gecko/dom/canvas/WebGLContext.h

1718 lines
68 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGLCONTEXT_H_
#define WEBGLCONTEXT_H_
#include "mozilla/Attributes.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/EnumeratedArray.h"
#include "mozilla/LinkedList.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/WeakPtr.h"
#include "GLDefs.h"
#include "WebGLActiveInfo.h"
#include "WebGLContextUnchecked.h"
#include "WebGLObjectModel.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "WebGLShaderValidator.h"
#include "WebGLStrongTypes.h"
#include <stdarg.h>
#include "nsTArray.h"
#include "nsCycleCollectionNoteChild.h"
#include "nsIDOMWebGLRenderingContext.h"
#include "nsICanvasRenderingContextInternal.h"
#include "mozilla/dom/HTMLCanvasElement.h"
#include "nsWrapperCache.h"
#include "nsIObserver.h"
#include "nsIDOMEventListener.h"
#include "nsLayoutUtils.h"
#include "GLContextProvider.h"
#include "mozilla/gfx/2D.h"
#ifdef XP_MACOSX
#include "ForceDiscreteGPUHelperCGL.h"
#endif
#include "mozilla/dom/TypedArray.h"
#include "mozilla/ErrorResult.h"
class nsIDocShell;
/*
* Minimum value constants defined in 6.2 State Tables of OpenGL ES - 2.0.25
* https://bugzilla.mozilla.org/show_bug.cgi?id=686732
*
* Exceptions: some of the following values are set to higher values than in the spec because
* the values in the spec are ridiculously low. They are explicitly marked below
*/
#define MINVALUE_GL_MAX_TEXTURE_SIZE 1024 // Different from the spec, which sets it to 64 on page 162
#define MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE 512 // Different from the spec, which sets it to 16 on page 162
#define MINVALUE_GL_MAX_VERTEX_ATTRIBS 8 // Page 164
#define MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS 16 // Page 164
#define MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS 128 // Page 164
#define MINVALUE_GL_MAX_VARYING_VECTORS 8 // Page 164
#define MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS 8 // Page 164
#define MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0 // Page 164
#define MINVALUE_GL_MAX_RENDERBUFFER_SIZE 1024 // Different from the spec, which sets it to 1 on page 164
#define MINVALUE_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 8 // Page 164
namespace mozilla {
class WebGLActiveInfo;
class WebGLContextLossHandler;
class WebGLBuffer;
class WebGLExtensionBase;
class WebGLFramebuffer;
class WebGLObserver;
class WebGLProgram;
class WebGLQuery;
class WebGLRenderbuffer;
class WebGLSampler;
class WebGLShader;
class WebGLShaderPrecisionFormat;
class WebGLTexture;
class WebGLTransformFeedback;
class WebGLUniformLocation;
class WebGLVertexArray;
namespace dom {
class Element;
class ImageData;
struct WebGLContextAttributes;
template<typename> struct Nullable;
}
namespace gfx {
class SourceSurface;
}
namespace webgl {
struct LinkedProgramInfo;
}
WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
struct WebGLContextOptions
{
// these are defaults
WebGLContextOptions();
bool operator==(const WebGLContextOptions& other) const {
return
alpha == other.alpha &&
depth == other.depth &&
stencil == other.stencil &&
premultipliedAlpha == other.premultipliedAlpha &&
antialias == other.antialias &&
preserveDrawingBuffer == other.preserveDrawingBuffer;
}
bool operator!=(const WebGLContextOptions& other) const {
return !operator==(other);
}
bool alpha;
bool depth;
bool stencil;
bool premultipliedAlpha;
bool antialias;
bool preserveDrawingBuffer;
};
// From WebGLContextUtils
TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
class WebGLIntOrFloat {
enum {
Int,
Float,
Uint
} mType;
union {
GLint i;
GLfloat f;
GLuint u;
} mValue;
public:
explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; }
explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; }
GLint AsInt() const { return (mType == Int) ? mValue.i : NS_lroundf(mValue.f); }
GLfloat AsFloat() const { return (mType == Float) ? mValue.f : GLfloat(mValue.i); }
};
class WebGLContext
: public nsIDOMWebGLRenderingContext
, public nsICanvasRenderingContextInternal
, public nsSupportsWeakReference
, public WebGLContextUnchecked
, public WebGLRectangleObject
, public nsWrapperCache
, public SupportsWeakPtr<WebGLContext>
{
friend class WebGL2Context;
friend class WebGLContextUserData;
friend class WebGLExtensionCompressedTextureATC;
friend class WebGLExtensionCompressedTextureETC1;
friend class WebGLExtensionCompressedTexturePVRTC;
friend class WebGLExtensionCompressedTextureS3TC;
friend class WebGLExtensionDepthTexture;
friend class WebGLExtensionDrawBuffers;
friend class WebGLExtensionLoseContext;
friend class WebGLExtensionVertexArray;
friend class WebGLMemoryTracker;
friend class WebGLObserver;
enum {
UNPACK_FLIP_Y_WEBGL = 0x9240,
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
CONTEXT_LOST_WEBGL = 0x9242,
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
BROWSER_DEFAULT_WEBGL = 0x9244,
UNMASKED_VENDOR_WEBGL = 0x9245,
UNMASKED_RENDERER_WEBGL = 0x9246
};
public:
WebGLContext();
MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLContext)
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext,
nsIDOMWebGLRenderingContext)
virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override = 0;
NS_DECL_NSIDOMWEBGLRENDERINGCONTEXT
// nsICanvasRenderingContextInternal
#ifdef DEBUG
virtual int32_t GetWidth() const override;
virtual int32_t GetHeight() const override;
#endif
NS_IMETHOD SetDimensions(int32_t width, int32_t height) override;
NS_IMETHOD InitializeWithSurface(nsIDocShell*, gfxASurface*, int32_t,
int32_t) override
{
return NS_ERROR_NOT_IMPLEMENTED;
}
NS_IMETHOD Reset() override {
/* (InitializeWithSurface) */
return NS_ERROR_NOT_IMPLEMENTED;
}
virtual void GetImageBuffer(uint8_t** out_imageBuffer,
int32_t* out_format) override;
NS_IMETHOD GetInputStream(const char* mimeType,
const char16_t* encoderOptions,
nsIInputStream** out_stream) override;
mozilla::TemporaryRef<mozilla::gfx::SourceSurface>
GetSurfaceSnapshot(bool* out_premultAlpha) override;
NS_IMETHOD SetIsOpaque(bool) override { return NS_OK; };
bool GetIsOpaque() override { return false; }
NS_IMETHOD SetContextOptions(JSContext* cx,
JS::Handle<JS::Value> options) override;
NS_IMETHOD SetIsIPC(bool) override {
return NS_ERROR_NOT_IMPLEMENTED;
}
/**
* An abstract base class to be implemented by callers wanting to be notified
* that a refresh has occurred. Callers must ensure an observer is removed
* before it is destroyed.
