gecko-dev/dom/canvas/WebGLContextValidate.cpp
Jeff Gilbert 2d543d4bc6 Bug 1444563 - Update stencil front/back mismatch validation. - r=kvark
Also update corresponding test to have a stencil buffer and enable
STENCIL_TEST.
MozReview-Commit-ID: GyCpJ0a1F9H
2018-03-16 13:35:03 -07:00

785 lines
27 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include <algorithm>
#include "GLSLANG/ShaderLang.h"
#include "CanvasUtils.h"
#include "gfxPrefs.h"
#include "GLContext.h"
#include "jsfriendapi.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/Preferences.h"
#include "mozilla/Services.h"
#include "nsIObserverService.h"
#include "nsPrintfCString.h"
#include "WebGLActiveInfo.h"
#include "WebGLBuffer.h"
#include "WebGLContextUtils.h"
#include "WebGLFramebuffer.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLTexture.h"
#include "WebGLUniformLocation.h"
#include "WebGLValidateStrings.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
////////////////////
// Minimum value constants defined in GLES 2.0.25 $6.2 "State Tables":
const uint32_t kMinMaxVertexAttribs = 8; // Page 164
const uint32_t kMinMaxVertexUniformVectors = 128; // Page 164
const uint32_t kMinMaxFragmentUniformVectors = 16; // Page 164
const uint32_t kMinMaxVaryingVectors = 8; // Page 164
const uint32_t kMinMaxVertexTextureImageUnits = 0; // Page 164
const uint32_t kMinMaxFragmentTextureImageUnits = 8; // Page 164
const uint32_t kMinMaxCombinedTextureImageUnits = 8; // Page 164
const uint32_t kMinMaxColorAttachments = 4;
const uint32_t kMinMaxDrawBuffers = 4;
// These few deviate from the spec: (The minimum values in the spec are ridiculously low)
const uint32_t kMinMaxTextureSize = 1024; // ES2 spec says `64` (p162)
const uint32_t kMinMaxCubeMapTextureSize = 512; // ES2 spec says `16` (p162)
const uint32_t kMinMaxRenderbufferSize = 1024; // ES2 spec says `1` (p164)
// Minimum value constants defined in GLES 3.0.4 $6.2 "State Tables":
const uint32_t kMinMax3DTextureSize = 256;
const uint32_t kMinMaxArrayTextureLayers = 256;
////////////////////
// "Common" but usable values to avoid WebGL fingerprinting:
const uint32_t kCommonMaxTextureSize = 2048;
const uint32_t kCommonMaxCubeMapTextureSize = 2048;
const uint32_t kCommonMaxRenderbufferSize = 2048;
const uint32_t kCommonMaxVertexTextureImageUnits = 8;
const uint32_t kCommonMaxFragmentTextureImageUnits = 8;
const uint32_t kCommonMaxCombinedTextureImageUnits = 16;
const uint32_t kCommonMaxVertexAttribs = 16;
const uint32_t kCommonMaxVertexUniformVectors = 256;
const uint32_t kCommonMaxFragmentUniformVectors = 224;
const uint32_t kCommonMaxVaryingVectors = 8;
const uint32_t kCommonMaxViewportDims = 4096;
// The following ranges came from a 2013 Moto E and an old macbook.
const float kCommonAliasedPointSizeRangeMin = 1;
const float kCommonAliasedPointSizeRangeMax = 63;
const float kCommonAliasedLineWidthRangeMin = 1;
const float kCommonAliasedLineWidthRangeMax = 1;
template<class T>
static bool
RestrictCap(T* const cap, const T restrictedVal)
{
if (*cap < restrictedVal) {
return false; // already too low!
