gecko/toolkit/devtools/server/actors/webgl.js

973 lines
30 KiB
JavaScript

/* 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/. */
"use strict";
const {Cc, Ci, Cu, Cr} = require("chrome");
Cu.import("resource://gre/modules/Services.jsm");
const events = require("sdk/event/core");
const protocol = require("devtools/server/protocol");
const { on, once, off, emit } = events;
const { method, Arg, Option, RetVal } = protocol;
const WEBGL_CONTEXT_NAMES = ["webgl", "experimental-webgl", "moz-webgl"];
const HIGHLIGHT_FRAG_SHADER = [
"precision lowp float;",
"void main() {",
"gl_FragColor.rgba = vec4(%color);",
"}"
].join("\n");
exports.register = function(handle) {
handle.addTabActor(WebGLActor, "webglActor");
}
exports.unregister = function(handle) {
handle.removeTabActor(WebGLActor);
}
/**
* A WebGL Shader contributing to building a WebGL Program.
* You can either retrieve, or compile the source of a shader, which will
* automatically inflict the necessary changes to the WebGL state.
*/
let ShaderActor = protocol.ActorClass({
typeName: "gl-shader",
initialize: function(conn, id) {
protocol.Actor.prototype.initialize.call(this, conn);
},
/**
* Gets the source code for this shader.
*/
getText: method(function() {
return this.text;
}, {
response: { text: RetVal("string") }
}),
/**
* Sets and compiles new source code for this shader.
*/
compile: method(function(text) {
// Get the shader and corresponding program to change via the WebGL proxy.
let { context, shader, program, observer: { proxy } } = this;
// Get the new shader source to inject.
let oldText = this.text;
let newText = text;
// Overwrite the shader's source.
let error = proxy.call("compileShader", context, program, shader, this.text = newText);
// If something went wrong, revert to the previous shader.
if (error.compile || error.link) {
proxy.call("compileShader", context, program, shader, this.text = oldText);
return error;
}
return undefined;
}, {
request: { text: Arg(0, "string") },
response: { error: RetVal("nullable:json") }
})
});
/**
* The corresponding Front object for the ShaderActor.
*/
let ShaderFront = protocol.FrontClass(ShaderActor, {
initialize: function(client, form) {
protocol.Front.prototype.initialize.call(this, client, form);
}
});
/**
* A WebGL program is composed (at the moment, analogue to OpenGL ES 2.0)
* of two shaders: a vertex shader and a fragment shader.
*/
let ProgramActor = protocol.ActorClass({
typeName: "gl-program",
initialize: function(conn, id) {
protocol.Actor.prototype.initialize.call(this, conn);
this._shaderActorsCache = { vertex: null, fragment: null };
},
/**
* Gets the vertex shader linked to this program. This method guarantees
* a single actor instance per shader.
*/
getVertexShader: method(function() {
return this._getShaderActor("vertex");
}, {
response: { shader: RetVal("gl-shader") }
}),
/**
* Gets the fragment shader linked to this program. This method guarantees
* a single actor instance per shader.
*/
getFragmentShader: method(function() {
return this._getShaderActor("fragment");
}, {
response: { shader: RetVal("gl-shader") }
}),
/**
* Replaces this program's fragment shader with an temporary
* easy-to-distinguish alternative. See HIGHLIGHT_FRAG_SHADER.
*/
highlight: method(function(color) {
let shaderActor = this._getShaderActor("fragment");
let oldText = shaderActor.text;
let newText = HIGHLIGHT_FRAG_SHADER.replace("%color", color)
shaderActor.compile(newText);
shaderActor.text = oldText;
}, {
request: { color: Arg(0, "array:string") },
oneway: true
}),
/**
* Reverts this program's fragment shader to the latest user-defined source.
*/
unhighlight: method(function() {
let shaderActor = this._getShaderActor("fragment");
shaderActor.compile(shaderActor.text);
}, {
oneway: true
}),
/**
* Prevents any geometry from being rendered using this program.
*/
blackbox: method(function() {
this.observer.cache.blackboxedPrograms.add(this.program);
}, {
oneway: true
}),
/**
* Allows geometry to be rendered using this program.
