mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-25 01:01:52 +00:00
Backed out changeset 350f36f463d5 (bug 980178) to fix webgl bustage on a CLOSED TREE
This commit is contained in:
parent
00af429397
commit
2a39b6c319
@ -83,21 +83,18 @@ WebGLMemoryPressureObserver::Observe(nsISupports* aSubject,
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if (!mContext->mCanLoseContextInForeground &&
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ProcessPriorityManager::CurrentProcessIsForeground())
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{
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wantToLoseContext = false;
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} else if (!nsCRT::strcmp(aSomeData,
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MOZ_UTF16("heap-minimize")))
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{
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else if (!nsCRT::strcmp(aSomeData,
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MOZ_UTF16("heap-minimize")))
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wantToLoseContext = mContext->mLoseContextOnHeapMinimize;
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}
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if (wantToLoseContext) {
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if (wantToLoseContext)
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mContext->ForceLoseContext();
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}
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return NS_OK;
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}
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WebGLContextOptions::WebGLContextOptions()
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: alpha(true), depth(true), stencil(false),
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premultipliedAlpha(true), antialias(true),
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@ -171,12 +168,12 @@ WebGLContext::WebGLContext()
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WebGLMemoryTracker::AddWebGLContext(this);
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mAllowContextRestore = true;
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mLastLossWasSimulated = false;
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mAllowRestore = true;
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mContextLossTimerRunning = false;
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mRunContextLossTimerAgain = false;
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mDrawSinceContextLossTimerSet = false;
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mContextRestorer = do_CreateInstance("@mozilla.org/timer;1");
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mContextStatus = ContextNotLost;
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mContextLostErrorSet = false;
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mLoseContextOnHeapMinimize = false;
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mCanLoseContextInForeground = true;
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@ -574,8 +571,11 @@ WebGLContext::SetDimensions(int32_t width, int32_t height)
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mResetLayer = true;
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mOptionsFrozen = true;
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mHasRobustness = gl->HasRobustness();
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// increment the generation number
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++mGeneration;
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#if 0
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if (mGeneration > 0) {
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// XXX dispatch context lost event
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@ -1111,96 +1111,6 @@ WebGLContext::DummyFramebufferOperation(const char *info)
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ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info);
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}
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static bool
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CheckContextLost(GLContext* gl, bool* out_isGuilty)
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{
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MOZ_ASSERT(gl);
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MOZ_ASSERT(out_isGuilty);
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bool isEGL = gl->GetContextType() == gl::GLContextType::EGL;
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GLenum resetStatus = LOCAL_GL_NO_ERROR;
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if (gl->HasRobustness()) {
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gl->MakeCurrent();
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resetStatus = gl->fGetGraphicsResetStatus();
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} else if (isEGL) {
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// Simulate a ARB_robustness guilty context loss for when we
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// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
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// but we can't make any distinction.
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if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
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resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB;
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}
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}
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if (resetStatus == LOCAL_GL_NO_ERROR) {
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*out_isGuilty = false;
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return false;
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}
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// Assume guilty unless we find otherwise!
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bool isGuilty = true;
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switch (resetStatus) {
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case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
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// Either nothing wrong, or not our fault.
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isGuilty = false;
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break;
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case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
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NS_WARNING("WebGL content on the page definitely caused the graphics"
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" card to reset.");
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break;
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case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
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NS_WARNING("WebGL content on the page might have caused the graphics"
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" card to reset");
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// If we can't tell, assume guilty.
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break;
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default:
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MOZ_ASSERT(false, "Unreachable.");
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// If we do get here, let's pretend to be guilty as an escape plan.
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break;
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}
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if (isGuilty) {
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NS_WARNING("WebGL context on this page is considered guilty, and will"
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" not be restored.");
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}
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*out_isGuilty = isGuilty;
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return true;
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}
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bool
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WebGLContext::TryToRestoreContext()
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{
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if (NS_FAILED(SetDimensions(mWidth, mHeight)))
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return false;
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return true;
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}
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class UpdateContextLossStatusTask : public nsRunnable
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{
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WebGLContext* const mContext;
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public:
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UpdateContextLossStatusTask(WebGLContext* context)
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: mContext(context)
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{
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}
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NS_IMETHOD Run() {
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mContext->UpdateContextLossStatus();
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return NS_OK;
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}
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};
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void
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WebGLContext::EnqueueUpdateContextLossStatus()
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{
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nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
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NS_DispatchToCurrentThread(task);
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}
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// We use this timer for many things. Here are the things that it is activated for:
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// 1) If a script is using the MOZ_WEBGL_lose_context extension.