*/
virtual void DidRefresh() override;
NS_IMETHOD Redraw(const gfxRect&) override {
return NS_ERROR_NOT_IMPLEMENTED;
}
void SynthesizeGLError(GLenum err);
void SynthesizeGLError(GLenum err, const char* fmt, ...);
void ErrorInvalidEnum(const char* fmt = 0, ...);
void ErrorInvalidOperation(const char* fmt = 0, ...);
void ErrorInvalidValue(const char* fmt = 0, ...);
void ErrorInvalidFramebufferOperation(const char* fmt = 0, ...);
void ErrorInvalidEnumInfo(const char* info, GLenum enumValue);
void ErrorInvalidEnumInfo(const char* info, const char* funcName,
GLenum enumValue);
void ErrorOutOfMemory(const char* fmt = 0, ...);
const char* ErrorName(GLenum error);
/**
* Return displayable name for GLenum.
* This version is like gl::GLenumToStr but with out the GL_ prefix to
* keep consistency with how errors are reported from WebGL.
*/
// Returns nullptr if glenum is unknown.
static const char* EnumName(GLenum glenum);
// Returns hex formatted version of glenum if glenum is unknown.
static void EnumName(GLenum glenum, nsACString* out_name);
bool IsCompressedTextureFormat(GLenum format);
bool IsTextureFormatCompressed(TexInternalFormat format);
void DummyFramebufferOperation(const char* funcName);
WebGLTexture* ActiveBoundTextureForTarget(const TexTarget texTarget) const {
switch (texTarget.get()) {
case LOCAL_GL_TEXTURE_2D:
return mBound2DTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_CUBE_MAP:
return mBoundCubeMapTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_3D:
return mBound3DTextures[mActiveTexture];
default:
MOZ_CRASH("bad target");
}
}
/* Use this function when you have the texture image target, for example:
* GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_[POSITIVE|NEGATIVE]_[X|Y|Z], and
* not the actual texture binding target: GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
*/
WebGLTexture*
ActiveBoundTextureForTexImageTarget(const TexImageTarget texImgTarget) const
{
const TexTarget texTarget = TexImageTargetToTexTarget(texImgTarget);
return ActiveBoundTextureForTarget(texTarget);
}
already_AddRefed<CanvasLayer>
GetCanvasLayer(nsDisplayListBuilder* builder, CanvasLayer* oldLayer,
LayerManager* manager) override;
// Note that 'clean' here refers to its invalidation state, not the
// contents of the buffer.
void MarkContextClean() override { mInvalidated = false; }
gl::GLContext* GL() const { return gl; }
bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
bool IsPreservingDrawingBuffer() const { return mOptions.preserveDrawingBuffer; }
bool PresentScreenBuffer();
// a number that increments every time we have an event that causes
// all context resources to be lost.
uint32_t Generation() { return mGeneration.value(); }
// Returns null if the current bound FB is not likely complete.
const WebGLRectangleObject* CurValidDrawFBRectObject() const;
const WebGLRectangleObject* CurValidReadFBRectObject() const;
static const size_t kMaxColorAttachments = 16;
// This is similar to GLContext::ClearSafely, but tries to minimize the
// amount of work it does.
// It only clears the buffers we specify, and can reset its state without
// first having to query anything, as WebGL knows its state at all times.
void ForceClearFramebufferWithDefaultValues(bool fakeNoAlpha, GLbitfield mask,
const bool colorAttachmentsMask[kMaxColorAttachments]);
// Calls ForceClearFramebufferWithDefaultValues() for the Context's 'screen'.
void ClearScreen();
void ClearBackbufferIfNeeded();
bool MinCapabilityMode() const { return mMinCapability; }
void RunContextLossTimer();
void UpdateContextLossStatus();
void EnqueueUpdateContextLossStatus();
bool TryToRestoreContext();
void AssertCachedBindings();
void AssertCachedState();
// WebIDL WebGLRenderingContext API
dom::HTMLCanvasElement* GetCanvas() const { return mCanvasElement; }
GLsizei DrawingBufferWidth() const { return IsContextLost() ? 0 : mWidth; }
GLsizei DrawingBufferHeight() const {
return IsContextLost() ? 0 : mHeight;
}
void
GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
bool IsContextLost() const { return mContextStatus != ContextNotLost; }
void GetSupportedExtensions(JSContext* cx,
dom::Nullable< nsTArray<nsString> >& retval);
void GetExtension(JSContext* cx, const nsAString& name,
JS::MutableHandle<JSObject*> retval, ErrorResult& rv);
void ActiveTexture(GLenum texture);
void AttachShader(WebGLProgram* prog, WebGLShader* shader);
void BindAttribLocation(WebGLProgram* prog, GLuint location,
const nsAString& name);
void BindFramebuffer(GLenum target, WebGLFramebuffer* fb);
void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb);
void BindTexture(GLenum target, WebGLTexture* tex);
void BindVertexArray(WebGLVertexArray* vao);
void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void BlendEquation(GLenum mode);
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask);
void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void ClearDepth(GLclampf v);
void ClearStencil(GLint v);
void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a);
void CompileShader(WebGLShader* shader);
void CompileShaderANGLE(WebGLShader* shader);
void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
void CompressedTexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLsizei height, GLint border,
const dom::ArrayBufferView& view);
void CompressedTexSubImage2D(GLenum texImageTarget, GLint level,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format,
const dom::ArrayBufferView& view);
void CopyTexImage2D(GLenum texImageTarget, GLint level,
GLenum internalformat, GLint x, GLint y, GLsizei width,
GLsizei height, GLint border);
void CopyTexSubImage2D(GLenum texImageTarget, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y, GLsizei width,
GLsizei height);
already_AddRefed<WebGLFramebuffer> CreateFramebuffer();
already_AddRefed<WebGLProgram> CreateProgram();
already_AddRefed<WebGLRenderbuffer> CreateRenderbuffer();
already_AddRefed<WebGLTexture> CreateTexture();
already_AddRefed<WebGLShader> CreateShader(GLenum type);
already_AddRefed<WebGLVertexArray> CreateVertexArray();
void CullFace(GLenum face);
void DeleteFramebuffer(WebGLFramebuffer* fb);
void DeleteProgram(WebGLProgram* prog);
void DeleteRenderbuffer(WebGLRenderbuffer* rb);
void DeleteShader(WebGLShader* shader);
void DeleteVertexArray(WebGLVertexArray* vao);
void DeleteTexture(WebGLTexture* tex);
void DepthFunc(GLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(GLclampf zNear, GLclampf zFar);
void DetachShader(WebGLProgram* prog, WebGLShader* shader);
void DrawBuffers(const dom::Sequence<GLenum>& buffers);
void Flush();
void Finish();
void FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbTarget, WebGLRenderbuffer* rb);
void FramebufferTexture2D(GLenum target, GLenum attachment,
