gecko-dev/dom/canvas/WebGLContext.cpp
Kearwood Gilbert 653742943d Bug 1462695 - Prevent crashing when context lost during WebVR presentation,r=jgilbert
--HG--
extra : rebase_source : c32d602256391866c7cbfc447d9e6f127a48313e
2018-05-25 14:10:47 -07:00

2568 lines
78 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 "WebGLContext.h"
#include <algorithm>
#include <queue>
#include "AccessCheck.h"
#include "gfxContext.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPattern.h"
#include "gfxPrefs.h"
#include "gfxUtils.h"
#include "MozFramebuffer.h"
#include "GLBlitHelper.h"
#include "GLContext.h"
#include "GLContextProvider.h"
#include "GLReadTexImageHelper.h"
#include "GLScreenBuffer.h"
#include "ImageContainer.h"
#include "ImageEncoder.h"
#include "Layers.h"
#include "LayerUserData.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/Event.h"
#include "mozilla/dom/HTMLVideoElement.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/WebGLContextEvent.h"
#include "mozilla/EnumeratedArrayCycleCollection.h"
#include "mozilla/Preferences.h"
#include "mozilla/ProcessPriorityManager.h"
#include "mozilla/ScopeExit.h"
#include "mozilla/Services.h"
#include "mozilla/Telemetry.h"
#include "nsContentUtils.h"
#include "nsDisplayList.h"
#include "nsError.h"
#include "nsIClassInfoImpl.h"
#include "nsIConsoleService.h"
#include "nsIGfxInfo.h"
#include "nsIObserverService.h"
#include "nsIVariant.h"
#include "nsIWidget.h"
#include "nsIXPConnect.h"
#include "nsServiceManagerUtils.h"
#include "SVGObserverUtils.h"
#include "prenv.h"
#include "ScopedGLHelpers.h"
#include "VRManagerChild.h"
#include "mozilla/layers/TextureClientSharedSurface.h"
#include "mozilla/layers/WebRenderUserData.h"
#include "mozilla/layers/WebRenderCanvasRenderer.h"
// Local
#include "CanvasUtils.h"
#include "WebGL1Context.h"
#include "WebGLActiveInfo.h"
#include "WebGLBuffer.h"
#include "WebGLContextLossHandler.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLFramebuffer.h"
#include "WebGLMemoryTracker.h"
#include "WebGLObjectModel.h"
#include "WebGLProgram.h"
#include "WebGLQuery.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLSync.h"
#include "WebGLTransformFeedback.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#ifdef MOZ_WIDGET_COCOA
#include "nsCocoaFeatures.h"
#endif
#ifdef XP_WIN
#include "WGLLibrary.h"
#endif
// Generated
#include "mozilla/dom/WebGLRenderingContextBinding.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
using namespace mozilla::layers;
WebGLContextOptions::WebGLContextOptions()
: alpha(true)
, depth(true)
, stencil(false)
, premultipliedAlpha(true)
, antialias(true)
, preserveDrawingBuffer(false)
, failIfMajorPerformanceCaveat(false)
{
// Set default alpha state based on preference.
if (gfxPrefs::WebGLDefaultNoAlpha())
alpha = false;
}
WebGLContext::WebGLContext()
: WebGLContextUnchecked(nullptr)
, mMaxPerfWarnings(gfxPrefs::WebGLMaxPerfWarnings())
, mNumPerfWarnings(0)
, mMaxAcceptableFBStatusInvals(gfxPrefs::WebGLMaxAcceptableFBStatusInvals())
, mDataAllocGLCallCount(0)
, mBypassShaderValidation(false)
, mEmptyTFO(0)
, mContextLossHandler(this)
, mNeedsFakeNoAlpha(false)
, mNeedsFakeNoDepth(false)
, mNeedsFakeNoStencil(false)
, mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation())
, mMsaaSamples(gfxPrefs::WebGLMsaaSamples())
{
mGeneration = 0;
mInvalidated = false;
mCapturedFrameInvalidated = false;
mShouldPresent = true;
mResetLayer = true;
mOptionsFrozen = false;
mDisableExtensions = false;
mIsMesa = false;
mEmitContextLostErrorOnce = false;
mWebGLError = 0;
mUnderlyingGLError = 0;
mContextLostErrorSet = false;
mViewportX = 0;
mViewportY = 0;
mViewportWidth = 0;
mViewportHeight = 0;
mDitherEnabled = 1;
mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
mScissorTestEnabled = 0;
mStencilTestEnabled = 0;
if (NS_IsMainThread()) {
// XXX mtseng: bug 709490, not thread safe
WebGLMemoryTracker::AddWebGLContext(this);
}
mAllowContextRestore = true;
mLastLossWasSimulated = false;
mContextStatus = ContextNotLost;
mLoseContextOnMemoryPressure = false;
mCanLoseContextInForeground = true;
mRestoreWhenVisible = false;
mAlreadyGeneratedWarnings = 0;
mAlreadyWarnedAboutFakeVertexAttrib0 = false;
mAlreadyWarnedAboutViewportLargerThanDest = false;
mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
if (mMaxWarnings < -1) {
GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
mMaxWarnings = 0;
}
mLastUseIndex = 0;
mDisableFragHighP = false;
mDrawCallsSinceLastFlush = 0;
}
WebGLContext::~WebGLContext()
{
RemovePostRefreshObserver();
DestroyResourcesAndContext();
if (NS_IsMainThread()) {
// XXX mtseng: bug 709490, not thread safe
WebGLMemoryTracker::RemoveWebGLContext(this);
}
}
template<typename T>
void
ClearLinkedList(LinkedList<T>& list)
{
while (!list.isEmpty()) {
list.getLast()->DeleteOnce();
}
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (!gl)
return;
mDefaultFB = nullptr;
mResolvedDefaultFB = nullptr;
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBound3DTextures.Clear();
mBound2DArrayTextures.Clear();
mBoundSamplers.Clear();
mBoundArrayBuffer = nullptr;
mBoundCopyReadBuffer = nullptr;
mBoundCopyWriteBuffer = nullptr;
mBoundPixelPackBuffer = nullptr;
mBoundPixelUnpackBuffer = nullptr;
mBoundTransformFeedbackBuffer = nullptr;
mBoundUniformBuffer = nullptr;
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
mBoundDrawFramebuffer = nullptr;
mBoundReadFramebuffer = nullptr;
mBoundRenderbuffer = nullptr;
mBoundVertexArray = nullptr;
mDefaultVertexArray = nullptr;
mBoundTransformFeedback = nullptr;
mDefaultTransformFeedback = nullptr;
mQuerySlot_SamplesPassed = nullptr;
mQuerySlot_TFPrimsWritten = nullptr;
mQuerySlot_TimeElapsed = nullptr;
mIndexedUniformBufferBindings.clear();
if (mAvailabilityRunnable) {
mAvailabilityRunnable->Run();
}
//////
ClearLinkedList(mBuffers);
ClearLinkedList(mFramebuffers);
ClearLinkedList(mPrograms);
ClearLinkedList(mQueries);
ClearLinkedList(mRenderbuffers);
ClearLinkedList(mSamplers);
ClearLinkedList(mShaders);
ClearLinkedList(mSyncs);
ClearLinkedList(mTextures);
ClearLinkedList(mTransformFeedbacks);
ClearLinkedList(mVertexArrays);
//////
if (mEmptyTFO) {
gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
mEmptyTFO = 0;
}
//////
mFakeBlack_2D_0000 = nullptr;
mFakeBlack_2D_0001 = nullptr;
mFakeBlack_CubeMap_0000 = nullptr;
mFakeBlack_CubeMap_0001 = nullptr;
mFakeBlack_3D_0000 = nullptr;
mFakeBlack_3D_0001 = nullptr;
mFakeBlack_2D_Array_0000 = nullptr;
mFakeBlack_2D_Array_0001 = nullptr;
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
mFakeVertexAttrib0BufferObject = 0;
}
// disable all extensions except "WEBGL_lose_context". see bug #927969
// spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
WebGLExtensionID extension = WebGLExtensionID(i);
if (!IsExtensionEnabled(extension) || (extension == WebGLExtensionID::WEBGL_lose_context))
continue;
mExtensions[extension]->MarkLost();
mExtensions[extension] = nullptr;
}
// We just got rid of everything, so the context had better
// have been going away.