*/
unblackbox: method(function() {
this.observer.cache.blackboxedPrograms.delete(this.program);
}, {
oneway: true
}),
/**
* Returns a cached ShaderActor instance based on the required shader type.
*
* @param string type
* Either "vertex" or "fragment".
* @return ShaderActor
* The respective shader actor instance.
*/
_getShaderActor: function(type) {
if (this._shaderActorsCache[type]) {
return this._shaderActorsCache[type];
}
let shaderActor = new ShaderActor(this.conn);
shaderActor.context = this.context;
shaderActor.observer = this.observer;
shaderActor.program = this.program;
shaderActor.shader = this.shadersData[type].ref;
shaderActor.text = this.shadersData[type].text;
return this._shaderActorsCache[type] = shaderActor;
}
});
/**
* The corresponding Front object for the ProgramActor.
*/
let ProgramFront = protocol.FrontClass(ProgramActor, {
initialize: function(client, form) {
protocol.Front.prototype.initialize.call(this, client, form);
}
});
/**
* The WebGL Actor handles simple interaction with a WebGL context via a few
* high-level methods. After instantiating this actor, you'll need to set it
* up by calling setup().
*/
let WebGLActor = exports.WebGLActor = protocol.ActorClass({
typeName: "webgl",
initialize: function(conn, tabActor) {
protocol.Actor.prototype.initialize.call(this, conn);
this.tabActor = tabActor;
this._onGlobalCreated = this._onGlobalCreated.bind(this);
this._onGlobalDestroyed = this._onGlobalDestroyed.bind(this);
this._onProgramLinked = this._onProgramLinked.bind(this);
this._programActorsCache = [];
},
destroy: function(conn) {
protocol.Actor.prototype.destroy.call(this, conn);
this.finalize();
},
/**
* Starts waiting for the current tab actor's document global to be
* created, in order to instrument the Canvas context and become
* aware of everything the content does WebGL-wise.
*
* See ContentObserver and WebGLInstrumenter for more details.
*/
setup: method(function({ reload }) {
if (this._initialized) {
return;
}
this._initialized = true;
this._contentObserver = new ContentObserver(this.tabActor);
this._webglObserver = new WebGLObserver();
on(this._contentObserver, "global-created", this._onGlobalCreated);
on(this._contentObserver, "global-destroyed", this._onGlobalDestroyed);
on(this._webglObserver, "program-linked", this._onProgramLinked);
if (reload) {
this.tabActor.window.location.reload();
}
}, {
request: { reload: Option(0, "boolean") },
oneway: true
}),
/**
* Stops listening for document global changes and puts this actor
* to hibernation. This method is called automatically just before the
* actor is destroyed.
*/
finalize: method(function() {
if (!this._initialized) {
return;
}
this._initialized = false;
this._contentObserver.stopListening();
off(this._contentObserver, "global-created", this._onGlobalCreated);
off(this._contentObserver, "global-destroyed", this._onGlobalDestroyed);
off(this._webglObserver, "program-linked", this._onProgramLinked);
}, {
oneway: true
}),
/**
* Gets an array of cached program actors for the current tab actor's window.
* This is useful for dealing with bfcache, when no new programs are linked.
*/
getPrograms: method(function() {
let id = getInnerWindowID(this.tabActor.window);
return this._programActorsCache.filter(e => e.owner == id).map(e => e.actor);
}, {
response: { programs: RetVal("array:gl-program") }
}),
/**
* Events emitted by this actor. The "program-linked" event is fired
* every time a WebGL program was linked with its respective two shaders.
*/
events: {
"program-linked": {
type: "programLinked",
program: Arg(0, "gl-program")
}
},
/**
* Invoked whenever the current tab actor's document global is created.
*/
_onGlobalCreated: function(window) {
WebGLInstrumenter.handle(window, this._webglObserver);
},
/**
* Invoked whenever the current tab actor's inner window is destroyed.
*/
_onGlobalDestroyed: function(id) {
this._programActorsCache =
this._programActorsCache.filter(e => e.owner != id);
},
/**
* Invoked whenever the current WebGL context links a program.