}
*cap = restrictedVal;
return true;
}
////////////////////
namespace mozilla {
bool
WebGLContext::ValidateBlendEquationEnum(GLenum mode, const char* info)
{
switch (mode) {
case LOCAL_GL_FUNC_ADD:
case LOCAL_GL_FUNC_SUBTRACT:
case LOCAL_GL_FUNC_REVERSE_SUBTRACT:
return true;
case LOCAL_GL_MIN:
case LOCAL_GL_MAX:
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::EXT_blend_minmax))
{
return true;
}
break;
default:
break;
}
ErrorInvalidEnumInfo(info, mode);
return false;
}
bool
WebGLContext::ValidateBlendFuncEnumsCompatibility(GLenum sfactor,
GLenum dfactor,
const char* info)
{
bool sfactorIsConstantColor = sfactor == LOCAL_GL_CONSTANT_COLOR ||
sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
bool sfactorIsConstantAlpha = sfactor == LOCAL_GL_CONSTANT_ALPHA ||
sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA;
bool dfactorIsConstantColor = dfactor == LOCAL_GL_CONSTANT_COLOR ||
dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
bool dfactorIsConstantAlpha = dfactor == LOCAL_GL_CONSTANT_ALPHA ||
dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA;
if ( (sfactorIsConstantColor && dfactorIsConstantAlpha) ||
(dfactorIsConstantColor && sfactorIsConstantAlpha) )
{
ErrorInvalidOperation("%s are mutually incompatible, see section 6.8 in"
" the WebGL 1.0 spec", info);
return false;
}
return true;
}
bool
WebGLContext::ValidateComparisonEnum(GLenum target, const char* info)
{
switch (target) {
case LOCAL_GL_NEVER:
case LOCAL_GL_LESS:
case LOCAL_GL_LEQUAL:
case LOCAL_GL_GREATER:
case LOCAL_GL_GEQUAL:
case LOCAL_GL_EQUAL:
case LOCAL_GL_NOTEQUAL:
case LOCAL_GL_ALWAYS:
return true;
default:
ErrorInvalidEnumInfo(info, target);
return false;
}
}
bool
WebGLContext::ValidateStencilOpEnum(GLenum action, const char* info)
{
switch (action) {
case LOCAL_GL_KEEP:
case LOCAL_GL_ZERO:
case LOCAL_GL_REPLACE:
case LOCAL_GL_INCR:
case LOCAL_GL_INCR_WRAP:
case LOCAL_GL_DECR:
case LOCAL_GL_DECR_WRAP:
case LOCAL_GL_INVERT:
return true;
default:
ErrorInvalidEnumInfo(info, action);
return false;
}
}
bool
WebGLContext::ValidateFaceEnum(GLenum face, const char* info)
{
switch (face) {
case LOCAL_GL_FRONT:
case LOCAL_GL_BACK:
case LOCAL_GL_FRONT_AND_BACK:
return true;
default:
ErrorInvalidEnumInfo(info, face);
return false;
}
}
bool
WebGLContext::ValidateDrawModeEnum(GLenum mode, const char* info)
{
switch (mode) {
case LOCAL_GL_TRIANGLES:
case LOCAL_GL_TRIANGLE_STRIP:
case LOCAL_GL_TRIANGLE_FAN:
case LOCAL_GL_POINTS:
case LOCAL_GL_LINE_STRIP:
case LOCAL_GL_LINE_LOOP:
case LOCAL_GL_LINES:
return true;
default:
ErrorInvalidEnumInfo(info, mode);
return false;
}
}
bool
WebGLContext::ValidateUniformLocation(WebGLUniformLocation* loc, const char* funcName)
{
/* GLES 2.0.25, p38:
* If the value of location is -1, the Uniform* commands will silently
* ignore the data passed in, and the current uniform values will not be
* changed.
*/
if (!loc)
return false;
if (!ValidateObjectAllowDeleted(funcName, *loc))
return false;
if (!mCurrentProgram) {
ErrorInvalidOperation("%s: No program is currently bound.", funcName);
return false;
}
return loc->ValidateForProgram(mCurrentProgram, funcName);
}
bool
WebGLContext::ValidateAttribArraySetter(const char* name, uint32_t setterElemSize,
uint32_t arrayLength)
{
if (IsContextLost())
return false;
if (arrayLength < setterElemSize) {
ErrorInvalidValue("%s: Array must have >= %d elements.", name,
setterElemSize);
return false;
}
return true;
}
bool
WebGLContext::ValidateUniformSetter(WebGLUniformLocation* loc,
uint8_t setterElemSize, GLenum setterType,
const char* funcName)
{
if (IsContextLost())
return false;
if (!ValidateUniformLocation(loc, funcName))
return false;
if (!loc->ValidateSizeAndType(setterElemSize, setterType, funcName))
return false;
return true;
}