if (GLContext::ShouldSpew()) {
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
}
MOZ_ASSERT(gl);
gl->MarkDestroyed();
mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
MOZ_ASSERT(!gl);
}
void
WebGLContext::Invalidate()
{
if (!mCanvasElement)
return;
mCapturedFrameInvalidated = true;
if (mInvalidated)
return;
SVGObserverUtils::InvalidateDirectRenderingObservers(mCanvasElement);
mInvalidated = true;
mCanvasElement->InvalidateCanvasContent(nullptr);
}
void
WebGLContext::OnVisibilityChange()
{
if (!IsContextLost()) {
return;
}
if (!mRestoreWhenVisible || mLastLossWasSimulated) {
return;
}
ForceRestoreContext();
}
void
WebGLContext::OnMemoryPressure()
{
bool shouldLoseContext = mLoseContextOnMemoryPressure;
if (!mCanLoseContextInForeground &&
ProcessPriorityManager::CurrentProcessIsForeground())
{
shouldLoseContext = false;
}
if (shouldLoseContext)
ForceLoseContext();
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
ErrorResult& aRvForDictionaryInit)
{
if (options.isNullOrUndefined() && mOptionsFrozen)
return NS_OK;
WebGLContextAttributes attributes;
if (!attributes.Init(cx, options)) {
aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
return NS_ERROR_UNEXPECTED;
}
WebGLContextOptions newOpts;
newOpts.stencil = attributes.mStencil;
newOpts.depth = attributes.mDepth;
newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
newOpts.antialias = attributes.mAntialias;
newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
newOpts.failIfMajorPerformanceCaveat = attributes.mFailIfMajorPerformanceCaveat;
if (attributes.mAlpha.WasPassed())
newOpts.alpha = attributes.mAlpha.Value();
// Don't do antialiasing if we've disabled MSAA.
if (!gfxPrefs::MSAALevel())
newOpts.antialias = false;
#if 0
GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
newOpts.antialias ? 1 : 0,
newOpts.stencil ? 1 : 0,
newOpts.depth ? 1 : 0,
newOpts.alpha ? 1 : 0,
newOpts.premultipliedAlpha ? 1 : 0,
newOpts.preserveDrawingBuffer ? 1 : 0);
#endif
if (mOptionsFrozen && newOpts != mOptions) {
// Error if the options are already frozen, and the ones that were asked for
// aren't the same as what they were originally.
return NS_ERROR_FAILURE;
}
mOptions = newOpts;
return NS_OK;
}
/* So there are a number of points of failure here. We might fail based
* on EGL vs. WGL, or we might fail to alloc a too-large size, or we
* might not be able to create a context with a certain combo of context
* creation attribs.
*
* We don't want to test the complete fallback matrix. (for now, at
* least) Instead, attempt creation in this order:
* 1. By platform API. (e.g. EGL vs. WGL)
* 2. By context creation attribs.
* 3. By size.
*
* That is, try to create headless contexts based on the platform API.
* Next, create dummy-sized backbuffers for the contexts with the right
* caps. Finally, resize the backbuffer to an acceptable size given the
* requested size.
*/
static bool
IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo, int32_t feature,
nsCString* const out_blacklistId)
{
int32_t status;
if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo, feature,
*out_blacklistId, &status)))
{
return false;
}
return status != nsIGfxInfo::FEATURE_STATUS_OK;
}
static bool
HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo)
{
int32_t status;
nsCString discardFailureId;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_OPENGL_LAYERS,
discardFailureId,
&status);
if (status)
return true;
return false;
}
static void
PopulateCapFallbackQueue(const gl::SurfaceCaps& baseCaps,
std::queue<gl::SurfaceCaps>* out_fallbackCaps)
{
out_fallbackCaps->push(baseCaps);
}
static gl::SurfaceCaps
BaseCaps(const WebGLContextOptions& options, WebGLContext* webgl)
{
gl::SurfaceCaps baseCaps;
baseCaps.color = true;
baseCaps.alpha = true;
baseCaps.antialias = false;
baseCaps.depth = false;
baseCaps.stencil = false;
baseCaps.premultAlpha = options.premultipliedAlpha;
baseCaps.preserve = options.preserveDrawingBuffer;
if (!baseCaps.alpha) {
baseCaps.premultAlpha = true;
}
if (!gfxPrefs::WebGLForceMSAA()) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
nsCString blocklistId;
if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA, &blocklistId)) {
webgl->GenerateWarning("Disallowing antialiased backbuffers due"
" to blacklisting.");
baseCaps.antialias = false;
}
}
return baseCaps;
}
////////////////////////////////////////
static already_AddRefed<gl::GLContext>
CreateGLWithEGL(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<WebGLContext::FailureReason>* const out_failReasons)
{
const gfx::IntSize dummySize(16, 16);
nsCString failureId;
RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
flags, &failureId);
if (gl && gl->IsANGLE()) {
gl = nullptr;
}
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(
failureId,
"Error during EGL OpenGL init."
));
return nullptr;
}
return gl.forget();
}
static already_AddRefed<GLContext>
CreateGLWithANGLE(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<WebGLContext::FailureReason>* const out_failReasons)
{
const gfx::IntSize dummySize(16, 16);
nsCString failureId;
RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
flags, &failureId);
if (gl && !gl->IsANGLE()) {
gl = nullptr;
}
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(
failureId,
"Error during ANGLE OpenGL init."
));
return nullptr;
}
return gl.forget();
}
static already_AddRefed<gl::GLContext>
CreateGLWithDefault(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<WebGLContext::FailureReason>* const out_failReasons)
{
const gfx::IntSize dummySize(16, 16);
nsCString failureId;
RefPtr<GLContext> gl = gl::GLContextProvider::CreateOffscreen(dummySize, caps,
flags, &failureId);
if (gl && gl->IsANGLE()) {
gl = nullptr;
}
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(
failureId,
"Error during native OpenGL init."
));
return nullptr;
}
return gl.forget();
}
////////////////////////////////////////
bool
WebGLContext::CreateAndInitGLWith(FnCreateGL_T fnCreateGL,
const gl::SurfaceCaps& baseCaps,
gl::CreateContextFlags flags,
std::vector<FailureReason>* const out_failReasons)
{
std::queue<gl::SurfaceCaps> fallbackCaps;
PopulateCapFallbackQueue(baseCaps, &fallbackCaps);
MOZ_RELEASE_ASSERT(!gl, "GFX: Already have a context.");
RefPtr<gl::GLContext> potentialGL;
while (!fallbackCaps.empty()) {
const gl::SurfaceCaps& caps = fallbackCaps.front();
potentialGL = fnCreateGL(caps, flags, this, out_failReasons);
if (potentialGL)
break;
fallbackCaps.pop();
}
if (!potentialGL) {
out_failReasons->push_back(FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_CAPS",
"Exhausted GL driver caps."));
return false;
}
FailureReason reason;
mGL_OnlyClearInDestroyResourcesAndContext = potentialGL;
MOZ_RELEASE_ASSERT(gl);
if (!InitAndValidateGL(&reason)) {
DestroyResourcesAndContext();
MOZ_RELEASE_ASSERT(!gl);
// The fail reason here should be specific enough for now.
out_failReasons->push_back(reason);
return false;
}
return true;
}
bool
WebGLContext::CreateAndInitGL(bool forceEnabled,
std::vector<FailureReason>* const out_failReasons)
{
// Can't use WebGL in headless mode.