GLenum texImageTarget, WebGLTexture* tex,
GLint level);
// Framebuffer validation
bool ValidateFramebufferAttachment(const WebGLFramebuffer* fb,
GLenum attachment, const char* funcName);
void FrontFace(GLenum mode);
void GenerateMipmap(GLenum target);
already_AddRefed<WebGLActiveInfo> GetActiveAttrib(WebGLProgram* prog,
GLuint index);
already_AddRefed<WebGLActiveInfo> GetActiveUniform(WebGLProgram* prog,
GLuint index);
void
GetAttachedShaders(WebGLProgram* prog,
dom::Nullable<nsTArray<nsRefPtr<WebGLShader>>>& retval);
GLint GetAttribLocation(WebGLProgram* prog, const nsAString& name);
JS::Value GetBufferParameter(GLenum target, GLenum pname);
void GetBufferParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetBufferParameter(target, pname));
}
GLenum GetError();
JS::Value GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
ErrorResult& rv);
void GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
JS::MutableHandle<JS::Value> retval,
ErrorResult& rv)
{
retval.set(GetFramebufferAttachmentParameter(cx, target, attachment,
pname, rv));
}
JS::Value GetProgramParameter(WebGLProgram* prog, GLenum pname);
void GetProgramParameter(JSContext*, WebGLProgram* prog, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetProgramParameter(prog, pname));
}
void GetProgramInfoLog(WebGLProgram* prog, nsACString& retval);
void GetProgramInfoLog(WebGLProgram* prog, nsAString& retval);
JS::Value GetRenderbufferParameter(GLenum target, GLenum pname);
void GetRenderbufferParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetRenderbufferParameter(target, pname));
}
JS::Value GetShaderParameter(WebGLShader* shader, GLenum pname);
void GetShaderParameter(JSContext*, WebGLShader* shader, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetShaderParameter(shader, pname));
}
already_AddRefed<WebGLShaderPrecisionFormat>
GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
void GetShaderInfoLog(WebGLShader* shader, nsACString& retval);
void GetShaderInfoLog(WebGLShader* shader, nsAString& retval);
void GetShaderSource(WebGLShader* shader, nsAString& retval);
void GetShaderTranslatedSource(WebGLShader* shader, nsAString& retval);
JS::Value GetTexParameter(GLenum target, GLenum pname);
void GetTexParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetTexParameter(target, pname));
}
JS::Value GetUniform(JSContext* cx, WebGLProgram* prog,
WebGLUniformLocation* loc);
void GetUniform(JSContext* cx, WebGLProgram* prog,
WebGLUniformLocation* loc,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetUniform(cx, prog, loc));
}
already_AddRefed<WebGLUniformLocation>
GetUniformLocation(WebGLProgram* prog, const nsAString& name);
void Hint(GLenum target, GLenum mode);
bool IsFramebuffer(WebGLFramebuffer* fb);
bool IsProgram(WebGLProgram* prog);
bool IsRenderbuffer(WebGLRenderbuffer* rb);
bool IsShader(WebGLShader* shader);
bool IsTexture(WebGLTexture* tex);
bool IsVertexArray(WebGLVertexArray* vao);
void LineWidth(GLfloat width);
void LinkProgram(WebGLProgram* prog);
void PixelStorei(GLenum pname, GLint param);
void PolygonOffset(GLfloat factor, GLfloat units);
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const Nullable<dom::ArrayBufferView>& pixels,
ErrorResult& rv);
void RenderbufferStorage(GLenum target, GLenum internalFormat,
GLsizei width, GLsizei height);
protected:
void RenderbufferStorage_base(const char* funcName, GLenum target,
GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height);
public:
void SampleCoverage(GLclampf value, WebGLboolean invert);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderSource(WebGLShader* shader, const nsAString& source);
void StencilFunc(GLenum func, GLint ref, GLuint mask);
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilMask(GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass);
void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, const Nullable<dom::ArrayBufferView>& pixels,
ErrorResult& rv);
void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat,
GLenum format, GLenum type, dom::ImageData* pixels,
ErrorResult& rv);
// Allow whatever element types the bindings are willing to pass
// us in TexImage2D
bool TexImageFromVideoElement(TexImageTarget texImageTarget, GLint level,
GLenum internalFormat, GLenum format,
GLenum type, mozilla::dom::Element& image);
template<class ElementType>
void TexImage2D(GLenum rawTexImageTarget, GLint level,
GLenum internalFormat, GLenum format, GLenum type,
ElementType& elt, ErrorResult& rv)
{
if (IsContextLost())
return;
if (!ValidateTexImageTarget(rawTexImageTarget,
WebGLTexImageFunc::TexImage,
WebGLTexDimensions::Tex2D))
{
ErrorInvalidEnumInfo("texSubImage2D: target", rawTexImageTarget);
return;
}
const TexImageTarget texImageTarget(rawTexImageTarget);
if (level < 0)
return ErrorInvalidValue("texImage2D: level is negative");
const int32_t maxLevel = MaxTextureLevelForTexImageTarget(texImageTarget);
if (level > maxLevel) {
ErrorInvalidValue("texImage2D: level %d is too large, max is %d",
level, maxLevel);
return;
}
WebGLTexture* tex = ActiveBoundTextureForTexImageTarget(texImageTarget);
if (!tex)
return ErrorInvalidOperation("no texture is bound to this target");
// Trying to handle the video by GPU directly first
if (TexImageFromVideoElement(texImageTarget, level, internalFormat,
format, type, elt))
{
return;
}
RefPtr<gfx::DataSourceSurface> data;
WebGLTexelFormat srcFormat;
nsLayoutUtils::SurfaceFromElementResult res = SurfaceFromElement(elt);
rv = SurfaceFromElementResultToImageSurface(res, data, &srcFormat);
if (rv.Failed() || !data)
return;
gfx::IntSize size = data->GetSize();
uint32_t byteLength = data->Stride() * size.height;
return TexImage2D_base(texImageTarget, level, internalFormat,
size.width, size.height, data->Stride(), 0,
format, type, data->GetData(), byteLength,
js::Scalar::MaxTypedArrayViewType, srcFormat,
mPixelStorePremultiplyAlpha);
}
void TexParameterf(GLenum target, GLenum pname, GLfloat param) {
TexParameter_base(target, pname, nullptr, &param);
}
void TexParameteri(GLenum target, GLenum pname, GLint param) {
TexParameter_base(target, pname, &param, nullptr);
}
void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const Nullable<dom::ArrayBufferView>& pixels,
ErrorResult& rv);
void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xoffset,
GLint yoffset, GLenum format, GLenum type,
dom::ImageData* pixels, ErrorResult& rv);
// Allow whatever element types the bindings are willing to pass
// us in TexSubImage2D
template<class ElementType>
void TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xoffset,
GLint yoffset, GLenum format, GLenum type,
ElementType& elt, ErrorResult& rv)
{
// TODO: Consolidate all the parameter validation
// checks. Instead of spreading out the cheks in multple
// places, consolidate into one spot.
