return mOffscreenActualSize;
}
/*
* If this context is FBO-backed, return the FBO or the color
* buffer texture. If the context is not FBO-backed, 0 is
* returned (which is also a valid FBO binding).
*
* Only valid if IsOffscreen() returns true.
*/
GLuint GetOffscreenFBO() {
return mOffscreenFBO;
}
GLuint GetOffscreenTexture() {
return mOffscreenTexture;
}
#if defined(MOZ_X11) && defined(MOZ_EGL_XRENDER_COMPOSITE)
virtual gfxASurface* GetOffscreenPixmapSurface()
{
return 0;
};
virtual PRBool WaitNative() { return PR_FALSE; }
#endif
virtual PRBool TextureImageSupportsGetBackingSurface() {
return PR_FALSE;
}
virtual PRBool RenewSurface() { return PR_FALSE; }
/**`
* Return a valid, allocated TextureImage of |aSize| with
* |aContentType|. The TextureImage's texture is configured to
* use |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
* default, GL_LINEAR filtering. Specify
* |aUseNearestFilter=PR_TRUE| for GL_NEAREST filtering. Return
* NULL 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,
PRBool aUseNearestFilter=PR_FALSE);
/**
* 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,
PRBool aUseNearestFilter = PR_FALSE)
{
return nsnull;
};
/**
* Read the image data contained in aTexture, and return it as an ImageSurface.
* If GL_RGBA is given as the format, a ImageFormatARGB32 surface is returned.
* Not implemented yet:
* If GL_RGB is given as the format, a ImageFormatRGB24 surface is returned.
* If GL_LUMINANCE is given as the format, a ImageFormatA8 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);
/**
* Call ReadPixels into an existing gfxImageSurface for the given bounds.
* The image surface must be using image format RGBA32 or RGB24.
*/
void THEBES_API ReadPixelsIntoImageSurface(GLint aX, GLint aY,
GLsizei aWidth, GLsizei aHeight,
gfxImageSurface *aDest);
/**
* 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 aSurface Surface 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.
* \return Shader program needed to render this texture.
*/
ShaderProgramType UploadSurfaceToTexture(gfxASurface *aSurface,
const nsIntRegion& aDstRegion,
GLuint& aTexture,
bool aOverwrite = false,
const nsIntPoint& aSrcPoint = nsIntPoint(0, 0),
bool aPixelBuffer = PR_FALSE);
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);
/** Helper for DecomposeIntoNoRepeatTriangles
*/
struct RectTriangles {
RectTriangles() { }
void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1);
/**
* these return a float pointer to the start of each array respectively.
* Use it for glVertexAttribPointer calls.
* We can return NULL 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.
*
* 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);
/**
* 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,
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,
OES_texture_float,
ARB_texture_float,
Extensions_Max
};
PRBool IsExtensionSupported(GLExtensions aKnownExtension) {
return mAvailableExtensions[aKnownExtension];
}
// for unknown extensions
PRBool IsExtensionSupported(const char *extension);
// Shared code for GL extensions and GLX extensions.
static PRBool ListHasExtension(const GLubyte *extensions,
const char *extension);
GLint GetMaxTextureSize() { return mMaxTextureSize; }
void SetFlipped(PRBool aFlipped) { mFlipped = aFlipped; }
// this should just be a std::bitset, but that ended up breaking
// MacOS X builds; see bug 584919. We can replace this with one
// later on. This is handy to use in WebGL contexts as well,
// so making it public.