if (gfxPlatform::IsHeadless()) {
FailureReason reason;
reason.info = "Can't use WebGL in headless mode (https://bugzil.la/1375585).";
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
// WebGL2 is separately blocked:
if (IsWebGL2()) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
const auto feature = nsIGfxInfo::FEATURE_WEBGL2;
FailureReason reason;
if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
reason.info = "Refused to create WebGL2 context because of blacklist"
" entry: ";
reason.info.Append(reason.key);
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
}
const gl::SurfaceCaps baseCaps = BaseCaps(mOptions, this);
gl::CreateContextFlags flags = (gl::CreateContextFlags::NO_VALIDATION |
gl::CreateContextFlags::PREFER_ROBUSTNESS);
bool tryNativeGL = true;
bool tryANGLE = false;
if (forceEnabled) {
flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
}
if (IsWebGL2()) {
flags |= gl::CreateContextFlags::PREFER_ES3;
} else if (!gfxPrefs::WebGL1AllowCoreProfile()) {
flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
}
#ifdef XP_MACOSX
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
nsString vendorID, deviceID;
// Avoid crash for Intel HD Graphics 3000 on OSX. (Bug 1413269)
gfxInfo->GetAdapterVendorID(vendorID);
gfxInfo->GetAdapterDeviceID(deviceID);
if (vendorID.EqualsLiteral("0x8086") &&
(deviceID.EqualsLiteral("0x0116") || deviceID.EqualsLiteral("0x0126")))
{
flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
}
#endif
//////
const bool useEGL = PR_GetEnv("MOZ_WEBGL_FORCE_EGL");
#ifdef XP_WIN
tryNativeGL = false;
tryANGLE = true;
if (gfxPrefs::WebGLDisableWGL()) {
tryNativeGL = false;
}
if (gfxPrefs::WebGLDisableANGLE() || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL") || useEGL) {
tryNativeGL = true;
tryANGLE = false;
}
#endif
if (tryNativeGL && !forceEnabled) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
const auto feature = nsIGfxInfo::FEATURE_WEBGL_OPENGL;
FailureReason reason;
if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
reason.info = "Refused to create native OpenGL context because of blacklist"
" entry: ";
reason.info.Append(reason.key);
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
tryNativeGL = false;
}
}
//////
if (tryNativeGL) {
if (useEGL)
return CreateAndInitGLWith(CreateGLWithEGL, baseCaps, flags, out_failReasons);
if (CreateAndInitGLWith(CreateGLWithDefault, baseCaps, flags, out_failReasons))
return true;
}
//////
if (tryANGLE) {
// Force enable alpha channel to make sure ANGLE use correct framebuffer format
auto angleCaps = baseCaps;
angleCaps.alpha = true;
return CreateAndInitGLWith(CreateGLWithANGLE, angleCaps, flags, out_failReasons);
}
//////
out_failReasons->push_back(FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS",
"Exhausted GL driver options."));
return false;
}
// Fallback for resizes:
bool
WebGLContext::EnsureDefaultFB(const char* const funcName)
{
if (mDefaultFB) {
MOZ_ASSERT(mDefaultFB->mSize == mRequestedSize);
return true;
}
const bool depthStencil = mOptions.depth || mOptions.stencil;
auto attemptSize = mRequestedSize;
while (attemptSize.width || attemptSize.height) {
attemptSize.width = std::max(attemptSize.width, 1);
attemptSize.height = std::max(attemptSize.height, 1);
[&]() {
if (mOptions.antialias) {
MOZ_ASSERT(!mDefaultFB);
mDefaultFB = MozFramebuffer::Create(gl, attemptSize, mMsaaSamples,
depthStencil);
if (mDefaultFB)
return;
if (mOptionsFrozen)
return;
}
MOZ_ASSERT(!mDefaultFB);
mDefaultFB = MozFramebuffer::Create(gl, attemptSize, 0, depthStencil);
}();
if (mDefaultFB)
break;
attemptSize.width /= 2;
attemptSize.height /= 2;
}
if (!mDefaultFB) {
GenerateWarning("%s: Backbuffer resize failed. Losing context.", funcName);
ForceLoseContext();
return false;
}
mDefaultFB_IsInvalid = true;
if (mDefaultFB->mSize != mRequestedSize) {
GenerateWarning("Requested size %dx%d was too large, but resize"
" to %dx%d succeeded.",
mRequestedSize.width, mRequestedSize.height,
mDefaultFB->mSize.width, mDefaultFB->mSize.height);
}
mRequestedSize = mDefaultFB->mSize;
return true;
}
void
WebGLContext::ThrowEvent_WebGLContextCreationError(const nsACString& text)
{
RefPtr<EventTarget> target = mCanvasElement;
if (!target && mOffscreenCanvas) {
target = mOffscreenCanvas;
} else if (!target) {
GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
return;
}
const auto kEventName = NS_LITERAL_STRING("webglcontextcreationerror");
WebGLContextEventInit eventInit;
// eventInit.mCancelable = true; // The spec says this, but it's silly.
eventInit.mStatusMessage = NS_ConvertASCIItoUTF16(text);
const RefPtr<WebGLContextEvent> event = WebGLContextEvent::Constructor(target,
kEventName,
eventInit);
event->SetTrusted(true);
target->DispatchEvent(*event);
//////
GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
}
NS_IMETHODIMP
WebGLContext::SetDimensions(int32_t signedWidth, int32_t signedHeight)
{
if (signedWidth < 0 || signedHeight < 0) {
if (!gl) {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SIZE"));
}
GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
return NS_ERROR_OUT_OF_MEMORY;
}
uint32_t width = signedWidth;
uint32_t height = signedHeight;
// Early success return cases
// May have a OffscreenCanvas instead of an HTMLCanvasElement
if (GetCanvas())
GetCanvas()->InvalidateCanvas();
// Zero-sized surfaces can cause problems.
if (width == 0)
width = 1;
if (height == 0)
height = 1;
// If we already have a gl context, then we just need to resize it
if (gl) {
if (uint32_t(mRequestedSize.width) == width &&
uint32_t(mRequestedSize.height) == height)
{
return NS_OK;
}
if (IsContextLost())
return NS_OK;
// If we've already drawn, we should commit the current buffer.
PresentScreenBuffer();
if (IsContextLost()) {
GenerateWarning("WebGL context was lost due to swap failure.");
return NS_OK;
}
// Kill our current default fb(s), for later lazy allocation.
mRequestedSize = {width, height};
mDefaultFB = nullptr;
mResetLayer = true;
return NS_OK;
}
nsCString failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_UNKOWN");
auto autoTelemetry = mozilla::MakeScopeExit([&] {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
failureId);
});
// End of early return cases.
// At this point we know that we're not just resizing an existing context,
// we are initializing a new context.
// if we exceeded either the global or the per-principal limit for WebGL contexts,
// lose the oldest-used context now to free resources. Note that we can't do that
// in the WebGLContext constructor as we don't have a canvas element yet there.
// Here is the right place to do so, as we are about to create the OpenGL context
// and that is what can fail if we already have too many.
LoseOldestWebGLContextIfLimitExceeded();
// We're going to create an entirely new context. If our
// generation is not 0 right now (that is, if this isn't the first
// context we're creating), we may have to dispatch a context lost
// event.
// If incrementing the generation would cause overflow,
// don't allow it. Allowing this would allow us to use
// resource handles created from older context generations.
if (!(mGeneration + 1).isValid()) {
// exit without changing the value of mGeneration
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_TOO_MANY");
const nsLiteralCString text("Too many WebGL contexts created this run.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
// increment the generation number - Do this early because later
// in CreateOffscreenGL(), "default" objects are created that will
// pick up the old generation.
++mGeneration;
bool disabled = gfxPrefs::WebGLDisabled();
// TODO: When we have software webgl support we should use that instead.
disabled |= gfxPlatform::InSafeMode();
if (disabled) {
if (gfxPlatform::InSafeMode()) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SAFEMODE");
} else {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DISABLED");
}
const nsLiteralCString text("WebGL is currently disabled.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
if (gfxPrefs::WebGLDisableFailIfMajorPerformanceCaveat()) {
mOptions.failIfMajorPerformanceCaveat = false;
}
if (mOptions.failIfMajorPerformanceCaveat) {
nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
if (!HasAcceleratedLayers(gfxInfo)) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_CAVEAT");
const nsLiteralCString text("failIfMajorPerformanceCaveat: Compositor is not"
" hardware-accelerated.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
}
// Alright, now let's start trying.
bool forceEnabled = gfxPrefs::WebGLForceEnabled();
ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
MOZ_ASSERT(!gl);
std::vector<FailureReason> failReasons;
if (!CreateAndInitGL(forceEnabled, &failReasons)) {
nsCString text("WebGL creation failed: ");
for (const auto& cur : failReasons) {
// Don't try to accumulate using an empty key if |cur.key| is empty.
if (cur.key.IsEmpty()) {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON_UNKNOWN"));
} else {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, cur.key);
}
text.AppendASCII("\n* ");
text.Append(cur.info);
}
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
MOZ_ASSERT(gl);
if (mOptions.failIfMajorPerformanceCaveat) {
if (gl->IsWARP()) {
DestroyResourcesAndContext();
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_WARP");
const nsLiteralCString text("failIfMajorPerformanceCaveat: Driver is not"
" hardware-accelerated.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
#ifdef XP_WIN
if (gl->GetContextType() == gl::GLContextType::WGL &&
!gl::sWGLLib.HasDXInterop2())
{
DestroyResourcesAndContext();
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DXGL_INTEROP2");
const nsLiteralCString text("Caveat: WGL without DXGLInterop2.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
#endif
}
MOZ_ASSERT(!mDefaultFB);
mRequestedSize = {width, height};
if (!EnsureDefaultFB("context initialization")) {
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_BACKBUFFER");
const nsLiteralCString text("Initializing WebGL backbuffer failed.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
if (GLContext::ShouldSpew()) {
printf_stderr("--- WebGL context created: %p\n", gl.get());
}
// Update our internal stuff:
mOptions.antialias = bool(mDefaultFB->mSamples);
if (!mOptions.alpha) {
// We always have alpha.
