gecko/gfx/gl/GLContext.cpp

2608 lines
91 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <algorithm>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include "GLContext.h"
#include "GLBlitHelper.h"
#include "GLBlitTextureImageHelper.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPlatform.h"
#include "gfxUtils.h"
#include "GLContextProvider.h"
#include "GLTextureImage.h"
#include "nsPrintfCString.h"
#include "nsThreadUtils.h"
#include "prenv.h"
#include "prlink.h"
#include "ScopedGLHelpers.h"
#include "SurfaceStream.h"
#include "GfxTexturesReporter.h"
#include "TextureGarbageBin.h"
#include "gfx2DGlue.h"
#include "OGLShaderProgram.h" // for ShaderProgramType
#include "mozilla/DebugOnly.h"
#include "mozilla/Preferences.h"
#ifdef XP_MACOSX
#include <CoreServices/CoreServices.h>
#include "gfxColor.h"
#endif
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
using namespace mozilla::gfx;
using namespace mozilla::layers;
namespace mozilla {
namespace gl {
#ifdef DEBUG
unsigned GLContext::sCurrentGLContextTLS = -1;
#endif
uint32_t GLContext::sDebugMode = 0;
#define MAX_SYMBOL_LENGTH 128
#define MAX_SYMBOL_NAMES 5
// should match the order of GLExtensions, and be null-terminated.
static const char *sExtensionNames[] = {
"GL_EXT_framebuffer_object",
"GL_ARB_framebuffer_object",
"GL_ARB_texture_rectangle",
"GL_EXT_bgra",
"GL_EXT_texture_format_BGRA8888",
"GL_OES_depth24",
"GL_OES_depth32",
"GL_OES_stencil8",
"GL_OES_texture_npot",
"GL_ARB_depth_texture",
"GL_OES_depth_texture",
"GL_OES_packed_depth_stencil",
"GL_IMG_read_format",
"GL_EXT_read_format_bgra",
"GL_APPLE_client_storage",
"GL_ARB_texture_non_power_of_two",
"GL_ARB_pixel_buffer_object",
"GL_ARB_ES2_compatibility",
"GL_ARB_ES3_compatibility",
"GL_OES_texture_float",
"GL_OES_texture_float_linear",
"GL_ARB_texture_float",
"GL_EXT_unpack_subimage",
"GL_OES_standard_derivatives",
"GL_EXT_texture_filter_anisotropic",
"GL_EXT_texture_compression_s3tc",
"GL_EXT_texture_compression_dxt1",
"GL_ANGLE_texture_compression_dxt3",
"GL_ANGLE_texture_compression_dxt5",
"GL_AMD_compressed_ATC_texture",
"GL_IMG_texture_compression_pvrtc",
"GL_EXT_framebuffer_blit",
"GL_ANGLE_framebuffer_blit",
"GL_EXT_framebuffer_multisample",
"GL_ANGLE_framebuffer_multisample",
"GL_OES_rgb8_rgba8",
"GL_ARB_robustness",
"GL_EXT_robustness",
"GL_ARB_sync",
"GL_OES_EGL_image",
"GL_OES_EGL_sync",
"GL_OES_EGL_image_external",
"GL_EXT_packed_depth_stencil",
"GL_OES_element_index_uint",
"GL_OES_vertex_array_object",
"GL_ARB_vertex_array_object",
"GL_APPLE_vertex_array_object",
"GL_ARB_draw_buffers",
"GL_EXT_draw_buffers",
"GL_EXT_gpu_shader4",
"GL_EXT_blend_minmax",
"GL_ARB_draw_instanced",
"GL_EXT_draw_instanced",
"GL_NV_draw_instanced",
"GL_ARB_instanced_arrays",
"GL_NV_instanced_arrays",
"GL_ANGLE_instanced_arrays",
"GL_EXT_occlusion_query_boolean",
"GL_ARB_occlusion_query2",
"GL_EXT_transform_feedback",
"GL_NV_transform_feedback",
"GL_ANGLE_depth_texture",
"GL_EXT_sRGB",
"GL_EXT_texture_sRGB",
"GL_ARB_framebuffer_sRGB",
"GL_EXT_framebuffer_sRGB",
"GL_KHR_debug",
nullptr
};
static bool
ParseGLVersion(GLContext* gl, unsigned int* version)
{
GLenum error = gl->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
MOZ_ASSERT(false, "An OpenGL error has been triggered before.");
return false;
}
/**
* B2G emulator bug work around: The emulator implements OpenGL ES 2.0 on
* OpenGL 3.2. The bug is that GetIntegerv(LOCAL_GL_{MAJOR,MINOR}_VERSION)
* returns OpenGL 3.2 instead of generating an error.
*/
if (!gl->IsGLES())
{
/**
* OpenGL 3.1 and OpenGL ES 3.0 both introduce GL_{MAJOR,MINOR}_VERSION
* with GetIntegerv. So we first try those constants even though we
* might not have an OpenGL context supporting them, has this is a
* better way than parsing GL_VERSION.
*/
GLint majorVersion = 0;
GLint minorVersion = 0;
gl->fGetIntegerv(LOCAL_GL_MAJOR_VERSION, &majorVersion);
gl->fGetIntegerv(LOCAL_GL_MINOR_VERSION, &minorVersion);
// If it's not an OpenGL (ES) 3.0 context, we will have an error
error = gl->fGetError();
if (error == LOCAL_GL_NO_ERROR &&
majorVersion > 0 &&
minorVersion >= 0)
{
*version = majorVersion * 100 + minorVersion * 10;
return true;
}
}
/**
* We were not able to use GL_{MAJOR,MINOR}_VERSION, so we parse
* GL_VERSION.
*
*
* OpenGL 2.x, 3.x, 4.x specifications:
* The VERSION and SHADING_LANGUAGE_VERSION strings are laid out as follows:
*
* <version number><space><vendor-specific information>
*
* The version number is either of the form major_number.minor_number or
* major_number.minor_number.release_number, where the numbers all have
* one or more digits.
*
*
* OpenGL ES 2.0, 3.0 specifications:
* The VERSION string is laid out as follows:
*
* "OpenGL ES N.M vendor-specific information"
*
* The version number is either of the form major_number.minor_number or
* major_number.minor_number.release_number, where the numbers all have
* one or more digits.
*
*
* Note:
* We don't care about release_number.
*/
const char* versionString = (const char*)gl->fGetString(LOCAL_GL_VERSION);
error = gl->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
MOZ_ASSERT(false, "glGetString(GL_VERSION) has generated an error");
return false;
} else if (!versionString) {
MOZ_ASSERT(false, "glGetString(GL_VERSION) has returned 0");
return false;
}
const char kGLESVersionPrefix[] = "OpenGL ES ";
if (strncmp(versionString, kGLESVersionPrefix, strlen(kGLESVersionPrefix)) == 0) {
versionString += strlen(kGLESVersionPrefix);
}
const char* itr = versionString;
char* end = nullptr;
int majorVersion = (int)strtol(itr, &end, 10);
if (!end) {
MOZ_ASSERT(false, "Failed to parse the GL major version number.");
return false;
} else if (*end != '.') {
MOZ_ASSERT(false, "Failed to parse GL's major-minor version number separator.");
return false;
}
// we skip the '.' between the major and the minor version
itr = end + 1;
end = nullptr;
int minorVersion = (int)strtol(itr, &end, 10);
if (!end) {
MOZ_ASSERT(false, "Failed to parse GL's minor version number.");
return false;
}
if (majorVersion <= 0 || majorVersion >= 100) {
MOZ_ASSERT(false, "Invalid major version.");
return false;
} else if (minorVersion < 0 || minorVersion >= 10) {
MOZ_ASSERT(false, "Invalid minor version.");
return false;
}
*version = (unsigned int)(majorVersion * 100 + minorVersion * 10);
return true;
}
GLContext::GLContext(const SurfaceCaps& caps,
GLContext* sharedContext,
bool isOffscreen)
: mInitialized(false),
mIsOffscreen(isOffscreen),
mContextLost(false),
mVersion(0),
mProfile(ContextProfile::Unknown),
mVendor(-1),
mRenderer(-1),
mHasRobustness(false),
#ifdef DEBUG
mGLError(LOCAL_GL_NO_ERROR),
#endif
mSharedContext(sharedContext),
mFlipped(false),
mCaps(caps),
mScreen(nullptr),
mLockedSurface(nullptr),
mMaxTextureSize(0),
mMaxCubeMapTextureSize(0),
mMaxTextureImageSize(0),
mMaxRenderbufferSize(0),
mNeedsTextureSizeChecks(false),
mWorkAroundDriverBugs(true)
{
mOwningThread = NS_GetCurrentThread();
mReadTextureImagePrograms[0] = 0;
mReadTextureImagePrograms[1] = 0;
mReadTextureImagePrograms[2] = 0;
mReadTextureImagePrograms[3] = 0;
}
GLContext::~GLContext() {
NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
#ifdef DEBUG
if (mSharedContext) {
GLContext *tip = mSharedContext;
while (tip->mSharedContext)
tip = tip->mSharedContext;
tip->SharedContextDestroyed(this);
tip->ReportOutstandingNames();
} else {
ReportOutstandingNames();
}
#endif
}
bool
GLContext::InitWithPrefix(const char *prefix, bool trygl)
{
ScopedGfxFeatureReporter reporter("GL Context");
if (mInitialized) {
reporter.SetSuccessful();
return true;
}
mWorkAroundDriverBugs = gfxPlatform::GetPlatform()->WorkAroundDriverBugs();
SymLoadStruct symbols[] = {
{ (PRFuncPtr*) &mSymbols.fActiveTexture, { "ActiveTexture", "ActiveTextureARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fAttachShader, { "AttachShader", "AttachShaderARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindAttribLocation, { "BindAttribLocation", "BindAttribLocationARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindBuffer, { "BindBuffer", "BindBufferARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindTexture, { "BindTexture", "BindTextureARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBlendColor, { "BlendColor", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBlendEquation, { "BlendEquation", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBlendEquationSeparate, { "BlendEquationSeparate", "BlendEquationSeparateEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBlendFunc, { "BlendFunc", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBlendFuncSeparate, { "BlendFuncSeparate", "BlendFuncSeparateEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBufferData, { "BufferData", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBufferSubData, { "BufferSubData", nullptr } },
{ (PRFuncPtr*) &mSymbols.fClear, { "Clear", nullptr } },
{ (PRFuncPtr*) &mSymbols.fClearColor, { "ClearColor", nullptr } },
{ (PRFuncPtr*) &mSymbols.fClearStencil, { "ClearStencil", nullptr } },
{ (PRFuncPtr*) &mSymbols.fColorMask, { "ColorMask", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCompressedTexImage2D, {"CompressedTexImage2D", nullptr} },
{ (PRFuncPtr*) &mSymbols.fCompressedTexSubImage2D, {"CompressedTexSubImage2D", nullptr} },
{ (PRFuncPtr*) &mSymbols.fCullFace, { "CullFace", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDetachShader, { "DetachShader", "DetachShaderARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDepthFunc, { "DepthFunc", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDepthMask, { "DepthMask", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDisable, { "Disable", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDisableVertexAttribArray, { "DisableVertexAttribArray", "DisableVertexAttribArrayARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDrawArrays, { "DrawArrays", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDrawElements, { "DrawElements", nullptr } },
{ (PRFuncPtr*) &mSymbols.fEnable, { "Enable", nullptr } },
{ (PRFuncPtr*) &mSymbols.fEnableVertexAttribArray, { "EnableVertexAttribArray", "EnableVertexAttribArrayARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fFinish, { "Finish", nullptr } },
{ (PRFuncPtr*) &mSymbols.fFlush, { "Flush", nullptr } },