bool
WebGLContext::ValidateUniformArraySetter(WebGLUniformLocation* loc,
uint8_t setterElemSize,
GLenum setterType,
uint32_t setterArraySize,
const char* funcName,
uint32_t* const out_numElementsToUpload)
{
if (IsContextLost())
return false;
if (!ValidateUniformLocation(loc, funcName))
return false;
if (!loc->ValidateSizeAndType(setterElemSize, setterType, funcName))
return false;
if (!loc->ValidateArrayLength(setterElemSize, setterArraySize, funcName))
return false;
const auto& elemCount = loc->mInfo->mActiveInfo->mElemCount;
MOZ_ASSERT(elemCount > loc->mArrayIndex);
const uint32_t uniformElemCount = elemCount - loc->mArrayIndex;
*out_numElementsToUpload = std::min(uniformElemCount,
setterArraySize / setterElemSize);
return true;
}
bool
WebGLContext::ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc,
uint8_t setterCols,
uint8_t setterRows,
GLenum setterType,
uint32_t setterArraySize,
bool setterTranspose,
const char* funcName,
uint32_t* const out_numElementsToUpload)
{
const uint8_t setterElemSize = setterCols * setterRows;
if (IsContextLost())
return false;
if (!ValidateUniformLocation(loc, funcName))
return false;
if (!loc->ValidateSizeAndType(setterElemSize, setterType, funcName))
return false;
if (!loc->ValidateArrayLength(setterElemSize, setterArraySize, funcName))
return false;
if (setterTranspose && !IsWebGL2()) {
ErrorInvalidValue("%s: `transpose` must be false.", funcName);
return false;
}
const auto& elemCount = loc->mInfo->mActiveInfo->mElemCount;
MOZ_ASSERT(elemCount > loc->mArrayIndex);
const uint32_t uniformElemCount = elemCount - loc->mArrayIndex;
*out_numElementsToUpload = std::min(uniformElemCount,
setterArraySize / setterElemSize);
return true;
}
bool
WebGLContext::ValidateAttribIndex(GLuint index, const char* info)
{
bool valid = (index < MaxVertexAttribs());
if (!valid) {
if (index == GLuint(-1)) {
ErrorInvalidValue("%s: -1 is not a valid `index`. This value"
" probably comes from a getAttribLocation()"
" call, where this return value -1 means"
" that the passed name didn't correspond to"
" an active attribute in the specified"
" program.", info);
} else {
ErrorInvalidValue("%s: `index` must be less than"
" MAX_VERTEX_ATTRIBS.", info);
}
}
return valid;
}
bool
WebGLContext::InitAndValidateGL(FailureReason* const out_failReason)
{
MOZ_RELEASE_ASSERT(gl, "GFX: GL not initialized");
// Unconditionally create a new format usage authority. This is
// important when restoring contexts and extensions need to add
// formats back into the authority.
mFormatUsage = CreateFormatUsage(gl);
if (!mFormatUsage) {
*out_failReason = { "FEATURE_FAILURE_WEBGL_FORMAT",
"Failed to create mFormatUsage." };
return false;
}
GLenum error = gl->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
const nsPrintfCString reason("GL error 0x%x occurred during OpenGL context"
" initialization, before WebGL initialization!",
error);
*out_failReason = { "FEATURE_FAILURE_WEBGL_GLERR_1", reason };
return false;
}
mDisableExtensions = gfxPrefs::WebGLDisableExtensions();
mLoseContextOnMemoryPressure = gfxPrefs::WebGLLoseContextOnMemoryPressure();
mCanLoseContextInForeground = gfxPrefs::WebGLCanLoseContextInForeground();
mRestoreWhenVisible = gfxPrefs::WebGLRestoreWhenVisible();
// These are the default values, see 6.2 State tables in the
// OpenGL ES 2.0.25 spec.
mColorWriteMask = 0x0f;
mDriverColorMask = mColorWriteMask;
mColorClearValue[0] = 0.f;
mColorClearValue[1] = 0.f;
mColorClearValue[2] = 0.f;
mColorClearValue[3] = 0.f;
mDepthWriteMask = true;
mDepthClearValue = 1.f;
mStencilClearValue = 0;
mStencilRefFront = 0;
mStencilRefBack = 0;
mLineWidth = 1.0;
/*
// Technically, we should be setting mStencil[...] values to
// `allOnes`, but either ANGLE breaks or the SGX540s on Try break.