mNeedsFakeNoAlpha = true;
}
if (mOptions.depth || mOptions.stencil) {
// We always have depth+stencil if we have either.
if (!mOptions.depth) {
mNeedsFakeNoDepth = true;
}
if (!mOptions.stencil) {
mNeedsFakeNoStencil = true;
}
}
mNeedsFakeNoStencil_UserFBs = false;
#ifdef MOZ_WIDGET_COCOA
if (!nsCocoaFeatures::IsAtLeastVersion(10, 12) &&
gl->Vendor() == GLVendor::Intel)
{
mNeedsFakeNoStencil_UserFBs = true;
}
#endif
mResetLayer = true;
mOptionsFrozen = true;
//////
// Initial setup.
gl->mImplicitMakeCurrent = true;
const auto& size = mDefaultFB->mSize;
mViewportX = mViewportY = 0;
mViewportWidth = size.width;
mViewportHeight = size.height;
gl->fViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
gl->fScissor(0, 0, size.width, size.height);
//////
// Check everything
AssertCachedBindings();
AssertCachedGlobalState();
mShouldPresent = true;
//////
reporter.SetSuccessful();
failureId = NS_LITERAL_CSTRING("SUCCESS");
gl->ResetSyncCallCount("WebGLContext Initialization");
return NS_OK;
}
void
WebGLContext::LoseOldestWebGLContextIfLimitExceeded()
{
const auto maxWebGLContexts = gfxPrefs::WebGLMaxContexts();
auto maxWebGLContextsPerPrincipal = gfxPrefs::WebGLMaxContextsPerPrincipal();
// maxWebGLContextsPerPrincipal must be less than maxWebGLContexts
MOZ_ASSERT(maxWebGLContextsPerPrincipal <= maxWebGLContexts);
maxWebGLContextsPerPrincipal = std::min(maxWebGLContextsPerPrincipal, maxWebGLContexts);
if (!NS_IsMainThread()) {
// XXX mtseng: bug 709490, WebGLMemoryTracker is not thread safe.
return;
}
// it's important to update the index on a new context before losing old contexts,
// otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones
// when choosing which one to lose first.
UpdateLastUseIndex();
WebGLMemoryTracker::ContextsArrayType& contexts = WebGLMemoryTracker::Contexts();
// quick exit path, should cover a majority of cases
if (contexts.Length() <= maxWebGLContextsPerPrincipal)
return;
// note that here by "context" we mean "non-lost context". See the check for
// IsContextLost() below. Indeed, the point of this function is to maybe lose
// some currently non-lost context.
uint64_t oldestIndex = UINT64_MAX;
uint64_t oldestIndexThisPrincipal = UINT64_MAX;
const WebGLContext* oldestContext = nullptr;
const WebGLContext* oldestContextThisPrincipal = nullptr;
size_t numContexts = 0;
size_t numContextsThisPrincipal = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
// don't want to lose ourselves.
if (contexts[i] == this)
continue;
if (contexts[i]->IsContextLost())
continue;
if (!contexts[i]->GetCanvas()) {
// Zombie context: the canvas is already destroyed, but something else
// (typically the compositor) is still holding on to the context.
// Killing zombies is a no-brainer.
const_cast<WebGLContext*>(contexts[i])->LoseContext();
continue;
}
numContexts++;
if (contexts[i]->mLastUseIndex < oldestIndex) {
oldestIndex = contexts[i]->mLastUseIndex;
oldestContext = contexts[i];
}
nsIPrincipal* ourPrincipal = GetCanvas()->NodePrincipal();
nsIPrincipal* theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
bool samePrincipal;
nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
if (NS_SUCCEEDED(rv) && samePrincipal) {
numContextsThisPrincipal++;
if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
oldestContextThisPrincipal = contexts[i];
}
}
}
if (numContextsThisPrincipal > maxWebGLContextsPerPrincipal) {
GenerateWarning("Exceeded %u live WebGL contexts for this principal, losing the "
"least recently used one.", maxWebGLContextsPerPrincipal);
MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
} else if (numContexts > maxWebGLContexts) {
GenerateWarning("Exceeded %u live WebGL contexts, losing the least "
"recently used one.", maxWebGLContexts);
MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContext)->LoseContext();
}
}
UniquePtr<uint8_t[]>
WebGLContext::GetImageBuffer(int32_t* out_format)
{
*out_format = 0;
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
gfxAlphaType any;
RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
if (!snapshot)
return nullptr;
RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
return gfxUtils::GetImageBuffer(dataSurface, mOptions.premultipliedAlpha,
out_format);
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* mimeType,
const char16_t* encoderOptions,
nsIInputStream** out_stream)
{
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl)
return NS_ERROR_FAILURE;
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
gfxAlphaType any;
RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
if (!snapshot)
return NS_ERROR_FAILURE;
RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha, mimeType,
encoderOptions, out_stream);
}
void
WebGLContext::UpdateLastUseIndex()
{
static CheckedInt<uint64_t> sIndex = 0;
sIndex++;
// should never happen with 64-bit; trying to handle this would be riskier than
// not handling it as the handler code would never get exercised.
if (!sIndex.isValid())
MOZ_CRASH("Can't believe it's been 2^64 transactions already!");
mLastUseIndex = sIndex.value();
}
static uint8_t gWebGLLayerUserData;
class WebGLContextUserData : public LayerUserData
{
public:
explicit WebGLContextUserData(HTMLCanvasElement* canvas)
: mCanvas(canvas)
{}
/* PreTransactionCallback gets called by the Layers code every time the
* WebGL canvas is going to be composited.
*/
static void PreTransactionCallback(void* data) {
WebGLContext* webgl = static_cast<WebGLContext*>(data);
// Prepare the context for composition
webgl->BeginComposition();
}
/** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
* so it really is the right place to put actions that have to be performed upon compositing
*/
static void DidTransactionCallback(void* data) {
WebGLContext* webgl = static_cast<WebGLContext*>(data);
// Clean up the context after composition
webgl->EndComposition();
}
private:
RefPtr<HTMLCanvasElement> mCanvas;
};
already_AddRefed<layers::Layer>
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* builder,
Layer* oldLayer,
LayerManager* manager)
{
if (!mResetLayer && oldLayer &&
oldLayer->HasUserData(&gWebGLLayerUserData))
{
RefPtr<layers::Layer> ret = oldLayer;
return ret.forget();
}
RefPtr<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nullptr;
}
WebGLContextUserData* userData = nullptr;
if (builder->IsPaintingToWindow() && mCanvasElement) {
userData = new WebGLContextUserData(mCanvasElement);
}
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
CanvasRenderer* canvasRenderer = canvasLayer->CreateOrGetCanvasRenderer();
if (!InitializeCanvasRenderer(builder, canvasRenderer))
return nullptr;
uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
canvasLayer->SetContentFlags(flags);
mResetLayer = false;
return canvasLayer.forget();
}
bool
WebGLContext::UpdateWebRenderCanvasData(nsDisplayListBuilder* aBuilder,
WebRenderCanvasData* aCanvasData)
{
CanvasRenderer* renderer = aCanvasData->GetCanvasRenderer();
if(!mResetLayer && renderer) {
return true;
}
renderer = aCanvasData->CreateCanvasRenderer();
if (!InitializeCanvasRenderer(aBuilder, renderer)) {
// Clear CanvasRenderer of WebRenderCanvasData
aCanvasData->ClearCanvasRenderer();
return false;
}
MOZ_ASSERT(renderer);
mResetLayer = false;
return true;
}
bool
WebGLContext::InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder,
CanvasRenderer* aRenderer)
{
if (IsContextLost())
return false;
CanvasInitializeData data;
if (aBuilder->IsPaintingToWindow() && mCanvasElement) {
// Make the layer tell us whenever a transaction finishes (including
// the current transaction), so we can clear our invalidation state and
// start invalidating again. We need to do this for the layer that is
// being painted to a window (there shouldn't be more than one at a time,
// and if there is, flushing the invalidation state more often than
// necessary is harmless).
// The layer will be destroyed when we tear down the presentation
// (at the latest), at which time this userData will be destroyed,
// releasing the reference to the element.
