mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-11 16:32:59 +00:00
653742943d
--HG-- extra : rebase_source : c32d602256391866c7cbfc447d9e6f127a48313e
2568 lines
78 KiB
C++
2568 lines
78 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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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 "WebGLContext.h"
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#include <algorithm>
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#include <queue>
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#include "AccessCheck.h"
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#include "gfxContext.h"
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#include "gfxCrashReporterUtils.h"
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#include "gfxPattern.h"
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#include "gfxPrefs.h"
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#include "gfxUtils.h"
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#include "MozFramebuffer.h"
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#include "GLBlitHelper.h"
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#include "GLContext.h"
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#include "GLContextProvider.h"
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#include "GLReadTexImageHelper.h"
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#include "GLScreenBuffer.h"
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#include "ImageContainer.h"
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#include "ImageEncoder.h"
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#include "Layers.h"
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#include "LayerUserData.h"
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#include "mozilla/dom/BindingUtils.h"
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#include "mozilla/dom/Event.h"
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#include "mozilla/dom/HTMLVideoElement.h"
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#include "mozilla/dom/ImageData.h"
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#include "mozilla/dom/WebGLContextEvent.h"
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#include "mozilla/EnumeratedArrayCycleCollection.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/ProcessPriorityManager.h"
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#include "mozilla/ScopeExit.h"
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#include "mozilla/Services.h"
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#include "mozilla/Telemetry.h"
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#include "nsContentUtils.h"
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#include "nsDisplayList.h"
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#include "nsError.h"
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#include "nsIClassInfoImpl.h"
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#include "nsIConsoleService.h"
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#include "nsIGfxInfo.h"
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#include "nsIObserverService.h"
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#include "nsIVariant.h"
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#include "nsIWidget.h"
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#include "nsIXPConnect.h"
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#include "nsServiceManagerUtils.h"
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#include "SVGObserverUtils.h"
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#include "prenv.h"
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#include "ScopedGLHelpers.h"
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#include "VRManagerChild.h"
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#include "mozilla/layers/TextureClientSharedSurface.h"
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#include "mozilla/layers/WebRenderUserData.h"
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#include "mozilla/layers/WebRenderCanvasRenderer.h"
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// Local
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#include "CanvasUtils.h"
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#include "WebGL1Context.h"
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#include "WebGLActiveInfo.h"
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#include "WebGLBuffer.h"
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#include "WebGLContextLossHandler.h"
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#include "WebGLContextUtils.h"
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#include "WebGLExtensions.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLMemoryTracker.h"
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#include "WebGLObjectModel.h"
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#include "WebGLProgram.h"
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#include "WebGLQuery.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 "WebGLTransformFeedback.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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#ifdef MOZ_WIDGET_COCOA
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#include "nsCocoaFeatures.h"
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#endif
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#ifdef XP_WIN
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#include "WGLLibrary.h"
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#endif
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// Generated
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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namespace mozilla {
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using namespace mozilla::dom;
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using namespace mozilla::gfx;
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using namespace mozilla::gl;
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using namespace mozilla::layers;
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WebGLContextOptions::WebGLContextOptions()
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: alpha(true)
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, depth(true)
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, stencil(false)
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, premultipliedAlpha(true)
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, antialias(true)
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, preserveDrawingBuffer(false)
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, failIfMajorPerformanceCaveat(false)
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{
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// Set default alpha state based on preference.
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if (gfxPrefs::WebGLDefaultNoAlpha())
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alpha = false;
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}
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WebGLContext::WebGLContext()
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: WebGLContextUnchecked(nullptr)
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, mMaxPerfWarnings(gfxPrefs::WebGLMaxPerfWarnings())
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, mNumPerfWarnings(0)
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, mMaxAcceptableFBStatusInvals(gfxPrefs::WebGLMaxAcceptableFBStatusInvals())
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, mDataAllocGLCallCount(0)
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, mBypassShaderValidation(false)
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, mEmptyTFO(0)
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, mContextLossHandler(this)
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, mNeedsFakeNoAlpha(false)
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, mNeedsFakeNoDepth(false)
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, mNeedsFakeNoStencil(false)
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, mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation())
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, mMsaaSamples(gfxPrefs::WebGLMsaaSamples())
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{
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mGeneration = 0;
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mInvalidated = false;
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mCapturedFrameInvalidated = false;
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mShouldPresent = true;
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mResetLayer = true;
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mOptionsFrozen = false;
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mDisableExtensions = false;
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mIsMesa = false;
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mEmitContextLostErrorOnce = false;
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mWebGLError = 0;
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mUnderlyingGLError = 0;
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mContextLostErrorSet = false;
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mViewportX = 0;
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mViewportY = 0;
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mViewportWidth = 0;
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mViewportHeight = 0;