{ (PRFuncPtr*) &mSymbols.fFrontFace, { "FrontFace", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetActiveAttrib, { "GetActiveAttrib", "GetActiveAttribARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetActiveUniform, { "GetActiveUniform", "GetActiveUniformARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetAttachedShaders, { "GetAttachedShaders", "GetAttachedShadersARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetAttribLocation, { "GetAttribLocation", "GetAttribLocationARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetIntegerv, { "GetIntegerv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetFloatv, { "GetFloatv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetBooleanv, { "GetBooleanv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetBufferParameteriv, { "GetBufferParameteriv", "GetBufferParameterivARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetError, { "GetError", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetProgramiv, { "GetProgramiv", "GetProgramivARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetProgramInfoLog, { "GetProgramInfoLog", "GetProgramInfoLogARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fTexParameteri, { "TexParameteri", nullptr } },
{ (PRFuncPtr*) &mSymbols.fTexParameteriv, { "TexParameteriv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fTexParameterf, { "TexParameterf", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetString, { "GetString", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetTexParameterfv, { "GetTexParameterfv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetTexParameteriv, { "GetTexParameteriv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetUniformfv, { "GetUniformfv", "GetUniformfvARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetUniformiv, { "GetUniformiv", "GetUniformivARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetUniformLocation, { "GetUniformLocation", "GetUniformLocationARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetVertexAttribfv, { "GetVertexAttribfv", "GetVertexAttribfvARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetVertexAttribiv, { "GetVertexAttribiv", "GetVertexAttribivARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetVertexAttribPointerv, { "GetVertexAttribPointerv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fHint, { "Hint", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsBuffer, { "IsBuffer", "IsBufferARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsEnabled, { "IsEnabled", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsProgram, { "IsProgram", "IsProgramARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsShader, { "IsShader", "IsShaderARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsTexture, { "IsTexture", "IsTextureARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fLineWidth, { "LineWidth", nullptr } },
{ (PRFuncPtr*) &mSymbols.fLinkProgram, { "LinkProgram", "LinkProgramARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fPixelStorei, { "PixelStorei", nullptr } },
{ (PRFuncPtr*) &mSymbols.fPolygonOffset, { "PolygonOffset", nullptr } },
{ (PRFuncPtr*) &mSymbols.fReadPixels, { "ReadPixels", nullptr } },
{ (PRFuncPtr*) &mSymbols.fSampleCoverage, { "SampleCoverage", nullptr } },
{ (PRFuncPtr*) &mSymbols.fScissor, { "Scissor", nullptr } },
{ (PRFuncPtr*) &mSymbols.fStencilFunc, { "StencilFunc", nullptr } },
{ (PRFuncPtr*) &mSymbols.fStencilFuncSeparate, { "StencilFuncSeparate", "StencilFuncSeparateEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fStencilMask, { "StencilMask", nullptr } },
{ (PRFuncPtr*) &mSymbols.fStencilMaskSeparate, { "StencilMaskSeparate", "StencilMaskSeparateEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fStencilOp, { "StencilOp", nullptr } },
{ (PRFuncPtr*) &mSymbols.fStencilOpSeparate, { "StencilOpSeparate", "StencilOpSeparateEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fTexImage2D, { "TexImage2D", nullptr } },
{ (PRFuncPtr*) &mSymbols.fTexSubImage2D, { "TexSubImage2D", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform1f, { "Uniform1f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform1fv, { "Uniform1fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform1i, { "Uniform1i", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform1iv, { "Uniform1iv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform2f, { "Uniform2f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform2fv, { "Uniform2fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform2i, { "Uniform2i", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform2iv, { "Uniform2iv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform3f, { "Uniform3f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform3fv, { "Uniform3fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform3i, { "Uniform3i", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform3iv, { "Uniform3iv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform4f, { "Uniform4f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform4fv, { "Uniform4fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform4i, { "Uniform4i", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniform4iv, { "Uniform4iv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniformMatrix2fv, { "UniformMatrix2fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniformMatrix3fv, { "UniformMatrix3fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUniformMatrix4fv, { "UniformMatrix4fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUseProgram, { "UseProgram", nullptr } },
{ (PRFuncPtr*) &mSymbols.fValidateProgram, { "ValidateProgram", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttribPointer, { "VertexAttribPointer", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib1f, { "VertexAttrib1f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib2f, { "VertexAttrib2f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib3f, { "VertexAttrib3f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib4f, { "VertexAttrib4f", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib1fv, { "VertexAttrib1fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib2fv, { "VertexAttrib2fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib3fv, { "VertexAttrib3fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttrib4fv, { "VertexAttrib4fv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fViewport, { "Viewport", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCompileShader, { "CompileShader", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCopyTexImage2D, { "CopyTexImage2D", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCopyTexSubImage2D, { "CopyTexSubImage2D", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetShaderiv, { "GetShaderiv", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetShaderInfoLog, { "GetShaderInfoLog", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetShaderSource, { "GetShaderSource", nullptr } },
{ (PRFuncPtr*) &mSymbols.fShaderSource, { "ShaderSource", nullptr } },
{ (PRFuncPtr*) &mSymbols.fVertexAttribPointer, { "VertexAttribPointer", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindFramebuffer, { "BindFramebuffer", "BindFramebufferEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindRenderbuffer, { "BindRenderbuffer", "BindRenderbufferEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCheckFramebufferStatus, { "CheckFramebufferStatus", "CheckFramebufferStatusEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fFramebufferRenderbuffer, { "FramebufferRenderbuffer", "FramebufferRenderbufferEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fFramebufferTexture2D, { "FramebufferTexture2D", "FramebufferTexture2DEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenerateMipmap, { "GenerateMipmap", "GenerateMipmapEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetFramebufferAttachmentParameteriv, { "GetFramebufferAttachmentParameteriv", "GetFramebufferAttachmentParameterivEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetRenderbufferParameteriv, { "GetRenderbufferParameteriv", "GetRenderbufferParameterivEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsFramebuffer, { "IsFramebuffer", "IsFramebufferEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsRenderbuffer, { "IsRenderbuffer", "IsRenderbufferEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fRenderbufferStorage, { "RenderbufferStorage", "RenderbufferStorageEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenBuffers, { "GenBuffers", "GenBuffersARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenTextures, { "GenTextures", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCreateProgram, { "CreateProgram", "CreateProgramARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fCreateShader, { "CreateShader", "CreateShaderARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenFramebuffers, { "GenFramebuffers", "GenFramebuffersEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenRenderbuffers, { "GenRenderbuffers", "GenRenderbuffersEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteBuffers, { "DeleteBuffers", "DeleteBuffersARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteTextures, { "DeleteTextures", "DeleteTexturesARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteProgram, { "DeleteProgram", "DeleteProgramARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteShader, { "DeleteShader", "DeleteShaderARB", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteFramebuffers, { "DeleteFramebuffers", "DeleteFramebuffersEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteRenderbuffers, { "DeleteRenderbuffers", "DeleteRenderbuffersEXT", nullptr } },
{ nullptr, { nullptr } },
};
mInitialized = LoadSymbols(&symbols[0], trygl, prefix);
MakeCurrent();
if (mInitialized) {
unsigned int version = 0;
bool parseSuccess = ParseGLVersion(this, &version);
#ifdef DEBUG
printf_stderr("OpenGL version detected: %u\n", version);
printf_stderr("OpenGL vendor: %s\n", fGetString(LOCAL_GL_VENDOR));
printf_stderr("OpenGL renderer: %s\n", fGetString(LOCAL_GL_RENDERER));
#endif
if (version >= mVersion) {
mVersion = version;
} else if (parseSuccess) {
NS_WARNING("Parsed version less than expected.");
mInitialized = false;
}
}
// Load OpenGL ES 2.0 symbols, or desktop if we aren't using ES 2.
