mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
1537 lines
50 KiB
C++
1537 lines
50 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "WebGLObjectModel.h"
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#include "WebGLExtensions.h"
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#include "WebGLContextUtils.h"
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#include "AccessCheck.h"
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#include "nsIConsoleService.h"
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#include "nsServiceManagerUtils.h"
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#include "nsIClassInfoImpl.h"
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#include "nsContentUtils.h"
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#include "nsIXPConnect.h"
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#include "nsError.h"
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#include "nsIGfxInfo.h"
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#include "nsIWidget.h"
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#include "nsIPropertyBag.h"
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#include "nsIVariant.h"
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#include "imgIEncoder.h"
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#include "gfxContext.h"
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#include "gfxPattern.h"
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#include "gfxUtils.h"
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#include "CanvasUtils.h"
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#include "nsDisplayList.h"
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#include "GLContextProvider.h"
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#include "gfxCrashReporterUtils.h"
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#include "nsSVGEffects.h"
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#include "prenv.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/Services.h"
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#include "mozilla/Telemetry.h"
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#include "nsIObserverService.h"
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#include "mozilla/Services.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "mozilla/dom/BindingUtils.h"
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#include "mozilla/ProcessPriorityManager.h"
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#include "Layers.h"
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#ifdef MOZ_WIDGET_GONK
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#include "mozilla/layers/ShadowLayers.h"
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#endif
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using namespace mozilla;
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using namespace mozilla::dom;
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using namespace mozilla::gfx;
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using namespace mozilla::gl;
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using namespace mozilla::layers;
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NS_IMETHODIMP
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WebGLMemoryPressureObserver::Observe(nsISupports* aSubject,
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const char* aTopic,
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const PRUnichar* aSomeData)
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{
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if (strcmp(aTopic, "memory-pressure"))
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return NS_OK;
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bool wantToLoseContext = true;
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if (!mContext->mCanLoseContextInForeground &&
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ProcessPriorityManager::CurrentProcessIsForeground())
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wantToLoseContext = false;
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else if (!nsCRT::strcmp(aSomeData,
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NS_LITERAL_STRING("heap-minimize").get()))
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wantToLoseContext = mContext->mLoseContextOnHeapMinimize;
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if (wantToLoseContext)
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mContext->ForceLoseContext();
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return NS_OK;
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}
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nsresult NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult);
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nsresult
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NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult)
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{
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Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_USED, 1);
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nsIDOMWebGLRenderingContext* ctx = new WebGLContext();
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if (!ctx)
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return NS_ERROR_OUT_OF_MEMORY;
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NS_ADDREF(*aResult = ctx);
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return NS_OK;
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}
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WebGLContextOptions::WebGLContextOptions()
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: alpha(true), depth(true), stencil(false),
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premultipliedAlpha(true), antialias(true),
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preserveDrawingBuffer(false)
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{
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// Set default alpha state based on preference.
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if (Preferences::GetBool("webgl.default-no-alpha", false))
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alpha = false;
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}
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WebGLContext::WebGLContext()
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: gl(nullptr)
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{
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SetIsDOMBinding();
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mGeneration = 0;
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mInvalidated = false;
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mShouldPresent = true;
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mResetLayer = true;
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mOptionsFrozen = false;
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mActiveTexture = 0;
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mWebGLError = LOCAL_GL_NO_ERROR;
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mPixelStoreFlipY = false;
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mPixelStorePremultiplyAlpha = false;
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mPixelStoreColorspaceConversion = BROWSER_DEFAULT_WEBGL;
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mShaderValidation = true;
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mBlackTexturesAreInitialized = false;
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mFakeBlackStatus = DoNotNeedFakeBlack;
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mVertexAttrib0Vector[0] = 0;
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mVertexAttrib0Vector[1] = 0;
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mVertexAttrib0Vector[2] = 0;
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mVertexAttrib0Vector[3] = 1;
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mFakeVertexAttrib0BufferObjectVector[0] = 0;
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mFakeVertexAttrib0BufferObjectVector[1] = 0;
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mFakeVertexAttrib0BufferObjectVector[2] = 0;
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mFakeVertexAttrib0BufferObjectVector[3] = 1;
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mFakeVertexAttrib0BufferObjectSize = 0;
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mFakeVertexAttrib0BufferObject = 0;
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mFakeVertexAttrib0BufferStatus = VertexAttrib0Status::Default;
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// these are de default values, see 6.2 State tables in the OpenGL ES 2.0.25 spec
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mColorWriteMask[0] = 1;
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mColorWriteMask[1] = 1;
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mColorWriteMask[2] = 1;
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mColorWriteMask[3] = 1;
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mDepthWriteMask = 1;
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mColorClearValue[0] = 0.f;
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mColorClearValue[1] = 0.f;
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mColorClearValue[2] = 0.f;
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mColorClearValue[3] = 0.f;
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mDepthClearValue = 1.f;
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mStencilClearValue = 0;
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mStencilRefFront = 0;
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mStencilRefBack = 0;
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mStencilValueMaskFront = 0xffffffff;
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mStencilValueMaskBack = 0xffffffff;
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mStencilWriteMaskFront = 0xffffffff;
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mStencilWriteMaskBack = 0xffffffff;
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mScissorTestEnabled = 0;
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mDitherEnabled = 1;
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// initialize some GL values: we're going to get them from the GL and use them as the sizes of arrays,
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// so in case glGetIntegerv leaves them uninitialized because of a GL bug, we would have very weird crashes.