template<size_t setlen>
struct ExtensionBitset {
ExtensionBitset() {
for (size_t i = 0; i < setlen; ++i)
values[i] = false;
}
bool& operator[](size_t index) {
NS_ASSERTION(index < setlen, "out of range");
return values[index];
}
bool values[setlen];
};
protected:
PRPackedBool mInitialized;
PRPackedBool mIsOffscreen;
PRPackedBool mIsGLES2;
PRPackedBool mIsGlobalSharedContext;
PRInt32 mVendor;
enum {
DebugEnabled = 1 << 0,
DebugTrace = 1 << 1,
DebugAbortOnError = 1 << 2
};
PRUint32 mDebugMode;
ContextFormat mCreationFormat;
nsRefPtr<GLContext> mSharedContext;
GLContextSymbols mSymbols;
#ifdef DEBUG
// this should be thread-local, but that is slightly annoying to implement because on Mac
// we don't have any __thread-like keyword. So for now, MOZ_GL_DEBUG assumes (and asserts)
// that only the main thread is doing OpenGL calls.
static THEBES_API GLContext* sCurrentGLContext;
#endif
void UpdateActualFormat();
ContextFormat mActualFormat;
gfxIntSize mOffscreenSize;
gfxIntSize mOffscreenActualSize;
GLuint mOffscreenTexture;
PRBool mFlipped;
// lazy-initialized things
GLuint mBlitProgram, mBlitFramebuffer;
void UseBlitProgram();
void SetBlitFramebufferForDestTexture(GLuint aTexture);
// helper to create/resize an offscreen FBO,
// for offscreen implementations that use FBOs.
PRBool ResizeOffscreenFBO(const gfxIntSize& aSize);
void DeleteOffscreenFBO();
GLuint mOffscreenFBO;
GLuint mOffscreenDepthRB;
GLuint mOffscreenStencilRB;
ExtensionBitset<Extensions_Max> mAvailableExtensions;
// Clear to transparent black, with 0 depth and stencil,
// while preserving current ClearColor etc. values.
// Useful for resizing offscreen buffers.
void ClearSafely();
nsDataHashtable<nsVoidPtrHashKey, void*> mUserData;
void SetIsGLES2(PRBool aIsGLES2) {
NS_ASSERTION(!mInitialized, "SetIsGLES2 can only be called before initialization!");
mIsGLES2 = aIsGLES2;
}
PRBool InitWithPrefix(const char *prefix, PRBool trygl);
void InitExtensions();
virtual already_AddRefed<TextureImage>
CreateBasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
TextureImage::ContentType aContentType,
GLContext* aContext)
{
nsRefPtr<BasicTextureImage> teximage(
new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext));
return teximage.forget();
}
bool IsOffscreenSizeAllowed(const gfxIntSize& aSize) const {
PRInt32 biggerDimension = NS_MAX(aSize.width, aSize.height);
PRInt32 maxAllowed = NS_MIN(mMaxRenderbufferSize, mMaxTextureSize);
return biggerDimension <= maxAllowed;
}
protected:
nsTArray<nsIntRect> mViewportStack;
nsTArray<nsIntRect> mScissorStack;
GLint mMaxTextureSize;
GLint mMaxRenderbufferSize;
public:
/** \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;
}
#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
protected:
GLenum mGLError;
public:
void BeforeGLCall(const char* glFunction) {
if (mDebugMode) {
// since the static member variable sCurrentGLContext is not thread-local as it should,
// we have to assert that we're in the main thread. Note that sCurrentGLContext is only used
// for the OpenGL debug mode.