GLuint stencilBits = 0;
gl->GetUIntegerv(LOCAL_GL_STENCIL_BITS, &stencilBits);
GLuint allOnes = ~(UINT32_MAX << stencilBits);
mStencilValueMaskFront = allOnes;
mStencilValueMaskBack = allOnes;
mStencilWriteMaskFront = allOnes;
mStencilWriteMaskBack = allOnes;
*/
gl->GetUIntegerv(LOCAL_GL_STENCIL_VALUE_MASK, &mStencilValueMaskFront);
gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_VALUE_MASK, &mStencilValueMaskBack);
gl->GetUIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &mStencilWriteMaskFront);
gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &mStencilWriteMaskBack);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK, mStencilValueMaskFront);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK, mStencilValueMaskBack);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK, mStencilWriteMaskFront);
AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK, mStencilWriteMaskBack);
mDitherEnabled = true;
mRasterizerDiscardEnabled = false;
mScissorTestEnabled = false;
mDepthTestEnabled = 0;
mDriverDepthTest = false;
mStencilTestEnabled = 0;
mDriverStencilTest = false;
mGenerateMipmapHint = LOCAL_GL_DONT_CARE;
// Bindings, etc.
mActiveTexture = 0;
mDefaultFB_DrawBuffer0 = LOCAL_GL_BACK;
mDefaultFB_ReadBuffer = LOCAL_GL_BACK;
mEmitContextLostErrorOnce = true;
mWebGLError = LOCAL_GL_NO_ERROR;
mUnderlyingGLError = LOCAL_GL_NO_ERROR;
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBound3DTextures.Clear();
mBound2DArrayTextures.Clear();
mBoundSamplers.Clear();
mBoundArrayBuffer = nullptr;
mCurrentProgram = nullptr;
mBoundDrawFramebuffer = nullptr;
mBoundReadFramebuffer = nullptr;
mBoundRenderbuffer = nullptr;
gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &mGLMaxVertexAttribs);
if (mGLMaxVertexAttribs < 8) {
const nsPrintfCString reason("GL_MAX_VERTEX_ATTRIBS: %d is < 8!",
mGLMaxVertexAttribs);
*out_failReason = { "FEATURE_FAILURE_WEBGL_V_ATRB", reason };
return false;
}
// Note: GL_MAX_TEXTURE_UNITS is fixed at 4 for most desktop hardware,
// even though the hardware supports much more. The
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS value is the accurate value.
mGLMaxCombinedTextureImageUnits = gl->GetIntAs<GLuint>(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
mGLMaxTextureUnits = mGLMaxCombinedTextureImageUnits;
if (mGLMaxCombinedTextureImageUnits < 8) {
const nsPrintfCString reason("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %u is < 8!",
mGLMaxTextureUnits);
*out_failReason = { "FEATURE_FAILURE_WEBGL_T_UNIT", reason };
return false;
}
mBound2DTextures.SetLength(mGLMaxTextureUnits);
mBoundCubeMapTextures.SetLength(mGLMaxTextureUnits);
mBound3DTextures.SetLength(mGLMaxTextureUnits);
mBound2DArrayTextures.SetLength(mGLMaxTextureUnits);
mBoundSamplers.SetLength(mGLMaxTextureUnits);
gl->fGetIntegerv(LOCAL_GL_MAX_VIEWPORT_DIMS, (GLint*)mGLMaxViewportDims);
////////////////
gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*)&mGLMaxTextureSize);
gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&mGLMaxCubeMapTextureSize);
gl->fGetIntegerv(LOCAL_GL_MAX_RENDERBUFFER_SIZE, (GLint*)&mGLMaxRenderbufferSize);
if (!gl->GetPotentialInteger(LOCAL_GL_MAX_3D_TEXTURE_SIZE, (GLint*)&mGLMax3DTextureSize))
mGLMax3DTextureSize = 0;
if (!gl->GetPotentialInteger(LOCAL_GL_MAX_ARRAY_TEXTURE_LAYERS, (GLint*)&mGLMaxArrayTextureLayers))
mGLMaxArrayTextureLayers = 0;
gl->GetUIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, &mGLMaxFragmentTextureImageUnits);
gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGLMaxVertexTextureImageUnits);
////////////////
mGLMaxColorAttachments = 1;
mGLMaxDrawBuffers = 1;
if (IsWebGL2()) {
UpdateMaxDrawBuffers();
}
////////////////
if (gl->IsSupported(gl::GLFeature::ES2_compatibility)) {
gl->GetUIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGLMaxFragmentUniformVectors);
gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, &mGLMaxVertexUniformVectors);
gl->GetUIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, &mGLMaxVaryingVectors);
} else {
gl->GetUIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &mGLMaxFragmentUniformVectors);
mGLMaxFragmentUniformVectors /= 4;
gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, &mGLMaxVertexUniformVectors);
mGLMaxVertexUniformVectors /= 4;
/* We are now going to try to read GL_MAX_VERTEX_OUTPUT_COMPONENTS
* and GL_MAX_FRAGMENT_INPUT_COMPONENTS, however these constants
* only entered the OpenGL standard at OpenGL 3.2. So we will try
* reading, and check OpenGL error for INVALID_ENUM.