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mGLMaxVertexAttribs = 0;
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mGLMaxTextureUnits = 0;
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mGLMaxTextureSize = 0;
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mGLMaxCubeMapTextureSize = 0;
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mGLMaxRenderbufferSize = 0;
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mGLMaxTextureImageUnits = 0;
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mGLMaxVertexTextureImageUnits = 0;
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mGLMaxVaryingVectors = 0;
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mGLMaxFragmentUniformVectors = 0;
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mGLMaxVertexUniformVectors = 0;
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// See OpenGL ES 2.0.25 spec, 6.2 State Tables, table 6.13
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mPixelStorePackAlignment = 4;
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mPixelStoreUnpackAlignment = 4;
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WebGLMemoryMultiReporterWrapper::AddWebGLContext(this);
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mAllowRestore = true;
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mContextLossTimerRunning = false;
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mDrawSinceContextLossTimerSet = false;
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mContextRestorer = do_CreateInstance("@mozilla.org/timer;1");
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mContextStatus = ContextStable;
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mContextLostErrorSet = false;
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mLoseContextOnHeapMinimize = false;
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mCanLoseContextInForeground = true;
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mAlreadyGeneratedWarnings = 0;
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mAlreadyWarnedAboutFakeVertexAttrib0 = false;
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mMaxWarnings = Preferences::GetInt("webgl.max-warnings-per-context", 32);
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if (mMaxWarnings < -1)
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{
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GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
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mMaxWarnings = 0;
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}
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mLastUseIndex = 0;
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mMinInUseAttribArrayLengthCached = false;
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mMinInUseAttribArrayLength = 0;
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mIsScreenCleared = false;
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mDisableFragHighP = false;
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mDrawCallsSinceLastFlush = 0;
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}
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WebGLContext::~WebGLContext()
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{
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DestroyResourcesAndContext();
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WebGLMemoryMultiReporterWrapper::RemoveWebGLContext(this);
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TerminateContextLossTimer();
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mContextRestorer = nullptr;
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}
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JSObject*
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WebGLContext::WrapObject(JSContext *cx, JS::Handle<JSObject*> scope)
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{
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return dom::WebGLRenderingContextBinding::Wrap(cx, scope, this);
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}
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void
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WebGLContext::DestroyResourcesAndContext()
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{
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if (mMemoryPressureObserver) {
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nsCOMPtr<nsIObserverService> observerService
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= mozilla::services::GetObserverService();
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if (observerService) {
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observerService->RemoveObserver(mMemoryPressureObserver,
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"memory-pressure");
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}
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mMemoryPressureObserver = nullptr;
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}
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if (!gl)
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return;
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gl->MakeCurrent();
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mBound2DTextures.Clear();
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mBoundCubeMapTextures.Clear();
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mBoundArrayBuffer = nullptr;
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mBoundElementArrayBuffer = nullptr;
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mCurrentProgram = nullptr;
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mBoundFramebuffer = nullptr;
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mBoundRenderbuffer = nullptr;
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mAttribBuffers.Clear();
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while (!mTextures.isEmpty())
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mTextures.getLast()->DeleteOnce();
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while (!mBuffers.isEmpty())
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mBuffers.getLast()->DeleteOnce();
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while (!mRenderbuffers.isEmpty())
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mRenderbuffers.getLast()->DeleteOnce();
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while (!mFramebuffers.isEmpty())
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mFramebuffers.getLast()->DeleteOnce();
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while (!mShaders.isEmpty())
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mShaders.getLast()->DeleteOnce();
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while (!mPrograms.isEmpty())
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mPrograms.getLast()->DeleteOnce();
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if (mBlackTexturesAreInitialized) {
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gl->fDeleteTextures(1, &mBlackTexture2D);
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gl->fDeleteTextures(1, &mBlackTextureCubeMap);
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mBlackTexturesAreInitialized = false;
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}
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if (mFakeVertexAttrib0BufferObject) {
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gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
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}
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// We just got rid of everything, so the context had better
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// have been going away.
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#ifdef DEBUG
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if (gl->DebugMode()) {
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printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
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}
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#endif
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gl = nullptr;
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}
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void
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WebGLContext::Invalidate()
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{
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if (mInvalidated)
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return;
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if (!mCanvasElement)
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return;
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nsSVGEffects::InvalidateDirectRenderingObservers(mCanvasElement);
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mInvalidated = true;
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mCanvasElement->InvalidateCanvasContent(nullptr);
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}
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//
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// nsICanvasRenderingContextInternal
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//
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static bool
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GetBoolFromPropertyBag(nsIPropertyBag *bag, const char *propName, bool *boolResult)
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{
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nsCOMPtr<nsIVariant> vv;
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bool bv;
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nsresult rv = bag->GetProperty(NS_ConvertASCIItoUTF16(propName), getter_AddRefs(vv));
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if (NS_FAILED(rv) || !vv)
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return false;
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rv = vv->GetAsBool(&bv);
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if (NS_FAILED(rv))
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return false;
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*boolResult = bv ? true : false;
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return true;
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}
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NS_IMETHODIMP
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WebGLContext::SetContextOptions(nsIPropertyBag *aOptions)
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{
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if (!aOptions)
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return NS_OK;
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WebGLContextOptions newOpts;
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GetBoolFromPropertyBag(aOptions, "stencil", &newOpts.stencil);
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GetBoolFromPropertyBag(aOptions, "depth", &newOpts.depth);
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GetBoolFromPropertyBag(aOptions, "premultipliedAlpha", &newOpts.premultipliedAlpha);
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GetBoolFromPropertyBag(aOptions, "antialias", &newOpts.antialias);
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GetBoolFromPropertyBag(aOptions, "preserveDrawingBuffer", &newOpts.preserveDrawingBuffer);
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GetBoolFromPropertyBag(aOptions, "alpha", &newOpts.alpha);
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// enforce that if stencil is specified, we also give back depth
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newOpts.depth |= newOpts.stencil;
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#if 0
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GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
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newOpts.antialias ? 1 : 0,
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newOpts.stencil ? 1 : 0,
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newOpts.depth ? 1 : 0,
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newOpts.alpha ? 1 : 0,
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newOpts.premultipliedAlpha ? 1 : 0,
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newOpts.preserveDrawingBuffer ? 1 : 0);
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#endif
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if (mOptionsFrozen && newOpts != mOptions) {
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// Error if the options are already frozen, and the ones that were asked for
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// aren't the same as what they were originally.
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return NS_ERROR_FAILURE;
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}
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mOptions = newOpts;
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return NS_OK;
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}
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NS_IMETHODIMP
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WebGLContext::SetDimensions(int32_t width, int32_t height)
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{
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// Early error return cases
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if (width < 0 || height < 0) {
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GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
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return NS_ERROR_OUT_OF_MEMORY;
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}
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if (!GetCanvas())
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return NS_ERROR_FAILURE;
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// Early success return cases
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GetCanvas()->InvalidateCanvas();
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if (gl && mWidth == width && mHeight == height)
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return NS_OK;
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// Zero-sized surfaces can cause problems.
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if (width == 0 || height == 0) {
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width = 1;
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height = 1;
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}
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// If we already have a gl context, then we just need to resize it
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if (gl) {
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MakeContextCurrent();
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gl->ResizeOffscreen(gfxIntSize(width, height)); // Doesn't matter if it succeeds (soft-fail)
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// It's unlikely that we'll get a proper-sized context if we recreate if we didn't on resize
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// everything's good, we're done here
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mWidth = gl->OffscreenSize().width;
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mHeight = gl->OffscreenSize().height;
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mResetLayer = true;
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ScopedBindFramebuffer autoFB(gl, 0);
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gl->ClearSafely();
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mShouldPresent = true;
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return NS_OK;
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}
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// End of early return cases.
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// At this point we know that we're not just resizing an existing context,
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// we are initializing a new context.
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// if we exceeded either the global or the per-principal limit for WebGL contexts,
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// lose the oldest-used context now to free resources. Note that we can't do that
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// in the WebGLContext constructor as we don't have a canvas element yet there.
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// Here is the right place to do so, as we are about to create the OpenGL context
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// and that is what can fail if we already have too many.
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LoseOldestWebGLContextIfLimitExceeded();
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// Get some prefs for some preferred/overriden things
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NS_ENSURE_TRUE(Preferences::GetRootBranch(), NS_ERROR_FAILURE);
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#ifdef XP_WIN
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bool preferEGL =
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Preferences::GetBool("webgl.prefer-egl", false);
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bool preferOpenGL =
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Preferences::GetBool("webgl.prefer-native-gl", false);
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#endif
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bool forceEnabled =
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Preferences::GetBool("webgl.force-enabled", false);
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bool useMesaLlvmPipe =
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Preferences::GetBool("gfx.prefer-mesa-llvmpipe", false);
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bool disabled =
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Preferences::GetBool("webgl.disabled", false);
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bool prefer16bit =
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Preferences::GetBool("webgl.prefer-16bpp", false);
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ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
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if (disabled)
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return NS_ERROR_FAILURE;
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// We're going to create an entirely new context. If our
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// generation is not 0 right now (that is, if this isn't the first
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// context we're creating), we may have to dispatch a context lost
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// event.