*/
_onProgramLinked: function(gl, program, shaders) {
let observer = this._webglObserver;
let shadersData = { vertex: null, fragment: null };
for (let shader of shaders) {
let text = observer.cache.call("getShaderInfo", shader);
let data = { ref: shader, text: text };
// Make sure the shader data object always contains the vertex shader
// first, and the fragment shader second. There are no guarantees that
// the compilation order of shaders in the debuggee is always the same.
if (gl.getShaderParameter(shader, gl.SHADER_TYPE) == gl.VERTEX_SHADER) {
shadersData.vertex = data;
} else {
shadersData.fragment = data;
}
}
let programActor = new ProgramActor(this.conn);
programActor.context = gl;
programActor.observer = observer;
programActor.program = program;
programActor.shadersData = shadersData;
this._programActorsCache.push({
owner: getInnerWindowID(this.tabActor.window),
actor: programActor
});
events.emit(this, "program-linked", programActor);
}
});
/**
* The corresponding Front object for the WebGLActor.
*/
let WebGLFront = exports.WebGLFront = protocol.FrontClass(WebGLActor, {
initialize: function(client, { webglActor }) {
protocol.Front.prototype.initialize.call(this, client, { actor: webglActor });
client.addActorPool(this);
this.manage(this);
}
});
/**
* Handles adding an observer for the creation of content document globals,
* event sent immediately after a web content document window has been set up,
* but before any script code has been executed. This will allow us to
* instrument the HTMLCanvasElement with the appropriate inspection methods.
*/
function ContentObserver(tabActor) {
this._contentWindow = tabActor.window;
this._onContentGlobalCreated = this._onContentGlobalCreated.bind(this);
this._onInnerWindowDestroyed = this._onInnerWindowDestroyed.bind(this);
this.startListening();
}
ContentObserver.prototype = {
/**
* Starts listening for the required observer messages.
*/
startListening: function() {
Services.obs.addObserver(
this._onContentGlobalCreated, "content-document-global-created", false);
Services.obs.addObserver(
this._onInnerWindowDestroyed, "inner-window-destroyed", false);
},
/**
* Stops listening for the required observer messages.
*/
stopListening: function() {
Services.obs.removeObserver(
this._onContentGlobalCreated, "content-document-global-created", false);
Services.obs.removeObserver(
this._onInnerWindowDestroyed, "inner-window-destroyed", false);
},
/**
* Fired immediately after a web content document window has been set up.
*/
_onContentGlobalCreated: function(subject, topic, data) {
if (subject == this._contentWindow) {
emit(this, "global-created", subject);
}
},
/**
* Fired when an inner window is removed from the backward/forward cache.
*/
_onInnerWindowDestroyed: function(subject, topic, data) {
let id = subject.QueryInterface(Ci.nsISupportsPRUint64).data;
emit(this, "global-destroyed", id);
}
};
/**
* Instruments a HTMLCanvasElement with the appropriate inspection methods.
*/
let WebGLInstrumenter = {
/**
* Overrides the getContext method in the HTMLCanvasElement prototype.
*
* @param nsIDOMWindow window
* The window to perform the instrumentation in.
* @param WebGLObserver observer
* The observer watching function calls in the context.
*/
handle: function(window, observer) {
let self = this;
let canvasElem = XPCNativeWrapper.unwrap(window.HTMLCanvasElement);
let canvasPrototype = canvasElem.prototype;
let originalGetContext = canvasPrototype.getContext;
/**
* Returns a drawing context on the canvas, or null if the context ID is
* not supported. This override creates an observer for the targeted context
* type and instruments specific functions in the targeted context instance.
*/
canvasPrototype.getContext = function(name, options) {
// Make sure a context was able to be created.
let context = originalGetContext.call(this, name, options);
if (!context) {
return context;
}
// Make sure a WebGL (not a 2D) context will be instrumented.
if (WEBGL_CONTEXT_NAMES.indexOf(name) == -1) {
return context;
}
// Link our observer to the new WebGL context methods.
for (let { timing, callback, functions } of self._methods) {
for (let func of functions) {
self._instrument(observer, context, func, timing, callback);
}
}
// Return the decorated context back to the content consumer, which
// will continue using it normally.
return context;
};
},
/**
* Overrides a specific method in a HTMLCanvasElement context.
*
* @param WebGLObserver observer
* The observer watching function calls in the context.
* @param WebGLRenderingContext context
* The targeted context instance.
* @param string funcName
* The function to override.