*
* On the public_webgl list, "problematic GetParameter pnames"
* thread, the following formula was given:
* maxVaryingVectors = min(GL_MAX_VERTEX_OUTPUT_COMPONENTS,
* GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4
*/
uint32_t maxVertexOutputComponents = 0;
uint32_t maxFragmentInputComponents = 0;
bool ok = true;
ok &= gl->GetPotentialInteger(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS,
(GLint*)&maxVertexOutputComponents);
ok &= gl->GetPotentialInteger(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS,
(GLint*)&maxFragmentInputComponents);
if (ok) {
mGLMaxVaryingVectors = std::min(maxVertexOutputComponents,
maxFragmentInputComponents) / 4;
} else {
mGLMaxVaryingVectors = 16;
// 16 = 64/4, and 64 is the min value for
// maxVertexOutputComponents in the OpenGL 3.2 spec.
}
}
////////////////
gl->fGetFloatv(LOCAL_GL_ALIASED_LINE_WIDTH_RANGE, mGLAliasedLineWidthRange);
const GLenum driverPName = gl->IsCoreProfile() ? LOCAL_GL_POINT_SIZE_RANGE
: LOCAL_GL_ALIASED_POINT_SIZE_RANGE;
gl->fGetFloatv(driverPName, mGLAliasedPointSizeRange);
////////////////
if (gfxPrefs::WebGLMinCapabilityMode()) {
bool ok = true;
ok &= RestrictCap(&mGLMaxVertexTextureImageUnits , kMinMaxVertexTextureImageUnits);
ok &= RestrictCap(&mGLMaxFragmentTextureImageUnits, kMinMaxFragmentTextureImageUnits);
ok &= RestrictCap(&mGLMaxCombinedTextureImageUnits, kMinMaxCombinedTextureImageUnits);
ok &= RestrictCap(&mGLMaxVertexAttribs , kMinMaxVertexAttribs);
ok &= RestrictCap(&mGLMaxVertexUniformVectors , kMinMaxVertexUniformVectors);
ok &= RestrictCap(&mGLMaxFragmentUniformVectors, kMinMaxFragmentUniformVectors);
ok &= RestrictCap(&mGLMaxVaryingVectors , kMinMaxVaryingVectors);
ok &= RestrictCap(&mGLMaxColorAttachments, kMinMaxColorAttachments);
ok &= RestrictCap(&mGLMaxDrawBuffers , kMinMaxDrawBuffers);
ok &= RestrictCap(&mGLMaxTextureSize , kMinMaxTextureSize);
ok &= RestrictCap(&mGLMaxCubeMapTextureSize, kMinMaxCubeMapTextureSize);
ok &= RestrictCap(&mGLMax3DTextureSize , kMinMax3DTextureSize);
ok &= RestrictCap(&mGLMaxArrayTextureLayers, kMinMaxArrayTextureLayers);
ok &= RestrictCap(&mGLMaxRenderbufferSize , kMinMaxRenderbufferSize);
if (!ok) {
GenerateWarning("Unable to restrict WebGL limits to minimums.");
return false;
}
mDisableFragHighP = true;
} else if (nsContentUtils::ShouldResistFingerprinting()) {
bool ok = true;
ok &= RestrictCap(&mGLMaxTextureSize , kCommonMaxTextureSize);
ok &= RestrictCap(&mGLMaxCubeMapTextureSize, kCommonMaxCubeMapTextureSize);
ok &= RestrictCap(&mGLMaxRenderbufferSize , kCommonMaxRenderbufferSize);
ok &= RestrictCap(&mGLMaxVertexTextureImageUnits , kCommonMaxVertexTextureImageUnits);
ok &= RestrictCap(&mGLMaxFragmentTextureImageUnits, kCommonMaxFragmentTextureImageUnits);
ok &= RestrictCap(&mGLMaxCombinedTextureImageUnits, kCommonMaxCombinedTextureImageUnits);
ok &= RestrictCap(&mGLMaxVertexAttribs , kCommonMaxVertexAttribs);
ok &= RestrictCap(&mGLMaxVertexUniformVectors , kCommonMaxVertexUniformVectors);
ok &= RestrictCap(&mGLMaxFragmentUniformVectors, kCommonMaxFragmentUniformVectors);
ok &= RestrictCap(&mGLMaxVaryingVectors , kCommonMaxVaryingVectors);