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// If incrementing the generation would cause overflow,
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// don't allow it. Allowing this would allow us to use
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// resource handles created from older context generations.
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if (!(mGeneration + 1).isValid())
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return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
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SurfaceCaps caps;
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caps.color = true;
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caps.alpha = mOptions.alpha;
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caps.depth = mOptions.depth;
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caps.stencil = mOptions.stencil;
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// we should really have this behind a
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// |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but
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// for now it's just behind a pref for testing/evaluation.
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caps.bpp16 = prefer16bit;
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caps.preserve = mOptions.preserveDrawingBuffer;
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#ifdef MOZ_WIDGET_GONK
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nsIWidget *docWidget = nsContentUtils::WidgetForDocument(mCanvasElement->OwnerDoc());
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if (docWidget) {
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layers::LayerManager *layerManager = docWidget->GetLayerManager();
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if (layerManager) {
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// XXX we really want "AsSurfaceAllocator" here for generality
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layers::ShadowLayerForwarder *forwarder = layerManager->AsShadowForwarder();
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if (forwarder) {
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caps.surfaceAllocator = static_cast<layers::ISurfaceAllocator*>(forwarder);
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}
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}
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}
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#endif
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bool forceMSAA =
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Preferences::GetBool("webgl.msaa-force", false);
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int32_t status;
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nsCOMPtr<nsIGfxInfo> gfxInfo = do_GetService("@mozilla.org/gfx/info;1");
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if (mOptions.antialias &&
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gfxInfo &&
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NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_MSAA, &status))) {
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if (status == nsIGfxInfo::FEATURE_NO_INFO || forceMSAA) {
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caps.antialias = true;
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}
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}
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#ifdef XP_WIN
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if (PR_GetEnv("MOZ_WEBGL_PREFER_EGL")) {
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preferEGL = true;
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}
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#endif
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// Ask GfxInfo about what we should use
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bool useOpenGL = true;
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#ifdef XP_WIN
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bool useANGLE = true;
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#endif
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if (gfxInfo && !forceEnabled) {
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if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_OPENGL, &status))) {
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if (status != nsIGfxInfo::FEATURE_NO_INFO) {
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useOpenGL = false;
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}
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}
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#ifdef XP_WIN
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if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_ANGLE, &status))) {
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if (status != nsIGfxInfo::FEATURE_NO_INFO) {
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useANGLE = false;
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}
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}
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#endif
|
|
}
|
|
|
|
#ifdef XP_WIN
|
|
// allow forcing GL and not EGL/ANGLE
|
|
if (useMesaLlvmPipe || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) {
|
|
preferEGL = false;
|
|
useANGLE = false;
|
|
useOpenGL = true;
|
|
}
|
|
#endif
|
|
|
|
gfxIntSize size(width, height);
|
|
|
|
#ifdef XP_WIN
|
|
// if we want EGL, try it now
|
|
if (!gl && (preferEGL || useANGLE) && !preferOpenGL) {
|
|
gl = gl::GLContextProviderEGL::CreateOffscreen(size, caps);
|
|
if (!gl || !InitAndValidateGL()) {
|
|
GenerateWarning("Error during ANGLE OpenGL ES initialization");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// try the default provider, whatever that is
|
|
if (!gl && useOpenGL) {
|
|
GLContext::ContextFlags flag = useMesaLlvmPipe
|
|
? GLContext::ContextFlagsMesaLLVMPipe
|
|
: GLContext::ContextFlagsNone;
|
|
gl = gl::GLContextProvider::CreateOffscreen(size, caps, flag);
|
|
if (gl && !InitAndValidateGL()) {
|
|
GenerateWarning("Error during %s initialization",
|
|
useMesaLlvmPipe ? "Mesa LLVMpipe" : "OpenGL");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
}
|
|
|
|
if (!gl) {
|
|
GenerateWarning("Can't get a usable WebGL context");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
if (gl->DebugMode()) {
|
|
printf_stderr("--- WebGL context created: %p\n", gl.get());
|
|
}
|
|
#endif
|
|
|
|
mWidth = width;
|
|
mHeight = height;
|
|
mResetLayer = true;
|
|
mOptionsFrozen = true;
|
|
|
|
mHasRobustness = gl->HasRobustness();
|
|
|
|
// increment the generation number
|
|
++mGeneration;
|
|
|
|
#if 0
|
|
if (mGeneration > 0) {
|
|
// XXX dispatch context lost event
|
|
}
|
|
#endif
|
|
|
|
MakeContextCurrent();
|
|
|
|
// Make sure that we clear this out, otherwise
|
|
// we'll end up displaying random memory
|
|
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
|
|
|
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
gl->fClearDepth(1.0f);
|
|
gl->fClearStencil(0);
|
|
|
|
gl->ClearSafely();
|
|
|
|
mShouldPresent = true;
|
|
|
|
MOZ_ASSERT(gl->Caps().color == caps.color);
|
|
MOZ_ASSERT(gl->Caps().alpha == caps.alpha);
|
|
MOZ_ASSERT(gl->Caps().depth == caps.depth || !gl->Caps().depth);
|
|
MOZ_ASSERT(gl->Caps().stencil == caps.stencil || !gl->Caps().stencil);
|
|
MOZ_ASSERT(gl->Caps().antialias == caps.antialias || !gl->Caps().antialias);
|
|
MOZ_ASSERT(gl->Caps().preserve == caps.preserve);
|
|
|
|
reporter.SetSuccessful();
|
|
return NS_OK;
|
|
}
|
|
|
|
NS_IMETHODIMP
|
|
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f, uint32_t aFlags)
|
|
{
|
|
if (!gl)
|
|
return NS_OK;
|
|
|
|
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
|
|
gfxASurface::ImageFormatARGB32);
|
|
if (surf->CairoStatus() != 0)
|
|
return NS_ERROR_FAILURE;
|
|
|
|
gl->ReadScreenIntoImageSurface(surf);
|
|
|
|
bool srcPremultAlpha = mOptions.premultipliedAlpha;
|
|
bool dstPremultAlpha = aFlags & RenderFlagPremultAlpha;
|
|
|
|
if (!srcPremultAlpha && dstPremultAlpha) {
|
|
gfxUtils::PremultiplyImageSurface(surf);
|
|
} else if (srcPremultAlpha && !dstPremultAlpha) {
|
|
gfxUtils::UnpremultiplyImageSurface(surf);
|
|
}
|
|
|
|
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
|
|
pat->SetFilter(f);
|
|
|
|
// Pixels from ReadPixels will be "upside down" compared to
|
|
// what cairo wants, so draw with a y-flip and a translte to
|
|
// flip them.