if (IsContextLost())
return;
if (!ValidateTexImageTarget(rawTexImageTarget,
WebGLTexImageFunc::TexSubImage,
WebGLTexDimensions::Tex2D))
{
ErrorInvalidEnumInfo("texSubImage2D: target", rawTexImageTarget);
return;
}
const TexImageTarget texImageTarget(rawTexImageTarget);
if (level < 0)
return ErrorInvalidValue("texSubImage2D: level is negative");
const int32_t maxLevel = MaxTextureLevelForTexImageTarget(texImageTarget);
if (level > maxLevel) {
ErrorInvalidValue("texSubImage2D: level %d is too large, max is %d",
level, maxLevel);
return;
}
WebGLTexture* tex = ActiveBoundTextureForTexImageTarget(texImageTarget);
if (!tex)
return ErrorInvalidOperation("texSubImage2D: no texture bound on active texture unit");
const WebGLTexture::ImageInfo& imageInfo = tex->ImageInfoAt(texImageTarget, level);
const TexInternalFormat internalFormat = imageInfo.EffectiveInternalFormat();
// Trying to handle the video by GPU directly first
if (TexImageFromVideoElement(texImageTarget, level,
internalFormat.get(), format, type, elt))
{
return;
}
RefPtr<gfx::DataSourceSurface> data;
WebGLTexelFormat srcFormat;
nsLayoutUtils::SurfaceFromElementResult res = SurfaceFromElement(elt);
rv = SurfaceFromElementResultToImageSurface(res, data, &srcFormat);
if (rv.Failed() || !data)
return;
gfx::IntSize size = data->GetSize();
uint32_t byteLength = data->Stride() * size.height;
return TexSubImage2D_base(texImageTarget.get(), level, xoffset, yoffset,
size.width, size.height, data->Stride(),
format, type, data->GetData(), byteLength,
js::Scalar::MaxTypedArrayViewType, srcFormat,
mPixelStorePremultiplyAlpha);
}
void Uniform1i(WebGLUniformLocation* loc, GLint x);
void Uniform2i(WebGLUniformLocation* loc, GLint x, GLint y);
void Uniform3i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z);
void Uniform4i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z,
GLint w);
void Uniform1f(WebGLUniformLocation* loc, GLfloat x);
void Uniform2f(WebGLUniformLocation* loc, GLfloat x, GLfloat y);
void Uniform3f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z);
void Uniform4f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z,
GLfloat w);
// Int array
void Uniform1iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
arr.ComputeLengthAndData();
Uniform1iv_base(loc, arr.Length(), arr.Data());
}
void Uniform1iv(WebGLUniformLocation* loc,
const dom::Sequence<GLint>& arr)
{
Uniform1iv_base(loc, arr.Length(), arr.Elements());
}
void Uniform1iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data);
void Uniform2iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
arr.ComputeLengthAndData();
Uniform2iv_base(loc, arr.Length(), arr.Data());
}
void Uniform2iv(WebGLUniformLocation* loc,
const dom::Sequence<GLint>& arr)
{
Uniform2iv_base(loc, arr.Length(), arr.Elements());
}
void Uniform2iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data);
void Uniform3iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
arr.ComputeLengthAndData();
Uniform3iv_base(loc, arr.Length(), arr.Data());
}
void Uniform3iv(WebGLUniformLocation* loc,
const dom::Sequence<GLint>& arr)
{
Uniform3iv_base(loc, arr.Length(), arr.Elements());
}
void Uniform3iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data);
void Uniform4iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
arr.ComputeLengthAndData();
Uniform4iv_base(loc, arr.Length(), arr.Data());
}
void Uniform4iv(WebGLUniformLocation* loc,
const dom::Sequence<GLint>& arr)
{
Uniform4iv_base(loc, arr.Length(), arr.Elements());
}
void Uniform4iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data);
// Float array
void Uniform1fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
Uniform1fv_base(loc, arr.Length(), arr.Data());
}
void Uniform1fv(WebGLUniformLocation* loc,
const dom::Sequence<GLfloat>& arr)
{
Uniform1fv_base(loc, arr.Length(), arr.Elements());
}
void Uniform1fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data);
void Uniform2fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
Uniform2fv_base(loc, arr.Length(), arr.Data());
}
void Uniform2fv(WebGLUniformLocation* loc,
const dom::Sequence<GLfloat>& arr)
{
Uniform2fv_base(loc, arr.Length(), arr.Elements());
}
void Uniform2fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data);
void Uniform3fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
Uniform3fv_base(loc, arr.Length(), arr.Data());
}
void Uniform3fv(WebGLUniformLocation* loc,
const dom::Sequence<GLfloat>& arr)
{
Uniform3fv_base(loc, arr.Length(), arr.Elements());
}
void Uniform3fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data);
void Uniform4fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
Uniform4fv_base(loc, arr.Length(), arr.Data());
}
void Uniform4fv(WebGLUniformLocation* loc,
const dom::Sequence<GLfloat>& arr)
{
Uniform4fv_base(loc, arr.Length(), arr.Elements());
}
void Uniform4fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data);
// Matrix
void UniformMatrix2fv(WebGLUniformLocation* loc, WebGLboolean transpose,
const dom::Float32Array& value)
{
value.ComputeLengthAndData();
UniformMatrix2fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix2fv(WebGLUniformLocation* loc, WebGLboolean transpose,
const dom::Sequence<float>& value)
{
UniformMatrix2fv_base(loc, transpose, value.Length(),
value.Elements());
}
void UniformMatrix2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data);
void UniformMatrix3fv(WebGLUniformLocation* loc, WebGLboolean transpose,
const dom::Float32Array& value)
{
value.ComputeLengthAndData();
UniformMatrix3fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix3fv(WebGLUniformLocation* loc, WebGLboolean transpose,
const dom::Sequence<float>& value)
{
UniformMatrix3fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data);
void UniformMatrix4fv(WebGLUniformLocation* loc, WebGLboolean transpose,
const dom::Float32Array& value)
{
value.ComputeLengthAndData();
UniformMatrix4fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix4fv(WebGLUniformLocation* loc, bool transpose,
const dom::Sequence<float>& value)
{
UniformMatrix4fv_base(loc, transpose, value.Length(),
value.Elements());
}
void UniformMatrix4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data);
void UseProgram(WebGLProgram* prog);
bool ValidateAttribArraySetter(const char* name, uint32_t count,
uint32_t arrayLength);
bool ValidateUniformLocation(WebGLUniformLocation* loc, const char* funcName);
bool ValidateUniformSetter(WebGLUniformLocation* loc, uint8_t setterSize,
GLenum setterType, const char* info,
GLuint* out_rawLoc);
bool ValidateUniformArraySetter(WebGLUniformLocation* loc,
uint8_t setterElemSize, GLenum setterType,
size_t setterArraySize, const char* info,
GLuint* out_rawLoc,
GLsizei* out_numElementsToUpload);
bool ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc,
uint8_t setterCols,
uint8_t setterRows,