if (!NS_IsMainThread()) {
NS_ERROR("OpenGL call from non-main thread. While this is fine in itself, "
"the OpenGL debug mode, which is currently enabled, doesn't support this. "
"It needs to be patched by making GLContext::sCurrentGLContext be thread-local.\n");
NS_ABORT();
}
if (mDebugMode & DebugTrace)
printf_stderr("[gl:%p] > %s\n", this, glFunction);
if (this != sCurrentGLContext) {
printf_stderr("Fatal: %s called on non-current context %p. "
"The current context for this thread is %p.\n",
glFunction, this, sCurrentGLContext);
NS_ABORT();
}
}
}
void AfterGLCall(const char* glFunction) {
if (mDebugMode) {
// 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 (mDebugMode & 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 (mDebugMode & DebugAbortOnError)
NS_ABORT();
}
}
}
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 "";
}
}
#define BEFORE_GL_CALL do { \
BeforeGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#define AFTER_GL_CALL do { \
AfterGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#else
#define BEFORE_GL_CALL do { } while (0)
#define AFTER_GL_CALL do { } while (0)
#endif
/*** In GL debug mode, we completely override glGetError ***/
GLenum fGetError() {
#ifdef DEBUG
// debug mode ends up eating the error in AFTER_GL_CALL
if (mDebugMode) {
GLenum err = mGLError;
mGLError = LOCAL_GL_NO_ERROR;
return err;
}
#endif
return mSymbols.fGetError();
}
/*** Scissor functions ***/
protected:
GLint FixYValue(GLint y, GLint height)
{
return mFlipped ? ViewportRect().height - (height + y) : y;
}
// only does the glScissor call, no ScissorRect business
void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
// GL's coordinate system is flipped compared to ours (in the Y axis),
// so we may need to flip our rectangle.
mSymbols.fScissor(x,
FixYValue(y, height),
width,
height);
AFTER_GL_CALL;
}
public:
// but let GL-using code use that instead, updating the ScissorRect
void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
ScissorRect().SetRect(x, y, width, 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);
raw_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())) {
raw_fScissor(ScissorRect().x, ScissorRect().y,
ScissorRect().width, ScissorRect().height);
}
}
/*** Viewport functions ***/
protected:
// 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);
}
}
/*** other GL functions ***/
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 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 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;
}
void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
BEFORE_GL_CALL;
mSymbols.fBufferData(target, size, data, usage);
AFTER_GL_CALL;
}
void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) {
BEFORE_GL_CALL;
mSymbols.fBufferSubData(target, offset, size, data);
AFTER_GL_CALL;
}
void fClear(GLbitfield mask) {
BEFORE_GL_CALL;
mSymbols.fClear(mask);
AFTER_GL_CALL;
}
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 fCullFace(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fCullFace(mode);
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 fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BEFORE_GL_CALL;
mSymbols.fDrawArrays(mode, first, count);
AFTER_GL_CALL;
}
void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
BEFORE_GL_CALL;
mSymbols.fDrawElements(mode, count, type, indices);
AFTER_GL_CALL;
}
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 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;
}
void fGetIntegerv(GLenum pname, GLint *params) {
BEFORE_GL_CALL;
mSymbols.fGetIntegerv(pname, params);
AFTER_GL_CALL;
}
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;
}
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 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 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 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 fPixelStorei(GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fPixelStorei(pname, param);
AFTER_GL_CALL;
}
void fPolygonOffset(GLfloat factor, GLfloat bias) {
BEFORE_GL_CALL;
mSymbols.fPolygonOffset(factor, bias);
AFTER_GL_CALL;
}
void fReadBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fReadBuffer(mode);
AFTER_GL_CALL;
}
void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
AFTER_GL_CALL;
}
void fSampleCoverage(GLclampf value, realGLboolean invert) {
BEFORE_GL_CALL;
mSymbols.fSampleCoverage(value, invert);
AFTER_GL_CALL;
}
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;
}
void 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;
}
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;
}
void 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, FixYValue(y, height),
width, height, border);
AFTER_GL_CALL;
}
void 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, FixYValue(y, height),
width, height);
AFTER_GL_CALL;
}