// The userData will receive DidTransactionCallbacks, which flush the
// the invalidation state to indicate that the canvas is up to date.
data.mPreTransCallback = WebGLContextUserData::PreTransactionCallback;
data.mPreTransCallbackData = this;
data.mDidTransCallback = WebGLContextUserData::DidTransactionCallback;
data.mDidTransCallbackData = this;
}
data.mGLContext = gl;
data.mSize = DrawingBufferSize("InitializeCanvasRenderer");
data.mHasAlpha = mOptions.alpha;
data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
aRenderer->Initialize(data);
aRenderer->SetDirty();
return true;
}
layers::LayersBackend
WebGLContext::GetCompositorBackendType() const
{
if (mCanvasElement) {
return mCanvasElement->GetCompositorBackendType();
} else if (mOffscreenCanvas) {
return mOffscreenCanvas->GetCompositorBackendType();
}
return LayersBackend::LAYERS_NONE;
}
nsIDocument*
WebGLContext::GetOwnerDoc() const
{
MOZ_ASSERT(mCanvasElement);
if (!mCanvasElement) {
return nullptr;
}
return mCanvasElement->OwnerDoc();
}
void
WebGLContext::Commit()
{
if (mOffscreenCanvas) {
mOffscreenCanvas->CommitFrameToCompositor();
}
}
void
WebGLContext::GetCanvas(Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval)
{
if (mCanvasElement) {
MOZ_RELEASE_ASSERT(!mOffscreenCanvas, "GFX: Canvas is offscreen.");
if (mCanvasElement->IsInNativeAnonymousSubtree()) {
retval.SetNull();
} else {
retval.SetValue().SetAsHTMLCanvasElement() = mCanvasElement;
}
} else if (mOffscreenCanvas) {
retval.SetValue().SetAsOffscreenCanvas() = mOffscreenCanvas;
} else {
retval.SetNull();
}
}
void
WebGLContext::GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
dom::WebGLContextAttributes& result = retval.SetValue();
result.mAlpha.Construct(mOptions.alpha);
result.mDepth = mOptions.depth;
result.mStencil = mOptions.stencil;
result.mAntialias = mOptions.antialias;
result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
result.mFailIfMajorPerformanceCaveat = mOptions.failIfMajorPerformanceCaveat;
}
void
WebGLContext::ForceClearFramebufferWithDefaultValues(const GLbitfield clearBits,
const bool fakeNoAlpha) const
{
const bool initializeColorBuffer = bool(clearBits & LOCAL_GL_COLOR_BUFFER_BIT);
const bool initializeDepthBuffer = bool(clearBits & LOCAL_GL_DEPTH_BUFFER_BIT);
const bool initializeStencilBuffer = bool(clearBits & LOCAL_GL_STENCIL_BUFFER_BIT);
// Fun GL fact: No need to worry about the viewport here, glViewport is just
// setting up a coordinates transformation, it doesn't affect glClear at all.
AssertCachedGlobalState();
// Prepare GL state for clearing.
if (mScissorTestEnabled) {
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
if (initializeColorBuffer) {
DoColorMask(0x0f);
if (fakeNoAlpha) {
gl->fClearColor(0.0f, 0.0f, 0.0f, 1.0f);
} else {
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {
// "The clear operation always uses the front stencil write mask
// when clearing the stencil buffer."
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
gl->fClearStencil(0);
}
if (mRasterizerDiscardEnabled) {
gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
}
// Do the clear!
gl->fClear(clearBits);
// And reset!
if (mScissorTestEnabled) {
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
}
if (mRasterizerDiscardEnabled) {
gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
}
// Restore GL state after clearing.
if (initializeColorBuffer) {
gl->fClearColor(mColorClearValue[0],
mColorClearValue[1],
mColorClearValue[2],
mColorClearValue[3]);
}
if (initializeDepthBuffer) {
gl->fDepthMask(mDepthWriteMask);
gl->fClearDepth(mDepthClearValue);
}
if (initializeStencilBuffer) {
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
gl->fClearStencil(mStencilClearValue);
}
}
void
WebGLContext::OnEndOfFrame() const
{
if (gfxPrefs::WebGLSpewFrameAllocs()) {
GeneratePerfWarning("[webgl.perf.spew-frame-allocs] %" PRIu64 " data allocations this frame.",
mDataAllocGLCallCount);
}
mDataAllocGLCallCount = 0;
gl->ResetSyncCallCount("WebGLContext PresentScreenBuffer");
}
void
WebGLContext::BlitBackbufferToCurDriverFB() const
{
DoColorMask(0x0f);
if (mScissorTestEnabled) {
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
[&]() {
const auto& size = mDefaultFB->mSize;
if (gl->IsSupported(GLFeature::framebuffer_blit)) {
gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mDefaultFB->mFB);
gl->fBlitFramebuffer(0, 0, size.width, size.height,
0, 0, size.width, size.height,
LOCAL_GL_COLOR_BUFFER_BIT, LOCAL_GL_NEAREST);
return;
}
if (mDefaultFB->mSamples &&
gl->IsExtensionSupported(GLContext::APPLE_framebuffer_multisample))
{
gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mDefaultFB->mFB);
gl->fResolveMultisampleFramebufferAPPLE();
return;
}
gl->BlitHelper()->DrawBlitTextureToFramebuffer(mDefaultFB->ColorTex(), size,
size);
}();
if (mScissorTestEnabled) {
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
}
}
// For an overview of how WebGL compositing works, see:
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
bool
WebGLContext::PresentScreenBuffer()
{
if (IsContextLost())
return false;
if (!mShouldPresent)
return false;
if (!ValidateAndInitFB("Present", nullptr))
return false;
const auto& screen = gl->Screen();
if (screen->Size() != mDefaultFB->mSize &&
!screen->Resize(mDefaultFB->mSize))
{
GenerateWarning("screen->Resize failed. Losing context.");
ForceLoseContext();
return false;
}
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
BlitBackbufferToCurDriverFB();
#ifdef DEBUG
if (!mOptions.alpha) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
uint32_t pixel = 3;
gl->fReadPixels(0, 0, 1, 1, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, &pixel);
MOZ_ASSERT((pixel & 0xff000000) == 0xff000000);
}
#endif
if (!screen->PublishFrame(screen->Size())) {
GenerateWarning("PublishFrame failed. Losing context.");
ForceLoseContext();
return false;
}
if (!mOptions.preserveDrawingBuffer) {
if (gl->IsSupported(gl::GLFeature::invalidate_framebuffer)) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
const GLenum attachments[] = { LOCAL_GL_COLOR_ATTACHMENT0 };
gl->fInvalidateFramebuffer(LOCAL_GL_FRAMEBUFFER, 1, attachments);
}
mDefaultFB_IsInvalid = true;
}
mResolvedDefaultFB = nullptr;
mShouldPresent = false;
OnEndOfFrame();
return true;
}
// Prepare the context for capture before compositing
void
WebGLContext::BeginComposition()
{
// Present our screenbuffer, if needed.
PresentScreenBuffer();
mDrawCallsSinceLastFlush = 0;
}
// Clean up the context after captured for compositing
void
WebGLContext::EndComposition()
{
// Mark ourselves as no longer invalidated.
MarkContextClean();
UpdateLastUseIndex();
}
void
WebGLContext::DummyReadFramebufferOperation(const char* funcName)
{
if (!mBoundReadFramebuffer)
return; // Infallible.
const auto status = mBoundReadFramebuffer->CheckFramebufferStatus(funcName);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
ErrorInvalidFramebufferOperation("%s: Framebuffer must be complete.",
funcName);
}
}
bool
WebGLContext::Has64BitTimestamps() const
{
// 'sync' provides glGetInteger64v either by supporting ARB_sync, GL3+, or GLES3+.
return gl->IsSupported(GLFeature::sync);
}
static bool
CheckContextLost(GLContext* gl, bool* const out_isGuilty)
{
MOZ_ASSERT(gl);
MOZ_ASSERT(out_isGuilty);
bool isEGL = gl->GetContextType() == gl::GLContextType::EGL;
GLenum resetStatus = LOCAL_GL_NO_ERROR;
if (gl->IsSupported(GLFeature::robustness)) {
gl->MakeCurrent();
resetStatus = gl->fGetGraphicsResetStatus();
} else if (isEGL) {
// Simulate a ARB_robustness guilty context loss for when we
// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
// but we can't make any distinction.