if (mInitialized) {
if (IsGLES2()) {
SymLoadStruct symbols_ES2[] = {
{ (PRFuncPtr*) &mSymbols.fGetShaderPrecisionFormat, { "GetShaderPrecisionFormat", nullptr } },
{ (PRFuncPtr*) &mSymbols.fClearDepthf, { "ClearDepthf", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDepthRangef, { "DepthRangef", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&symbols_ES2[0], trygl, prefix)) {
NS_ERROR("OpenGL ES 2.0 supported, but symbols could not be loaded.");
mInitialized = false;
}
} else {
SymLoadStruct symbols_desktop[] = {
{ (PRFuncPtr*) &mSymbols.fClearDepth, { "ClearDepth", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDepthRange, { "DepthRange", nullptr } },
{ (PRFuncPtr*) &mSymbols.fReadBuffer, { "ReadBuffer", nullptr } },
{ (PRFuncPtr*) &mSymbols.fMapBuffer, { "MapBuffer", nullptr } },
{ (PRFuncPtr*) &mSymbols.fUnmapBuffer, { "UnmapBuffer", nullptr } },
{ (PRFuncPtr*) &mSymbols.fPointParameterf, { "PointParameterf", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDrawBuffer, { "DrawBuffer", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDrawBuffers, { "DrawBuffers", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&symbols_desktop[0], trygl, prefix)) {
NS_ERROR("Desktop symbols failed to load.");
mInitialized = false;
}
}
}
const char *glVendorString = nullptr;
const char *glRendererString = nullptr;
if (mInitialized) {
// The order of these strings must match up with the order of the enum
// defined in GLContext.h for vendor IDs
glVendorString = (const char *)fGetString(LOCAL_GL_VENDOR);
if (!glVendorString)
mInitialized = false;
const char *vendorMatchStrings[VendorOther] = {
"Intel",
"NVIDIA",
"ATI",
"Qualcomm",
"Imagination",
"nouveau"
};
mVendor = VendorOther;
for (int i = 0; i < VendorOther; ++i) {
if (DoesStringMatch(glVendorString, vendorMatchStrings[i])) {
mVendor = i;
break;
}
}
// The order of these strings must match up with the order of the enum
// defined in GLContext.h for renderer IDs
glRendererString = (const char *)fGetString(LOCAL_GL_RENDERER);
if (!glRendererString)
mInitialized = false;
const char *rendererMatchStrings[RendererOther] = {
"Adreno 200",
"Adreno 205",
"Adreno (TM) 205",
"Adreno (TM) 320",
"PowerVR SGX 530",
"PowerVR SGX 540",
"NVIDIA Tegra",
"Android Emulator"
};
mRenderer = RendererOther;
for (int i = 0; i < RendererOther; ++i) {
if (DoesStringMatch(glRendererString, rendererMatchStrings[i])) {
mRenderer = i;
break;
}
}
}
#ifdef DEBUG
if (PR_GetEnv("MOZ_GL_DEBUG"))
sDebugMode |= DebugEnabled;
// enables extra verbose output, informing of the start and finish of every GL call.
// useful e.g. to record information to investigate graphics system crashes/lockups
if (PR_GetEnv("MOZ_GL_DEBUG_VERBOSE"))
sDebugMode |= DebugTrace;
// aborts on GL error. Can be useful to debug quicker code that is known not to generate any GL error in principle.
if (PR_GetEnv("MOZ_GL_DEBUG_ABORT_ON_ERROR"))
sDebugMode |= DebugAbortOnError;
#endif
if (mInitialized) {
#ifdef DEBUG
static bool firstRun = true;
if (firstRun && DebugMode()) {
const char *vendors[VendorOther] = {
"Intel",
"NVIDIA",
"ATI",
"Qualcomm"
};
MOZ_ASSERT(glVendorString);
if (mVendor < VendorOther) {
printf_stderr("OpenGL vendor ('%s') recognized as: %s\n",
glVendorString, vendors[mVendor]);
} else {
printf_stderr("OpenGL vendor ('%s') unrecognized\n", glVendorString);
}
}
firstRun = false;
#endif
InitExtensions();
InitFeatures();
// Disable extensions with partial or incorrect support.
if (WorkAroundDriverBugs()) {
if (Renderer() == RendererAdrenoTM320) {
MarkUnsupported(GLFeature::standard_derivatives);
}
#ifdef XP_MACOSX
// The Mac Nvidia driver, for versions up to and including 10.8, don't seem
// to properly support this. See 814839
// this has been fixed in Mac OS X 10.9. See 907946
if (Vendor() == gl::GLContext::VendorNVIDIA &&
!nsCocoaFeatures::OnMavericksOrLater())
{
MarkUnsupported(GLFeature::depth_texture);
}
#endif
// ANGLE's divisor support is busted. (see bug 916816)
if (IsANGLE()) {
MarkUnsupported(GLFeature::instanced_arrays);
}
}
NS_ASSERTION(!IsExtensionSupported(GLContext::ARB_pixel_buffer_object) ||
(mSymbols.fMapBuffer && mSymbols.fUnmapBuffer),
"ARB_pixel_buffer_object supported without glMapBuffer/UnmapBuffer being available!");
if (SupportsRobustness()) {
mHasRobustness = false;
if (IsExtensionSupported(ARB_robustness)) {
SymLoadStruct robustnessSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fGetGraphicsResetStatus, { "GetGraphicsResetStatusARB", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&robustnessSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports ARB_robustness without supplying GetGraphicsResetStatusARB.");
mSymbols.fGetGraphicsResetStatus = nullptr;
} else {
mHasRobustness = true;
}
}
if (!IsExtensionSupported(ARB_robustness) &&
IsExtensionSupported(EXT_robustness)) {
SymLoadStruct robustnessSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fGetGraphicsResetStatus, { "GetGraphicsResetStatusEXT", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&robustnessSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports EXT_robustness without supplying GetGraphicsResetStatusEXT.");
mSymbols.fGetGraphicsResetStatus = nullptr;
} else {
mHasRobustness = true;
}
}
if (!mHasRobustness) {
MarkUnsupported(GLFeature::robustness);
}
}
// Check for aux symbols based on extensions
if (IsSupported(GLFeature::framebuffer_blit))
{
SymLoadStruct auxSymbols[] = {
{
(PRFuncPtr*) &mSymbols.fBlitFramebuffer,
{
"BlitFramebuffer",
"BlitFramebufferEXT",
"BlitFramebufferANGLE",
nullptr
}
},
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&auxSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports framebuffer_blit without supplying glBlitFramebuffer");
MarkUnsupported(GLFeature::framebuffer_blit);
mSymbols.fBlitFramebuffer = nullptr;
}
}
if (IsSupported(GLFeature::framebuffer_multisample))
{
SymLoadStruct auxSymbols[] = {
{
(PRFuncPtr*) &mSymbols.fRenderbufferStorageMultisample,
{
"RenderbufferStorageMultisample",
"RenderbufferStorageMultisampleEXT",
"RenderbufferStorageMultisampleANGLE",
nullptr
}
},
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&auxSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports framebuffer_multisample without supplying glRenderbufferStorageMultisample");
MarkUnsupported(GLFeature::framebuffer_multisample);
mSymbols.fRenderbufferStorageMultisample = nullptr;
}
}
if (IsExtensionSupported(ARB_sync)) {
SymLoadStruct syncSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fFenceSync, { "FenceSync", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsSync, { "IsSync", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteSync, { "DeleteSync", nullptr } },
{ (PRFuncPtr*) &mSymbols.fClientWaitSync, { "ClientWaitSync", nullptr } },
{ (PRFuncPtr*) &mSymbols.fWaitSync, { "WaitSync", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetInteger64v, { "GetInteger64v", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetSynciv, { "GetSynciv", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&syncSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports ARB_sync without supplying its functions.");
MarkExtensionUnsupported(ARB_sync);
mSymbols.fFenceSync = nullptr;
mSymbols.fIsSync = nullptr;
mSymbols.fDeleteSync = nullptr;
mSymbols.fClientWaitSync = nullptr;
mSymbols.fWaitSync = nullptr;
mSymbols.fGetInteger64v = nullptr;
mSymbols.fGetSynciv = nullptr;
}
}
if (IsExtensionSupported(OES_EGL_image)) {
SymLoadStruct imageSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fEGLImageTargetTexture2D, { "EGLImageTargetTexture2DOES", nullptr } },
{ (PRFuncPtr*) &mSymbols.fEGLImageTargetRenderbufferStorage, { "EGLImageTargetRenderbufferStorageOES", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&imageSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports OES_EGL_image without supplying its functions.");
MarkExtensionUnsupported(OES_EGL_image);
mSymbols.fEGLImageTargetTexture2D = nullptr;
mSymbols.fEGLImageTargetRenderbufferStorage = nullptr;
}
}
if (IsExtensionSupported(ARB_vertex_array_object) ||
IsExtensionSupported(OES_vertex_array_object)) {
SymLoadStruct vaoSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fIsVertexArray, { "IsVertexArray", "IsVertexArrayOES", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenVertexArrays, { "GenVertexArrays", "GenVertexArraysOES", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindVertexArray, { "BindVertexArray", "BindVertexArrayOES", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteVertexArrays, { "DeleteVertexArrays", "DeleteVertexArraysOES", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&vaoSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports Vertex Array Object without supplying its functions.");
MarkUnsupported(GLFeature::vertex_array_object);
mSymbols.fIsVertexArray = nullptr;
mSymbols.fGenVertexArrays = nullptr;
mSymbols.fBindVertexArray = nullptr;
mSymbols.fDeleteVertexArrays = nullptr;
}
}
else if (IsExtensionSupported(APPLE_vertex_array_object)) {
/*
* separate call to LoadSymbols with APPLE_vertex_array_object to work around
* a driver bug : the IsVertexArray symbol (without suffix) can be present but unusable.