|
|
gfxMatrix m;
|
|
m.Translate(gfxPoint(0.0, mHeight));
|
|
m.Scale(1.0, -1.0);
|
|
pat->SetMatrix(m);
|
|
|
|
ctx->NewPath();
|
|
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
|
|
ctx->Fill();
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
void WebGLContext::LoseOldestWebGLContextIfLimitExceeded()
|
|
{
|
|
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
|
|
// some mobile devices can't have more than 8 GL contexts overall
|
|
const size_t kMaxWebGLContextsPerPrincipal = 2;
|
|
const size_t kMaxWebGLContexts = 4;
|
|
#else
|
|
const size_t kMaxWebGLContextsPerPrincipal = 16;
|
|
const size_t kMaxWebGLContexts = 32;
|
|
#endif
|
|
MOZ_ASSERT(kMaxWebGLContextsPerPrincipal < kMaxWebGLContexts);
|
|
|
|
// it's important to update the index on a new context before losing old contexts,
|
|
// otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones
|
|
// when choosing which one to lose first.
|
|
UpdateLastUseIndex();
|
|
|
|
WebGLMemoryMultiReporterWrapper::ContextsArrayType &contexts
|
|
= WebGLMemoryMultiReporterWrapper::Contexts();
|
|
|
|
// quick exit path, should cover a majority of cases
|
|
if (contexts.Length() <= kMaxWebGLContextsPerPrincipal) {
|
|
return;
|
|
}
|
|
|
|
// note that here by "context" we mean "non-lost context". See the check for
|
|
// IsContextLost() below. Indeed, the point of this function is to maybe lose
|
|
// some currently non-lost context.
|
|
|
|
uint64_t oldestIndex = UINT64_MAX;
|
|
uint64_t oldestIndexThisPrincipal = UINT64_MAX;
|
|
const WebGLContext *oldestContext = nullptr;
|
|
const WebGLContext *oldestContextThisPrincipal = nullptr;
|
|
size_t numContexts = 0;
|
|
size_t numContextsThisPrincipal = 0;
|
|
|
|
for(size_t i = 0; i < contexts.Length(); ++i) {
|
|
|
|
// don't want to lose ourselves.
|
|
if (contexts[i] == this)
|
|
continue;
|
|
|
|
if (contexts[i]->IsContextLost())
|
|
continue;
|
|
|
|
if (!contexts[i]->GetCanvas()) {
|
|
// Zombie context: the canvas is already destroyed, but something else
|
|
// (typically the compositor) is still holding on to the context.
|
|
// Killing zombies is a no-brainer.
|
|
const_cast<WebGLContext*>(contexts[i])->LoseContext();
|
|
continue;
|
|
}
|
|
|
|
numContexts++;
|
|
if (contexts[i]->mLastUseIndex < oldestIndex) {
|
|
oldestIndex = contexts[i]->mLastUseIndex;
|
|
oldestContext = contexts[i];
|
|
}
|
|
|
|
nsIPrincipal *ourPrincipal = GetCanvas()->NodePrincipal();
|
|
nsIPrincipal *theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
|
|
bool samePrincipal;
|
|
nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
|
|
if (NS_SUCCEEDED(rv) && samePrincipal) {
|
|
numContextsThisPrincipal++;
|
|
if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
|
|
oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
|
|
oldestContextThisPrincipal = contexts[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (numContextsThisPrincipal > kMaxWebGLContextsPerPrincipal) {
|
|
GenerateWarning("Exceeded %d live WebGL contexts for this principal, losing the "
|
|
"least recently used one.", kMaxWebGLContextsPerPrincipal);
|
|
MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null
|
|
const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
|
|
} else if (numContexts > kMaxWebGLContexts) {
|
|
GenerateWarning("Exceeded %d live WebGL contexts, losing the least recently used one.",
|
|
kMaxWebGLContexts);
|
|
MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
|
|
const_cast<WebGLContext*>(oldestContext)->LoseContext();
|
|
}
|
|
}
|
|
|
|
NS_IMETHODIMP
|
|
WebGLContext::GetInputStream(const char* aMimeType,
|
|
const PRUnichar* aEncoderOptions,
|
|
nsIInputStream **aStream)
|
|
{
|
|
NS_ASSERTION(gl, "GetInputStream on invalid context?");
|
|
if (!gl)
|
|
return NS_ERROR_FAILURE;
|
|
|
|
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
|
|
gfxASurface::ImageFormatARGB32);
|
|
if (surf->CairoStatus() != 0)
|
|
return NS_ERROR_FAILURE;
|
|
|
|
nsRefPtr<gfxContext> tmpcx = new gfxContext(surf);
|
|
// Use Render() to make sure that appropriate y-flip gets applied
|
|
uint32_t flags = mOptions.premultipliedAlpha ? RenderFlagPremultAlpha : 0;
|
|
nsresult rv = Render(tmpcx, gfxPattern::FILTER_NEAREST, flags);
|
|
if (NS_FAILED(rv))
|
|
return rv;
|
|
|
|
const char encoderPrefix[] = "@mozilla.org/image/encoder;2?type=";
|
|
nsAutoArrayPtr<char> conid(new char[strlen(encoderPrefix) + strlen(aMimeType) + 1]);
|
|
|
|
if (!conid)
|
|
return NS_ERROR_OUT_OF_MEMORY;
|
|
|
|
strcpy(conid, encoderPrefix);
|
|
strcat(conid, aMimeType);
|
|
|
|
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(conid);
|
|
if (!encoder)
|
|
return NS_ERROR_FAILURE;
|
|
|
|
int format = imgIEncoder::INPUT_FORMAT_HOSTARGB;
|
|
if (!mOptions.premultipliedAlpha) {
|
|
// We need to convert to INPUT_FORMAT_RGBA, otherwise
|
|
// we are automatically considered premult, and unpremult'd.
|
|
// Yes, it is THAT silly.
|
|
// Except for different lossy conversions by color,
|
|
// we could probably just change the label, and not change the data.
|
|
gfxUtils::ConvertBGRAtoRGBA(surf);
|
|
format = imgIEncoder::INPUT_FORMAT_RGBA;
|
|
}
|
|
|
|
rv = encoder->InitFromData(surf->Data(),
|
|
mWidth * mHeight * 4,
|
|
mWidth, mHeight,
|
|
surf->Stride(),
|
|
format,
|
|
nsDependentString(aEncoderOptions));
|
|
NS_ENSURE_SUCCESS(rv, rv);
|
|
|
|
return CallQueryInterface(encoder, aStream);
|
|
}
|
|
|
|
NS_IMETHODIMP
|
|
WebGLContext::GetThebesSurface(gfxASurface **surface)
|
|
{
|
|
return NS_ERROR_NOT_AVAILABLE;
|
|
}
|
|
|
|
void WebGLContext::UpdateLastUseIndex()
|
|
{
|
|
static CheckedInt<uint64_t> sIndex = 0;
|
|
|
|
sIndex++;
|
|
|
|
// should never happen with 64-bit; trying to handle this would be riskier than
|
|
// not handling it as the handler code would never get exercised.