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB;
}
}
if (resetStatus == LOCAL_GL_NO_ERROR) {
*out_isGuilty = false;
return false;
}
// Assume guilty unless we find otherwise!
bool isGuilty = true;
switch (resetStatus) {
case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
// Either nothing wrong, or not our fault.
isGuilty = false;
break;
case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page definitely caused the graphics"
" card to reset.");
break;
case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page might have caused the graphics"
" card to reset");
// If we can't tell, assume guilty.
break;
default:
MOZ_ASSERT(false, "Unreachable.");
// If we do get here, let's pretend to be guilty as an escape plan.
break;
}
if (isGuilty) {
NS_WARNING("WebGL context on this page is considered guilty, and will"
" not be restored.");
}
*out_isGuilty = isGuilty;
return true;
}
bool
WebGLContext::TryToRestoreContext()
{
if (NS_FAILED(SetDimensions(mRequestedSize.width, mRequestedSize.height)))
return false;
return true;
}
void
WebGLContext::RunContextLossTimer()
{
mContextLossHandler.RunTimer();
}
class UpdateContextLossStatusTask : public CancelableRunnable
{
RefPtr<WebGLContext> mWebGL;
public:
explicit UpdateContextLossStatusTask(WebGLContext* webgl)
: CancelableRunnable("UpdateContextLossStatusTask")
, mWebGL(webgl)
{
}
NS_IMETHOD Run() override {
if (mWebGL)
mWebGL->UpdateContextLossStatus();
return NS_OK;
}
nsresult Cancel() override {
mWebGL = nullptr;
return NS_OK;
}
};
void
WebGLContext::EnqueueUpdateContextLossStatus()
{
nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
NS_DispatchToCurrentThread(task);
}
// We use this timer for many things. Here are the things that it is activated for:
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
// CONTEXT_LOST_WEBGL error has been triggered.
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
// GPU periodically to see if the reset status bit has been set.
// In all of these situations, we use this timer to send the script context lost
// and restored events asynchronously. For example, if it triggers a context loss,
// the webglcontextlost event will be sent to it the next time the robustness timer
// fires.
// Note that this timer mechanism is not used unless one of these 3 criteria
// are met.
// At a bare minimum, from context lost to context restores, it would take 3
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
void
WebGLContext::UpdateContextLossStatus()
{
if (!mCanvasElement && !mOffscreenCanvas) {
// the canvas is gone. That happens when the page was closed before we got
// this timer event. In this case, there's nothing to do here, just don't crash.
return;
}
if (mContextStatus == ContextNotLost) {
// We don't know that we're lost, but we might be, so we need to
// check. If we're guilty, don't allow restores, though.
bool isGuilty = true;
MOZ_ASSERT(gl); // Shouldn't be missing gl if we're NotLost.
bool isContextLost = CheckContextLost(gl, &isGuilty);
if (isContextLost) {
if (isGuilty)
mAllowContextRestore = false;
ForceLoseContext();
}
// Fall through.
}
if (mContextStatus == ContextLostAwaitingEvent) {
// The context has been lost and we haven't yet triggered the
// callback, so do that now.
const auto kEventName = NS_LITERAL_STRING("webglcontextlost");
const bool kCanBubble = true;
const bool kIsCancelable = true;
bool useDefaultHandler;
if (mCanvasElement) {
nsContentUtils::DispatchTrustedEvent(
mCanvasElement->OwnerDoc(),
static_cast<nsIContent*>(mCanvasElement),
kEventName,
kCanBubble,
kIsCancelable,
&useDefaultHandler);
} else {
// OffscreenCanvas case
RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
event->InitEvent(kEventName, kCanBubble, kIsCancelable);
event->SetTrusted(true);
useDefaultHandler =
mOffscreenCanvas->DispatchEvent(*event, CallerType::System,
IgnoreErrors());
}
// We sent the callback, so we're just 'regular lost' now.
mContextStatus = ContextLost;
// If we're told to use the default handler, it means the script
// didn't bother to handle the event. In this case, we shouldn't
// auto-restore the context.
if (useDefaultHandler)
mAllowContextRestore = false;
// Fall through.
}
if (mContextStatus == ContextLost) {
// Context is lost, and we've already sent the callback. We
// should try to restore the context if we're both allowed to,
// and supposed to.
// Are we allowed to restore the context?
if (!mAllowContextRestore)
return;
// If we're only simulated-lost, we shouldn't auto-restore, and
// instead we should wait for restoreContext() to be called.
if (mLastLossWasSimulated)
return;
// Restore when the app is visible
if (mRestoreWhenVisible)
return;
ForceRestoreContext();
return;
}
if (mContextStatus == ContextLostAwaitingRestore) {
// Context is lost, but we should try to restore it.
if (!mAllowContextRestore) {
// We might decide this after thinking we'd be OK restoring
// the context, so downgrade.
mContextStatus = ContextLost;
return;
}
if (!TryToRestoreContext()) {
// Failed to restore. Try again later.
mContextLossHandler.RunTimer();
return;
}
// Revival!
mContextStatus = ContextNotLost;
if (mCanvasElement) {
nsContentUtils::DispatchTrustedEvent(
mCanvasElement->OwnerDoc(),
static_cast<nsIContent*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextrestored"),
true,
true);
} else {
RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
event->InitEvent(NS_LITERAL_STRING("webglcontextrestored"), true, true);
event->SetTrusted(true);
mOffscreenCanvas->DispatchEvent(*event);
}
mEmitContextLostErrorOnce = true;
return;
}
}
void
WebGLContext::ForceLoseContext(bool simulateLosing)
{
printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
MOZ_ASSERT(!IsContextLost());
mContextStatus = ContextLostAwaitingEvent;
mContextLostErrorSet = false;
// Burn it all!
DestroyResourcesAndContext();
mLastLossWasSimulated = simulateLosing;
// Queue up a task, since we know the status changed.
EnqueueUpdateContextLossStatus();
}
void
WebGLContext::ForceRestoreContext()
{
printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
mContextStatus = ContextLostAwaitingRestore;
mAllowContextRestore = true; // Hey, you did say 'force'.
// Queue up a task, since we know the status changed.
EnqueueUpdateContextLossStatus();
}
already_AddRefed<mozilla::gfx::SourceSurface>
WebGLContext::GetSurfaceSnapshot(gfxAlphaType* const out_alphaType)
{
if (!gl)
return nullptr;
if (!BindDefaultFBForRead("GetSurfaceSnapshot"))
return nullptr;
const auto surfFormat = mOptions.alpha ? SurfaceFormat::B8G8R8A8
: SurfaceFormat::B8G8R8X8;
const auto& size = mDefaultFB->mSize;
RefPtr<DataSourceSurface> surf;
surf = Factory::CreateDataSourceSurfaceWithStride(size, surfFormat, size.width * 4);
if (NS_WARN_IF(!surf))
return nullptr;
ReadPixelsIntoDataSurface(gl, surf);
gfxAlphaType alphaType;
if (!mOptions.alpha) {
alphaType = gfxAlphaType::Opaque;
} else if (mOptions.premultipliedAlpha) {
alphaType = gfxAlphaType::Premult;
} else {
alphaType = gfxAlphaType::NonPremult;
}
if (out_alphaType) {
*out_alphaType = alphaType;
} else {
// Expects Opaque or Premult
if (alphaType == gfxAlphaType::NonPremult) {
gfxUtils::PremultiplyDataSurface(surf, surf);
}
}
RefPtr<DrawTarget> dt =
Factory::CreateDrawTarget(gfxPlatform::GetPlatform()->GetSoftwareBackend(),
size, SurfaceFormat::B8G8R8A8);
if (!dt)
return nullptr;
dt->SetTransform(Matrix::Translation(0.0, size.height).PreScale(1.0, -1.0));
const gfx::Rect rect{0, 0, float(size.width), float(size.height)};
dt->DrawSurface(surf, rect, rect, DrawSurfaceOptions(),
DrawOptions(1.0f, CompositionOp::OP_SOURCE));
return dt->Snapshot();
}
void
WebGLContext::DidRefresh()
{
if (gl) {
gl->FlushIfHeavyGLCallsSinceLastFlush();
}
}
////////////////////////////////////////////////////////////////////////////////
gfx::IntSize
WebGLContext::DrawingBufferSize(const char* const funcName)
{
const gfx::IntSize zeros{0, 0};
if (IsContextLost())
return zeros;
if (!EnsureDefaultFB(funcName))
return zeros;
return mDefaultFB->mSize;
}
bool