GLenum setterType,
size_t setterArraySize,
bool setterTranspose,
const char* info,
GLuint* out_rawLoc,
GLsizei* out_numElementsToUpload);
void ValidateProgram(WebGLProgram* prog);
bool ValidateUniformLocation(const char* info, WebGLUniformLocation* loc);
bool ValidateSamplerUniformSetter(const char* info,
WebGLUniformLocation* loc, GLint value);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// -----------------------------------------------------------------------------
// WEBGL_lose_context
public:
void LoseContext();
void RestoreContext();
// -----------------------------------------------------------------------------
// Buffer Objects (WebGLContextBuffers.cpp)
private:
void UpdateBoundBuffer(GLenum target, WebGLBuffer* buffer);
void UpdateBoundBufferIndexed(GLenum target, GLuint index, WebGLBuffer* buffer);
public:
void BindBuffer(GLenum target, WebGLBuffer* buffer);
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buf);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
WebGLintptr offset, WebGLsizeiptr size);
private:
void BufferDataUnchecked(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void BufferData(GLenum target, WebGLsizeiptr size, void* data, GLenum usage);
public:
void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage);
void BufferData(GLenum target, const dom::ArrayBufferView& data,
GLenum usage);
void BufferData(GLenum target, const Nullable<dom::ArrayBuffer>& maybeData,
GLenum usage);
private:
void BufferSubDataUnchecked(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
public:
void BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
const dom::ArrayBufferView& data);
void BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
const Nullable<dom::ArrayBuffer>& maybeData);
already_AddRefed<WebGLBuffer> CreateBuffer();
void DeleteBuffer(WebGLBuffer* buf);
bool IsBuffer(WebGLBuffer* buf);
protected:
// bound buffer state
WebGLRefPtr<WebGLBuffer> mBoundArrayBuffer;
WebGLRefPtr<WebGLBuffer> mBoundCopyReadBuffer;
WebGLRefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
WebGLRefPtr<WebGLBuffer> mBoundPixelPackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundTransformFeedbackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundUniformBuffer;
nsTArray<WebGLRefPtr<WebGLBuffer>> mBoundUniformBuffers;
nsTArray<WebGLRefPtr<WebGLBuffer>> mBoundTransformFeedbackBuffers;
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
GLuint index);
// -----------------------------------------------------------------------------
// Queries (WebGL2ContextQueries.cpp)
protected:
WebGLRefPtr<WebGLQuery>& GetQuerySlotByTarget(GLenum target);
WebGLRefPtr<WebGLQuery> mActiveOcclusionQuery;
WebGLRefPtr<WebGLQuery> mActiveTransformFeedbackQuery;
// -----------------------------------------------------------------------------
// State and State Requests (WebGLContextState.cpp)
public:
void Disable(GLenum cap);
void Enable(GLenum cap);
bool GetStencilBits(GLint* out_stencilBits);
JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv);
void GetParameter(JSContext* cx, GLenum pname,
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
{
retval.set(GetParameter(cx, pname, rv));
}
void GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index,
JS::MutableHandle<JS::Value> retval);
bool IsEnabled(GLenum cap);
private:
// State tracking slots
realGLboolean mDitherEnabled;
realGLboolean mRasterizerDiscardEnabled;
realGLboolean mScissorTestEnabled;
realGLboolean mStencilTestEnabled;
bool ValidateCapabilityEnum(GLenum cap, const char* info);
realGLboolean* GetStateTrackingSlot(GLenum cap);
// -----------------------------------------------------------------------------
// Vertices Feature (WebGLContextVertices.cpp)
public:
void DrawArrays(GLenum mode, GLint first, GLsizei count);
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
GLsizei primcount);
void DrawElements(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset);
void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset, GLsizei primcount);
void EnableVertexAttribArray(GLuint index);
void DisableVertexAttribArray(GLuint index);
JS::Value GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv);
void GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
{
retval.set(GetVertexAttrib(cx, index, pname, rv));
}
WebGLsizeiptr GetVertexAttribOffset(GLuint index, GLenum pname);
void VertexAttrib1f(GLuint index, GLfloat x0);
void VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1);
void VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2);
void VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2,
GLfloat x3);
void VertexAttrib1fv(GLuint idx, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
VertexAttrib1fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib1fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib1fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib2fv(GLuint idx, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
VertexAttrib2fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib2fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib2fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib3fv(GLuint idx, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
VertexAttrib3fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib3fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib3fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib4fv(GLuint idx, const dom::Float32Array& arr) {
arr.ComputeLengthAndData();
VertexAttrib4fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib4fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib4fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttribPointer(GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset);
void VertexAttribDivisor(GLuint index, GLuint divisor);
private:
// Cache the max number of vertices and instances that can be read from
// bound VBOs (result of ValidateBuffers).
bool mBufferFetchingIsVerified;
bool mBufferFetchingHasPerVertex;
uint32_t mMaxFetchedVertices;
uint32_t mMaxFetchedInstances;
bool DrawArrays_check(GLint first, GLsizei count, GLsizei primcount,
const char* info);
bool DrawElements_check(GLsizei count, GLenum type, WebGLintptr byteOffset,
GLsizei primcount, const char* info,
GLuint* out_upperBound);
bool DrawInstanced_check(const char* info);
void Draw_cleanup();
void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
bool ValidateBufferFetching(const char* info);
bool BindArrayAttribToLocation0(WebGLProgram* prog);
// -----------------------------------------------------------------------------
// PROTECTED
protected:
virtual ~WebGLContext();
void SetFakeBlackStatus(WebGLContextFakeBlackStatus x) {
mFakeBlackStatus = x;
}
// Returns the current fake-black-status, except if it was Unknown,
// in which case this function resolves it first, so it never returns Unknown.