|
|
if (!sIndex.isValid()) {
|
|
NS_RUNTIMEABORT("Can't believe it's been 2^64 transactions already!");
|
|
}
|
|
|
|
mLastUseIndex = sIndex.value();
|
|
}
|
|
|
|
static uint8_t gWebGLLayerUserData;
|
|
|
|
namespace mozilla {
|
|
|
|
class WebGLContextUserData : public LayerUserData {
|
|
public:
|
|
WebGLContextUserData(HTMLCanvasElement *aContent)
|
|
: mContent(aContent)
|
|
{}
|
|
|
|
/* PreTransactionCallback gets called by the Layers code every time the
|
|
* WebGL canvas is going to be composited.
|
|
*/
|
|
static void PreTransactionCallback(void* data)
|
|
{
|
|
WebGLContextUserData* userdata = static_cast<WebGLContextUserData*>(data);
|
|
HTMLCanvasElement* canvas = userdata->mContent;
|
|
WebGLContext* context = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
|
|
|
|
// Present our screenbuffer, if needed.
|
|
context->PresentScreenBuffer();
|
|
context->mDrawCallsSinceLastFlush = 0;
|
|
}
|
|
|
|
/** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
|
|
* so it really is the right place to put actions that have to be performed upon compositing
|
|
*/
|
|
static void DidTransactionCallback(void* aData)
|
|
{
|
|
WebGLContextUserData *userdata = static_cast<WebGLContextUserData*>(aData);
|
|
HTMLCanvasElement *canvas = userdata->mContent;
|
|
WebGLContext *context = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
|
|
|
|
// Mark ourselves as no longer invalidated.
|
|
context->MarkContextClean();
|
|
|
|
context->UpdateLastUseIndex();
|
|
}
|
|
|
|
private:
|
|
nsRefPtr<HTMLCanvasElement> mContent;
|
|
};
|
|
|
|
} // end namespace mozilla
|
|
|
|
already_AddRefed<layers::CanvasLayer>
|
|
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* aBuilder,
|
|
CanvasLayer *aOldLayer,
|
|
LayerManager *aManager)
|
|
{
|
|
if (!IsContextStable())
|
|
return nullptr;
|
|
|
|
if (!mResetLayer && aOldLayer &&
|
|
aOldLayer->HasUserData(&gWebGLLayerUserData)) {
|
|
nsRefPtr<layers::CanvasLayer> ret = aOldLayer;
|
|
return ret.forget();
|
|
}
|
|
|
|
nsRefPtr<CanvasLayer> canvasLayer = aManager->CreateCanvasLayer();
|
|
if (!canvasLayer) {
|
|
NS_WARNING("CreateCanvasLayer returned null!");
|
|
return nullptr;
|
|
}
|
|
WebGLContextUserData *userData = nullptr;
|
|
if (aBuilder->IsPaintingToWindow()) {
|
|
// Make the layer tell us whenever a transaction finishes (including
|
|
// the current transaction), so we can clear our invalidation state and
|
|
// start invalidating again. We need to do this for the layer that is
|
|
// being painted to a window (there shouldn't be more than one at a time,
|
|
// and if there is, flushing the invalidation state more often than
|
|
// necessary is harmless).
|
|
|
|
// The layer will be destroyed when we tear down the presentation
|
|
// (at the latest), at which time this userData will be destroyed,
|
|
// releasing the reference to the element.
|
|
// The userData will receive DidTransactionCallbacks, which flush the
|
|
// the invalidation state to indicate that the canvas is up to date.
|
|
userData = new WebGLContextUserData(mCanvasElement);
|
|
canvasLayer->SetDidTransactionCallback(
|
|
WebGLContextUserData::DidTransactionCallback, userData);
|
|
canvasLayer->SetPreTransactionCallback(
|
|
WebGLContextUserData::PreTransactionCallback, userData);
|
|
}
|
|
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
|
|
|
|
CanvasLayer::Data data;
|
|
data.mGLContext = gl;
|
|
data.mSize = nsIntSize(mWidth, mHeight);
|
|
data.mIsGLAlphaPremult = IsPremultAlpha();
|
|
|
|
canvasLayer->Initialize(data);
|
|
uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
|
|
canvasLayer->SetContentFlags(flags);
|
|
canvasLayer->Updated();
|
|
|
|
mResetLayer = false;
|
|
|
|
return canvasLayer.forget();
|
|
}
|
|
|
|
void
|
|
WebGLContext::GetContextAttributes(Nullable<dom::WebGLContextAttributesInitializer> &retval)
|
|
{
|
|
retval.SetNull();
|
|
if (!IsContextStable())
|
|
return;
|
|
|
|
dom::WebGLContextAttributes& result = retval.SetValue();
|
|
|
|
const PixelBufferFormat& format = gl->GetPixelFormat();
|
|
|
|
result.mAlpha = format.alpha > 0;
|
|
result.mDepth = format.depth > 0;
|
|
result.mStencil = format.stencil > 0;
|
|
result.mAntialias = format.samples > 1;
|
|
result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
|
|
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
|
|
}
|
|
|
|
bool
|
|
WebGLContext::IsExtensionEnabled(WebGLExtensionID ext) const {
|
|
return mExtensions.SafeElementAt(ext);
|
|
}
|
|
|
|
/* [noscript] DOMString mozGetUnderlyingParamString(in WebGLenum pname); */
|
|
NS_IMETHODIMP
|
|
WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
|
|
{
|
|
if (!IsContextStable())
|
|
return NS_OK;
|
|
|
|
retval.SetIsVoid(true);
|
|
|
|
MakeContextCurrent();
|
|
|
|
switch (pname) {
|
|
case LOCAL_GL_VENDOR:
|
|
case LOCAL_GL_RENDERER:
|
|
case LOCAL_GL_VERSION:
|
|
case LOCAL_GL_SHADING_LANGUAGE_VERSION:
|
|
case LOCAL_GL_EXTENSIONS: {
|
|
const char *s = (const char *) gl->fGetString(pname);
|
|
retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s)));
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return NS_ERROR_INVALID_ARG;
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
bool WebGLContext::IsExtensionSupported(JSContext *cx, WebGLExtensionID ext) const
|
|
{
|
|
if (mDisableExtensions) {
|
|
return false;
|
|
}
|
|
|
|
switch (ext) {
|
|
case OES_element_index_uint:
|
|
if (!gl->IsGLES2())
|
|
return true;
|
|
return gl->IsExtensionSupported(GLContext::OES_element_index_uint);
|
|
case OES_standard_derivatives:
|
|
if (!gl->IsGLES2())
|
|
return true;
|
|
return gl->IsExtensionSupported(GLContext::OES_standard_derivatives);
|
|
case WEBGL_lose_context:
|
|
// We always support this extension.