* @param string timing [optional]
* When to issue the callback in relation to the actual context
* function call. Availalble values are "before" and "after" (default).
* @param string callbackName [optional]
* A custom callback function name in the observer. If unspecified,
* it will default to the name of the function to override.
*/
_instrument: function(observer, context, funcName, timing, callbackName) {
let originalFunc = context[funcName];
context[funcName] = function() {
let glArgs = Array.slice(arguments);
let glResult, glBreak;
if (timing == "before" && !observer.suppressHandlers) {
glBreak = observer.call(callbackName || funcName, context, glArgs);
if (glBreak) return undefined;
}
glResult = originalFunc.apply(this, glArgs);
if (timing == "after" && !observer.suppressHandlers) {
glBreak = observer.call(callbackName || funcName, context, glArgs, glResult);
if (glBreak) return undefined;
}
return glResult;
};
},
/**
* Override mappings for WebGL methods.
*/
_methods: [{
timing: "after",
functions: [
"linkProgram", "getAttribLocation", "getUniformLocation"
]
}, {
timing: "before",
callback: "toggleVertexAttribArray",
functions: [
"enableVertexAttribArray", "disableVertexAttribArray"
]
}, {
timing: "before",
callback: "attribute_",
functions: [
"vertexAttrib1f", "vertexAttrib2f", "vertexAttrib3f", "vertexAttrib4f",
"vertexAttrib1fv", "vertexAttrib2fv", "vertexAttrib3fv", "vertexAttrib4fv",
"vertexAttribPointer"
]
}, {
timing: "before",
callback: "uniform_",
functions: [
"uniform1i", "uniform2i", "uniform3i", "uniform4i",
"uniform1f", "uniform2f", "uniform3f", "uniform4f",
"uniform1iv", "uniform2iv", "uniform3iv", "uniform4iv",
"uniform1fv", "uniform2fv", "uniform3fv", "uniform4fv",
"uniformMatrix2fv", "uniformMatrix3fv", "uniformMatrix4fv"
]
}, {
timing: "after",
functions: ["useProgram"]
}, {
timing: "before",
callback: "draw_",
functions: [
"drawArrays", "drawElements"
]
}]
// TODO: It'd be a good idea to handle other functions as well:
// - getActiveUniform
// - getUniform
// - getActiveAttrib
// - getVertexAttrib
};
/**
* An observer that captures a WebGL context's method calls.
*/
function WebGLObserver() {
this.cache = new WebGLCache(this);
this.proxy = new WebGLProxy(this);
}
WebGLObserver.prototype = {
/**
* Set this flag to true to stop observing any context function calls.
*/
suppressHandlers: false,
/**
* Called immediately *after* 'linkProgram' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param void glResult
* The returned value of the original function call.
*/
linkProgram: function(gl, glArgs, glResult) {
let program = glArgs[0];
let shaders = gl.getAttachedShaders(program);
for (let shader of shaders) {
let source = gl.getShaderSource(shader);
this.cache.call("addShaderInfo", shader, source);
}
emit(this, "program-linked", gl, program, shaders);
},
/**
* Called immediately *after* 'getAttribLocation' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param GLint glResult
* The returned value of the original function call.
*/
getAttribLocation: function(gl, glArgs, glResult) {
let [program, name] = glArgs;
this.cache.call("addAttribute", program, name, glResult);
},
/**
* Called immediately *after* 'getUniformLocation' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param WebGLUniformLocation glResult
* The returned value of the original function call.
*/
getUniformLocation: function(gl, glArgs, glResult) {
let [program, name] = glArgs;
this.cache.call("addUniform", program, name, glResult);
},
/**
* Called immediately *before* 'enableVertexAttribArray' or
* 'disableVertexAttribArray'is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
toggleVertexAttribArray: function(gl, glArgs) {
glArgs[0] = this.cache.call("getCurrentAttributeLocation", glArgs[0]);
return glArgs[0] < 0; // Return true to break original function call.
},
/**
* Called immediately *before* 'attribute_' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
attribute_: function(gl, glArgs) {
glArgs[0] = this.cache.call("getCurrentAttributeLocation", glArgs[0]);
return glArgs[0] < 0; // Return true to break original function call.