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mDitherEnabled = 1;
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mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
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mScissorTestEnabled = 0;
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mStencilTestEnabled = 0;
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if (NS_IsMainThread()) {
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// XXX mtseng: bug 709490, not thread safe
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WebGLMemoryTracker::AddWebGLContext(this);
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}
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mAllowContextRestore = true;
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mLastLossWasSimulated = false;
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mContextStatus = ContextNotLost;
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mLoseContextOnMemoryPressure = false;
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mCanLoseContextInForeground = true;
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mRestoreWhenVisible = false;
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mAlreadyGeneratedWarnings = 0;
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mAlreadyWarnedAboutFakeVertexAttrib0 = false;
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mAlreadyWarnedAboutViewportLargerThanDest = false;
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mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
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if (mMaxWarnings < -1) {
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GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
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mMaxWarnings = 0;
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}
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mLastUseIndex = 0;
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mDisableFragHighP = false;
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mDrawCallsSinceLastFlush = 0;
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}
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WebGLContext::~WebGLContext()
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{
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RemovePostRefreshObserver();
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DestroyResourcesAndContext();
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if (NS_IsMainThread()) {
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// XXX mtseng: bug 709490, not thread safe
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WebGLMemoryTracker::RemoveWebGLContext(this);
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}
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}
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template<typename T>
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void
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ClearLinkedList(LinkedList<T>& list)
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{
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while (!list.isEmpty()) {
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list.getLast()->DeleteOnce();
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}
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}
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void
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WebGLContext::DestroyResourcesAndContext()
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{
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if (!gl)
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return;
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mDefaultFB = nullptr;
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mResolvedDefaultFB = nullptr;
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mBound2DTextures.Clear();
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mBoundCubeMapTextures.Clear();
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mBound3DTextures.Clear();
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mBound2DArrayTextures.Clear();
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mBoundSamplers.Clear();
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mBoundArrayBuffer = nullptr;
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mBoundCopyReadBuffer = nullptr;
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mBoundCopyWriteBuffer = nullptr;
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mBoundPixelPackBuffer = nullptr;
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mBoundPixelUnpackBuffer = nullptr;
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mBoundTransformFeedbackBuffer = nullptr;
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mBoundUniformBuffer = nullptr;
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mCurrentProgram = nullptr;
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mActiveProgramLinkInfo = nullptr;
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mBoundDrawFramebuffer = nullptr;
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mBoundReadFramebuffer = nullptr;
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mBoundRenderbuffer = nullptr;
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mBoundVertexArray = nullptr;
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mDefaultVertexArray = nullptr;
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mBoundTransformFeedback = nullptr;
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mDefaultTransformFeedback = nullptr;
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mQuerySlot_SamplesPassed = nullptr;
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mQuerySlot_TFPrimsWritten = nullptr;
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mQuerySlot_TimeElapsed = nullptr;
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mIndexedUniformBufferBindings.clear();
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if (mAvailabilityRunnable) {
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mAvailabilityRunnable->Run();
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}
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//////
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ClearLinkedList(mBuffers);
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ClearLinkedList(mFramebuffers);
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ClearLinkedList(mPrograms);
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ClearLinkedList(mQueries);
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ClearLinkedList(mRenderbuffers);
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ClearLinkedList(mSamplers);
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ClearLinkedList(mShaders);
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ClearLinkedList(mSyncs);
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ClearLinkedList(mTextures);
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ClearLinkedList(mTransformFeedbacks);
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ClearLinkedList(mVertexArrays);
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//////
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if (mEmptyTFO) {
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gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
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mEmptyTFO = 0;
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}
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//////
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mFakeBlack_2D_0000 = nullptr;
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mFakeBlack_2D_0001 = nullptr;
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mFakeBlack_CubeMap_0000 = nullptr;
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mFakeBlack_CubeMap_0001 = nullptr;
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mFakeBlack_3D_0000 = nullptr;
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mFakeBlack_3D_0001 = nullptr;
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mFakeBlack_2D_Array_0000 = nullptr;
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mFakeBlack_2D_Array_0001 = nullptr;
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if (mFakeVertexAttrib0BufferObject) {
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gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
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mFakeVertexAttrib0BufferObject = 0;
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}
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// disable all extensions except "WEBGL_lose_context". see bug #927969
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// spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
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for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
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WebGLExtensionID extension = WebGLExtensionID(i);
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if (!IsExtensionEnabled(extension) || (extension == WebGLExtensionID::WEBGL_lose_context))
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continue;
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mExtensions[extension]->MarkLost();
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mExtensions[extension] = nullptr;
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}
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// We just got rid of everything, so the context had better
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// have been going away.