|
|
return true;
|
|
case OES_texture_float:
|
|
return gl->IsExtensionSupported(gl->IsGLES2() ? GLContext::OES_texture_float
|
|
: GLContext::ARB_texture_float);
|
|
case EXT_texture_filter_anisotropic:
|
|
return gl->IsExtensionSupported(GLContext::EXT_texture_filter_anisotropic);
|
|
case WEBGL_compressed_texture_s3tc:
|
|
if (gl->IsExtensionSupported(GLContext::EXT_texture_compression_s3tc)) {
|
|
return true;
|
|
}
|
|
else if (gl->IsExtensionSupported(GLContext::EXT_texture_compression_dxt1) &&
|
|
gl->IsExtensionSupported(GLContext::ANGLE_texture_compression_dxt3) &&
|
|
gl->IsExtensionSupported(GLContext::ANGLE_texture_compression_dxt5))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
case WEBGL_compressed_texture_atc:
|
|
return gl->IsExtensionSupported(GLContext::AMD_compressed_ATC_texture);
|
|
case WEBGL_compressed_texture_pvrtc:
|
|
return gl->IsExtensionSupported(GLContext::IMG_texture_compression_pvrtc);
|
|
case WEBGL_depth_texture:
|
|
if (gl->IsGLES2() &&
|
|
gl->IsExtensionSupported(GLContext::OES_packed_depth_stencil) &&
|
|
gl->IsExtensionSupported(GLContext::OES_depth_texture))
|
|
{
|
|
return true;
|
|
}
|
|
else if (!gl->IsGLES2() &&
|
|
gl->IsExtensionSupported(GLContext::EXT_packed_depth_stencil))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
case WEBGL_debug_renderer_info:
|
|
return xpc::AccessCheck::isChrome(js::GetContextCompartment(cx));
|
|
default:
|
|
// For warnings-as-errors.
|
|
break;
|
|
}
|
|
|
|
MOZ_NOT_REACHED("Query for unknown extension.");
|
|
return false;
|
|
}
|
|
|
|
static bool
|
|
CompareWebGLExtensionName(const nsACString& name, const char *other)
|
|
{
|
|
return name.Equals(other, nsCaseInsensitiveCStringComparator());
|
|
}
|
|
|
|
JSObject*
|
|
WebGLContext::GetExtension(JSContext *cx, const nsAString& aName, ErrorResult& rv)
|
|
{
|
|
if (!IsContextStable())
|
|
return nullptr;
|
|
|
|
NS_LossyConvertUTF16toASCII name(aName);
|
|
|
|
WebGLExtensionID ext = WebGLExtensionID_unknown_extension;
|
|
|
|
// step 1: figure what extension is wanted
|
|
if (CompareWebGLExtensionName(name, "OES_element_index_uint"))
|
|
{
|
|
ext = OES_element_index_uint;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "OES_texture_float"))
|
|
{
|
|
ext = OES_texture_float;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "OES_standard_derivatives"))
|
|
{
|
|
ext = OES_standard_derivatives;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "EXT_texture_filter_anisotropic"))
|
|
{
|
|
ext = EXT_texture_filter_anisotropic;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_lose_context"))
|
|
{
|
|
ext = WEBGL_lose_context;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "WEBGL_lose_context"))
|
|
{
|
|
ext = WEBGL_lose_context;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_compressed_texture_s3tc"))
|
|
{
|
|
ext = WEBGL_compressed_texture_s3tc;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "WEBGL_compressed_texture_s3tc"))
|
|
{
|
|
ext = WEBGL_compressed_texture_s3tc;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_compressed_texture_atc"))
|
|
{
|
|
ext = WEBGL_compressed_texture_atc;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_compressed_texture_pvrtc"))
|
|
{
|
|
ext = WEBGL_compressed_texture_pvrtc;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "WEBGL_debug_renderer_info"))
|
|
{
|
|
ext = WEBGL_debug_renderer_info;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "MOZ_WEBGL_depth_texture"))
|
|
{
|
|
ext = WEBGL_depth_texture;
|
|
}
|
|
else if (CompareWebGLExtensionName(name, "WEBGL_depth_texture"))
|
|
{
|
|
ext = WEBGL_depth_texture;
|
|
}
|
|
|
|
if (ext == WebGLExtensionID_unknown_extension) {
|
|
return nullptr;
|
|
}
|
|
|
|
// step 2: check if the extension is supported
|
|
if (!IsExtensionSupported(cx, ext)) {
|
|
return nullptr;
|
|
}
|
|
|
|
// step 3: if the extension hadn't been previously been created, create it now, thus enabling it
|
|
if (!IsExtensionEnabled(ext)) {
|
|
WebGLExtensionBase *obj = nullptr;
|
|
switch (ext) {
|
|
case OES_element_index_uint:
|
|
obj = new WebGLExtensionElementIndexUint(this);
|
|
break;
|
|
case OES_standard_derivatives:
|
|
obj = new WebGLExtensionStandardDerivatives(this);
|
|
break;
|
|
case EXT_texture_filter_anisotropic:
|
|
obj = new WebGLExtensionTextureFilterAnisotropic(this);
|
|
break;
|
|
case WEBGL_lose_context:
|
|
obj = new WebGLExtensionLoseContext(this);
|
|
break;
|
|
case WEBGL_compressed_texture_s3tc:
|
|
obj = new WebGLExtensionCompressedTextureS3TC(this);
|
|
break;
|
|
case WEBGL_compressed_texture_atc:
|
|
obj = new WebGLExtensionCompressedTextureATC(this);
|
|
break;
|
|
case WEBGL_compressed_texture_pvrtc:
|
|
obj = new WebGLExtensionCompressedTexturePVRTC(this);
|
|
break;
|
|
case WEBGL_debug_renderer_info:
|
|
obj = new WebGLExtensionDebugRendererInfo(this);
|
|
break;
|
|
case WEBGL_depth_texture:
|
|
obj = new WebGLExtensionDepthTexture(this);
|
|
break;
|
|
case OES_texture_float:
|
|
obj = new WebGLExtensionTextureFloat(this);
|
|
break;
|
|
default:
|
|
MOZ_ASSERT(false, "should not get there.");
|
|
}
|
|
mExtensions.EnsureLengthAtLeast(ext + 1);
|
|
mExtensions[ext] = obj;
|
|
}
|
|
|
|
return WebGLObjectAsJSObject(cx, mExtensions[ext].get(), rv);
|
|
}
|
|
|
|
void
|
|
WebGLContext::ClearScreen()
|
|
{
|
|
MakeContextCurrent();
|
|
ScopedBindFramebuffer autoFB(gl, 0);
|
|
|
|
GLbitfield clearMask = LOCAL_GL_COLOR_BUFFER_BIT;
|
|
if (mOptions.depth)
|
|
clearMask |= LOCAL_GL_DEPTH_BUFFER_BIT;
|
|
if (mOptions.stencil)
|
|
clearMask |= LOCAL_GL_STENCIL_BUFFER_BIT;
|
|
|
|
ForceClearFramebufferWithDefaultValues(clearMask);
|
|
mIsScreenCleared = true;
|
|
}
|
|
|
|
void
|
|
WebGLContext::ForceClearFramebufferWithDefaultValues(GLbitfield mask)
|
|
{
|
|
MakeContextCurrent();
|
|
|
|
bool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT);
|
|
bool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT);
|
|
bool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT);
|
|
|
|
// Fun GL fact: No need to worry about the viewport here, glViewport is just
|
|
// setting up a coordinates transformation, it doesn't affect glClear at all.
|
|
|
|
#ifdef DEBUG
|
|
// Scope to hide our variables.