},
/**
* Called immediately *before* 'uniform_' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
uniform_: function(gl, glArgs) {
glArgs[0] = this.cache.call("getCurrentUniformLocation", glArgs[0]);
return !glArgs[0]; // Return true to break original function call.
},
/**
* Called immediately *after* 'useProgram' is requested in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
* @param void glResult
* The returned value of the original function call.
*/
useProgram: function(gl, glArgs, glResult) {
// Manually keeping a cache and not using gl.getParameter(CURRENT_PROGRAM)
// because gl.get* functions are slow as potatoes.
this.cache.currentProgram = glArgs[0];
},
/**
* Called immediately *before* 'drawArrays' or 'drawElements' is requested
* in the context.
*
* @param WebGLRenderingContext gl
* The WebGL context initiating this call.
* @param array glArgs
* Overridable arguments with which the function is called.
*/
draw_: function(gl, glArgs) {
// Return true to break original function call.
return this.cache.blackboxedPrograms.has(this.cache.currentProgram);
},
/**
* Executes a function in this object.
* This method makes sure that any handlers in the context observer are
* suppressed, hence stopping observing any context function calls.
*
* @param string funcName
* The function to call.
*/
call: function(funcName, ...args) {
let prevState = this.suppressHandlers;
this.suppressHandlers = true;
let result = this[funcName].apply(this, args);
this.suppressHandlers = prevState;
return result;
}
};
/**
* A cache storing WebGL state, like shaders, attributes or uniforms.
*
* @param WebGLObserver observer
* The observer for the target context.
*/
function WebGLCache(observer) {
this._observer = observer;
this.currentProgram = null;
this.blackboxedPrograms = new Set();
this._shaders = new Map();
this._attributes = [];
this._uniforms = [];
this._attributesBridge = new Map();
this._uniformsBridge = new Map();
}
WebGLCache.prototype = {
/**
* The current program in the observed WebGL context.
*/
currentProgram: null,
/**
* A set of blackboxed programs in the observed WebGL context.
*/
blackboxedPrograms: null,
/**
* Adds shader information to the cache.
*
* @param WebGLShader shader
* The shader for which the source is to be cached. If the shader
* was already cached, nothing happens.
* @param string text
* The current shader text.
*/
_addShaderInfo: function(shader, text) {
if (!this._shaders.has(shader)) {
this._shaders.set(shader, text);
}
},
/**
* Gets shader information from the cache.
*
* @param WebGLShader shader
* The shader for which the source was cached.
* @return object | null
* The original shader source, or null if there's a cache miss.
*/
_getShaderInfo: function(shader) {
return this._shaders.get(shader);
},
/**
* Adds an attribute to the cache.
*
* @param WebGLProgram program
* The program for which the attribute is bound. If the attribute
* was already cached, nothing happens.
* @param string name
* The attribute name.
* @param GLint value
* The attribute value.
*/
_addAttribute: function(program, name, value) {
let isCached = this._attributes.some(e => e.program == program && e.name == name);
if (isCached || value < 0) {
return;
}
let attributeInfo = {
program: program,
name: name,
value: value
};
this._attributes.push(attributeInfo);
this._attributesBridge.set(value, attributeInfo);
},
/**
* Adds a uniform to the cache.
*
* @param WebGLProgram program
* The program for which the uniform is bound. If the uniform
* was already cached, nothing happens.
* @param string name
* The uniform name.
* @param WebGLUniformLocation value
* The uniform value.
*/
_addUniform: function(program, name, value) {
let isCached = this._uniforms.some(e => e.program == program && e.name == name);
if (isCached || !value) {
return;
}
let uniformInfo = {
program: program,
name: name,
value: value
};
this._uniforms.push(uniformInfo);
this._uniformsBridge.set(new XPCNativeWrapper(value), uniformInfo);
},
/**
* Gets all the cached attributes for a specific program.
*
* @param WebGLProgram program
* The program for which the attributes are bound.
* @return array
* A list containing information about all the attributes.
*/
_getAttributesForProgram: function(program) {
return this._attributes.filter(e => e.program == program);
},
/**
* Gets all the cached uniforms for a specific program.
*
* @param WebGLProgram program
* The program for which the uniforms are bound.
* @return array
* A list containing information about all the uniforms.
*/
_getUniformsForProgram: function(program) {
return this._uniforms.filter(e => e.program == program);
},
/**
* Updates the attribute locations for a specific program.