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// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
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@ -1216,123 +1126,137 @@ WebGLContext::EnqueueUpdateContextLossStatus()
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// At a bare minimum, from context lost to context restores, it would take 3
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// full timer iterations: detection, webglcontextlost, webglcontextrestored.
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void
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WebGLContext::UpdateContextLossStatus()
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WebGLContext::RobustnessTimerCallback(nsITimer* timer)
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{
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TerminateContextLossTimer();
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if (!mCanvasElement) {
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// the canvas is gone. That happens when the page was closed before we got
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// this timer event. In this case, there's nothing to do here, just don't crash.
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return;
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}
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if (mContextStatus == ContextNotLost) {
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// We don't know that we're lost, but we might be, so we need to
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// check. If we're guilty, don't allow restores, though.
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bool isGuilty = true;
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bool isContextLost = CheckContextLost(gl, &isGuilty);
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if (isContextLost) {
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if (isGuilty)
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mAllowContextRestore = false;
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ForceLoseContext();
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}
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// Fall through.
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}
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// If the context has been lost and we're waiting for it to be restored, do
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// that now.
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if (mContextStatus == ContextLostAwaitingEvent) {
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// The context has been lost and we haven't yet triggered the
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// callback, so do that now.
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bool useDefaultHandler;
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bool defaultAction;
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nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
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static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
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NS_LITERAL_STRING("webglcontextlost"),
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true,
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true,
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&useDefaultHandler);
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// We sent the callback, so we're just 'regular lost' now.
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mContextStatus = ContextLost;
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// If we're told to use the default handler, it means the script
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// didn't bother to handle the event. In this case, we shouldn't
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// auto-restore the context.
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if (useDefaultHandler)
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mAllowContextRestore = false;
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&defaultAction);
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// Fall through.
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}
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// If the script didn't handle the event, we don't allow restores.
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if (defaultAction)
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mAllowRestore = false;
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if (mContextStatus == ContextLost) {
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// Context is lost, and we've already sent the callback. We
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// should try to restore the context if we're both allowed to,
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// and supposed to.
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// Are we allowed to restore the context?
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if (!mAllowContextRestore)
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return;
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// If we're only simulated-lost, we shouldn't auto-restore, and
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// instead we should wait for restoreContext() to be called.
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if (mLastLossWasSimulated)
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return;
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ForceRestoreContext();
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return;
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}
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if (mContextStatus == ContextLostAwaitingRestore) {
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// Context is lost, but we should try to restore it.
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if (!mAllowContextRestore) {
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// We might decide this after thinking we'd be OK restoring
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// the context, so downgrade.
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// If the script handled the event and we are allowing restores, then
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// mark it to be restored. Otherwise, leave it as context lost
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// (unusable).
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if (!defaultAction && mAllowRestore) {
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ForceRestoreContext();
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// Restart the timer so that it will be restored on the next
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// callback.
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SetupContextLossTimer();
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} else {
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mContextStatus = ContextLost;
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}
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} else if (mContextStatus == ContextLostAwaitingRestore) {
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// Try to restore the context. If it fails, try again later.
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if (NS_FAILED(SetDimensions(mWidth, mHeight))) {
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SetupContextLossTimer();
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return;
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}
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if (!TryToRestoreContext()) {
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// Failed to restore. Try again later.
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RunContextLossTimer();
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return;
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}
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// Revival!
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mContextStatus = ContextNotLost;
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nsContentUtils::DispatchTrustedEvent(mCanvasElement->OwnerDoc(),
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static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
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NS_LITERAL_STRING("webglcontextrestored"),
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true,
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true);
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// Set all flags back to the state they were in before the context was
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// lost.
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mEmitContextLostErrorOnce = true;
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mAllowRestore = true;
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}
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MaybeRestoreContext();
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return;
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}
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void
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WebGLContext::MaybeRestoreContext()
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{
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// Don't try to handle it if we already know it's busted.
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if (mContextStatus != ContextNotLost || gl == nullptr)
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return;
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bool isEGL = gl->GetContextType() == gl::GLContextType::EGL,
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isANGLE = gl->IsANGLE();
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GLContext::ContextResetARB resetStatus = GLContext::CONTEXT_NO_ERROR;
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if (mHasRobustness) {
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gl->MakeCurrent();
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resetStatus = (GLContext::ContextResetARB) gl->fGetGraphicsResetStatus();
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} else if (isEGL) {
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// Simulate a ARB_robustness guilty context loss for when we
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// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
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// but we can't make any distinction, so we must assume the worst
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// case.
