gecko-dev/dom/canvas/HostWebGLContext.cpp
Lee Salzman a3b440d279 Bug 1829026 - Allow WebGLContext to work without a host or client wrapper. r=jgilbert,aosmond
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
2023-12-18 18:10:45 +00:00

232 lines
5.6 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "HostWebGLContext.h"
#include "CompositableHost.h"
#include "mozilla/layers/LayersSurfaces.h"
#include "MozFramebuffer.h"
#include "TexUnpackBlob.h"
#include "WebGL2Context.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
#include "WebGLFramebuffer.h"
#include "WebGLMemoryTracker.h"
#include "WebGLParent.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLSync.h"
#include "WebGLTexture.h"
#include "WebGLTransformFeedback.h"
#include "WebGLVertexArray.h"
#include "WebGLQuery.h"
#include "mozilla/StaticMutex.h"
namespace mozilla {
// -
static StaticMutex sContextSetLock MOZ_UNANNOTATED;
static std::unordered_set<HostWebGLContext*>& DeferredStaticContextSet() {
static std::unordered_set<HostWebGLContext*> sContextSet;
return sContextSet;
}
LockedOutstandingContexts::LockedOutstandingContexts()
: contexts(DeferredStaticContextSet()) {
sContextSetLock.Lock();
}
LockedOutstandingContexts::~LockedOutstandingContexts() {
sContextSetLock.Unlock();
}
// -
/*static*/
UniquePtr<HostWebGLContext> HostWebGLContext::Create(
const OwnerData& ownerData, const webgl::InitContextDesc& desc,
webgl::InitContextResult* const out) {
auto host = WrapUnique(new HostWebGLContext(ownerData));
auto webgl = WebGLContext::Create(host.get(), desc, out);
if (!webgl) return nullptr;
return host;
}
HostWebGLContext::HostWebGLContext(const OwnerData& ownerData)
: mOwnerData(ownerData) {
StaticMutexAutoLock lock(sContextSetLock);
auto& contexts = DeferredStaticContextSet();
(void)contexts.insert(this);
}
HostWebGLContext::~HostWebGLContext() {
StaticMutexAutoLock lock(sContextSetLock);
auto& contexts = DeferredStaticContextSet();
(void)contexts.erase(this);
}
// -
void HostWebGLContext::OnContextLoss(const webgl::ContextLossReason reason) {
if (mOwnerData.inProcess) {
mOwnerData.inProcess->OnContextLoss(reason);
} else {
(void)mOwnerData.outOfProcess->SendOnContextLoss(reason);
}
}
void HostWebGLContext::JsWarning(const std::string& text) const {
if (mOwnerData.inProcess) {
mOwnerData.inProcess->JsWarning(text);
return;
}
(void)mOwnerData.outOfProcess->SendJsWarning(text);
}
Maybe<layers::SurfaceDescriptor> HostWebGLContext::GetFrontBuffer(
const ObjectId xrFb, const bool webvr) const {
return mContext->GetFrontBuffer(AutoResolve(xrFb), webvr);
}
//////////////////////////////////////////////
// Creation
void HostWebGLContext::CreateBuffer(const ObjectId id) {
auto& slot = mBufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateBuffer();
}
void HostWebGLContext::CreateFramebuffer(const ObjectId id) {
auto& slot = mFramebufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateFramebuffer();
}
bool HostWebGLContext::CreateOpaqueFramebuffer(
const ObjectId id, const webgl::OpaqueFramebufferOptions& options) {
auto& slot = mFramebufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return false;
}
slot = mContext->CreateOpaqueFramebuffer(options);
return slot;
}
void HostWebGLContext::CreateProgram(const ObjectId id) {
auto& slot = mProgramMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateProgram();
}
void HostWebGLContext::CreateQuery(const ObjectId id) {
auto& slot = mQueryMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateQuery();
}
void HostWebGLContext::CreateRenderbuffer(const ObjectId id) {
auto& slot = mRenderbufferMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateRenderbuffer();
}
void HostWebGLContext::CreateSampler(const ObjectId id) {
auto& slot = mSamplerMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = GetWebGL2Context()->CreateSampler();
}
void HostWebGLContext::CreateShader(const ObjectId id, GLenum type) {
auto& slot = mShaderMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateShader(type);
}
void HostWebGLContext::CreateSync(const ObjectId id) {
auto& slot = mSyncMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = GetWebGL2Context()->FenceSync(LOCAL_GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void HostWebGLContext::CreateTexture(const ObjectId id) {
auto& slot = mTextureMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateTexture();
}
void HostWebGLContext::CreateTransformFeedback(const ObjectId id) {
auto& slot = mTransformFeedbackMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = GetWebGL2Context()->CreateTransformFeedback();
}
void HostWebGLContext::CreateVertexArray(const ObjectId id) {
auto& slot = mVertexArrayMap[id];
if (slot) {
MOZ_ASSERT(false, "duplicate ID");
return;
}
slot = mContext->CreateVertexArray();
}
////////////////////////
#define _(X) \
void HostWebGLContext::Delete##X(const ObjectId id) { m##X##Map.erase(id); }
_(Buffer)
_(Framebuffer)
_(Program)
_(Query)
_(Renderbuffer)
_(Sampler)
_(Shader)
_(Sync)
_(Texture)
_(TransformFeedback)
_(VertexArray)
#undef _
} // namespace mozilla