WebGLContextFakeBlackStatus ResolvedFakeBlackStatus();
void BindFakeBlackTextures();
void UnbindFakeBlackTextures();
WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need();
bool DoFakeVertexAttrib0(GLuint vertexCount);
void UndoFakeVertexAttrib0();
static CheckedUint32 GetImageSize(GLsizei height, GLsizei width,
GLsizei depth, uint32_t pixelSize,
uint32_t alignment);
virtual JS::Value GetTexParameterInternal(const TexTarget& target,
GLenum pname);
// Returns x rounded to the next highest multiple of y.
static CheckedUint32 RoundedToNextMultipleOf(CheckedUint32 x, CheckedUint32 y) {
return ((x + y - 1) / y) * y;
}
inline void InvalidateBufferFetching()
{
mBufferFetchingIsVerified = false;
mBufferFetchingHasPerVertex = false;
mMaxFetchedVertices = 0;
mMaxFetchedInstances = 0;
}
CheckedUint32 mGeneration;
WebGLContextOptions mOptions;
bool mInvalidated;
bool mResetLayer;
bool mOptionsFrozen;
bool mMinCapability;
bool mDisableExtensions;
bool mIsMesa;
bool mLoseContextOnMemoryPressure;
bool mCanLoseContextInForeground;
bool mRestoreWhenVisible;
bool mShouldPresent;
bool mBackbufferNeedsClear;
bool mDisableFragHighP;
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
GLuint mActiveTexture;
// glGetError sources:
bool mEmitContextLostErrorOnce;
GLenum mWebGLError;
GLenum mUnderlyingGLError;
GLenum GetAndFlushUnderlyingGLErrors();
bool mBypassShaderValidation;
webgl::ShaderValidator* CreateShaderValidator(GLenum shaderType) const;
// some GL constants
int32_t mGLMaxVertexAttribs;
int32_t mGLMaxTextureUnits;
int32_t mGLMaxTextureSize;
int32_t mGLMaxTextureSizeLog2;
int32_t mGLMaxCubeMapTextureSize;
int32_t mGLMaxCubeMapTextureSizeLog2;
int32_t mGLMaxRenderbufferSize;
int32_t mGLMaxTextureImageUnits;
int32_t mGLMaxVertexTextureImageUnits;
int32_t mGLMaxVaryingVectors;
int32_t mGLMaxFragmentUniformVectors;
int32_t mGLMaxVertexUniformVectors;
int32_t mGLMaxColorAttachments;
int32_t mGLMaxDrawBuffers;
uint32_t mGLMaxTransformFeedbackSeparateAttribs;
GLuint mGLMaxUniformBufferBindings;
GLsizei mGLMaxSamples;
public:
GLuint MaxVertexAttribs() const {
return mGLMaxVertexAttribs;
}
GLuint GLMaxTextureUnits() const {
return mGLMaxTextureUnits;
}
bool IsFormatValidForFB(GLenum sizedFormat) const;
protected:
// Represents current status of the context with respect to context loss.
// That is, whether the context is lost, and what part of the context loss
// process we currently are at.
// This is used to support the WebGL spec's asyncronous nature in handling
// context loss.
enum ContextStatus {
// The context is stable; there either are none or we don't know of any.
ContextNotLost,
// The context has been lost, but we have not yet sent an event to the
// script informing it of this.
ContextLostAwaitingEvent,
// The context has been lost, and we have sent the script an event
// informing it of this.
ContextLost,
// The context is lost, an event has been sent to the script, and the
// script correctly handled the event. We are waiting for the context to
// be restored.
ContextLostAwaitingRestore
};
// -------------------------------------------------------------------------
// WebGL extensions (implemented in WebGLContextExtensions.cpp)
typedef EnumeratedArray<WebGLExtensionID, WebGLExtensionID::Max,
nsRefPtr<WebGLExtensionBase>> ExtensionsArrayType;
ExtensionsArrayType mExtensions;
// enable an extension. the extension should not be enabled before.
void EnableExtension(WebGLExtensionID ext);
// Enable an extension if it's supported. Return the extension on success.
WebGLExtensionBase* EnableSupportedExtension(JSContext* js,
WebGLExtensionID ext);
// returns true if the extension has been enabled by calling getExtension.
bool IsExtensionEnabled(WebGLExtensionID ext) const;
// returns true if the extension is supported for this JSContext (this decides what getSupportedExtensions exposes)
bool IsExtensionSupported(JSContext* cx, WebGLExtensionID ext) const;
bool IsExtensionSupported(WebGLExtensionID ext) const;
static const char* GetExtensionString(WebGLExtensionID ext);
nsTArray<GLenum> mCompressedTextureFormats;
// -------------------------------------------------------------------------
// WebGL 2 specifics (implemented in WebGL2Context.cpp)
public:
virtual bool IsWebGL2() const = 0;
protected:
bool InitWebGL2();
// -------------------------------------------------------------------------
// Validation functions (implemented in WebGLContextValidate.cpp)
bool CreateOffscreenGL(bool forceEnabled);
bool InitAndValidateGL();
bool ResizeBackbuffer(uint32_t width, uint32_t height);
bool ValidateBlendEquationEnum(GLenum cap, const char* info);
bool ValidateBlendFuncDstEnum(GLenum mode, const char* info);
bool ValidateBlendFuncSrcEnum(GLenum mode, const char* info);
bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor,
const char* info);
bool ValidateDataOffsetSize(WebGLintptr offset, WebGLsizeiptr size, WebGLsizeiptr bufferSize, const char* info);
bool ValidateDataRanges(WebGLintptr readOffset, WebGLintptr writeOffset, WebGLsizeiptr size, const char* info);
bool ValidateTextureTargetEnum(GLenum target, const char* info);
bool ValidateComparisonEnum(GLenum target, const char* info);
bool ValidateStencilOpEnum(GLenum action, const char* info);
bool ValidateFaceEnum(GLenum face, const char* info);
bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateDrawModeEnum(GLenum mode, const char* info);
bool ValidateAttribIndex(GLuint index, const char* info);
bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset, const char* info);
bool ValidateStencilParamsForDrawCall();
bool ValidateCopyTexImage(GLenum internalFormat, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateSamplerParameterName(GLenum pname, const char* info);
bool ValidateSamplerParameterParams(GLenum pname, const WebGLIntOrFloat& param, const char* info);
bool ValidateTexImage(TexImageTarget texImageTarget,
GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint width, GLint height, GLint depth,
GLint border, GLenum format, GLenum type,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexImageTarget(GLenum texImageTarget, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageFormatAndType(GLenum format, GLenum type,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageInternalFormat(GLenum format,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCopyTexImageInternalFormat(GLenum format,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level,
GLint width, GLint height, GLint depth,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width,
GLsizei height, GLsizei depth,
GLsizei baseWidth, GLsizei baseHeight,
GLsizei baseDepth, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageSize(GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLsizei levelWidth,
GLsizei levelHeight, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat,
GLsizei width, GLsizei height,
uint32_t byteLength,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateUniformLocationForProgram(WebGLUniformLocation* location,
WebGLProgram* program,
const char* funcName);
void Invalidate();
void DestroyResourcesAndContext();
void MakeContextCurrent() const;
// helpers
// If jsArrayType is MaxTypedArrayViewType, it means no array.