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if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
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resetStatus = GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB;
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}
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}
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if (resetStatus != GLContext::CONTEXT_NO_ERROR) {
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// It's already lost, but clean up after it and signal to JS that it is
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// lost.
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ForceLoseContext();
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}
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switch (resetStatus) {
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case GLContext::CONTEXT_NO_ERROR:
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// If there has been activity since the timer was set, it's possible
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// that we did or are going to miss something, so clear this flag and
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// run it again some time later.
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if (mDrawSinceContextLossTimerSet)
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SetupContextLossTimer();
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break;
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case GLContext::CONTEXT_GUILTY_CONTEXT_RESET_ARB:
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NS_WARNING("WebGL content on the page caused the graphics card to reset; not restoring the context");
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mAllowRestore = false;
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break;
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case GLContext::CONTEXT_INNOCENT_CONTEXT_RESET_ARB:
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break;
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case GLContext::CONTEXT_UNKNOWN_CONTEXT_RESET_ARB:
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NS_WARNING("WebGL content on the page might have caused the graphics card to reset");
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if (isEGL && isANGLE) {
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// If we're using ANGLE, we ONLY get back UNKNOWN context resets, including for guilty contexts.
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// This means that we can't restore it or risk restoring a guilty context. Should this ever change,
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// we can get rid of the whole IsANGLE() junk from GLContext.h since, as of writing, this is the
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// only use for it. See ANGLE issue 261.
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mAllowRestore = false;
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}
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break;
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}
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}
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void
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WebGLContext::ForceLoseContext()
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{
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printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
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MOZ_ASSERT(!IsContextLost());
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if (mContextStatus == ContextLostAwaitingEvent)
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return;
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mContextStatus = ContextLostAwaitingEvent;
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mContextLostErrorSet = false;
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mLastLossWasSimulated = false;
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// Burn it all!
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// Queue up a task to restore the event.
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SetupContextLossTimer();
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DestroyResourcesAndContext();
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// Queue up a task, since we know the status changed.
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EnqueueUpdateContextLossStatus();
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}
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void
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WebGLContext::ForceRestoreContext()
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{
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printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
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mContextStatus = ContextLostAwaitingRestore;
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mAllowContextRestore = true; // Hey, you did say 'force'.
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// Queue up a task, since we know the status changed.
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EnqueueUpdateContextLossStatus();
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}
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void
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@ -200,6 +200,9 @@ public:
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int32_t x, int32_t y, int32_t w, int32_t h)
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{ return NS_ERROR_NOT_IMPLEMENTED; }
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bool LoseContext();
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bool RestoreContext();
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void SynthesizeGLError(GLenum err);
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void SynthesizeGLError(GLenum err, const char *fmt, ...);
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@ -256,14 +259,11 @@ public:
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bool MinCapabilityMode() const { return mMinCapability; }
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void UpdateContextLossStatus();
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void EnqueueUpdateContextLossStatus();
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static void ContextLossCallbackStatic(nsITimer* timer, void* thisPointer);
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void RunContextLossTimer();
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void RobustnessTimerCallback(nsITimer* timer);
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static void RobustnessTimerCallbackStatic(nsITimer* timer, void *thisPointer);
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void SetupContextLossTimer();
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void TerminateContextLossTimer();
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bool TryToRestoreContext();
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void AssertCachedBindings();
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void AssertCachedState();
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@ -653,12 +653,8 @@ public:
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bool ValidateSamplerUniformSetter(const char* info,
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WebGLUniformLocation *location,
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GLint value);
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void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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// -----------------------------------------------------------------------------
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// WEBGL_lose_context
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public:
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void LoseContext();
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void RestoreContext();
