gecko/dom/canvas/WebGLTexture.cpp
Dan Glastonbury 7b17f0f746 Bug 1002281 - WebGL2 - Refactor common functions into WebGLBindableName.; r=jgilbert
WebGLBindableName represents a GL 'name' (GLuint) that can be bound to
part of the GL state machine. Similar code appeared in a number of
classes that represent GL bindable names, such as WebGLBuffer,
WebGLTexture, WebGLFramebuffer, etc.

Cleanup to reduce copy-n-paste code that's needed for creating new
objects for WebGL 2.

--HG--
extra : source : ad7803e3daf5862099f62f24fdbc83639be1ed5a
2014-05-07 13:11:18 +10:00

611 lines
24 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLTexture.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/Scoped.h"
#include "ScopedGLHelpers.h"
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLTexelConversions.h"
#include <algorithm>
using namespace mozilla;
JSObject*
WebGLTexture::WrapObject(JSContext *cx) {
return dom::WebGLTextureBinding::Wrap(cx, this);
}
WebGLTexture::WebGLTexture(WebGLContext *context)
: WebGLBindableName()
, WebGLContextBoundObject(context)
, mMinFilter(LOCAL_GL_NEAREST_MIPMAP_LINEAR)
, mMagFilter(LOCAL_GL_LINEAR)
, mWrapS(LOCAL_GL_REPEAT)
, mWrapT(LOCAL_GL_REPEAT)
, mFacesCount(0)
, mMaxLevelWithCustomImages(0)
, mHaveGeneratedMipmap(false)
, mFakeBlackStatus(WebGLTextureFakeBlackStatus::IncompleteTexture)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mContext->gl->fGenTextures(1, &mGLName);
mContext->mTextures.insertBack(this);
}
void
WebGLTexture::Delete() {
mImageInfos.Clear();
mContext->MakeContextCurrent();
mContext->gl->fDeleteTextures(1, &mGLName);
LinkedListElement<WebGLTexture>::removeFrom(mContext->mTextures);
}
int64_t
WebGLTexture::ImageInfo::MemoryUsage() const {
if (mImageDataStatus == WebGLImageDataStatus::NoImageData)
return 0;
int64_t bitsPerTexel = WebGLContext::GetBitsPerTexel(mWebGLFormat, mWebGLType);
return int64_t(mWidth) * int64_t(mHeight) * bitsPerTexel/8;
}
int64_t
WebGLTexture::MemoryUsage() const {
if (IsDeleted())
return 0;
int64_t result = 0;
for(size_t face = 0; face < mFacesCount; face++) {
if (mHaveGeneratedMipmap) {
// Each mipmap level is 1/4 the size of the previous level
// 1 + x + x^2 + ... = 1/(1-x)
// for x = 1/4, we get 1/(1-1/4) = 4/3
result += ImageInfoAtFace(face, 0).MemoryUsage() * 4 / 3;
} else {
for(size_t level = 0; level <= mMaxLevelWithCustomImages; level++)
result += ImageInfoAtFace(face, level).MemoryUsage();
}
}
return result;
}
bool
WebGLTexture::DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(GLenum texImageTarget) const {
if (mHaveGeneratedMipmap)
return true;
// We want a copy here so we can modify it temporarily.
ImageInfo expected = ImageInfoAt(texImageTarget, 0);
// checks if custom level>0 images are all defined up to the highest level defined
// and have the expected dimensions
for (size_t level = 0; level <= mMaxLevelWithCustomImages; ++level) {
const ImageInfo& actual = ImageInfoAt(texImageTarget, level);
if (actual != expected)
return false;
expected.mWidth = std::max(1, expected.mWidth >> 1);
expected.mHeight = std::max(1, expected.mHeight >> 1);
// if the current level has size 1x1, we can stop here: the spec doesn't seem to forbid the existence
// of extra useless levels.
if (actual.mWidth == 1 && actual.mHeight == 1)
return true;
}
// if we're here, we've exhausted all levels without finding a 1x1 image
return false;
}
void
WebGLTexture::Bind(GLenum aTarget) {
// this function should only be called by bindTexture().