void TexImage2D_base(TexImageTarget texImageTarget, GLint level,
GLenum internalFormat, GLsizei width,
GLsizei height, GLsizei srcStrideOrZero, GLint border,
GLenum format, GLenum type, void* data,
uint32_t byteLength, js::Scalar::Type jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied);
void TexSubImage2D_base(GLenum texImageTarget, GLint level,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLsizei srcStrideOrZero,
GLenum format, GLenum type, void* pixels,
uint32_t byteLength, js::Scalar::Type jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied);
void TexParameter_base(GLenum target, GLenum pname,
GLint* const out_intParam,
GLfloat* const out_floatParam);
bool ConvertImage(size_t width, size_t height, size_t srcStride,
size_t dstStride, const uint8_t* src, uint8_t* dst,
WebGLTexelFormat srcFormat, bool srcPremultiplied,
WebGLTexelFormat dstFormat, bool dstPremultiplied,
size_t dstTexelSize);
template<class ElementType>
nsLayoutUtils::SurfaceFromElementResult
SurfaceFromElement(ElementType* element) {
MOZ_ASSERT(element);
uint32_t flags = nsLayoutUtils::SFE_WANT_IMAGE_SURFACE;
if (mPixelStoreColorspaceConversion == LOCAL_GL_NONE)
flags |= nsLayoutUtils::SFE_NO_COLORSPACE_CONVERSION;
if (!mPixelStorePremultiplyAlpha)
flags |= nsLayoutUtils::SFE_PREFER_NO_PREMULTIPLY_ALPHA;
return nsLayoutUtils::SurfaceFromElement(element, flags);
}
template<class ElementType>
nsLayoutUtils::SurfaceFromElementResult
SurfaceFromElement(ElementType& element) {
return SurfaceFromElement(&element);
}
nsresult
SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromElementResult& res,
RefPtr<gfx::DataSourceSurface>& imageOut,
WebGLTexelFormat* format);
void CopyTexSubImage2D_base(TexImageTarget texImageTarget,
GLint level, TexInternalFormat internalFormat,
GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height, bool isSub);
// Returns false if `object` is null or not valid.
template<class ObjectType>
bool ValidateObject(const char* info, ObjectType* object);
// Returns false if `object` is not valid. Considers null to be valid.
template<class ObjectType>
bool ValidateObjectAllowNull(const char* info, ObjectType* object);
// Returns false if `object` is not valid, but considers deleted objects and
// null objects valid.
template<class ObjectType>
bool ValidateObjectAllowDeletedOrNull(const char* info, ObjectType* object);
// Returns false if `object` is null or not valid, but considers deleted
// objects valid.
template<class ObjectType>
bool ValidateObjectAllowDeleted(const char* info, ObjectType* object);
private:
// Like ValidateObject, but only for cases when `object` is known to not be
// null already.
template<class ObjectType>
bool ValidateObjectAssumeNonNull(const char* info, ObjectType* object);
private:
// -------------------------------------------------------------------------
// Context customization points
virtual bool ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info) = 0;
virtual bool ValidateBufferTarget(GLenum target, const char* info) = 0;
virtual bool ValidateBufferIndexedTarget(GLenum target, const char* info) = 0;
virtual bool ValidateBufferForTarget(GLenum target, WebGLBuffer* buffer, const char* info) = 0;
virtual bool ValidateBufferUsageEnum(GLenum usage, const char* info) = 0;
virtual bool ValidateQueryTarget(GLenum usage, const char* info) = 0;
virtual bool ValidateUniformMatrixTranspose(bool transpose, const char* info) = 0;
protected:
int32_t MaxTextureSizeForTarget(TexTarget target) const {
return (target == LOCAL_GL_TEXTURE_2D) ? mGLMaxTextureSize
: mGLMaxCubeMapTextureSize;
}
int32_t
MaxTextureLevelForTexImageTarget(TexImageTarget texImageTarget) const {
const TexTarget target = TexImageTargetToTexTarget(texImageTarget);
return (target == LOCAL_GL_TEXTURE_2D) ? mGLMaxTextureSizeLog2
: mGLMaxCubeMapTextureSizeLog2;
}
/** Like glBufferData, but if the call may change the buffer size, checks
* any GL error generated by this glBufferData call and returns it.
*/
GLenum CheckedBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
GLenum usage);
/** Like glTexImage2D, but if the call may change the texture size, checks
* any GL error generated by this glTexImage2D call and returns it.
*/
GLenum CheckedTexImage2D(TexImageTarget texImageTarget, GLint level,
TexInternalFormat internalFormat, GLsizei width,
GLsizei height, GLint border, TexFormat format,
TexType type, const GLvoid* data);
void ForceLoseContext(bool simulateLoss = false);
void ForceRestoreContext();
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBoundCubeMapTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBound3DTextures;
void ResolveTexturesForDraw() const;
WebGLRefPtr<WebGLProgram> mCurrentProgram;
RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
uint32_t mMaxFramebufferColorAttachments;
GLenum LastColorAttachment() const {
return LOCAL_GL_COLOR_ATTACHMENT0 + mMaxFramebufferColorAttachments - 1;
}
bool ValidateFramebufferTarget(GLenum target, const char* const info);
WebGLRefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
WebGLRefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
WebGLRefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
WebGLRefPtr<WebGLVertexArray> mBoundVertexArray;
LinkedList<WebGLTexture> mTextures;
LinkedList<WebGLBuffer> mBuffers;
LinkedList<WebGLProgram> mPrograms;
LinkedList<WebGLQuery> mQueries;
LinkedList<WebGLShader> mShaders;
LinkedList<WebGLRenderbuffer> mRenderbuffers;
LinkedList<WebGLFramebuffer> mFramebuffers;
LinkedList<WebGLVertexArray> mVertexArrays;
// TODO(djg): Does this need a rethink? Should it be WebGL2Context?