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// -----------------------------------------------------------------------------
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// Asynchronous Queries (WebGLContextAsyncQueries.cpp)
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@ -856,6 +852,7 @@ protected:
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bool mOptionsFrozen;
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bool mMinCapability;
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bool mDisableExtensions;
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bool mHasRobustness;
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bool mIsMesa;
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bool mLoseContextOnHeapMinimize;
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bool mCanLoseContextInForeground;
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@ -1102,6 +1099,7 @@ protected:
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GLenum type,
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const GLvoid *data);
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void MaybeRestoreContext();
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void ForceLoseContext();
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void ForceRestoreContext();
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@ -1163,7 +1161,7 @@ protected:
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GLint mStencilRefFront, mStencilRefBack;
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GLuint mStencilValueMaskFront, mStencilValueMaskBack,
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mStencilWriteMaskFront, mStencilWriteMaskBack;
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mStencilWriteMaskFront, mStencilWriteMaskBack;
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realGLboolean mColorWriteMask[4];
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realGLboolean mDepthWriteMask;
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GLfloat mColorClearValue[4];
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@ -1177,10 +1175,9 @@ protected:
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bool mAlreadyWarnedAboutViewportLargerThanDest;
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nsCOMPtr<nsITimer> mContextRestorer;
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bool mAllowContextRestore;
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bool mLastLossWasSimulated;
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bool mAllowRestore;
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bool mContextLossTimerRunning;
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bool mRunContextLossTimerAgain;
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bool mDrawSinceContextLossTimerSet;
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ContextStatus mContextStatus;
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bool mContextLostErrorSet;
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@ -128,7 +128,7 @@ WebGLContext::DrawArrays(GLenum mode, GLint first, GLsizei count)
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if (!DrawArrays_check(first, count, 1, "drawArrays"))
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return;
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RunContextLossTimer();
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SetupContextLossTimer();
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gl->fDrawArrays(mode, first, count);
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Draw_cleanup();
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@ -149,7 +149,7 @@ WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsiz
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if (!DrawInstanced_check("drawArraysInstanced"))
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return;
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RunContextLossTimer();
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SetupContextLossTimer();
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gl->fDrawArraysInstanced(mode, first, count, primcount);
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Draw_cleanup();
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@ -296,7 +296,7 @@ WebGLContext::DrawElements(GLenum mode, GLsizei count, GLenum type,
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return;
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}
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RunContextLossTimer();
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SetupContextLossTimer();
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if (gl->IsSupported(gl::GLFeature::draw_range_elements)) {
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gl->fDrawRangeElements(mode, 0, upperBound,
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@ -324,7 +324,7 @@ WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
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if (!DrawInstanced_check("drawElementsInstanced"))
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return;
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RunContextLossTimer();
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SetupContextLossTimer();
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gl->fDrawElementsInstanced(mode, count, type, reinterpret_cast<GLvoid*>(byteOffset), primcount);
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Draw_cleanup();
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@ -3827,34 +3827,27 @@ WebGLContext::TexSubImage2D(GLenum target, GLint level,
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WebGLTexelFormat::RGBA8, false);
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}
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void
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bool
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WebGLContext::LoseContext()
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{
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if (IsContextLost())
|
||||
return ErrorInvalidOperation("loseContext: Context is already lost.");
|
||||
return false;
|
||||
|
||||
ForceLoseContext();
|
||||
mLastLossWasSimulated = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
bool
|
||||
WebGLContext::RestoreContext()
|
||||
{
|
||||
if (!IsContextLost())
|
||||
return ErrorInvalidOperation("restoreContext: Context is not lost.");
|
||||
|
||||
if (!mLastLossWasSimulated) {
|
||||
return ErrorInvalidOperation("restoreContext: Context loss was not simulated."
|
||||
" Cannot simulate restore.");
|
||||
if (!IsContextLost() || !mAllowRestore) {
|
||||
return false;
|
||||
}
|
||||
// If we're currently lost, and the last loss was simulated, then
|
||||
// we're currently only simulated-lost, allowing us to call
|
||||
// restoreContext().
|
||||
|
||||
if (!mAllowContextRestore)
|
||||
return ErrorInvalidOperation("restoreContext: Context cannot be restored.");
|
||||
|
||||
ForceRestoreContext();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool
|
||||
|
@ -8,45 +8,33 @@
|
||||
using namespace mozilla;
|
||||
|
||||
/* static */ void
|
||||
WebGLContext::ContextLossCallbackStatic(nsITimer* timer, void* thisPointer)
|
||||
{
|
||||
(void)timer;
|
||||
WebGLContext* context = static_cast<WebGLContext*>(thisPointer);
|
||||
|
||||
context->TerminateContextLossTimer();
|
||||
|
||||
context->UpdateContextLossStatus();
|
||||
WebGLContext::RobustnessTimerCallbackStatic(nsITimer* timer, void *thisPointer) {
|
||||
static_cast<WebGLContext*>(thisPointer)->RobustnessTimerCallback(timer);
|
||||
}
|
||||
|
||||
void
|
||||
WebGLContext::RunContextLossTimer()
|
||||
{
|
||||
WebGLContext::SetupContextLossTimer() {
|
||||
// If the timer was already running, don't restart it here. Instead,
|
||||
// wait until the previous call is done, then fire it one more time.
|
||||
// This is an optimization to prevent unnecessary
|
||||
// cross-communication between threads.