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if (GLContext::ShouldSpew()) {
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printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
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}
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MOZ_ASSERT(gl);
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gl->MarkDestroyed();
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mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
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MOZ_ASSERT(!gl);
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}
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void
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WebGLContext::Invalidate()
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{
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if (!mCanvasElement)
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return;
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mCapturedFrameInvalidated = true;
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if (mInvalidated)
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return;
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SVGObserverUtils::InvalidateDirectRenderingObservers(mCanvasElement);
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mInvalidated = true;
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mCanvasElement->InvalidateCanvasContent(nullptr);
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}
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void
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WebGLContext::OnVisibilityChange()
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{
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if (!IsContextLost()) {
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return;
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}
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if (!mRestoreWhenVisible || mLastLossWasSimulated) {
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return;
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}
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ForceRestoreContext();
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}
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void
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WebGLContext::OnMemoryPressure()
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{
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bool shouldLoseContext = mLoseContextOnMemoryPressure;
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if (!mCanLoseContextInForeground &&
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ProcessPriorityManager::CurrentProcessIsForeground())
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{
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shouldLoseContext = false;
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}
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if (shouldLoseContext)
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ForceLoseContext();
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}
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//
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// nsICanvasRenderingContextInternal
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//
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NS_IMETHODIMP
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WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
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ErrorResult& aRvForDictionaryInit)
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{
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if (options.isNullOrUndefined() && mOptionsFrozen)
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return NS_OK;
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WebGLContextAttributes attributes;
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if (!attributes.Init(cx, options)) {
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aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
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return NS_ERROR_UNEXPECTED;
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}
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WebGLContextOptions newOpts;
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newOpts.stencil = attributes.mStencil;
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newOpts.depth = attributes.mDepth;
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newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
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newOpts.antialias = attributes.mAntialias;
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newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
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newOpts.failIfMajorPerformanceCaveat = attributes.mFailIfMajorPerformanceCaveat;
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if (attributes.mAlpha.WasPassed())
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newOpts.alpha = attributes.mAlpha.Value();
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// Don't do antialiasing if we've disabled MSAA.
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if (!gfxPrefs::MSAALevel())
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newOpts.antialias = false;
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#if 0
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GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
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newOpts.antialias ? 1 : 0,
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newOpts.stencil ? 1 : 0,
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newOpts.depth ? 1 : 0,
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newOpts.alpha ? 1 : 0,
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newOpts.premultipliedAlpha ? 1 : 0,
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newOpts.preserveDrawingBuffer ? 1 : 0);
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#endif
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if (mOptionsFrozen && newOpts != mOptions) {
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// Error if the options are already frozen, and the ones that were asked for
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// aren't the same as what they were originally.
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return NS_ERROR_FAILURE;
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}
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mOptions = newOpts;
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return NS_OK;
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}
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/* So there are a number of points of failure here. We might fail based
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* on EGL vs. WGL, or we might fail to alloc a too-large size, or we
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* might not be able to create a context with a certain combo of context
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* creation attribs.
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*
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* We don't want to test the complete fallback matrix. (for now, at
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* least) Instead, attempt creation in this order:
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* 1. By platform API. (e.g. EGL vs. WGL)
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* 2. By context creation attribs.
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* 3. By size.
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*
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* That is, try to create headless contexts based on the platform API.
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* Next, create dummy-sized backbuffers for the contexts with the right
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* caps. Finally, resize the backbuffer to an acceptable size given the
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* requested size.
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*/
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static bool
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IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo, int32_t feature,
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nsCString* const out_blacklistId)
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{
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int32_t status;
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if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo, feature,
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*out_blacklistId, &status)))
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{
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return false;
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}
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return status != nsIGfxInfo::FEATURE_STATUS_OK;
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}
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static bool
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HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo)
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{
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int32_t status;
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nsCString discardFailureId;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
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discardFailureId,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
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discardFailureId,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
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discardFailureId,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
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discardFailureId,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_OPENGL_LAYERS,
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discardFailureId,
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&status);
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if (status)
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return true;
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return false;
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}
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static void
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PopulateCapFallbackQueue(const gl::SurfaceCaps& baseCaps,
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std::queue<gl::SurfaceCaps>* out_fallbackCaps)
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{
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out_fallbackCaps->push(baseCaps);
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}
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static gl::SurfaceCaps
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BaseCaps(const WebGLContextOptions& options, WebGLContext* webgl)
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{
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gl::SurfaceCaps baseCaps;
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baseCaps.color = true;
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baseCaps.alpha = true;
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baseCaps.antialias = false;
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baseCaps.depth = false;
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baseCaps.stencil = false;
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baseCaps.premultAlpha = options.premultipliedAlpha;
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baseCaps.preserve = options.preserveDrawingBuffer;
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if (!baseCaps.alpha) {
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baseCaps.premultAlpha = true;
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}
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if (!gfxPrefs::WebGLForceMSAA()) {
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const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
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nsCString blocklistId;
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if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA, &blocklistId)) {
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webgl->GenerateWarning("Disallowing antialiased backbuffers due"
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" to blacklisting.");
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baseCaps.antialias = false;
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}
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}
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return baseCaps;
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}
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////////////////////////////////////////
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static already_AddRefed<gl::GLContext>
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CreateGLWithEGL(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
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WebGLContext* webgl,
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std::vector<WebGLContext::FailureReason>* const out_failReasons)
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{
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const gfx::IntSize dummySize(16, 16);
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nsCString failureId;
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RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
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flags, &failureId);
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if (gl && gl->IsANGLE()) {
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gl = nullptr;
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}
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if (!gl) {
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out_failReasons->push_back(WebGLContext::FailureReason(
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failureId,
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"Error during EGL OpenGL init."
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));
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return nullptr;
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}
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return gl.forget();
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}
|
|
|
|
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
|