WebGLContext::ValidateAndInitFB(const char* const funcName,
const WebGLFramebuffer* const fb)
{
if (fb)
return fb->ValidateAndInitAttachments(funcName);
if (!EnsureDefaultFB(funcName))
return false;
if (mDefaultFB_IsInvalid) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
const GLbitfield bits = LOCAL_GL_COLOR_BUFFER_BIT |
LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT;
const bool fakeNoAlpha = !mOptions.alpha;
ForceClearFramebufferWithDefaultValues(bits, fakeNoAlpha);
mDefaultFB_IsInvalid = false;
}
return true;
}
void
WebGLContext::DoBindFB(const WebGLFramebuffer* const fb, const GLenum target) const
{
const GLenum driverFB = fb ? fb->mGLName : mDefaultFB->mFB;
gl->fBindFramebuffer(target, driverFB);
}
bool
WebGLContext::BindCurFBForDraw(const char* const funcName)
{
const auto& fb = mBoundDrawFramebuffer;
if (!ValidateAndInitFB(funcName, fb))
return false;
DoBindFB(fb);
return true;
}
bool
WebGLContext::BindCurFBForColorRead(const char* const funcName,
const webgl::FormatUsageInfo** const out_format,
uint32_t* const out_width,
uint32_t* const out_height)
{
const auto& fb = mBoundReadFramebuffer;
if (fb) {
if (!ValidateAndInitFB(funcName, fb))
return false;
if (!fb->ValidateForColorRead(funcName, out_format, out_width, out_height))
return false;
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb->mGLName);
return true;
}
if (!BindDefaultFBForRead(funcName))
return false;
if (mDefaultFB_ReadBuffer == LOCAL_GL_NONE) {
ErrorInvalidOperation("%s: Can't read from backbuffer when readBuffer mode is"
" NONE.",
funcName);
return false;
}
auto effFormat = mOptions.alpha ? webgl::EffectiveFormat::RGBA8
: webgl::EffectiveFormat::RGB8;
*out_format = mFormatUsage->GetUsage(effFormat);
MOZ_ASSERT(*out_format);
*out_width = mDefaultFB->mSize.width;
*out_height = mDefaultFB->mSize.height;
return true;
}
bool
WebGLContext::BindDefaultFBForRead(const char* const funcName)
{
if (!ValidateAndInitFB(funcName, nullptr))
return false;
if (!mDefaultFB->mSamples) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
return true;
}
if (!mResolvedDefaultFB) {
mResolvedDefaultFB = MozFramebuffer::Create(gl, mDefaultFB->mSize, 0, false);
if (!mResolvedDefaultFB) {
gfxCriticalNote << funcName << ": Failed to create mResolvedDefaultFB.";
return false;
}
}
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mResolvedDefaultFB->mFB);
BlitBackbufferToCurDriverFB();
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mResolvedDefaultFB->mFB);
return true;
}
void
WebGLContext::DoColorMask(const uint8_t bitmask) const
{
if (mDriverColorMask != bitmask) {
mDriverColorMask = bitmask;
gl->fColorMask(bool(mDriverColorMask & (1 << 0)),
bool(mDriverColorMask & (1 << 1)),
bool(mDriverColorMask & (1 << 2)),
bool(mDriverColorMask & (1 << 3)));
}
}
////////////////////////////////////////////////////////////////////////////////
ScopedDrawCallWrapper::ScopedDrawCallWrapper(WebGLContext& webgl)
: mWebGL(webgl)
{
uint8_t driverColorMask = mWebGL.mColorWriteMask;
bool driverDepthTest = mWebGL.mDepthTestEnabled;
bool driverStencilTest = mWebGL.mStencilTestEnabled;
const auto& fb = mWebGL.mBoundDrawFramebuffer;
if (!fb) {
if (mWebGL.mDefaultFB_DrawBuffer0 == LOCAL_GL_NONE) {
driverColorMask = 0; // Is this well-optimized enough for depth-first
// rendering?
} else {
driverColorMask &= ~(uint8_t(mWebGL.mNeedsFakeNoAlpha) << 3);
}
driverDepthTest &= !mWebGL.mNeedsFakeNoDepth;
driverStencilTest &= !mWebGL.mNeedsFakeNoStencil;
} else {
if (mWebGL.mNeedsFakeNoStencil_UserFBs &&
fb->DepthAttachment().IsDefined() &&
!fb->StencilAttachment().IsDefined())
{
driverStencilTest = false;
}
}
const auto& gl = mWebGL.gl;
mWebGL.DoColorMask(driverColorMask);
if (mWebGL.mDriverDepthTest != driverDepthTest) {
// "When disabled, the depth comparison and subsequent possible updates to the
// depth buffer value are bypassed and the fragment is passed to the next
// operation." [GLES 3.0.5, p177]
mWebGL.mDriverDepthTest = driverDepthTest;
gl->SetEnabled(LOCAL_GL_DEPTH_TEST, mWebGL.mDriverDepthTest);
}
if (mWebGL.mDriverStencilTest != driverStencilTest) {
// "When disabled, the stencil test and associated modifications are not made, and
// the fragment is always passed." [GLES 3.0.5, p175]
mWebGL.mDriverStencilTest = driverStencilTest;
gl->SetEnabled(LOCAL_GL_STENCIL_TEST, mWebGL.mDriverStencilTest);
}
}
ScopedDrawCallWrapper::~ScopedDrawCallWrapper()
{
if (mWebGL.mBoundDrawFramebuffer)
return;
mWebGL.mResolvedDefaultFB = nullptr;
mWebGL.Invalidate();
mWebGL.mShouldPresent = true;
}
////////////////////////////////////////
IndexedBufferBinding::IndexedBufferBinding()
: mRangeStart(0)
, mRangeSize(0)
{ }
uint64_t
IndexedBufferBinding::ByteCount() const
{
if (!mBufferBinding)
return 0;
uint64_t bufferSize = mBufferBinding->ByteLength();
if (!mRangeSize) // BindBufferBase
return bufferSize;
if (mRangeStart >= bufferSize)
return 0;
bufferSize -= mRangeStart;
return std::min(bufferSize, mRangeSize);
}
////////////////////////////////////////
ScopedUnpackReset::ScopedUnpackReset(WebGLContext* webgl)
: ScopedGLWrapper<ScopedUnpackReset>(webgl->gl)
, mWebGL(webgl)
{
if (mWebGL->mPixelStore_UnpackAlignment != 4) mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
if (mWebGL->IsWebGL2()) {
if (mWebGL->mPixelStore_UnpackRowLength != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , 0);
if (mWebGL->mPixelStore_UnpackImageHeight != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0);
if (mWebGL->mPixelStore_UnpackSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , 0);
if (mWebGL->mPixelStore_UnpackSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , 0);
if (mWebGL->mPixelStore_UnpackSkipImages != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , 0);
if (mWebGL->mBoundPixelUnpackBuffer) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
}
}
void
ScopedUnpackReset::UnwrapImpl()
{
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mWebGL->mPixelStore_UnpackAlignment);
if (mWebGL->IsWebGL2()) {
mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , mWebGL->mPixelStore_UnpackRowLength );
mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mWebGL->mPixelStore_UnpackImageHeight);
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , mWebGL->mPixelStore_UnpackSkipPixels );
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , mWebGL->mPixelStore_UnpackSkipRows );
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , mWebGL->mPixelStore_UnpackSkipImages );
GLuint pbo = 0;
if (mWebGL->mBoundPixelUnpackBuffer) {
pbo = mWebGL->mBoundPixelUnpackBuffer->mGLName;
}
mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, pbo);
}
}
////////////////////
void
ScopedFBRebinder::UnwrapImpl()
{
const auto fnName = [&](WebGLFramebuffer* fb) {
return fb ? fb->mGLName : 0;
};
if (mWebGL->IsWebGL2()) {
mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, fnName(mWebGL->mBoundDrawFramebuffer));
mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, fnName(mWebGL->mBoundReadFramebuffer));
} else {
MOZ_ASSERT(mWebGL->mBoundDrawFramebuffer == mWebGL->mBoundReadFramebuffer);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fnName(mWebGL->mBoundDrawFramebuffer));
}
}
////////////////////
static GLenum
TargetIfLazy(GLenum target)
{
switch (target) {
case LOCAL_GL_PIXEL_PACK_BUFFER:
case LOCAL_GL_PIXEL_UNPACK_BUFFER:
return target;
default:
return 0;
}
}
ScopedLazyBind::ScopedLazyBind(gl::GLContext* gl, GLenum target, const WebGLBuffer* buf)
: ScopedGLWrapper<ScopedLazyBind>(gl)
, mTarget(buf ? TargetIfLazy(target) : 0)
, mBuf(buf)
{
if (mTarget) {
mGL->fBindBuffer(mTarget, mBuf->mGLName);
}
}
void
ScopedLazyBind::UnwrapImpl()
{
if (mTarget) {
mGL->fBindBuffer(mTarget, 0);
}
}
////////////////////////////////////////
bool
Intersect(const int32_t srcSize, const int32_t read0, const int32_t readSize,
int32_t* const out_intRead0, int32_t* const out_intWrite0,
int32_t* const out_intSize)
{
MOZ_ASSERT(srcSize >= 0);
MOZ_ASSERT(readSize >= 0);
const auto read1 = int64_t(read0) + readSize;
int32_t intRead0 = read0; // Clearly doesn't need validation.