LinkedList<WebGLSampler> mSamplers;
LinkedList<WebGLTransformFeedback> mTransformFeedbacks;
WebGLRefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
WebGLRefPtr<WebGLVertexArray> mDefaultVertexArray;
// PixelStore parameters
uint32_t mPixelStorePackAlignment;
uint32_t mPixelStoreUnpackAlignment;
uint32_t mPixelStoreColorspaceConversion;
bool mPixelStoreFlipY;
bool mPixelStorePremultiplyAlpha;
WebGLContextFakeBlackStatus mFakeBlackStatus;
class FakeBlackTexture {
gl::GLContext* const mGL;
GLuint mGLName;
public:
FakeBlackTexture(gl::GLContext* gl, TexTarget target, GLenum format);
~FakeBlackTexture();
GLuint GLName() const { return mGLName; }
};
UniquePtr<FakeBlackTexture> mBlackOpaqueTexture2D;
UniquePtr<FakeBlackTexture> mBlackOpaqueTextureCubeMap;
UniquePtr<FakeBlackTexture> mBlackTransparentTexture2D;
UniquePtr<FakeBlackTexture> mBlackTransparentTextureCubeMap;
void
BindFakeBlackTexturesHelper(GLenum target,
const nsTArray<WebGLRefPtr<WebGLTexture> >& boundTexturesArray,
UniquePtr<FakeBlackTexture>& opaqueTextureScopedPtr,
UniquePtr<FakeBlackTexture>& transparentTextureScopedPtr);
GLfloat mVertexAttrib0Vector[4];
GLfloat mFakeVertexAttrib0BufferObjectVector[4];
size_t mFakeVertexAttrib0BufferObjectSize;
GLuint mFakeVertexAttrib0BufferObject;
WebGLVertexAttrib0Status mFakeVertexAttrib0BufferStatus;
GLint mStencilRefFront;
GLint mStencilRefBack;
GLuint mStencilValueMaskFront;
GLuint mStencilValueMaskBack;
GLuint mStencilWriteMaskFront;
GLuint mStencilWriteMaskBack;
realGLboolean mColorWriteMask[4];
realGLboolean mDepthWriteMask;
GLfloat mColorClearValue[4];
GLint mStencilClearValue;
GLfloat mDepthClearValue;
GLint mViewportX;
GLint mViewportY;
GLsizei mViewportWidth;
GLsizei mViewportHeight;
bool mAlreadyWarnedAboutViewportLargerThanDest;
RefPtr<WebGLContextLossHandler> mContextLossHandler;
bool mAllowContextRestore;
bool mLastLossWasSimulated;
ContextStatus mContextStatus;
bool mContextLostErrorSet;
// Used for some hardware (particularly Tegra 2 and 4) that likes to
// be Flushed while doing hundreds of draw calls.
int mDrawCallsSinceLastFlush;
int mAlreadyGeneratedWarnings;
int mMaxWarnings;
bool mAlreadyWarnedAboutFakeVertexAttrib0;
bool ShouldGenerateWarnings() const;
uint64_t mLastUseIndex;
bool mNeedsFakeNoAlpha;
bool mNeedsFakeNoStencil;
struct ScopedMaskWorkaround {
WebGLContext& mWebGL;
const bool mFakeNoAlpha;
const bool mFakeNoStencil;
static bool ShouldFakeNoAlpha(WebGLContext& webgl) {
// We should only be doing this if we're about to draw to the backbuffer, but
// the backbuffer needs to have this fake-no-alpha workaround.
return !webgl.mBoundDrawFramebuffer &&
webgl.mNeedsFakeNoAlpha &&
webgl.mColorWriteMask[3] != false;
}
static bool ShouldFakeNoStencil(WebGLContext& webgl) {
// We should only be doing this if we're about to draw to the backbuffer.
return !webgl.mBoundDrawFramebuffer &&
webgl.mNeedsFakeNoStencil &&
webgl.mStencilTestEnabled;
}
explicit ScopedMaskWorkaround(WebGLContext& webgl);
~ScopedMaskWorkaround();
};
void LoseOldestWebGLContextIfLimitExceeded();
void UpdateLastUseIndex();
template <typename WebGLObjectType>
JS::Value WebGLObjectAsJSValue(JSContext* cx, const WebGLObjectType*,
ErrorResult& rv) const;
template <typename WebGLObjectType>
JSObject* WebGLObjectAsJSObject(JSContext* cx, const WebGLObjectType*,
ErrorResult& rv) const;
#ifdef XP_MACOSX
// see bug 713305. This RAII helper guarantees that we're on the discrete GPU, during its lifetime
// Debouncing note: we don't want to switch GPUs too frequently, so try to not create and destroy
// these objects at high frequency. Having WebGLContext's hold one such object seems fine,
// because WebGLContext objects only go away during GC, which shouldn't happen too frequently.
// If in the future GC becomes much more frequent, we may have to revisit then (maybe use a timer).
ForceDiscreteGPUHelperCGL mForceDiscreteGPUHelper;
#endif
nsRefPtr<WebGLObserver> mContextObserver;
public:
// console logging helpers
void GenerateWarning(const char* fmt, ...);
void GenerateWarning(const char* fmt, va_list ap);
friend class WebGLTexture;
friend class WebGLFramebuffer;
friend class WebGLRenderbuffer;
friend class WebGLProgram;
friend class WebGLQuery;
friend class WebGLBuffer;
friend class WebGLSampler;
friend class WebGLShader;
friend class WebGLSync;
friend class WebGLTransformFeedback;
friend class WebGLUniformLocation;
friend class WebGLVertexArray;
friend class WebGLVertexArrayFake;
friend class WebGLVertexArrayGL;
};
// used by DOM bindings in conjunction with GetParentObject
inline nsISupports*
ToSupports(WebGLContext* webgl)
{
return static_cast<nsIDOMWebGLRenderingContext*>(webgl);
}
/**
** Template implementations
**/
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAllowDeletedOrNull(const char* info,
ObjectType* object)
{
if (object && !object->IsCompatibleWithContext(this)) {
ErrorInvalidOperation("%s: object from different WebGL context "
"(or older generation of this one) "
"passed as argument", info);
return false;
}
return true;
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAssumeNonNull(const char* info, ObjectType* object)
{
MOZ_ASSERT(object);
if (!ValidateObjectAllowDeletedOrNull(info, object))
return false;
if (object->IsDeleted()) {
ErrorInvalidValue("%s: Deleted object passed as argument.", info);
return false;
}
return true;
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAllowNull(const char* info, ObjectType* object)
{
if (!object)
return true;
return ValidateObjectAssumeNonNull(info, object);
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObjectAllowDeleted(const char* info, ObjectType* object)
{
if (!object) {
ErrorInvalidValue("%s: null object passed as argument", info);
return false;
}
return ValidateObjectAllowDeletedOrNull(info, object);
}
template<class ObjectType>
inline bool
WebGLContext::ValidateObject(const char* info, ObjectType* object)
{
if (!object) {
ErrorInvalidValue("%s: null object passed as argument", info);
return false;
}
return ValidateObjectAssumeNonNull(info, object);
}
// Listen visibilitychange and memory-pressure event for context lose/restore
class WebGLObserver final
: public nsIObserver
, public nsIDOMEventListener
{
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
NS_DECL_NSIDOMEVENTLISTENER
explicit WebGLObserver(WebGLContext* webgl);
void Destroy();
void RegisterVisibilityChangeEvent();
void UnregisterVisibilityChangeEvent();
void RegisterMemoryPressureEvent();
void UnregisterMemoryPressureEvent();
private:
~WebGLObserver();
WebGLContext* mWebGL;
};
size_t RoundUpToMultipleOf(size_t value, size_t multiple);
} // namespace mozilla
#endif