gecko-dev/dom/canvas/WebGL2Context.cpp
Jeff Muizelaar a6d47e79d5 Bug 1207288. Enable the ANGLE shader validator for WebGL 2. r=jgilbert
ANGLE's shader parser has much better support for ES3 now. Let's
no longer disable it by default.
2015-10-13 14:40:26 -04:00

187 lines
6.2 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGL2Context.h"
#include "GLContext.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/Preferences.h"
#include "mozilla/Telemetry.h"
#include "WebGLBuffer.h"
#include "WebGLFormats.h"
#include "WebGLTransformFeedback.h"
namespace mozilla {
WebGL2Context::WebGL2Context()
: WebGLContext()
{
MOZ_ASSERT(IsSupported(), "not supposed to create a WebGL2Context"
"context when not supported");
}
WebGL2Context::~WebGL2Context()
{
}
UniquePtr<webgl::FormatUsageAuthority>
WebGL2Context::CreateFormatUsage() const
{
return webgl::FormatUsageAuthority::CreateForWebGL2();
}
/*static*/ bool
WebGL2Context::IsSupported()
{
return Preferences::GetBool("webgl.enable-prototype-webgl2", false);
}
/*static*/ WebGL2Context*
WebGL2Context::Create()
{
return new WebGL2Context();
}
JSObject*
WebGL2Context::WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto)
{
return dom::WebGL2RenderingContextBinding::Wrap(cx, this, givenProto);
}
////////////////////////////////////////////////////////////////////////////////
// WebGL 2 initialisation
// These WebGL 1 extensions are natively supported by WebGL 2.
static const WebGLExtensionID kNativelySupportedExtensions[] = {
WebGLExtensionID::ANGLE_instanced_arrays,
WebGLExtensionID::EXT_blend_minmax,
WebGLExtensionID::EXT_sRGB,
WebGLExtensionID::OES_element_index_uint,
WebGLExtensionID::OES_standard_derivatives,
WebGLExtensionID::OES_texture_float_linear,
WebGLExtensionID::OES_texture_half_float_linear,
WebGLExtensionID::OES_vertex_array_object,
WebGLExtensionID::WEBGL_depth_texture,
WebGLExtensionID::WEBGL_draw_buffers
};
static const gl::GLFeature kRequiredFeatures[] = {
gl::GLFeature::blend_minmax,
gl::GLFeature::clear_buffers,
gl::GLFeature::copy_buffer,
gl::GLFeature::depth_texture,
gl::GLFeature::draw_instanced,
gl::GLFeature::draw_range_elements,
gl::GLFeature::element_index_uint,
gl::GLFeature::frag_color_float,
gl::GLFeature::frag_depth,
gl::GLFeature::framebuffer_object,
gl::GLFeature::get_integer_indexed,
gl::GLFeature::get_integer64_indexed,
gl::GLFeature::gpu_shader4,
gl::GLFeature::instanced_arrays,
gl::GLFeature::instanced_non_arrays,
gl::GLFeature::map_buffer_range,
gl::GLFeature::occlusion_query2,
gl::GLFeature::packed_depth_stencil,
gl::GLFeature::query_objects,
gl::GLFeature::renderbuffer_color_float,
gl::GLFeature::renderbuffer_color_half_float,
gl::GLFeature::sRGB_framebuffer,
gl::GLFeature::sRGB_texture,
gl::GLFeature::sampler_objects,
gl::GLFeature::standard_derivatives,
gl::GLFeature::texture_3D,
gl::GLFeature::texture_3D_compressed,
gl::GLFeature::texture_3D_copy,
gl::GLFeature::texture_float,
gl::GLFeature::texture_float_linear,
gl::GLFeature::texture_half_float,
gl::GLFeature::texture_half_float_linear,
gl::GLFeature::texture_non_power_of_two,
gl::GLFeature::texture_storage,
gl::GLFeature::transform_feedback2,
gl::GLFeature::uniform_buffer_object,
gl::GLFeature::uniform_matrix_nonsquare,
gl::GLFeature::vertex_array_object
};
bool
WebGLContext::InitWebGL2()
{
MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!");
// check OpenGL features
if (!gl->IsSupported(gl::GLFeature::occlusion_query) &&
!gl->IsSupported(gl::GLFeature::occlusion_query_boolean))
{
// On desktop, we fake occlusion_query_boolean with occlusion_query if
// necessary. (See WebGL2ContextQueries.cpp)
GenerateWarning("WebGL 2 unavailable. Requires occlusion queries.");
return false;
}
std::vector<gl::GLFeature> missingList;
for (size_t i = 0; i < ArrayLength(kRequiredFeatures); i++) {
if (!gl->IsSupported(kRequiredFeatures[i]))
missingList.push_back(kRequiredFeatures[i]);
}
#ifdef XP_MACOSX
// On OSX, GL core profile is used. This requires texture swizzle
// support to emulate legacy texture formats: ALPHA, LUMINANCE,
// and LUMINANCE_ALPHA.
if (!gl->IsSupported(gl::GLFeature::texture_swizzle))
missingList.push_back(gl::GLFeature::texture_swizzle);
#endif
if (missingList.size()) {
nsAutoCString exts;
for (auto itr = missingList.begin(); itr != missingList.end(); ++itr) {
exts.AppendLiteral("\n ");
exts.Append(gl::GLContext::GetFeatureName(*itr));
}
GenerateWarning("WebGL 2 unavailable. The following required features are"
" unavailible: %s", exts.BeginReading());
return false;
}
// ok WebGL 2 is compatible, we can enable natively supported extensions.
for (size_t i = 0; i < ArrayLength(kNativelySupportedExtensions); i++) {
EnableExtension(kNativelySupportedExtensions[i]);
MOZ_ASSERT(IsExtensionEnabled(kNativelySupportedExtensions[i]));
}
// we initialise WebGL 2 related stuff.
gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
&mGLMaxTransformFeedbackSeparateAttribs);
gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
&mGLMaxUniformBufferBindings);
if (MinCapabilityMode()) {
mGLMax3DTextureSize = MINVALUE_GL_MAX_3D_TEXTURE_SIZE;
mGLMaxArrayTextureLayers = MINVALUE_GL_MAX_ARRAY_TEXTURE_LAYERS;
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_3D_TEXTURE_SIZE,
(GLint*) &mGLMax3DTextureSize);
gl->fGetIntegerv(LOCAL_GL_MAX_ARRAY_TEXTURE_LAYERS,
(GLint*) &mGLMaxArrayTextureLayers);
}
mBoundTransformFeedbackBuffers.SetLength(mGLMaxTransformFeedbackSeparateAttribs);
mBoundUniformBuffers.SetLength(mGLMaxUniformBufferBindings);
mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0);
mBoundTransformFeedback = mDefaultTransformFeedback;
return true;
}
} // namespace mozilla