// it assumes that the GL context is already current.
bool firstTimeThisTextureIsBound = !HasEverBeenBound();
if (firstTimeThisTextureIsBound) {
BindTo(aTarget);
} else if (aTarget != Target()) {
mContext->ErrorInvalidOperation("bindTexture: this texture has already been bound to a different target");
// very important to return here before modifying texture state! This was the place when I lost a whole day figuring
// very strange 'invalid write' crashes.
return;
}
GLuint name = GLName();
GLenum target = Target();
mContext->gl->fBindTexture(target, name);
if (firstTimeThisTextureIsBound) {
mFacesCount = (mTarget == LOCAL_GL_TEXTURE_2D) ? 1 : 6;
EnsureMaxLevelWithCustomImagesAtLeast(0);
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
// thanks to the WebKit people for finding this out: GL_TEXTURE_WRAP_R is not
// present in GLES 2, but is present in GL and it seems as if for cube maps
// we need to set it to GL_CLAMP_TO_EDGE to get the expected GLES behavior.
if (mTarget == LOCAL_GL_TEXTURE_CUBE_MAP && !mContext->gl->IsGLES())
mContext->gl->fTexParameteri(mTarget, LOCAL_GL_TEXTURE_WRAP_R, LOCAL_GL_CLAMP_TO_EDGE);
}
}
void
WebGLTexture::SetImageInfo(GLenum aTarget, GLint aLevel,
GLsizei aWidth, GLsizei aHeight,
GLenum aFormat, GLenum aType, WebGLImageDataStatus aStatus)
{
// TODO(djg): I suspected the following ASSERT and check are
// trying to express more than they're saying, probably
// to do with cubemap targets. We should do this
// properly. https://bugzilla.mozilla.org/show_bug.cgi?id=1006908
MOZ_ASSERT((aTarget == LOCAL_GL_TEXTURE_2D) == (mTarget == LOCAL_GL_TEXTURE_2D));
if ((aTarget == LOCAL_GL_TEXTURE_2D) != (mTarget == LOCAL_GL_TEXTURE_2D)) {
return;
}
EnsureMaxLevelWithCustomImagesAtLeast(aLevel);
ImageInfoAt(aTarget, aLevel) = ImageInfo(aWidth, aHeight, aFormat, aType, aStatus);
if (aLevel > 0)
SetCustomMipmap();
// Invalidate framebuffer status cache
NotifyFBsStatusChanged();
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
}
void
WebGLTexture::SetGeneratedMipmap() {
if (!mHaveGeneratedMipmap) {
mHaveGeneratedMipmap = true;
SetFakeBlackStatus(WebGLTextureFakeBlackStatus::Unknown);
}
}
void
WebGLTexture::SetCustomMipmap() {
if (mHaveGeneratedMipmap) {
// if we were in GeneratedMipmap mode and are now switching to CustomMipmap mode,
// we need to compute now all the mipmap image info.
// since we were in GeneratedMipmap mode, we know that the level 0 images all have the same info,
// and are power-of-two.
ImageInfo imageInfo = ImageInfoAtFace(0, 0);
NS_ASSERTION(imageInfo.IsPowerOfTwo(), "this texture is NPOT, so how could GenerateMipmap() ever accept it?");
GLsizei size = std::max(imageInfo.mWidth, imageInfo.mHeight);
// so, the size is a power of two, let's find its log in base 2.
size_t maxLevel = 0;
for (GLsizei n = size; n > 1; n >>= 1)
++maxLevel;
EnsureMaxLevelWithCustomImagesAtLeast(maxLevel);
for (size_t level = 1; level <= maxLevel; ++level) {
// again, since the sizes are powers of two, no need for any max(1,x) computation
imageInfo.mWidth >>= 1;
imageInfo.mHeight >>= 1;
for(size_t face = 0; face < mFacesCount; ++face)
ImageInfoAtFace(face, level) = imageInfo;
}
}
mHaveGeneratedMipmap = false;
}
bool
WebGLTexture::AreAllLevel0ImageInfosEqual() const {
for (size_t face = 1; face < mFacesCount; ++face) {
if (ImageInfoAtFace(face, 0) != ImageInfoAtFace(0, 0))
return false;
}
return true;
}
bool
WebGLTexture::IsMipmapTexture2DComplete() const {
if (mTarget != LOCAL_GL_TEXTURE_2D)
return false;
if (!ImageInfoAt(LOCAL_GL_TEXTURE_2D, 0).IsPositive())
return false;
if (mHaveGeneratedMipmap)
return true;
return DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(LOCAL_GL_TEXTURE_2D);
}
bool
WebGLTexture::IsCubeComplete() const {
if (mTarget != LOCAL_GL_TEXTURE_CUBE_MAP)
return false;
const ImageInfo &first = ImageInfoAt(LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
if (!first.IsPositive() || !first.IsSquare())
return false;
return AreAllLevel0ImageInfosEqual();
}
static GLenum
GLCubeMapFaceById(int id)
{
GLenum result = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + id;
MOZ_ASSERT(result >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
result <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
return result;
}
bool
WebGLTexture::IsMipmapCubeComplete() const {
if (!IsCubeComplete()) // in particular, this checks that this is a cube map
return false;
for (int i = 0; i < 6; i++) {
GLenum face = GLCubeMapFaceById(i);
if (!DoesTexture2DMipmapHaveAllLevelsConsistentlyDefined(face))
return false;
}
return true;
}
WebGLTextureFakeBlackStatus
WebGLTexture::ResolvedFakeBlackStatus() {
if (MOZ_LIKELY(mFakeBlackStatus != WebGLTextureFakeBlackStatus::Unknown)) {
return mFakeBlackStatus;
}
// Determine if the texture needs to be faked as a black texture.