*/
SymLoadStruct vaoSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fIsVertexArray, { "IsVertexArrayAPPLE", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenVertexArrays, { "GenVertexArraysAPPLE", nullptr } },
{ (PRFuncPtr*) &mSymbols.fBindVertexArray, { "BindVertexArrayAPPLE", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteVertexArrays, { "DeleteVertexArraysAPPLE", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&vaoSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports Vertex Array Object without supplying its functions.");
MarkUnsupported(GLFeature::vertex_array_object);
mSymbols.fIsVertexArray = nullptr;
mSymbols.fGenVertexArrays = nullptr;
mSymbols.fBindVertexArray = nullptr;
mSymbols.fDeleteVertexArrays = nullptr;
}
}
if (IsSupported(GLFeature::draw_instanced)) {
SymLoadStruct drawInstancedSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fDrawArraysInstanced,
{ "DrawArraysInstanced",
"DrawArraysInstancedARB",
"DrawArraysInstancedEXT",
"DrawArraysInstancedNV",
"DrawArraysInstancedANGLE",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fDrawElementsInstanced,
{ "DrawElementsInstanced",
"DrawElementsInstancedARB",
"DrawElementsInstancedEXT",
"DrawElementsInstancedNV",
"DrawElementsInstancedANGLE",
nullptr
}
},
{ nullptr, { nullptr } },
};
if (!LoadSymbols(drawInstancedSymbols, trygl, prefix)) {
NS_ERROR("GL supports instanced draws without supplying its functions.");
MarkUnsupported(GLFeature::draw_instanced);
mSymbols.fDrawArraysInstanced = nullptr;
mSymbols.fDrawElementsInstanced = nullptr;
}
}
if (IsSupported(GLFeature::instanced_arrays)) {
SymLoadStruct instancedArraySymbols[] = {
{ (PRFuncPtr*) &mSymbols.fVertexAttribDivisor,
{ "VertexAttribDivisor",
"VertexAttribDivisorARB",
"VertexAttribDivisorNV",
"VertexAttribDivisorANGLE",
nullptr
}
},
{ nullptr, { nullptr } },
};
if (!LoadSymbols(instancedArraySymbols, trygl, prefix)) {
NS_ERROR("GL supports array instanced without supplying it function.");
MarkUnsupported(GLFeature::instanced_arrays);
mSymbols.fVertexAttribDivisor = nullptr;
}
}
if (IsSupported(GLFeature::transform_feedback)) {
SymLoadStruct transformFeedbackSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fBindBufferBase,
{ "BindBufferBase",
"BindBufferBaseEXT",
"BindBufferBaseNV",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fBindBufferRange,
{ "BindBufferRange",
"BindBufferRangeEXT",
"BindBufferRangeNV",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fBeginTransformFeedback,
{ "BeginTransformFeedback",
"BeginTransformFeedbackEXT",
"BeginTransformFeedbackNV",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fEndTransformFeedback,
{ "EndTransformFeedback",
"EndTransformFeedbackEXT",
"EndTransformFeedbackNV",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fTransformFeedbackVaryings,
{ "TransformFeedbackVaryings",
"TransformFeedbackVaryingsEXT",
"TransformFeedbackVaryingsNV",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fGetTransformFeedbackVarying,
{ "GetTransformFeedbackVarying",
"GetTransformFeedbackVaryingEXT",
"GetTransformFeedbackVaryingNV",
nullptr
}
},
{ (PRFuncPtr*) &mSymbols.fGetIntegeri_v,
{ "GetIntegeri_v",
"GetIntegerIndexedvEXT",
"GetIntegerIndexedvNV",
nullptr
}
},
{ nullptr, { nullptr } },
};
if (!LoadSymbols(transformFeedbackSymbols, trygl, prefix)) {
NS_ERROR("GL supports transform feedback without supplying its functions.");
MarkUnsupported(GLFeature::transform_feedback);
MarkUnsupported(GLFeature::bind_buffer_offset);
mSymbols.fBindBufferBase = nullptr;
mSymbols.fBindBufferRange = nullptr;
mSymbols.fBeginTransformFeedback = nullptr;
mSymbols.fEndTransformFeedback = nullptr;
mSymbols.fTransformFeedbackVaryings = nullptr;
mSymbols.fGetTransformFeedbackVarying = nullptr;
mSymbols.fGetIntegeri_v = nullptr;
}
}
if (IsSupported(GLFeature::bind_buffer_offset)) {
SymLoadStruct bindBufferOffsetSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fBindBufferOffset,
{ "BindBufferOffset",
"BindBufferOffsetEXT",
"BindBufferOffsetNV",
nullptr
}
},
{ nullptr, { nullptr } },
};
if (!LoadSymbols(bindBufferOffsetSymbols, trygl, prefix)) {
NS_ERROR("GL supports BindBufferOffset without supplying its function.");
MarkUnsupported(GLFeature::bind_buffer_offset);
mSymbols.fBindBufferOffset = nullptr;
}
}
if (IsSupported(GLFeature::query_objects)) {
SymLoadStruct queryObjectsSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fBeginQuery, { "BeginQuery", "BeginQueryEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGenQueries, { "GenQueries", "GenQueriesEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDeleteQueries, { "DeleteQueries", "DeleteQueriesEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fEndQuery, { "EndQuery", "EndQueryEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetQueryiv, { "GetQueryiv", "GetQueryivEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetQueryObjectuiv, { "GetQueryObjectuiv", "GetQueryObjectuivEXT", nullptr } },
{ (PRFuncPtr*) &mSymbols.fIsQuery, { "IsQuery", "IsQueryEXT", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(queryObjectsSymbols, trygl, prefix)) {
NS_ERROR("GL supports query objects without supplying its functions.");
MarkUnsupported(GLFeature::query_objects);
MarkUnsupported(GLFeature::get_query_object_iv);
MarkUnsupported(GLFeature::occlusion_query);
MarkUnsupported(GLFeature::occlusion_query_boolean);
MarkUnsupported(GLFeature::occlusion_query2);
mSymbols.fBeginQuery = nullptr;
mSymbols.fGenQueries = nullptr;
mSymbols.fDeleteQueries = nullptr;
mSymbols.fEndQuery = nullptr;
mSymbols.fGetQueryiv = nullptr;
mSymbols.fGetQueryObjectuiv = nullptr;
mSymbols.fIsQuery = nullptr;
}
}
if (IsSupported(GLFeature::get_query_object_iv)) {
SymLoadStruct queryObjectsSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fGetQueryObjectiv, { "GetQueryObjectiv", "GetQueryObjectivEXT", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(queryObjectsSymbols, trygl, prefix)) {
NS_ERROR("GL supports query objects iv getter without supplying its function.");
MarkUnsupported(GLFeature::get_query_object_iv);
mSymbols.fGetQueryObjectiv = nullptr;
}
}
if (IsExtensionSupported(KHR_debug)) {
SymLoadStruct extSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fDebugMessageControl, { "DebugMessageControl", "DebugMessageControlKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDebugMessageInsert, { "DebugMessageInsert", "DebugMessageInsertKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fDebugMessageCallback, { "DebugMessageCallback", "DebugMessageCallbackKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetDebugMessageLog, { "GetDebugMessageLog", "GetDebugMessageLogKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetPointerv, { "GetPointerv", "GetPointervKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fPushDebugGroup, { "PushDebugGroup", "PushDebugGroupKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fPopDebugGroup, { "PopDebugGroup", "PopDebugGroupKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fObjectLabel, { "ObjectLabel", "ObjectLabelKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetObjectLabel, { "GetObjectLabel", "GetObjectLabelKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fObjectPtrLabel, { "ObjectPtrLabel", "ObjectPtrLabelKHR", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetObjectPtrLabel, { "GetObjectPtrLabel", "GetObjectPtrLabelKHR", nullptr } },
{ nullptr, { nullptr } },
};
if (!LoadSymbols(&extSymbols[0], trygl, prefix)) {
NS_ERROR("GL supports KHR_debug without supplying its functions.");
MarkExtensionUnsupported(KHR_debug);
mSymbols.fDebugMessageControl = nullptr;
mSymbols.fDebugMessageInsert = nullptr;
mSymbols.fDebugMessageCallback = nullptr;
mSymbols.fGetDebugMessageLog = nullptr;
mSymbols.fGetPointerv = nullptr;
mSymbols.fPushDebugGroup = nullptr;
mSymbols.fPopDebugGroup = nullptr;
mSymbols.fObjectLabel = nullptr;
mSymbols.fGetObjectLabel = nullptr;
mSymbols.fObjectPtrLabel = nullptr;
mSymbols.fGetObjectPtrLabel = nullptr;
}
}
// Load developer symbols, don't fail if we can't find them.
SymLoadStruct auxSymbols[] = {
{ (PRFuncPtr*) &mSymbols.fGetTexImage, { "GetTexImage", nullptr } },
{ (PRFuncPtr*) &mSymbols.fGetTexLevelParameteriv, { "GetTexLevelParameteriv", nullptr } },
{ nullptr, { nullptr } },
};
bool warnOnFailures = DebugMode();
LoadSymbols(&auxSymbols[0], trygl, prefix, warnOnFailures);
}
if (mInitialized) {
GLint v[4];
fGetIntegerv(LOCAL_GL_SCISSOR_BOX, v);
mScissorStack.AppendElement(nsIntRect(v[0], v[1], v[2], v[3]));
fGetIntegerv(LOCAL_GL_VIEWPORT, v);
mViewportStack.AppendElement(nsIntRect(v[0], v[1], v[2], v[3]));
raw_fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
raw_fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mMaxCubeMapTextureSize);
raw_fGetIntegerv(LOCAL_GL_MAX_RENDERBUFFER_SIZE, &mMaxRenderbufferSize);
#ifdef XP_MACOSX
if (mWorkAroundDriverBugs) {
if (mVendor == VendorIntel) {
// see bug 737182 for 2D textures, bug 684882 for cube map textures.
mMaxTextureSize = std::min(mMaxTextureSize, 4096);
mMaxCubeMapTextureSize = std::min(mMaxCubeMapTextureSize, 512);
// for good measure, we align renderbuffers on what we do for 2D textures
mMaxRenderbufferSize = std::min(mMaxRenderbufferSize, 4096);
mNeedsTextureSizeChecks = true;
} else if (mVendor == VendorNVIDIA) {
if (nsCocoaFeatures::OnMountainLionOrLater()) {
// See bug 879656. 8192 fails, 8191 works.
mMaxTextureSize = std::min(mMaxTextureSize, 8191);
mMaxRenderbufferSize = std::min(mMaxRenderbufferSize, 8191);
}
else {
// See bug 877949.
mMaxTextureSize = std::min(mMaxTextureSize, 4096);
mMaxRenderbufferSize = std::min(mMaxRenderbufferSize, 4096);
}
// Part of the bug 879656, but it also doesn't hurt the 877949
mNeedsTextureSizeChecks = true;
}
}
#endif
#ifdef MOZ_X11
if (mWorkAroundDriverBugs &&
mVendor == VendorNouveau) {
// see bug 814716. Clamp MaxCubeMapTextureSize at 2K for Nouveau.
mMaxCubeMapTextureSize = std::min(mMaxCubeMapTextureSize, 2048);
mNeedsTextureSizeChecks = true;
}
#endif
mMaxTextureImageSize = mMaxTextureSize;
mMaxSamples = 0;
if (IsSupported(GLFeature::framebuffer_multisample)) {
fGetIntegerv(LOCAL_GL_MAX_SAMPLES, (GLint*)&mMaxSamples);
}
// We're ready for final setup.
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
if (mCaps.any)
DetermineCaps();
UpdatePixelFormat();
UpdateGLFormats(mCaps);
mTexGarbageBin = new TextureGarbageBin(this);
MOZ_ASSERT(IsCurrent());
}
if (mInitialized)
reporter.SetSuccessful();
else {
// if initialization fails, ensure all symbols are zero, to avoid hard-to-understand bugs
mSymbols.Zero();
NS_WARNING("InitWithPrefix failed!");
}
mVersionString = nsPrintfCString("%u.%u.%u", mVersion / 100, (mVersion / 10) % 10, mVersion % 10);
return mInitialized;
}
void
GLContext::InitExtensions()
{
MakeCurrent();
const char* extensions = (const char*)fGetString(LOCAL_GL_EXTENSIONS);
if (!extensions)
return;
#ifdef DEBUG
static bool firstRun = true;
#else
// Non-DEBUG, so never spew.
const bool firstRun = false;
#endif
InitializeExtensionsBitSet(mAvailableExtensions, extensions, sExtensionNames, firstRun && DebugMode());
if (WorkAroundDriverBugs() &&
Vendor() == VendorQualcomm) {
// Some Adreno drivers do not report GL_OES_EGL_sync, but they really do support it.