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;
}
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;
}
void fBindFramebuffer(GLenum target, GLuint framebuffer) {
BEFORE_GL_CALL;
mSymbols.fBindFramebuffer(target, framebuffer);
AFTER_GL_CALL;
}
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;
}
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;
}
void fDepthRange(GLclampf a, GLclampf b) {
BEFORE_GL_CALL;
if (mIsGLES2) {
mSymbols.fDepthRangef(a, b);
} else {
mSymbols.fDepthRange(a, b);
}
AFTER_GL_CALL;
}
void fClearDepth(GLclampf v) {
BEFORE_GL_CALL;
if (mIsGLES2) {
mSymbols.fClearDepthf(v);
} else {
mSymbols.fClearDepth(v);
}
AFTER_GL_CALL;
}
void* fMapBuffer(GLenum target, GLenum access) {
BEFORE_GL_CALL;
void *ret = mSymbols.fMapBuffer(target, access);
AFTER_GL_CALL;
return ret;
}
realGLboolean fUnmapBuffer(GLenum target) {
BEFORE_GL_CALL;
realGLboolean ret = mSymbols.fUnmapBuffer(target);
AFTER_GL_CALL;
return ret;
}
#ifdef DEBUG
GLContext *TrackingContext() {
GLContext *tip = this;
while (tip->mSharedContext)
tip = tip->mSharedContext;
return tip;
}
#define TRACKING_CONTEXT(a) do { TrackingContext()->a; } while (0)
#else
#define TRACKING_CONTEXT(a) do {} while (0)
#endif
GLuint GLAPIENTRY fCreateProgram() {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateProgram();
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedProgram(this, ret));
return ret;
}
GLuint GLAPIENTRY fCreateShader(GLenum t) {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateShader(t);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedShader(this, ret));
return ret;
}
void GLAPIENTRY fGenBuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenBuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedBuffers(this, n, names));
}
void GLAPIENTRY fGenTextures(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenTextures(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedTextures(this, n, names));
}
void GLAPIENTRY fGenFramebuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenFramebuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
}
void GLAPIENTRY fGenRenderbuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenRenderbuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
}
void GLAPIENTRY fDeleteProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fDeleteProgram(program);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedProgram(this, program));
}
void GLAPIENTRY fDeleteShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDeleteShader(shader);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedShader(this, shader));
}
void GLAPIENTRY fDeleteBuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteBuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedBuffers(this, n, names));
}
void GLAPIENTRY fDeleteTextures(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteTextures(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedTextures(this, n, names));
}
void GLAPIENTRY fDeleteFramebuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
if (n == 1 && *names == 0) {
/* Deleting framebuffer 0 causes hangs on the DROID. See bug 623228 */
} else {
mSymbols.fDeleteFramebuffers(n, names);
}
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedFramebuffers(this, n, names));
}
void GLAPIENTRY fDeleteRenderbuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteRenderbuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
}
#ifdef DEBUG
void THEBES_API CreatedProgram(GLContext *aOrigin, GLuint aName);
void THEBES_API CreatedShader(GLContext *aOrigin, GLuint aName);
void THEBES_API CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedProgram(GLContext *aOrigin, GLuint aName);
void THEBES_API DeletedShader(GLContext *aOrigin, GLuint aName);
void THEBES_API DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void SharedContextDestroyed(GLContext *aChild);
void ReportOutstandingNames();
struct NamedResource {
NamedResource()
: origin(nsnull), name(0), originDeleted(PR_FALSE)
{ }
NamedResource(GLContext *aOrigin, GLuint aName)
: origin(aOrigin), name(aName), originDeleted(PR_FALSE)
{ }
GLContext *origin;
GLuint name;
PRBool 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;
#endif
};
inline PRBool
DoesVendorStringMatch(const char* aVendorString, const char *aWantedVendor)
{
if (!aVendorString || !aWantedVendor)
return PR_FALSE;
const char *occurrence = strstr(aVendorString, aWantedVendor);
// aWantedVendor not found
if (!occurrence)
return PR_FALSE;
// aWantedVendor preceded by alpha character
if (occurrence != aVendorString && isalpha(*(occurrence-1)))
return PR_FALSE;
// aWantedVendor followed by alpha character
const char *afterOccurrence = occurrence + strlen(aWantedVendor);
if (isalpha(*afterOccurrence))
return PR_FALSE;
return PR_TRUE;
}
} /* namespace gl */
} /* namespace mozilla */
#endif /* GLCONTEXT_H_ */