|
|
{
|
|
// Sanity-check that all our state is set properly. Otherwise, when we
|
|
// reset out state to what we *think* it is, we'll get it wrong.
|
|
|
|
// Dither shouldn't matter when we're clearing to {0,0,0,0}.
|
|
MOZ_ASSERT(gl->fIsEnabled(LOCAL_GL_SCISSOR_TEST) == mScissorTestEnabled);
|
|
|
|
realGLboolean colorWriteMask[4] = {2, 2, 2, 2};
|
|
GLfloat colorClearValue[4] = {-1.0f, -1.0f, -1.0f, -1.0f};
|
|
|
|
gl->fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask);
|
|
gl->fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue);
|
|
|
|
MOZ_ASSERT(colorWriteMask[0] == mColorWriteMask[0] &&
|
|
colorWriteMask[1] == mColorWriteMask[1] &&
|
|
colorWriteMask[2] == mColorWriteMask[2] &&
|
|
colorWriteMask[3] == mColorWriteMask[3]);
|
|
MOZ_ASSERT(colorClearValue[0] == mColorClearValue[0] &&
|
|
colorClearValue[1] == mColorClearValue[1] &&
|
|
colorClearValue[2] == mColorClearValue[2] &&
|
|
colorClearValue[3] == mColorClearValue[3]);
|
|
|
|
|
|
realGLboolean depthWriteMask = 2;
|
|
GLfloat depthClearValue = -1.0f;
|
|
|
|
gl->fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
|
|
gl->fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
|
|
|
|
MOZ_ASSERT(depthWriteMask == mDepthWriteMask);
|
|
MOZ_ASSERT(depthClearValue == mDepthClearValue);
|
|
|
|
|
|
GLuint stencilWriteMaskFront = 0xdeadbad1;
|
|
GLuint stencilWriteMaskBack = 0xdeadbad1;
|
|
GLuint stencilClearValue = 0xdeadbad1;
|
|
|
|
gl->GetUIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &stencilWriteMaskFront);
|
|
gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &stencilWriteMaskBack);
|
|
gl->GetUIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
|
|
|
|
GLuint stencilBits = 0;
|
|
gl->GetUIntegerv(LOCAL_GL_STENCIL_BITS, &stencilBits);
|
|
GLuint stencilMask = (GLuint(1) << stencilBits) - 1;
|
|
|
|
MOZ_ASSERT( ( stencilWriteMaskFront & stencilMask) ==
|
|
(mStencilWriteMaskFront & stencilMask) );
|
|
MOZ_ASSERT( ( stencilWriteMaskBack & stencilMask) ==
|
|
(mStencilWriteMaskBack & stencilMask) );
|
|
MOZ_ASSERT( ( stencilClearValue & stencilMask) ==
|
|
(mStencilClearValue & stencilMask) );
|
|
}
|
|
#endif
|
|
|
|
// Prepare GL state for clearing.
|
|
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
|
|
|
|
if (initializeColorBuffer) {
|
|
gl->fColorMask(1, 1, 1, 1);
|
|
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
if (initializeDepthBuffer) {
|
|
gl->fDepthMask(1);
|
|
gl->fClearDepth(1.0f);
|
|
}
|
|
|
|
if (initializeStencilBuffer) {
|
|
// "The clear operation always uses the front stencil write mask
|
|
// when clearing the stencil buffer."
|
|
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
|
|
gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
|
|
gl->fClearStencil(0);
|
|
}
|
|
|
|
// Do the clear!
|
|
gl->fClear(mask);
|
|
|
|
// And reset!
|
|
if (mScissorTestEnabled)
|
|
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
|
|
|
|
// Restore GL state after clearing.
|
|
if (initializeColorBuffer) {
|
|
gl->fColorMask(mColorWriteMask[0],
|
|
mColorWriteMask[1],
|
|
mColorWriteMask[2],
|
|
mColorWriteMask[3]);
|
|
gl->fClearColor(mColorClearValue[0],
|
|
mColorClearValue[1],
|
|
mColorClearValue[2],
|
|
mColorClearValue[3]);
|
|
}
|
|
|
|
if (initializeDepthBuffer) {
|
|
gl->fDepthMask(mDepthWriteMask);
|
|
gl->fClearDepth(mDepthClearValue);
|
|
}
|
|
|
|
if (initializeStencilBuffer) {
|
|
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
|
|
gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
|
|
gl->fClearStencil(mStencilClearValue);
|
|
}
|
|
}
|
|
|
|
// For an overview of how WebGL compositing works, see:
|
|
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
|
|
bool
|
|
WebGLContext::PresentScreenBuffer()
|
|
{
|
|
if (!mShouldPresent) {
|
|
return false;
|
|
}
|
|
|
|
gl->MakeCurrent();
|
|
if (!gl->PublishFrame()) {
|
|
this->ForceLoseContext();
|
|
return false;
|
|
}
|
|
|
|
if (!mOptions.preserveDrawingBuffer) {
|
|
ClearScreen();
|
|
}
|
|
|
|
mShouldPresent = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGLContext::DummyFramebufferOperation(const char *info)
|
|
{
|
|
WebGLenum status = CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE)
|
|
return;
|
|
else
|
|
return ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info);
|
|
}
|
|
|
|
// We use this timer for many things. Here are the things that it is activated for:
|
|
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
|
|
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
|
|
// CONTEXT_LOST_WEBGL error has been triggered.
|
|
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
|
|
// GPU periodically to see if the reset status bit has been set.
|
|
// In all of these situations, we use this timer to send the script context lost
|
|
// and restored events asynchronously. For example, if it triggers a context loss,
|
|
// the webglcontextlost event will be sent to it the next time the robustness timer
|
|
// fires.
|
|
// Note that this timer mechanism is not used unless one of these 3 criteria
|
|
// are met.
|
|
// At a bare minimum, from context lost to context restores, it would take 3
|
|
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
|
|
void
|
|
WebGLContext::RobustnessTimerCallback(nsITimer* timer)
|
|
{
|
|
TerminateContextLossTimer();
|
|
|
|
if (!mCanvasElement) {
|
|
// the canvas is gone. That happens when the page was closed before we got
|
|
// this timer event. In this case, there's nothing to do here, just don't crash.
|
|
return;
|
|
}
|
|
|
|
// If the context has been lost and we're waiting for it to be restored, do
|
|
// that now.
|
|
if (mContextStatus == ContextLostAwaitingEvent) {
|
|
bool defaultAction;
|
|
nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
|
|
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
|
|
NS_LITERAL_STRING("webglcontextlost"),
|
|
true,
|
|
true,
|
|
&defaultAction);
|
|
|
|
// If the script didn't handle the event, we don't allow restores.
|
|
if (defaultAction)
|
|
mAllowRestore = false;
|
|
|
|
// If the script handled the event and we are allowing restores, then
|
|
// mark it to be restored. Otherwise, leave it as context lost
|
|
// (unusable).
|
|
if (!defaultAction && mAllowRestore) {
|
|
ForceRestoreContext();
|
|
// Restart the timer so that it will be restored on the next
|
|
// callback.