MarkExtensionSupported(OES_EGL_sync);
}
if (WorkAroundDriverBugs() &&
Renderer() == RendererAndroidEmulator) {
// the Android emulator, which we use to run B2G reftests on,
// doesn't expose the OES_rgb8_rgba8 extension, but it seems to
// support it (tautologically, as it only runs on desktop GL).
MarkExtensionSupported(OES_rgb8_rgba8);
}
#ifdef DEBUG
firstRun = false;
#endif
}
void
GLContext::PlatformStartup()
{
RegisterStrongMemoryReporter(new GfxTexturesReporter());
}
// Common code for checking for both GL extensions and GLX extensions.
bool
GLContext::ListHasExtension(const GLubyte *extensions, const char *extension)
{
// fix bug 612572 - we were crashing as we were calling this function with extensions==null
if (extensions == nullptr || extension == nullptr)
return false;
const GLubyte *start;
GLubyte *where, *terminator;
/* Extension names should not have spaces. */
where = (GLubyte *) strchr(extension, ' ');
if (where || *extension == '\0')
return false;
/*
* It takes a bit of care to be fool-proof about parsing the
* OpenGL extensions string. Don't be fooled by sub-strings,
* etc.
*/
start = extensions;
for (;;) {
where = (GLubyte *) strstr((const char *) start, extension);
if (!where) {
break;
}
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ') {
if (*terminator == ' ' || *terminator == '\0') {
return true;
}
}
start = terminator;
}
return false;
}
void
GLContext::DetermineCaps()
{
PixelBufferFormat format = QueryPixelFormat();
SurfaceCaps caps;
caps.color = !!format.red && !!format.green && !!format.blue;
caps.bpp16 = caps.color && format.ColorBits() == 16;
caps.alpha = !!format.alpha;
caps.depth = !!format.depth;
caps.stencil = !!format.stencil;
caps.antialias = format.samples > 1;
caps.preserve = true;
mCaps = caps;
}
PixelBufferFormat
GLContext::QueryPixelFormat()
{
PixelBufferFormat format;
ScopedBindFramebuffer autoFB(this, 0);
fGetIntegerv(LOCAL_GL_RED_BITS , &format.red );
fGetIntegerv(LOCAL_GL_GREEN_BITS, &format.green);
fGetIntegerv(LOCAL_GL_BLUE_BITS , &format.blue );
fGetIntegerv(LOCAL_GL_ALPHA_BITS, &format.alpha);
fGetIntegerv(LOCAL_GL_DEPTH_BITS, &format.depth);
fGetIntegerv(LOCAL_GL_STENCIL_BITS, &format.stencil);
fGetIntegerv(LOCAL_GL_SAMPLES, &format.samples);
return format;
}
void
GLContext::UpdatePixelFormat()
{
PixelBufferFormat format = QueryPixelFormat();
#ifdef DEBUG
const SurfaceCaps& caps = Caps();
MOZ_ASSERT(!caps.any, "Did you forget to DetermineCaps()?");
MOZ_ASSERT(caps.color == !!format.red);
MOZ_ASSERT(caps.color == !!format.green);
MOZ_ASSERT(caps.color == !!format.blue);
MOZ_ASSERT(caps.alpha == !!format.alpha);
// These we either must have if they're requested, or
// we can have if they're not.
MOZ_ASSERT(caps.depth == !!format.depth || !caps.depth);
MOZ_ASSERT(caps.stencil == !!format.stencil || !caps.stencil);
MOZ_ASSERT(caps.antialias == (format.samples > 1));
#endif
mPixelFormat = new PixelBufferFormat(format);
}
GLFormats
GLContext::ChooseGLFormats(const SurfaceCaps& caps) const
{
GLFormats formats;
// If we're on ES2 hardware and we have an explicit request for 16 bits of color or less
// OR we don't support full 8-bit color, return a 4444 or 565 format.
bool bpp16 = caps.bpp16;
if (IsGLES2()) {
if (!IsExtensionSupported(OES_rgb8_rgba8))
bpp16 = true;
} else {
// RGB565 is uncommon on desktop, requiring ARB_ES2_compatibility.
// Since it's also vanishingly useless there, let's not support it.
bpp16 = false;
}
if (bpp16) {
MOZ_ASSERT(IsGLES2());
if (caps.alpha) {
formats.color_texInternalFormat = LOCAL_GL_RGBA;
formats.color_texFormat = LOCAL_GL_RGBA;
formats.color_texType = LOCAL_GL_UNSIGNED_SHORT_4_4_4_4;
formats.color_rbFormat = LOCAL_GL_RGBA4;
} else {
formats.color_texInternalFormat = LOCAL_GL_RGB;
formats.color_texFormat = LOCAL_GL_RGB;
formats.color_texType = LOCAL_GL_UNSIGNED_SHORT_5_6_5;
formats.color_rbFormat = LOCAL_GL_RGB565;
}
} else {
formats.color_texType = LOCAL_GL_UNSIGNED_BYTE;
if (caps.alpha) {
formats.color_texInternalFormat = IsGLES2() ? LOCAL_GL_RGBA : LOCAL_GL_RGBA8;
formats.color_texFormat = LOCAL_GL_RGBA;
formats.color_rbFormat = LOCAL_GL_RGBA8;
} else {
formats.color_texInternalFormat = IsGLES2() ? LOCAL_GL_RGB : LOCAL_GL_RGB8;
formats.color_texFormat = LOCAL_GL_RGB;
formats.color_rbFormat = LOCAL_GL_RGB8;
}
}
uint32_t msaaLevel = Preferences::GetUint("gl.msaa-level", 2);
GLsizei samples = msaaLevel * msaaLevel;
samples = std::min(samples, mMaxSamples);
// Bug 778765.
if (WorkAroundDriverBugs() && samples == 1) {
samples = 0;
}
formats.samples = samples;
// Be clear that these are 0 if unavailable.
formats.depthStencil = 0;
if (!IsGLES2() || IsExtensionSupported(OES_packed_depth_stencil)) {
formats.depthStencil = LOCAL_GL_DEPTH24_STENCIL8;
}
formats.depth = 0;
if (IsGLES2()) {
if (IsExtensionSupported(OES_depth24)) {
formats.depth = LOCAL_GL_DEPTH_COMPONENT24;
} else {
formats.depth = LOCAL_GL_DEPTH_COMPONENT16;
}
} else {
formats.depth = LOCAL_GL_DEPTH_COMPONENT24;
}
formats.stencil = LOCAL_GL_STENCIL_INDEX8;
return formats;
}
bool
GLContext::IsFramebufferComplete(GLuint fb, GLenum* pStatus)
{
MOZ_ASSERT(fb);
ScopedBindFramebuffer autoFB(this, fb);
MOZ_ASSERT(fIsFramebuffer(fb));
GLenum status = fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (pStatus)
*pStatus = status;
return status == LOCAL_GL_FRAMEBUFFER_COMPLETE;
}
void
GLContext::AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
GLuint depthRB, GLuint stencilRB,
GLuint fb, GLenum target)
{
MOZ_ASSERT(fb);
MOZ_ASSERT( !(colorTex && colorRB) );
ScopedBindFramebuffer autoFB(this, fb);
MOZ_ASSERT(fIsFramebuffer(fb)); // It only counts after being bound.
if (colorTex) {
MOZ_ASSERT(fIsTexture(colorTex));
MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D ||
target == LOCAL_GL_TEXTURE_RECTANGLE_ARB);
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
target,
colorTex,
0);
} else if (colorRB) {
MOZ_ASSERT(fIsRenderbuffer(colorRB));
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER,
colorRB);
}
if (depthRB) {
MOZ_ASSERT(fIsRenderbuffer(depthRB));
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
depthRB);
}
if (stencilRB) {
MOZ_ASSERT(fIsRenderbuffer(stencilRB));
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
stencilRB);
}
}
bool
GLContext::AssembleOffscreenFBs(const GLuint colorMSRB,
const GLuint depthRB,
const GLuint stencilRB,
const GLuint texture,
GLuint* drawFB_out,
GLuint* readFB_out)
{
if (!colorMSRB && !texture) {
MOZ_ASSERT(!depthRB && !stencilRB);
if (drawFB_out)
*drawFB_out = 0;
if (readFB_out)
*readFB_out = 0;
return true;
}
ScopedBindFramebuffer autoFB(this);
GLuint drawFB = 0;
GLuint readFB = 0;
if (texture) {
readFB = 0;
fGenFramebuffers(1, &readFB);
BindFB(readFB);
fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_TEXTURE_2D,
texture,
0);
}
if (colorMSRB) {
drawFB = 0;
fGenFramebuffers(1, &drawFB);
BindFB(drawFB);
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER,
colorMSRB);
} else {
drawFB = readFB;
}
MOZ_ASSERT(GetFB() == drawFB);
if (depthRB) {
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_DEPTH_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
depthRB);
}
if (stencilRB) {
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER,
LOCAL_GL_STENCIL_ATTACHMENT,
LOCAL_GL_RENDERBUFFER,
stencilRB);
}
// We should be all resized. Check for framebuffer completeness.
GLenum status;
bool isComplete = true;
if (!IsFramebufferComplete(drawFB, &status)) {
NS_WARNING("DrawFBO: Incomplete");
#ifdef DEBUG
if (DebugMode()) {
printf_stderr("Framebuffer status: %X\n", status);
}
#endif
isComplete = false;
}
if (!IsFramebufferComplete(readFB, &status)) {
NS_WARNING("ReadFBO: Incomplete");
#ifdef DEBUG
if (DebugMode()) {
printf_stderr("Framebuffer status: %X\n", status);
}
#endif
isComplete = false;
}
if (drawFB_out) {
*drawFB_out = drawFB;
} else if (drawFB) {
NS_RUNTIMEABORT("drawFB created when not requested!");
}
if (readFB_out) {
*readFB_out = readFB;
} else if (readFB) {
NS_RUNTIMEABORT("readFB created when not requested!");
}
return isComplete;
}
bool
GLContext::PublishFrame()
{
MOZ_ASSERT(mScreen);
if (!mScreen->PublishFrame(OffscreenSize()))
return false;
return true;
}
SharedSurface*
GLContext::RequestFrame()
{
MOZ_ASSERT(mScreen);
return mScreen->Stream()->SwapConsumer();
}
void
GLContext::ClearSafely()
{
// bug 659349 --- we must be very careful here: clearing a GL framebuffer is nontrivial, relies on a lot of state,
// and in the case of the backbuffer of a WebGL context, state is exposed to scripts.