// See 3.8.2 Shader Execution in the OpenGL ES 2.0.24 spec.
for (size_t face = 0; face < mFacesCount; ++face) {
if (ImageInfoAtFace(face, 0).mImageDataStatus == WebGLImageDataStatus::NoImageData) {
// In case of undefined texture image, we don't print any message because this is a very common
// and often legitimate case (asynchronous texture loading).
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
return mFakeBlackStatus;
}
}
const char *msg_rendering_as_black
= "A texture is going to be rendered as if it were black, as per the OpenGL ES 2.0.24 spec section 3.8.2, "
"because it";
if (mTarget == LOCAL_GL_TEXTURE_2D)
{
if (DoesMinFilterRequireMipmap())
{
if (!IsMipmapTexture2DComplete()) {
mContext->GenerateWarning
("%s is a 2D texture, with a minification filter requiring a mipmap, "
"and is not mipmap complete (as defined in section 3.7.10).", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
} else if (!ImageInfoAt(mTarget, 0).IsPowerOfTwo()) {
mContext->GenerateWarning
("%s is a 2D texture, with a minification filter requiring a mipmap, "
"and either its width or height is not a power of two.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
}
else // no mipmap required
{
if (!ImageInfoAt(mTarget, 0).IsPositive()) {
mContext->GenerateWarning
("%s is a 2D texture and its width or height is equal to zero.",
msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
} else if (!AreBothWrapModesClampToEdge() && !ImageInfoAt(mTarget, 0).IsPowerOfTwo()) {
mContext->GenerateWarning
("%s is a 2D texture, with a minification filter not requiring a mipmap, "
"with its width or height not a power of two, and with a wrap mode "
"different from CLAMP_TO_EDGE.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
}
}
else // cube map
{
bool areAllLevel0ImagesPOT = true;
for (size_t face = 0; face < mFacesCount; ++face)
areAllLevel0ImagesPOT &= ImageInfoAtFace(face, 0).IsPowerOfTwo();
if (DoesMinFilterRequireMipmap())
{
if (!IsMipmapCubeComplete()) {
mContext->GenerateWarning("%s is a cube map texture, with a minification filter requiring a mipmap, "
"and is not mipmap cube complete (as defined in section 3.7.10).",
msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
} else if (!areAllLevel0ImagesPOT) {
mContext->GenerateWarning("%s is a cube map texture, with a minification filter requiring a mipmap, "
"and either the width or the height of some level 0 image is not a power of two.",
msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
}
else // no mipmap required
{
if (!IsCubeComplete()) {
mContext->GenerateWarning("%s is a cube map texture, with a minification filter not requiring a mipmap, "
"and is not cube complete (as defined in section 3.7.10).",
msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
} else if (!AreBothWrapModesClampToEdge() && !areAllLevel0ImagesPOT) {
mContext->GenerateWarning("%s is a cube map texture, with a minification filter not requiring a mipmap, "
"with some level 0 image having width or height not a power of two, and with a wrap mode "
"different from CLAMP_TO_EDGE.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
}
}
if (ImageInfoBase().mWebGLType == LOCAL_GL_FLOAT &&
!Context()->IsExtensionEnabled(WebGLExtensionID::OES_texture_float_linear))
{
if (mMinFilter == LOCAL_GL_LINEAR ||
mMinFilter == LOCAL_GL_LINEAR_MIPMAP_LINEAR ||
mMinFilter == LOCAL_GL_LINEAR_MIPMAP_NEAREST ||
mMinFilter == LOCAL_GL_NEAREST_MIPMAP_LINEAR)
{
mContext->GenerateWarning("%s is a texture with a linear minification filter, "
"which is not compatible with gl.FLOAT by default. "
"Try enabling the OES_texture_float_linear extension if supported.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
else if (mMagFilter == LOCAL_GL_LINEAR)
{
mContext->GenerateWarning("%s is a texture with a linear magnification filter, "
"which is not compatible with gl.FLOAT by default. "
"Try enabling the OES_texture_float_linear extension if supported.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
} else if (ImageInfoBase().mWebGLType == LOCAL_GL_HALF_FLOAT_OES &&
!Context()->IsExtensionEnabled(WebGLExtensionID::OES_texture_half_float_linear))
{
if (mMinFilter == LOCAL_GL_LINEAR ||
mMinFilter == LOCAL_GL_LINEAR_MIPMAP_LINEAR ||
mMinFilter == LOCAL_GL_LINEAR_MIPMAP_NEAREST ||
mMinFilter == LOCAL_GL_NEAREST_MIPMAP_LINEAR)
{
mContext->GenerateWarning("%s is a texture with a linear minification filter, "
"which is not compatible with gl.HALF_FLOAT by default. "
"Try enabling the OES_texture_half_float_linear extension if supported.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
else if (mMagFilter == LOCAL_GL_LINEAR)
{
mContext->GenerateWarning("%s is a texture with a linear magnification filter, "
"which is not compatible with gl.HALF_FLOAT by default. "
"Try enabling the OES_texture_half_float_linear extension if supported.", msg_rendering_as_black);
mFakeBlackStatus = WebGLTextureFakeBlackStatus::IncompleteTexture;
}
}
// We have exhausted all cases of incomplete textures, where we would need opaque black.