* This is necessary, for example, when the shader is relinked and all the
* attribute locations become obsolete.
*
* @param WebGLRenderingContext gl
* The WebGL context owning the program.
* @param WebGLProgram program
* The program for which the attributes need updating.
*/
_updateAttributesForProgram: function(gl, program) {
let dirty = this._attributes.filter(e => e.program == program);
dirty.forEach(e => e.value = gl.getAttribLocation(program, e.name));
},
/**
* Updates the uniform locations for a specific program.
* This is necessary, for example, when the shader is relinked and all the
* uniform locations become obsolete.
*
* @param WebGLRenderingContext gl
* The WebGL context owning the program.
* @param WebGLProgram program
* The program for which the uniforms need updating.
*/
_updateUniformsForProgram: function(gl, program) {
let dirty = this._uniforms.filter(e => e.program == program);
dirty.forEach(e => e.value = gl.getUniformLocation(program, e.name));
},
/**
* Gets the actual attribute location in a specific program.
* When relinked, all the attribute locations become obsolete and are updated
* in the cache. This method returns the (current) real attribute location.
*
* @param GLint initialValue
* The initial attribute value.
* @return GLint
* The current attribute value, or the initial value if it's already
* up to date with its corresponding program.
*/
_getCurrentAttributeLocation: function(initialValue) {
let currentInfo = this._attributesBridge.get(initialValue);
return currentInfo ? currentInfo.value : initialValue;
},
/**
* Gets the actual uniform location in a specific program.
* When relinked, all the uniform locations become obsolete and are updated
* in the cache. This method returns the (current) real uniform location.
*
* @param WebGLUniformLocation initialValue
* The initial uniform value.
* @return WebGLUniformLocation
* The current uniform value, or the initial value if it's already
* up to date with its corresponding program.
*/
_getCurrentUniformLocation: function(initialValue) {
let currentInfo = this._uniformsBridge.get(initialValue);
return currentInfo ? currentInfo.value : initialValue;
},
/**
* Executes a function in this object.
* This method makes sure that any handlers in the context observer are
* suppressed, hence stopping observing any context function calls.
*
* @param string funcName
* The function to call.
* @return any
* The called function result.
*/
call: function(funcName, ...aArgs) {
let prevState = this._observer.suppressHandlers;
this._observer.suppressHandlers = true;
let result = this["_" + funcName].apply(this, aArgs);
this._observer.suppressHandlers = prevState;
return result;
}
};
/**
* A mechanism for injecting or qureying state into/from a WebGL context.
*
* @param WebGLObserver observer
* The observer for the target context.
*/
function WebGLProxy(observer) {
this._observer = observer;
}
WebGLProxy.prototype = {
get cache() this._observer.cache,
/**
* Changes a shader's source code and relinks the respective program.
*
* @param WebGLRenderingContext gl
* The WebGL context owning the program.
* @param WebGLProgram program
* The program who's linked shader is to be modified.
* @param WebGLShader shader
* The shader to be modified.
* @param string text
* The new shader source code.
* @return string
* The shader's compilation and linking status.
*/
_compileShader: function(gl, program, shader, text) {
gl.shaderSource(shader, text);
gl.compileShader(shader);
gl.linkProgram(program);
let error = { compile: "", link: "" };
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
error.compile = gl.getShaderInfoLog(shader);
}
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
error.link = gl.getShaderInfoLog(shader);
}
this.cache.call("updateAttributesForProgram", gl, program);
this.cache.call("updateUniformsForProgram", gl, program);
return error;
},
/**
* Executes a function in this object.
* This method makes sure that any handlers in the context observer are
* suppressed, hence stopping observing any context function calls.
*
* @param string funcName
* The function to call.
* @return any
* The called function result.
*/
call: function(funcName, ...aArgs) {
let prevState = this._observer.suppressHandlers;
this._observer.suppressHandlers = true;
let result = this["_" + funcName].apply(this, aArgs);
this._observer.suppressHandlers = prevState;
return result;
}
};
function getInnerWindowID(window) {
return window
.QueryInterface(Ci.nsIInterfaceRequestor)
.getInterface(Ci.nsIDOMWindowUtils)
.currentInnerWindowID;
}