//
// The code here is taken from WebGLContext::ForceClearFramebufferWithDefaultValues, but I didn't find a good way of
// sharing code with it. WebGL's code is somewhat performance-critical as it is typically called on every frame, so
// WebGL keeps track of GL state to avoid having to query it everytime, and also tries to only do work for actually
// present buffers (e.g. stencil buffer). Doing that here seems like premature optimization,
// as ClearSafely() is called only when e.g. a canvas is resized, not on every animation frame.
realGLboolean scissorTestEnabled;
realGLboolean ditherEnabled;
realGLboolean colorWriteMask[4];
realGLboolean depthWriteMask;
GLint stencilWriteMaskFront, stencilWriteMaskBack;
GLfloat colorClearValue[4];
GLfloat depthClearValue;
GLint stencilClearValue;
// save current GL state
fGetBooleanv(LOCAL_GL_SCISSOR_TEST, &scissorTestEnabled);
fGetBooleanv(LOCAL_GL_DITHER, &ditherEnabled);
fGetBooleanv(LOCAL_GL_COLOR_WRITEMASK, colorWriteMask);
fGetBooleanv(LOCAL_GL_DEPTH_WRITEMASK, &depthWriteMask);
fGetIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &stencilWriteMaskFront);
fGetIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &stencilWriteMaskBack);
fGetFloatv(LOCAL_GL_COLOR_CLEAR_VALUE, colorClearValue);
fGetFloatv(LOCAL_GL_DEPTH_CLEAR_VALUE, &depthClearValue);
fGetIntegerv(LOCAL_GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
// prepare GL state for clearing
fDisable(LOCAL_GL_SCISSOR_TEST);
fDisable(LOCAL_GL_DITHER);
PushViewportRect(nsIntRect(0, 0, OffscreenSize().width, OffscreenSize().height));
fColorMask(1, 1, 1, 1);
fClearColor(0.f, 0.f, 0.f, 0.f);
fDepthMask(1);
fClearDepth(1.0f);
fStencilMask(0xffffffff);
fClearStencil(0);
// do clear
fClear(LOCAL_GL_COLOR_BUFFER_BIT |
LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT);
// restore GL state after clearing
fColorMask(colorWriteMask[0],
colorWriteMask[1],
colorWriteMask[2],
colorWriteMask[3]);
fClearColor(colorClearValue[0],
colorClearValue[1],
colorClearValue[2],
colorClearValue[3]);
fDepthMask(depthWriteMask);
fClearDepth(depthClearValue);
fStencilMaskSeparate(LOCAL_GL_FRONT, stencilWriteMaskFront);
fStencilMaskSeparate(LOCAL_GL_BACK, stencilWriteMaskBack);
fClearStencil(stencilClearValue);
PopViewportRect();
if (ditherEnabled)
fEnable(LOCAL_GL_DITHER);
else
fDisable(LOCAL_GL_DITHER);
if (scissorTestEnabled)
fEnable(LOCAL_GL_SCISSOR_TEST);
else
fDisable(LOCAL_GL_SCISSOR_TEST);
}
void
GLContext::MarkDestroyed()
{
if (IsDestroyed())
return;
if (MakeCurrent()) {
DestroyScreenBuffer();
mBlitHelper = nullptr;
mBlitTextureImageHelper = nullptr;
fDeleteProgram(mReadTextureImagePrograms[0]);
fDeleteProgram(mReadTextureImagePrograms[1]);
fDeleteProgram(mReadTextureImagePrograms[2]);
fDeleteProgram(mReadTextureImagePrograms[3]);
mTexGarbageBin->GLContextTeardown();
} else {
NS_WARNING("MakeCurrent() failed during MarkDestroyed! Skipping GL object teardown.");
}
mSymbols.Zero();
}
static void SwapRAndBComponents(gfxImageSurface* surf)
{
uint8_t *row = surf->Data();
size_t rowBytes = surf->Width()*4;
size_t rowHole = surf->Stride() - rowBytes;
size_t rows = surf->Height();
while (rows) {
const uint8_t *rowEnd = row + rowBytes;
while (row != rowEnd) {
row[0] ^= row[2];
row[2] ^= row[0];
row[0] ^= row[2];
row += 4;
}
row += rowHole;
--rows;
}
}
static already_AddRefed<gfxImageSurface> YInvertImageSurface(gfxImageSurface* aSurf)
{
gfxIntSize size = aSurf->GetSize();
nsRefPtr<gfxImageSurface> temp = new gfxImageSurface(size, aSurf->Format());
nsRefPtr<gfxContext> ctx = new gfxContext(temp);
ctx->SetOperator(gfxContext::OPERATOR_SOURCE);
ctx->Scale(1.0, -1.0);
ctx->Translate(-gfxPoint(0.0, size.height));
ctx->SetSource(aSurf);
ctx->Paint();
return temp.forget();
}
already_AddRefed<gfxImageSurface>
GLContext::GetTexImage(GLuint aTexture, bool aYInvert, SurfaceFormat aFormat)
{
MakeCurrent();
GuaranteeResolve();
fActiveTexture(LOCAL_GL_TEXTURE0);
fBindTexture(LOCAL_GL_TEXTURE_2D, aTexture);
gfxIntSize size;
fGetTexLevelParameteriv(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_TEXTURE_WIDTH, &size.width);
fGetTexLevelParameteriv(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_TEXTURE_HEIGHT, &size.height);
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(size, gfxImageFormatARGB32);
if (!surf || surf->CairoStatus()) {
return nullptr;
}
uint32_t currentPackAlignment = 0;
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, (GLint*)&currentPackAlignment);
if (currentPackAlignment != 4) {
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
}
fGetTexImage(LOCAL_GL_TEXTURE_2D, 0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, surf->Data());
if (currentPackAlignment != 4) {
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
}
if (aFormat == FORMAT_R8G8B8A8 || aFormat == FORMAT_R8G8B8X8) {
SwapRAndBComponents(surf);
}
if (aYInvert) {
surf = YInvertImageSurface(surf);
}
return surf.forget();
}
static float
gReadTextureImageVerts[4*4] = {
-1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f
};
static float*
ReadTextureVertexArray()
{
return gReadTextureImageVerts;
}
static float
gReadTextureImageTexcoords[2*4] = {
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
};
static float*
ReadTextureTexCoordArray(float aWidth, float aHeight, bool aFlip)
{
const float u0 = 0.0f;
const float u1 = aWidth;
const float v0 = (aFlip) ? aHeight : 0.0f;
const float v1 = (aFlip) ? 0.0f : aHeight;
float* uvs = gReadTextureImageTexcoords;
uvs[0] = u0;
uvs[1] = v0;
uvs[2] = u1;
uvs[3] = v0;
uvs[4] = u0;
uvs[5] = v1;
uvs[6] = u1;
uvs[7] = v1;
return uvs;
}
static const char*
gReadTextureImageVS =
"attribute vec4 aVertex;\n"
"attribute vec2 aTexCoord;\n"
"varying vec2 vTexCoord;\n"
"void main() { gl_Position = aVertex; vTexCoord = aTexCoord; }";
static const char*
gReadTextureImageFS[] = {
/* TEXTURE_2D */
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"
,
/* TEXTURE_2D with R/B swizzling */
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord).bgra; }"
,
/* TEXTURE_EXTERNAL */
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform samplerExternalOES uTexture;\n"
"void main() { gl_FragColor = texture2D(uTexture, vTexCoord); }"
,
/* TEXTURE_RECTANGLE */
"#extension GL_ARB_texture_rectangle\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2DRect uTexture;\n"
"void main() { gl_FragColor = texture2DRect(uTexture, vTexCoord).bgra; }"
};
GLuint
GLContext::TextureImageProgramFor(GLenum aTextureTarget, int aShader) {
int variant = 0;
if (aTextureTarget == LOCAL_GL_TEXTURE_2D &&
(aShader == layers::BGRALayerProgramType ||
aShader == layers::BGRXLayerProgramType))
{ // Need to swizzle R/B.