// We may still need transparent black in case of uninitialized image data.
bool hasUninitializedImageData = false;
for (size_t level = 0; level <= mMaxLevelWithCustomImages; ++level) {
for (size_t face = 0; face < mFacesCount; ++face) {
hasUninitializedImageData |= (ImageInfoAtFace(face, level).mImageDataStatus == WebGLImageDataStatus::UninitializedImageData);
}
}
if (hasUninitializedImageData) {
bool hasAnyInitializedImageData = false;
for (size_t level = 0; level <= mMaxLevelWithCustomImages; ++level) {
for (size_t face = 0; face < mFacesCount; ++face) {
if (ImageInfoAtFace(face, level).mImageDataStatus == WebGLImageDataStatus::InitializedImageData) {
hasAnyInitializedImageData = true;
break;
}
}
if (hasAnyInitializedImageData) {
break;
}
}
if (hasAnyInitializedImageData) {
// The texture contains some initialized image data, and some uninitialized image data.
// In this case, we have no choice but to initialize all image data now. Fortunately,
// in this case we know that we can't be dealing with a depth texture per WEBGL_depth_texture
// and ANGLE_depth_texture (which allow only one image per texture) so we can assume that
// glTexImage2D is able to upload data to images.
for (size_t level = 0; level <= mMaxLevelWithCustomImages; ++level) {
for (size_t face = 0; face < mFacesCount; ++face) {
GLenum imageTarget = mTarget == LOCAL_GL_TEXTURE_2D
? LOCAL_GL_TEXTURE_2D
: LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
const ImageInfo& imageInfo = ImageInfoAt(imageTarget, level);
if (imageInfo.mImageDataStatus == WebGLImageDataStatus::UninitializedImageData) {
DoDeferredImageInitialization(imageTarget, level);
}
}
}
mFakeBlackStatus = WebGLTextureFakeBlackStatus::NotNeeded;
} else {
// The texture only contains uninitialized image data. In this case,
// we can use a black texture for it.
mFakeBlackStatus = WebGLTextureFakeBlackStatus::UninitializedImageData;
}
}
// we have exhausted all cases where we do need fakeblack, so if the status is still unknown,
// that means that we do NOT need it.
if (mFakeBlackStatus == WebGLTextureFakeBlackStatus::Unknown) {
mFakeBlackStatus = WebGLTextureFakeBlackStatus::NotNeeded;
}
MOZ_ASSERT(mFakeBlackStatus != WebGLTextureFakeBlackStatus::Unknown);
return mFakeBlackStatus;
}
static bool
ClearByMask(WebGLContext* context, GLbitfield mask)
{
gl::GLContext* gl = context->GL();
MOZ_ASSERT(gl->IsCurrent());
GLenum status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return false;
bool colorAttachmentsMask[WebGLContext::kMaxColorAttachments] = {false};
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
colorAttachmentsMask[0] = true;
}
context->ForceClearFramebufferWithDefaultValues(mask, colorAttachmentsMask);
return true;
}
// `mask` from glClear.