int64_t intWrite0 = 0;
int64_t intSize = readSize;
if (read1 <= 0 || read0 >= srcSize) {
// Disjoint ranges.
intSize = 0;
} else {
if (read0 < 0) {
const auto diff = int64_t(0) - read0;
MOZ_ASSERT(diff >= 0);
intRead0 = 0;
intWrite0 = diff;
intSize -= diff;
}
if (read1 > srcSize) {
const auto diff = int64_t(read1) - srcSize;
MOZ_ASSERT(diff >= 0);
intSize -= diff;
}
if (!CheckedInt<int32_t>(intWrite0).isValid() ||
!CheckedInt<int32_t>(intSize).isValid())
{
return false;
}
}
*out_intRead0 = intRead0;
*out_intWrite0 = intWrite0;
*out_intSize = intSize;
return true;
}
// --
uint64_t
AvailGroups(const uint64_t totalAvailItems, const uint64_t firstItemOffset,
const uint32_t groupSize, const uint32_t groupStride)
{
MOZ_ASSERT(groupSize && groupStride);
MOZ_ASSERT(groupSize <= groupStride);
if (totalAvailItems <= firstItemOffset)
return 0;
const size_t availItems = totalAvailItems - firstItemOffset;
size_t availGroups = availItems / groupStride;
const size_t tailItems = availItems % groupStride;
if (tailItems >= groupSize) {
availGroups += 1;
}
return availGroups;
}
////////////////////////////////////////////////////////////////////////////////
CheckedUint32
WebGLContext::GetUnpackSize(bool isFunc3D, uint32_t width, uint32_t height,
uint32_t depth, uint8_t bytesPerPixel)
{
if (!width || !height || !depth)
return 0;
////////////////
const auto& maybeRowLength = mPixelStore_UnpackRowLength;
const auto& maybeImageHeight = mPixelStore_UnpackImageHeight;
const auto usedPixelsPerRow = CheckedUint32(mPixelStore_UnpackSkipPixels) + width;
const auto stridePixelsPerRow = (maybeRowLength ? CheckedUint32(maybeRowLength)
: usedPixelsPerRow);
const auto usedRowsPerImage = CheckedUint32(mPixelStore_UnpackSkipRows) + height;
const auto strideRowsPerImage = (maybeImageHeight ? CheckedUint32(maybeImageHeight)
: usedRowsPerImage);
const uint32_t skipImages = (isFunc3D ? mPixelStore_UnpackSkipImages
: 0);
const CheckedUint32 usedImages = CheckedUint32(skipImages) + depth;
////////////////
CheckedUint32 strideBytesPerRow = bytesPerPixel * stridePixelsPerRow;
strideBytesPerRow = RoundUpToMultipleOf(strideBytesPerRow,
mPixelStore_UnpackAlignment);
const CheckedUint32 strideBytesPerImage = strideBytesPerRow * strideRowsPerImage;
////////////////
CheckedUint32 usedBytesPerRow = bytesPerPixel * usedPixelsPerRow;
// Don't round this to the alignment, since alignment here is really just used for
// establishing stride, particularly in WebGL 1, where you can't set ROW_LENGTH.
CheckedUint32 totalBytes = strideBytesPerImage * (usedImages - 1);
totalBytes += strideBytesPerRow * (usedRowsPerImage - 1);
totalBytes += usedBytesPerRow;
return totalBytes;
}
already_AddRefed<layers::SharedSurfaceTextureClient>
WebGLContext::GetVRFrame()
{
/**
* Swap buffers as though composition has occurred.
* We will then share the resulting front buffer to be submitted to the VR
* compositor.
*/
BeginComposition();
EndComposition();
if (IsContextLost())
return nullptr;
gl::GLScreenBuffer* screen = gl->Screen();
if (!screen)
return nullptr;
RefPtr<SharedSurfaceTextureClient> sharedSurface = screen->Front();
if (!sharedSurface)
return nullptr;
return sharedSurface.forget();
}
////////////////////////////////////////////////////////////////////////////////
static inline size_t
SizeOfViewElem(const dom::ArrayBufferView& view)
{
const auto& elemType = view.Type();
if (elemType == js::Scalar::MaxTypedArrayViewType) // DataViews.
return 1;
return js::Scalar::byteSize(elemType);
}
bool
WebGLContext::ValidateArrayBufferView(const char* funcName,
const dom::ArrayBufferView& view, GLuint elemOffset,
GLuint elemCountOverride, uint8_t** const out_bytes,
size_t* const out_byteLen)
{
view.ComputeLengthAndData();
uint8_t* const bytes = view.DataAllowShared();
const size_t byteLen = view.LengthAllowShared();
const auto& elemSize = SizeOfViewElem(view);
size_t elemCount = byteLen / elemSize;
if (elemOffset > elemCount) {
ErrorInvalidValue("%s: Invalid offset into ArrayBufferView.", funcName);
return false;
}
elemCount -= elemOffset;
if (elemCountOverride) {
if (elemCountOverride > elemCount) {
ErrorInvalidValue("%s: Invalid sub-length for ArrayBufferView.", funcName);
return false;
}
elemCount = elemCountOverride;
}
*out_bytes = bytes + (elemOffset * elemSize);
*out_byteLen = elemCount * elemSize;
return true;
}
////
void
WebGLContext::UpdateMaxDrawBuffers()
{
mGLMaxColorAttachments = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_COLOR_ATTACHMENTS);
mGLMaxDrawBuffers = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_DRAW_BUFFERS);
// WEBGL_draw_buffers:
// "The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater than or
// equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter."
mGLMaxDrawBuffers = std::min(mGLMaxDrawBuffers, mGLMaxColorAttachments);
}
// --
webgl::AvailabilityRunnable*
WebGLContext::EnsureAvailabilityRunnable()
{
if (!mAvailabilityRunnable) {
RefPtr<webgl::AvailabilityRunnable> runnable = new webgl::AvailabilityRunnable(this);
nsIDocument* document = GetOwnerDoc();
if (document) {
document->Dispatch(TaskCategory::Other, runnable.forget());
} else {
NS_DispatchToCurrentThread(runnable.forget());
}
}
return mAvailabilityRunnable;
}
webgl::AvailabilityRunnable::AvailabilityRunnable(WebGLContext* const webgl)
: Runnable("webgl::AvailabilityRunnable")
, mWebGL(webgl)
{
mWebGL->mAvailabilityRunnable = this;
}
webgl::AvailabilityRunnable::~AvailabilityRunnable()
{
MOZ_ASSERT(mQueries.empty());
MOZ_ASSERT(mSyncs.empty());
}
nsresult
webgl::AvailabilityRunnable::Run()
{
for (const auto& cur : mQueries) {
cur->mCanBeAvailable = true;
}
mQueries.clear();
for (const auto& cur : mSyncs) {
cur->mCanBeAvailable = true;
}
mSyncs.clear();
mWebGL->mAvailabilityRunnable = nullptr;
return NS_OK;
}
////////////////////////////////////////////////////////////////////////////////
// XPCOM goop
void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
const std::vector<IndexedBufferBinding>& field,
const char* name, uint32_t flags)
{
for (const auto& cur : field) {
ImplCycleCollectionTraverse(callback, cur.mBufferBinding, name, flags);
}
}
void
ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field)
{
field.clear();
}
////
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLContext,
mCanvasElement,
mOffscreenCanvas,
mExtensions,
mBound2DTextures,
mBoundCubeMapTextures,
mBound3DTextures,
mBound2DArrayTextures,
mBoundSamplers,
mBoundArrayBuffer,
mBoundCopyReadBuffer,
mBoundCopyWriteBuffer,
mBoundPixelPackBuffer,
mBoundPixelUnpackBuffer,
mBoundTransformFeedback,
mBoundTransformFeedbackBuffer,
mBoundUniformBuffer,
mCurrentProgram,
mBoundDrawFramebuffer,
mBoundReadFramebuffer,
mBoundRenderbuffer,
mBoundVertexArray,
mDefaultVertexArray,
mQuerySlot_SamplesPassed,
mQuerySlot_TFPrimsWritten,
mQuerySlot_TimeElapsed)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
// If the exact way we cast to nsISupports here ever changes, fix our
// ToSupports() method.
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_END
} // namespace mozilla