variant = 1;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_EXTERNAL) {
variant = 2;
} else if (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) {
variant = 3;
}
/* This might be overkill, but assure that we don't access out-of-bounds */
MOZ_ASSERT((size_t) variant < ArrayLength(mReadTextureImagePrograms));
if (!mReadTextureImagePrograms[variant]) {
GLuint vs = fCreateShader(LOCAL_GL_VERTEX_SHADER);
fShaderSource(vs, 1, (const GLchar**) &gReadTextureImageVS, NULL);
fCompileShader(vs);
GLuint fs = fCreateShader(LOCAL_GL_FRAGMENT_SHADER);
fShaderSource(fs, 1, (const GLchar**) &gReadTextureImageFS[variant], NULL);
fCompileShader(fs);
GLuint program = fCreateProgram();
fAttachShader(program, vs);
fAttachShader(program, fs);
fBindAttribLocation(program, 0, "aVertex");
fBindAttribLocation(program, 1, "aTexCoord");
fLinkProgram(program);
GLint success;
fGetProgramiv(program, LOCAL_GL_LINK_STATUS, &success);
if (!success) {
fDeleteProgram(program);
program = 0;
}
fDeleteShader(vs);
fDeleteShader(fs);
mReadTextureImagePrograms[variant] = program;
}
return mReadTextureImagePrograms[variant];
}
static bool
DidGLErrorOccur(GLContext* aGL, const char* str)
{
GLenum error = aGL->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s (0x%04x) %s\n",
aGL->GLErrorToString(error), error, str);
return true;
}
return false;
}
bool
GLContext::ReadBackPixelsIntoSurface(gfxImageSurface* aSurface, const gfxIntSize& aSize) {
GLint oldPackAlignment;
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &oldPackAlignment);
if (oldPackAlignment != 4)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 4);
fReadPixels(0, 0, aSize.width, aSize.height,
LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
aSurface->Data());
bool result = DidGLErrorOccur(this, "when reading pixels into surface");
if (oldPackAlignment != 4)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, oldPackAlignment);
return result;
}
#define CLEANUP_IF_GLERROR_OCCURRED(x) \
if (DidGLErrorOccur(this, (x))) { \
isurf = nullptr; \
break; \
}
already_AddRefed<gfxImageSurface>
GLContext::ReadTextureImage(GLuint aTextureId,
GLenum aTextureTarget,
const gfxIntSize& aSize,
/* ShaderProgramType */ int aShaderProgram,
bool aYInvert)
{
// Check aShaderProgram is in bounds for a layers::ShaderProgramType
MOZ_ASSERT(0 <= aShaderProgram && aShaderProgram < NumProgramTypes);
if (aTextureTarget != LOCAL_GL_TEXTURE_2D &&
aTextureTarget != LOCAL_GL_TEXTURE_EXTERNAL &&
aTextureTarget != LOCAL_GL_TEXTURE_RECTANGLE_ARB)
{
printf_stderr("ReadTextureImage target is not TEXTURE_2D || "
"TEXTURE_EXTERNAL || TEXTURE_RECTANGLE\n");
return nullptr;
}
MakeCurrent();
/* Allocate resulting image surface */
nsRefPtr<gfxImageSurface> isurf;
isurf = new gfxImageSurface(aSize, gfxImageFormatARGB32);
if (!isurf || isurf->CairoStatus()) {
isurf = nullptr;
return isurf.forget();
}
realGLboolean oldBlend, oldScissor;
GLint oldrb, oldfb, oldprog, oldTexUnit, oldTex;
GLuint rb, fb;
do {
/* Save current GL state */
oldBlend = fIsEnabled(LOCAL_GL_BLEND);
oldScissor = fIsEnabled(LOCAL_GL_SCISSOR_TEST);
fGetIntegerv(LOCAL_GL_RENDERBUFFER_BINDING, &oldrb);
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &oldfb);
fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, &oldprog);
fGetIntegerv(LOCAL_GL_ACTIVE_TEXTURE, &oldTexUnit);
fActiveTexture(LOCAL_GL_TEXTURE0);
switch (aTextureTarget) {
case LOCAL_GL_TEXTURE_2D:
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_2D, &oldTex);
break;
case LOCAL_GL_TEXTURE_EXTERNAL:
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_EXTERNAL, &oldTex);
break;
case LOCAL_GL_TEXTURE_RECTANGLE:
fGetIntegerv(LOCAL_GL_TEXTURE_BINDING_RECTANGLE, &oldTex);
break;
default: /* Already checked above */
break;
}
/* Set required GL state */
fDisable(LOCAL_GL_BLEND);
fDisable(LOCAL_GL_SCISSOR_TEST);
PushViewportRect(nsIntRect(0, 0, aSize.width, aSize.height));
/* Setup renderbuffer */
fGenRenderbuffers(1, &rb);
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, rb);
GLenum rbInternalFormat =
IsGLES2()
? (IsExtensionSupported(OES_rgb8_rgba8) ? LOCAL_GL_RGBA8 : LOCAL_GL_RGBA4)
: LOCAL_GL_RGBA;
fRenderbufferStorage(LOCAL_GL_RENDERBUFFER, rbInternalFormat, aSize.width, aSize.height);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating renderbuffer");
/* Setup framebuffer */
fGenFramebuffers(1, &fb);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
fFramebufferRenderbuffer(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_COLOR_ATTACHMENT0,
LOCAL_GL_RENDERBUFFER, rb);
CLEANUP_IF_GLERROR_OCCURRED("when binding and creating framebuffer");
if (fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER) != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
printf_stderr("framebuffer is incomplete\n");
break; //goto cleanup;
}
/* Setup vertex and fragment shader */
layers::ShaderProgramType shaderProgram = (ShaderProgramType) aShaderProgram;
GLuint program = TextureImageProgramFor(aTextureTarget, shaderProgram);
if (!program) {
printf_stderr("failed to compile program for texture target %u and"
" shader program type %d\n",
aTextureTarget, aShaderProgram);
break; // goto cleanup;
}
fUseProgram(program);
CLEANUP_IF_GLERROR_OCCURRED("when using program");
fUniform1i(fGetUniformLocation(program, "uTexture"), 0);
CLEANUP_IF_GLERROR_OCCURRED("when setting uniform location");
/* Setup quad geometry */
fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
fEnableVertexAttribArray(0);
fEnableVertexAttribArray(1);
float w = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.width : 1.0f;
float h = (aTextureTarget == LOCAL_GL_TEXTURE_RECTANGLE) ? (float) aSize.height : 1.0f;
fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, ReadTextureVertexArray());
fVertexAttribPointer(1, 2, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, ReadTextureTexCoordArray(w, h, aYInvert));
/* Bind the texture */
if (aTextureId) {
fBindTexture(aTextureTarget, aTextureId);
CLEANUP_IF_GLERROR_OCCURRED("when binding texture");
}
/* Draw quad */
fClearColor(1.0f, 0.0f, 1.0f, 1.0f);
fClear(LOCAL_GL_COLOR_BUFFER_BIT);
CLEANUP_IF_GLERROR_OCCURRED("when clearing color buffer");
fDrawArrays(LOCAL_GL_TRIANGLE_STRIP, 0, 4);
CLEANUP_IF_GLERROR_OCCURRED("when drawing texture");
fDisableVertexAttribArray(1);
fDisableVertexAttribArray(0);
/* Read-back draw results */
ReadBackPixelsIntoSurface(isurf, aSize);
CLEANUP_IF_GLERROR_OCCURRED("when reading pixels into surface");
} while (false);
/* Restore GL state */
//cleanup:
fBindRenderbuffer(LOCAL_GL_RENDERBUFFER, oldrb);
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, oldfb);
fUseProgram(oldprog);
// note that deleting 0 has no effect in any of these calls
fDeleteRenderbuffers(1, &rb);
fDeleteFramebuffers(1, &fb);
if (oldBlend)
fEnable(LOCAL_GL_BLEND);
if (oldScissor)
fEnable(LOCAL_GL_SCISSOR_TEST);
if (aTextureId)
fBindTexture(aTextureTarget, oldTex);
if (oldTexUnit != LOCAL_GL_TEXTURE0)
fActiveTexture(oldTexUnit);
PopViewportRect();
return isurf.forget();
}
#undef CLEANUP_IF_GLERROR_OCCURRED
static bool
GetActualReadFormats(GLContext* gl, GLenum destFormat, GLenum destType,
GLenum& readFormat, GLenum& readType)
{
if (destFormat == LOCAL_GL_RGBA &&
destType == LOCAL_GL_UNSIGNED_BYTE)
{
readFormat = destFormat;
readType = destType;
return true;
}
bool fallback = true;
if (gl->IsGLES2()) {
GLenum auxFormat = 0;
GLenum auxType = 0;
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&auxFormat);
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&auxType);
if (destFormat == auxFormat &&
destType == auxType)
{
fallback = false;
}
} else {
switch (destFormat) {
case LOCAL_GL_RGB: {
if (destType == LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV)
fallback = false;
break;
}
case LOCAL_GL_BGRA: {
if (destType == LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV)
fallback = false;
break;
}
}
}
if (fallback) {
readFormat = LOCAL_GL_RGBA;
readType = LOCAL_GL_UNSIGNED_BYTE;
return false;
} else {
readFormat = destFormat;
readType = destType;
return true;
}
}
void
GLContext::ReadScreenIntoImageSurface(gfxImageSurface* dest)
{
ScopedBindFramebuffer autoFB(this, 0);
ReadPixelsIntoImageSurface(dest);
}
TemporaryRef<SourceSurface>
GLContext::ReadPixelsToSourceSurface(const gfx::IntSize &aSize)
{
// XXX we should do this properly one day without using the gfxImageSurface
RefPtr<DataSourceSurface> dataSourceSurface =
Factory::CreateDataSourceSurface(aSize, gfx::FORMAT_B8G8R8A8);
nsRefPtr<gfxImageSurface> surf =
new gfxImageSurface(dataSourceSurface->GetData(),
gfxIntSize(aSize.width, aSize.height),
dataSourceSurface->Stride(),
gfxImageFormatARGB32);
ReadPixelsIntoImageSurface(surf);
dataSourceSurface->MarkDirty();
return dataSourceSurface;
}
void
GLContext::ReadPixelsIntoImageSurface(gfxImageSurface* dest)
{
MakeCurrent();
MOZ_ASSERT(dest->GetSize() != gfxIntSize(0, 0));
/* gfxImageFormatARGB32:
* RGBA+UByte: be[RGBA], le[ABGR]
* RGBA+UInt: le[RGBA]
* BGRA+UInt: le[BGRA]
* BGRA+UIntRev: le[ARGB]
*
* gfxImageFormatRGB16_565:
* RGB+UShort: le[rrrrrggg,gggbbbbb]
*/
bool hasAlpha = dest->Format() == gfxImageFormatARGB32;
int destPixelSize;
GLenum destFormat;
GLenum destType;
switch (dest->Format()) {
case gfxImageFormatRGB24: // XRGB
case gfxImageFormatARGB32:
destPixelSize = 4;
// Needs host (little) endian ARGB.
destFormat = LOCAL_GL_BGRA;
destType = LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case gfxImageFormatRGB16_565:
destPixelSize = 2;
destFormat = LOCAL_GL_RGB;
destType = LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV;
break;
default:
MOZ_CRASH("Bad format.");
}
MOZ_ASSERT(dest->Stride() == dest->Width() * destPixelSize);
GLenum readFormat = destFormat;
GLenum readType = destType;
bool needsTempSurf = !GetActualReadFormats(this,
destFormat, destType,
readFormat, readType);
nsAutoPtr<gfxImageSurface> tempSurf;
gfxImageSurface* readSurf = nullptr;
int readPixelSize = 0;
if (needsTempSurf) {
if (DebugMode()) {
NS_WARNING("Needing intermediary surface for ReadPixels. This will be slow!");
}
SurfaceFormat readFormatGFX;
switch (readFormat) {
case LOCAL_GL_RGBA:
case LOCAL_GL_BGRA: {
readFormatGFX = hasAlpha ? FORMAT_B8G8R8A8
: FORMAT_B8G8R8X8;
break;
}
case LOCAL_GL_RGB: {
MOZ_ASSERT(readPixelSize == 2);
MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV);
readFormatGFX = FORMAT_R5G6B5;
break;
}
default: {
MOZ_CRASH("Bad read format.");
}
}
switch (readType) {
case LOCAL_GL_UNSIGNED_BYTE: {
MOZ_ASSERT(readFormat == LOCAL_GL_RGBA);
readPixelSize = 4;
break;
}
case LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV: {
MOZ_ASSERT(readFormat == LOCAL_GL_BGRA);
readPixelSize = 4;
break;
}
case LOCAL_GL_UNSIGNED_SHORT_5_6_5_REV: {
MOZ_ASSERT(readFormat == LOCAL_GL_RGB);
readPixelSize = 2;
break;
}
default: {
MOZ_CRASH("Bad read type.");
}
}
tempSurf = new gfxImageSurface(dest->GetSize(),
SurfaceFormatToImageFormat(readFormatGFX),
false);
readSurf = tempSurf;
} else {
readPixelSize = destPixelSize;
readSurf = dest;
}
MOZ_ASSERT(readPixelSize);
GLint currentPackAlignment = 0;
fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT, &currentPackAlignment);
if (currentPackAlignment != readPixelSize)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, readPixelSize);
GLsizei width = dest->Width();
GLsizei height = dest->Height();
readSurf->Flush();
fReadPixels(0, 0,
width, height,
readFormat, readType,
readSurf->Data());
readSurf->MarkDirty();
if (currentPackAlignment != readPixelSize)
fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, currentPackAlignment);
if (readSurf != dest) {
MOZ_ASSERT(readFormat == LOCAL_GL_RGBA);
MOZ_ASSERT(readType == LOCAL_GL_UNSIGNED_BYTE);
// So we just copied in RGBA in big endian, or le: 0xAABBGGRR.