|
||||
// This is an optimization to prevent unnecessary cross-communication
|
||||
// between threads.
|
||||
if (mContextLossTimerRunning) {
|
||||
mRunContextLossTimerAgain = true;
|
||||
mDrawSinceContextLossTimerSet = true;
|
||||
return;
|
||||
}
|
||||
mContextRestorer->InitWithFuncCallback(ContextLossCallbackStatic,
|
||||
static_cast<void*>(this),
|
||||
1000,
|
||||
nsITimer::TYPE_ONE_SHOT);
|
||||
|
||||
mContextRestorer->InitWithFuncCallback(RobustnessTimerCallbackStatic,
|
||||
static_cast<void*>(this),
|
||||
1000,
|
||||
nsITimer::TYPE_ONE_SHOT);
|
||||
mContextLossTimerRunning = true;
|
||||
mRunContextLossTimerAgain = false;
|
||||
mDrawSinceContextLossTimerSet = false;
|
||||
}
|
||||
|
||||
void
|
||||
WebGLContext::TerminateContextLossTimer()
|
||||
{
|
||||
if (!mContextLossTimerRunning)
|
||||
return;
|
||||
|
||||
mContextRestorer->Cancel();
|
||||
mContextLossTimerRunning = false;
|
||||
|
||||
if (mRunContextLossTimerAgain) {
|
||||
RunContextLossTimer();
|
||||
WebGLContext::TerminateContextLossTimer() {
|
||||
if (mContextLossTimerRunning) {
|
||||
mContextRestorer->Cancel();
|
||||
mContextLossTimerRunning = false;
|
||||
}
|
||||
}
|
||||
|
@ -1647,10 +1647,6 @@ WebGLContext::InitAndValidateGL()
|
||||
mStencilWriteMaskFront = 0xffffffff;
|
||||
mStencilWriteMaskBack = 0xffffffff;
|
||||
|
||||
mDitherEnabled = false;
|
||||
mRasterizerDiscardEnabled = false;
|
||||
mScissorTestEnabled = false;
|
||||
|
||||
// Bindings, etc.
|
||||
mActiveTexture = 0;
|
||||
mEmitContextLostErrorOnce = true;
|
||||
|
@ -21,13 +21,15 @@ WebGLExtensionLoseContext::~WebGLExtensionLoseContext()
|
||||
void
|
||||
WebGLExtensionLoseContext::LoseContext()
|
||||
{
|
||||
mContext->LoseContext();
|
||||
if (!mContext->LoseContext())
|
||||
mContext->mWebGLError = LOCAL_GL_INVALID_OPERATION;
|
||||
}
|
||||
|
||||
void
|
||||
void
|
||||
WebGLExtensionLoseContext::RestoreContext()
|
||||
{
|
||||
mContext->RestoreContext();
|
||||
if (!mContext->RestoreContext())
|
||||
mContext->mWebGLError = LOCAL_GL_INVALID_OPERATION;
|
||||
}
|
||||
|
||||
IMPL_WEBGL_EXTENSION_GOOP(WebGLExtensionLoseContext)
|
||||
|
@ -99,7 +99,7 @@ function testLosingAndRestoringContext()
|
||||
// restore the context after this event has exited.
|
||||
setTimeout(function() {
|
||||
shouldGenerateGLError(gl, gl.NO_ERROR, "extension.restoreContext()");
|
||||
// The context should still be lost. It will not get restored until the
|
||||
// The context should still be lost. It will not get restored until the
|
||||
// webglrestorecontext event is fired.
|
||||
shouldBeTrue("gl.isContextLost()");
|
||||
shouldBe("gl.getError()", "gl.NO_ERROR");
|
||||
|
@ -2698,6 +2698,19 @@ public:
|
||||
|
||||
GLint GetMaxTextureImageSize() { return mMaxTextureImageSize; }
|
||||
|
||||
public:
|
||||
/**
|
||||
* Context reset constants.
|
||||
* These are used to determine who is guilty when a context reset
|
||||
* happens.
|
||||
*/
|
||||
enum ContextResetARB {
|
||||
CONTEXT_NO_ERROR = 0,
|
||||
CONTEXT_GUILTY_CONTEXT_RESET_ARB = 0x8253,
|
||||
CONTEXT_INNOCENT_CONTEXT_RESET_ARB = 0x8254,
|
||||
CONTEXT_UNKNOWN_CONTEXT_RESET_ARB = 0x8255
|
||||
};
|
||||
|
||||
public:
|
||||
std::map<GLuint, SharedSurface_GL*> mFBOMapping;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user