|
|
SetupContextLossTimer();
|
|
} else {
|
|
mContextStatus = ContextLost;
|
|
}
|
|
} else if (mContextStatus == ContextLostAwaitingRestore) {
|
|
// Try to restore the context. If it fails, try again later.
|
|
if (NS_FAILED(SetDimensions(mWidth, mHeight))) {
|
|
SetupContextLossTimer();
|
|
return;
|
|
}
|
|
mContextStatus = ContextStable;
|
|
nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
|
|
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
|
|
NS_LITERAL_STRING("webglcontextrestored"),
|
|
true,
|
|
true);
|
|
// Set all flags back to the state they were in before the context was
|
|
// lost.
|
|
mContextLostErrorSet = false;
|
|
mAllowRestore = true;
|
|
}
|
|
|
|
MaybeRestoreContext();
|
|
return;
|
|
}
|
|
|
|
void
|
|
WebGLContext::MaybeRestoreContext()
|
|
{
|
|
// Don't try to handle it if we already know it's busted.
|
|
if (mContextStatus != ContextStable || gl == nullptr)
|
|
return;
|
|
|
|
bool isEGL = gl->GetContextType() == GLContext::ContextTypeEGL,
|
|
isANGLE = gl->IsANGLE();
|
|
|
|
GLContext::ContextResetARB resetStatus = GLContext::CONTEXT_NO_ERROR;
|
|
if (mHasRobustness) {
|
|
gl->MakeCurrent();
|
|
resetStatus = (GLContext::ContextResetARB) gl->fGetGraphicsResetStatus();
|
|
} else if (isEGL) {
|
|
// Simulate a ARB_robustness guilty context loss for when we
|
|
// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
|
|
// but we can't make any distinction, so we must assume the worst
|
|
// case.
|
|
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
|
|
resetStatus = GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB;
|
|
}
|
|
}
|
|
|
|
if (resetStatus != GLContext::CONTEXT_NO_ERROR) {
|
|
// It's already lost, but clean up after it and signal to JS that it is
|
|
// lost.
|
|
ForceLoseContext();
|
|
}
|
|
|
|
switch (resetStatus) {
|
|
case GLContext::CONTEXT_NO_ERROR:
|
|
// If there has been activity since the timer was set, it's possible
|
|
// that we did or are going to miss something, so clear this flag and
|
|
// run it again some time later.
|
|
if (mDrawSinceContextLossTimerSet)
|
|
SetupContextLossTimer();
|
|
break;
|
|
case GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB:
|
|
NS_WARNING("WebGL content on the page caused the graphics card to reset; not restoring the context");
|
|
mAllowRestore = false;
|
|
break;
|
|
case GLContext::CONTEXT_INNOCENT_CONTEXT_RESET_ARB:
|
|
break;
|
|
case GLContext::CONTEXT_UNKNOWN_CONTEXT_RESET_ARB:
|
|
NS_WARNING("WebGL content on the page might have caused the graphics card to reset");
|
|
if (isEGL && isANGLE) {
|
|
// If we're using ANGLE, we ONLY get back UNKNOWN context resets, including for guilty contexts.
|
|
// This means that we can't restore it or risk restoring a guilty context. Should this ever change,
|
|
// we can get rid of the whole IsANGLE() junk from GLContext.h since, as of writing, this is the
|
|
// only use for it. See ANGLE issue 261.
|
|
mAllowRestore = false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContext::ForceLoseContext()
|
|
{
|
|
if (mContextStatus == ContextLostAwaitingEvent)
|
|
return;
|
|
|
|
mContextStatus = ContextLostAwaitingEvent;
|
|
// Queue up a task to restore the event.
|
|
SetupContextLossTimer();
|
|
DestroyResourcesAndContext();
|
|
}
|
|
|
|
void
|
|
WebGLContext::ForceRestoreContext()
|
|
{
|
|
mContextStatus = ContextLostAwaitingRestore;
|
|
}
|
|
|
|
void
|
|
WebGLContext::GetSupportedExtensions(JSContext *cx, Nullable< nsTArray<nsString> > &retval)
|
|
{
|
|
retval.SetNull();
|
|
if (!IsContextStable())
|
|
return;
|
|
|
|
nsTArray<nsString>& arr = retval.SetValue();
|
|
|
|
if (IsExtensionSupported(cx, OES_element_index_uint))
|
|
arr.AppendElement(NS_LITERAL_STRING("OES_element_index_uint"));
|
|
if (IsExtensionSupported(cx, OES_texture_float))
|
|
arr.AppendElement(NS_LITERAL_STRING("OES_texture_float"));
|
|
if (IsExtensionSupported(cx, OES_standard_derivatives))
|
|
arr.AppendElement(NS_LITERAL_STRING("OES_standard_derivatives"));
|
|
if (IsExtensionSupported(cx, EXT_texture_filter_anisotropic))
|
|
arr.AppendElement(NS_LITERAL_STRING("EXT_texture_filter_anisotropic"));
|
|
if (IsExtensionSupported(cx, WEBGL_lose_context))
|
|
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_lose_context"));
|
|
if (IsExtensionSupported(cx, WEBGL_lose_context))
|
|
arr.AppendElement(NS_LITERAL_STRING("WEBGL_lose_context"));
|
|
if (IsExtensionSupported(cx, WEBGL_compressed_texture_s3tc))
|
|
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_s3tc"));
|
|
if (IsExtensionSupported(cx, WEBGL_compressed_texture_s3tc))
|
|
arr.AppendElement(NS_LITERAL_STRING("WEBGL_compressed_texture_s3tc"));
|
|
if (IsExtensionSupported(cx, WEBGL_compressed_texture_atc))
|
|
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_atc"));
|
|
if (IsExtensionSupported(cx, WEBGL_compressed_texture_pvrtc))
|
|
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_compressed_texture_pvrtc"));
|
|
if (IsExtensionSupported(cx, WEBGL_debug_renderer_info))
|
|
arr.AppendElement(NS_LITERAL_STRING("WEBGL_debug_renderer_info"));
|
|
if (IsExtensionSupported(cx, WEBGL_depth_texture))
|
|
arr.AppendElement(NS_LITERAL_STRING("MOZ_WEBGL_depth_texture"));
|
|
if (IsExtensionSupported(cx, WEBGL_depth_texture))
|
|
arr.AppendElement(NS_LITERAL_STRING("WEBGL_depth_texture"));
|
|
}
|
|
|
|
//
|
|
// XPCOM goop
|
|
//
|
|
|
|
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
|
|
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_10(WebGLContext,
|
|
mCanvasElement,
|
|
mExtensions,
|
|
mBound2DTextures,
|
|
mBoundCubeMapTextures,
|
|
mBoundArrayBuffer,
|
|
mBoundElementArrayBuffer,
|
|
mCurrentProgram,
|
|
mBoundFramebuffer,
|
|
mBoundRenderbuffer,
|
|
mAttribBuffers)
|
|
|
|
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
|
|
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
|
|
NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext)
|
|
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
|
|
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
|
|
// If the exact way we cast to nsISupports here ever changes, fix our
|
|
// ToSupports() method.
|
|
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext)
|
|
NS_INTERFACE_MAP_END
|