// We want 0xAARRGGBB, so swap R and B:
dest->Flush();
SwapRAndBComponents(readSurf);
dest->MarkDirty();
gfxContext ctx(dest);
ctx.SetOperator(gfxContext::OPERATOR_SOURCE);
ctx.SetSource(readSurf);
ctx.Paint();
}
// Check if GL is giving back 1.0 alpha for
// RGBA reads to RGBA images from no-alpha buffers.
#ifdef XP_MACOSX
if (WorkAroundDriverBugs() &&
mVendor == VendorNVIDIA &&
dest->Format() == gfxImageFormatARGB32 &&
width && height)
{
GLint alphaBits = 0;
fGetIntegerv(LOCAL_GL_ALPHA_BITS, &alphaBits);
if (!alphaBits) {
const uint32_t alphaMask = gfxPackedPixelNoPreMultiply(0xff,0,0,0);
dest->Flush();
uint32_t* itr = (uint32_t*)dest->Data();
uint32_t testPixel = *itr;
if ((testPixel & alphaMask) != alphaMask) {
// We need to set the alpha channel to 1.0 manually.
uint32_t* itrEnd = itr + width*height; // Stride is guaranteed to be width*4.
for (; itr != itrEnd; itr++) {
*itr |= alphaMask;
}
}
dest->MarkDirty();
}
}
#endif
}
#ifdef MOZ_ENABLE_GL_TRACKING
void
GLContext::CreatedProgram(GLContext *aOrigin, GLuint aName)
{
mTrackedPrograms.AppendElement(NamedResource(aOrigin, aName));
}
void
GLContext::CreatedShader(GLContext *aOrigin, GLuint aName)
{
mTrackedShaders.AppendElement(NamedResource(aOrigin, aName));
}
void
GLContext::CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedBuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedQueries(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedQueries.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedTextures.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedFramebuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
void
GLContext::CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
for (GLsizei i = 0; i < aCount; ++i) {
mTrackedRenderbuffers.AppendElement(NamedResource(aOrigin, aNames[i]));
}
}
static void
RemoveNamesFromArray(GLContext *aOrigin, GLsizei aCount, const GLuint *aNames, nsTArray<GLContext::NamedResource>& aArray)
{
for (GLsizei j = 0; j < aCount; ++j) {
GLuint name = aNames[j];
// name 0 can be ignored
if (name == 0)
continue;
for (uint32_t i = 0; i < aArray.Length(); ++i) {
if (aArray[i].name == name) {
aArray.RemoveElementAt(i);
break;
}
}
}
}
void
GLContext::DeletedProgram(GLContext *aOrigin, GLuint aName)
{
RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedPrograms);
}
void
GLContext::DeletedShader(GLContext *aOrigin, GLuint aName)
{
RemoveNamesFromArray(aOrigin, 1, &aName, mTrackedShaders);
}
void
GLContext::DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedBuffers);
}
void
GLContext::DeletedQueries(GLContext *aOrigin, GLsizei aCount, const GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedQueries);
}
void
GLContext::DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedTextures);
}
void
GLContext::DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedFramebuffers);
}
void
GLContext::DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames)
{
RemoveNamesFromArray(aOrigin, aCount, aNames, mTrackedRenderbuffers);
}
static void
MarkContextDestroyedInArray(GLContext *aContext, nsTArray<GLContext::NamedResource>& aArray)
{
for (uint32_t i = 0; i < aArray.Length(); ++i) {
if (aArray[i].origin == aContext)
aArray[i].originDeleted = true;
}
}
void
GLContext::SharedContextDestroyed(GLContext *aChild)
{
MarkContextDestroyedInArray(aChild, mTrackedPrograms);
MarkContextDestroyedInArray(aChild, mTrackedShaders);
MarkContextDestroyedInArray(aChild, mTrackedTextures);
MarkContextDestroyedInArray(aChild, mTrackedFramebuffers);
MarkContextDestroyedInArray(aChild, mTrackedRenderbuffers);
MarkContextDestroyedInArray(aChild, mTrackedBuffers);
MarkContextDestroyedInArray(aChild, mTrackedQueries);
}
static void
ReportArrayContents(const char *title, const nsTArray<GLContext::NamedResource>& aArray)
{
if (aArray.Length() == 0)
return;
printf_stderr("%s:\n", title);
nsTArray<GLContext::NamedResource> copy(aArray);
copy.Sort();
GLContext *lastContext = nullptr;
for (uint32_t i = 0; i < copy.Length(); ++i) {
if (lastContext != copy[i].origin) {
if (lastContext)
printf_stderr("\n");
printf_stderr(" [%p - %s] ", copy[i].origin, copy[i].originDeleted ? "deleted" : "live");
lastContext = copy[i].origin;
}
printf_stderr("%d ", copy[i].name);
}
printf_stderr("\n");
}
void
GLContext::ReportOutstandingNames()
{
if (!DebugMode())
return;
printf_stderr("== GLContext %p Outstanding ==\n", this);
ReportArrayContents("Outstanding Textures", mTrackedTextures);
ReportArrayContents("Outstanding Buffers", mTrackedBuffers);
ReportArrayContents("Outstanding Queries", mTrackedQueries);
ReportArrayContents("Outstanding Programs", mTrackedPrograms);
ReportArrayContents("Outstanding Shaders", mTrackedShaders);
ReportArrayContents("Outstanding Framebuffers", mTrackedFramebuffers);
ReportArrayContents("Outstanding Renderbuffers", mTrackedRenderbuffers);
}
#endif /* DEBUG */
void
GLContext::GuaranteeResolve()
{
if (mScreen) {
mScreen->AssureBlitted();
}
fFinish();
}
const gfx::IntSize&
GLContext::OffscreenSize() const
{
MOZ_ASSERT(IsOffscreen());
return mScreen->Size();
}
bool
GLContext::CreateScreenBufferImpl(const IntSize& size, const SurfaceCaps& caps)
{
GLScreenBuffer* newScreen = GLScreenBuffer::Create(this, size, caps);
if (!newScreen)
return false;
if (!newScreen->Resize(size)) {
delete newScreen;
return false;
}
DestroyScreenBuffer();
// This will rebind to 0 (Screen) if needed when
// it falls out of scope.
ScopedBindFramebuffer autoFB(this);
mScreen = newScreen;
return true;
}
bool
GLContext::ResizeScreenBuffer(const IntSize& size)
{
if (!IsOffscreenSizeAllowed(size))
return false;
return mScreen->Resize(size);
}
void
GLContext::DestroyScreenBuffer()
{
delete mScreen;
mScreen = nullptr;
}
void
GLContext::ForceDirtyScreen()
{
ScopedBindFramebuffer autoFB(0);
BeforeGLDrawCall();
// no-op; just pretend we did something
AfterGLDrawCall();
}
void
GLContext::CleanDirtyScreen()
{
ScopedBindFramebuffer autoFB(0);
BeforeGLReadCall();
// no-op; we just want to make sure the Read FBO is updated if it needs to be
AfterGLReadCall();
}
void
GLContext::EmptyTexGarbageBin()
{
TexGarbageBin()->EmptyGarbage();
}
bool
GLContext::IsOffscreenSizeAllowed(const IntSize& aSize) const {
int32_t biggerDimension = std::max(aSize.width, aSize.height);
int32_t maxAllowed = std::min(mMaxRenderbufferSize, mMaxTextureSize);
return biggerDimension <= maxAllowed;
}
bool
GLContext::IsOwningThreadCurrent()
{
return NS_GetCurrentThread() == mOwningThread;
}
void
GLContext::DispatchToOwningThread(nsIRunnable *event)
{
// Before dispatching, we need to ensure we're not in the middle of
// shutting down. Dispatching runnables in the middle of shutdown
// (that is, when the main thread is no longer get-able) can cause them
// to leak. See Bug 741319, and Bug 744115.
nsCOMPtr<nsIThread> mainThread;
if (NS_SUCCEEDED(NS_GetMainThread(getter_AddRefs(mainThread)))) {
mOwningThread->Dispatch(event, NS_DISPATCH_NORMAL);
}
}
GLBlitHelper*
GLContext::BlitHelper()
{
if (!mBlitHelper) {
mBlitHelper = new GLBlitHelper(this);
}
return mBlitHelper;
}
GLBlitTextureImageHelper*
GLContext::BlitTextureImageHelper()
{
if (!mBlitTextureImageHelper) {
mBlitTextureImageHelper = new GLBlitTextureImageHelper(this);
}
return mBlitTextureImageHelper;
}
bool
DoesStringMatch(const char* aString, const char *aWantedString)
{
if (!aString || !aWantedString)
return false;
const char *occurrence = strstr(aString, aWantedString);
// aWanted not found
if (!occurrence)
return false;
// aWantedString preceded by alpha character
if (occurrence != aString && isalpha(*(occurrence-1)))
return false;
// aWantedVendor followed by alpha character
const char *afterOccurrence = occurrence + strlen(aWantedString);
if (isalpha(*afterOccurrence))
return false;
return true;
}
} /* namespace gl */
} /* namespace mozilla */