static bool
ClearWithTempFB(WebGLContext* context, GLuint tex,
GLenum texImageTarget, GLint level,
GLenum baseInternalFormat,
GLsizei width, GLsizei height)
{
if (texImageTarget != LOCAL_GL_TEXTURE_2D)
return false;
gl::GLContext* gl = context->GL();
MOZ_ASSERT(gl->IsCurrent());
gl::ScopedFramebuffer fb(gl);
gl::ScopedBindFramebuffer autoFB(gl, fb.FB());
GLbitfield mask = 0;
switch (baseInternalFormat) {
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_LUMINANCE_ALPHA:
case LOCAL_GL_ALPHA:
case LOCAL_GL_RGB:
case LOCAL_GL_RGBA:
case LOCAL_GL_BGR:
case LOCAL_GL_BGRA:
mask = LOCAL_GL_COLOR_BUFFER_BIT;
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
texImageTarget, tex, level);
break;
case LOCAL_GL_DEPTH_COMPONENT:
mask = LOCAL_GL_DEPTH_BUFFER_BIT;
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
texImageTarget, tex, level);
break;
case LOCAL_GL_DEPTH_STENCIL:
mask = LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT;
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT,
texImageTarget, tex, level);
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT,
texImageTarget, tex, level);
break;
default:
return false;
}
MOZ_ASSERT(mask);
if (ClearByMask(context, mask))
return true;
// Failed to simply build an FB from the tex, but maybe it needs a
// color buffer to be complete.
if (mask & LOCAL_GL_COLOR_BUFFER_BIT) {
// Nope, it already had one.
return false;
}
gl::ScopedRenderbuffer rb(gl);
{
gl::ScopedBindRenderbuffer(gl, rb.RB());
gl->fRenderbufferStorage(LOCAL_GL_RENDERBUFFER,
LOCAL_GL_RGBA4,
width, height);
}
gl->fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, rb.RB());
mask |= LOCAL_GL_COLOR_BUFFER_BIT;
// Last chance!
return ClearByMask(context, mask);
}
void
WebGLTexture::DoDeferredImageInitialization(GLenum imageTarget, GLint level)
{
const ImageInfo& imageInfo = ImageInfoAt(imageTarget, level);
MOZ_ASSERT(imageInfo.mImageDataStatus == WebGLImageDataStatus::UninitializedImageData);
mContext->MakeContextCurrent();
// Try to clear with glCLear.
GLenum format = imageInfo.mWebGLFormat;
GLenum type = imageInfo.mWebGLType;
WebGLTexelFormat texelformat = GetWebGLTexelFormat(format, type);
bool cleared = ClearWithTempFB(mContext, GLName(),
imageTarget, level,
format, imageInfo.mHeight, imageInfo.mWidth);
if (cleared) {
SetImageDataStatus(imageTarget, level, WebGLImageDataStatus::InitializedImageData);
return;
}
// That didn't work. Try uploading zeros then.
gl::ScopedBindTexture autoBindTex(mContext->gl, GLName(), mTarget);
uint32_t texelsize = WebGLTexelConversions::TexelBytesForFormat(texelformat);
CheckedUint32 checked_byteLength
= WebGLContext::GetImageSize(
imageInfo.mHeight,
imageInfo.mWidth,
texelsize,
mContext->mPixelStoreUnpackAlignment);
MOZ_ASSERT(checked_byteLength.isValid()); // should have been checked earlier
ScopedFreePtr<void> zeros;
zeros = calloc(1, checked_byteLength.value());
gl::GLContext* gl = mContext->gl;
GLenum driverType = DriverTypeFromType(gl, type);
GLenum driverInternalFormat = LOCAL_GL_NONE;
GLenum driverFormat = LOCAL_GL_NONE;
DriverFormatsFromFormatAndType(gl, format, type, &driverInternalFormat, &driverFormat);
mContext->GetAndFlushUnderlyingGLErrors();
gl->fTexImage2D(imageTarget, level, driverInternalFormat,
imageInfo.mWidth, imageInfo.mHeight,
0, driverFormat, driverType,
zeros);
GLenum error = mContext->GetAndFlushUnderlyingGLErrors();
if (error) {
// Should only be OUT_OF_MEMORY. Anyway, there's no good way to recover from this here.
printf_stderr("Error: 0x%4x\n", error);
MOZ_CRASH(); // errors on texture upload have been related to video memory exposure in the past.
}
SetImageDataStatus(imageTarget, level, WebGLImageDataStatus::InitializedImageData);
}
void
WebGLTexture::SetFakeBlackStatus(WebGLTextureFakeBlackStatus x)
{
mFakeBlackStatus = x;
mContext->SetFakeBlackStatus(WebGLContextFakeBlackStatus::Unknown);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLTexture)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLTexture, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLTexture, Release)