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a3b440d279
DrawTargetWebgl will use WebGLContext in a direct, non-networked capacity. Currently there are only a few places WebGLContext actually checks for a host context, and those are easily stubbed our or made conditional. Differential Revision: https://phabricator.services.mozilla.com/D194347
232 lines
5.6 KiB
C++
232 lines
5.6 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "HostWebGLContext.h"
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#include "CompositableHost.h"
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#include "mozilla/layers/LayersSurfaces.h"
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#include "MozFramebuffer.h"
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#include "TexUnpackBlob.h"
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#include "WebGL2Context.h"
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#include "WebGLBuffer.h"
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#include "WebGLContext.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLMemoryTracker.h"
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#include "WebGLParent.h"
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#include "WebGLProgram.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLSampler.h"
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#include "WebGLShader.h"
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#include "WebGLSync.h"
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#include "WebGLTexture.h"
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#include "WebGLTransformFeedback.h"
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#include "WebGLVertexArray.h"
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#include "WebGLQuery.h"
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#include "mozilla/StaticMutex.h"
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namespace mozilla {
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// -
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static StaticMutex sContextSetLock MOZ_UNANNOTATED;
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static std::unordered_set<HostWebGLContext*>& DeferredStaticContextSet() {
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static std::unordered_set<HostWebGLContext*> sContextSet;
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return sContextSet;
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}
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LockedOutstandingContexts::LockedOutstandingContexts()
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: contexts(DeferredStaticContextSet()) {
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sContextSetLock.Lock();
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}
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LockedOutstandingContexts::~LockedOutstandingContexts() {
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sContextSetLock.Unlock();
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}
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// -
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/*static*/
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UniquePtr<HostWebGLContext> HostWebGLContext::Create(
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const OwnerData& ownerData, const webgl::InitContextDesc& desc,
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webgl::InitContextResult* const out) {
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auto host = WrapUnique(new HostWebGLContext(ownerData));
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auto webgl = WebGLContext::Create(host.get(), desc, out);
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if (!webgl) return nullptr;
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return host;
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}
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HostWebGLContext::HostWebGLContext(const OwnerData& ownerData)
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: mOwnerData(ownerData) {
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StaticMutexAutoLock lock(sContextSetLock);
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auto& contexts = DeferredStaticContextSet();
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(void)contexts.insert(this);
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}
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HostWebGLContext::~HostWebGLContext() {
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StaticMutexAutoLock lock(sContextSetLock);
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auto& contexts = DeferredStaticContextSet();
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(void)contexts.erase(this);
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}
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// -
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void HostWebGLContext::OnContextLoss(const webgl::ContextLossReason reason) {
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if (mOwnerData.inProcess) {
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mOwnerData.inProcess->OnContextLoss(reason);
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} else {
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(void)mOwnerData.outOfProcess->SendOnContextLoss(reason);
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}
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}
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void HostWebGLContext::JsWarning(const std::string& text) const {
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if (mOwnerData.inProcess) {
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mOwnerData.inProcess->JsWarning(text);
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return;
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}
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(void)mOwnerData.outOfProcess->SendJsWarning(text);
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}
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Maybe<layers::SurfaceDescriptor> HostWebGLContext::GetFrontBuffer(
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const ObjectId xrFb, const bool webvr) const {
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return mContext->GetFrontBuffer(AutoResolve(xrFb), webvr);
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}
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//////////////////////////////////////////////
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// Creation
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void HostWebGLContext::CreateBuffer(const ObjectId id) {
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auto& slot = mBufferMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateBuffer();
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}
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void HostWebGLContext::CreateFramebuffer(const ObjectId id) {
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auto& slot = mFramebufferMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateFramebuffer();
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}
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bool HostWebGLContext::CreateOpaqueFramebuffer(
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const ObjectId id, const webgl::OpaqueFramebufferOptions& options) {
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auto& slot = mFramebufferMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return false;
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}
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slot = mContext->CreateOpaqueFramebuffer(options);
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return slot;
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}
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void HostWebGLContext::CreateProgram(const ObjectId id) {
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auto& slot = mProgramMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateProgram();
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}
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void HostWebGLContext::CreateQuery(const ObjectId id) {
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auto& slot = mQueryMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateQuery();
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}
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void HostWebGLContext::CreateRenderbuffer(const ObjectId id) {
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auto& slot = mRenderbufferMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateRenderbuffer();
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}
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void HostWebGLContext::CreateSampler(const ObjectId id) {
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auto& slot = mSamplerMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = GetWebGL2Context()->CreateSampler();
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}
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void HostWebGLContext::CreateShader(const ObjectId id, GLenum type) {
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auto& slot = mShaderMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateShader(type);
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}
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void HostWebGLContext::CreateSync(const ObjectId id) {
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auto& slot = mSyncMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = GetWebGL2Context()->FenceSync(LOCAL_GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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void HostWebGLContext::CreateTexture(const ObjectId id) {
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auto& slot = mTextureMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateTexture();
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}
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void HostWebGLContext::CreateTransformFeedback(const ObjectId id) {
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auto& slot = mTransformFeedbackMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = GetWebGL2Context()->CreateTransformFeedback();
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}
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void HostWebGLContext::CreateVertexArray(const ObjectId id) {
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auto& slot = mVertexArrayMap[id];
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if (slot) {
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MOZ_ASSERT(false, "duplicate ID");
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return;
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}
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slot = mContext->CreateVertexArray();
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}
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////////////////////////
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#define _(X) \
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void HostWebGLContext::Delete##X(const ObjectId id) { m##X##Map.erase(id); }
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_(Buffer)
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_(Framebuffer)
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_(Program)
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_(Query)
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_(Renderbuffer)
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_(Sampler)
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_(Shader)
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_(Sync)
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_(Texture)
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_(TransformFeedback)
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_(VertexArray)
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#undef _
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} // namespace mozilla
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