ok &= RestrictCap(&mGLAliasedLineWidthRange[0], kCommonAliasedLineWidthRangeMin);
ok &= RestrictCap(&mGLAliasedLineWidthRange[1], kCommonAliasedLineWidthRangeMax);
ok &= RestrictCap(&mGLAliasedPointSizeRange[0], kCommonAliasedPointSizeRangeMin);
ok &= RestrictCap(&mGLAliasedPointSizeRange[1], kCommonAliasedPointSizeRangeMax);
ok &= RestrictCap(&mGLMaxViewportDims[0], kCommonMaxViewportDims);
ok &= RestrictCap(&mGLMaxViewportDims[1], kCommonMaxViewportDims);
if (!ok) {
GenerateWarning("Unable to restrict WebGL limits in order to resist fingerprinting");
return false;
}
}
////////////////
if (gl->IsCompatibilityProfile()) {
gl->fEnable(LOCAL_GL_POINT_SPRITE);
}
if (!gl->IsGLES()) {
gl->fEnable(LOCAL_GL_PROGRAM_POINT_SIZE);
}
#ifdef XP_MACOSX
if (gl->WorkAroundDriverBugs() &&
gl->Vendor() == gl::GLVendor::ATI &&
!nsCocoaFeatures::IsAtLeastVersion(10,9))
{
// The Mac ATI driver, in all known OSX version up to and including
// 10.8, renders points sprites upside-down. (Apple bug 11778921)
gl->fPointParameterf(LOCAL_GL_POINT_SPRITE_COORD_ORIGIN,
LOCAL_GL_LOWER_LEFT);
}
#endif
if (gl->IsSupported(gl::GLFeature::seamless_cube_map_opt_in)) {
gl->fEnable(LOCAL_GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
// Check the shader validator pref
mBypassShaderValidation = gfxPrefs::WebGLBypassShaderValidator();
// initialize shader translator
if (!sh::Initialize()) {
*out_failReason = { "FEATURE_FAILURE_WEBGL_GLSL",
"GLSL translator initialization failed!" };
return false;
}
// Mesa can only be detected with the GL_VERSION string, of the form
// "2.1 Mesa 7.11.0"
const char* versionStr = (const char*)(gl->fGetString(LOCAL_GL_VERSION));
mIsMesa = strstr(versionStr, "Mesa");
// Notice that the point of calling fGetError here is not only to check for
// errors, but also to reset the error flags so that a subsequent WebGL
// getError call will give the correct result.
error = gl->fGetError();
if (error != LOCAL_GL_NO_ERROR) {
const nsPrintfCString reason("GL error 0x%x occurred during WebGL context"
" initialization!",
error);
*out_failReason = { "FEATURE_FAILURE_WEBGL_GLERR_2", reason };
return false;
}
if (IsWebGL2() &&
!InitWebGL2(out_failReason))
{
// Todo: Bug 898404: Only allow WebGL2 on GL>=3.0 on desktop GL.
return false;
}
if (!gl->IsSupported(GLFeature::vertex_array_object)) {
*out_failReason = { "FEATURE_FAILURE_WEBGL_VAOS",
"Requires vertex_array_object." };
return false;
}
mDefaultVertexArray = WebGLVertexArray::Create(this);
mDefaultVertexArray->mAttribs.SetLength(mGLMaxVertexAttribs);
mBoundVertexArray = mDefaultVertexArray;
// OpenGL core profiles remove the default VAO object from version
// 4.0.0. We create a default VAO for all core profiles,
// regardless of version.
//
// GL Spec 4.0.0:
// (https://www.opengl.org/registry/doc/glspec40.core.20100311.pdf)
// in Section E.2.2 "Removed Features", pg 397: "[...] The default
// vertex array object (the name zero) is also deprecated. [...]"
if (gl->IsCoreProfile()) {
mDefaultVertexArray->GenVertexArray();
mDefaultVertexArray->BindVertexArray();
}
mPixelStore_FlipY = false;
mPixelStore_PremultiplyAlpha = false;
mPixelStore_ColorspaceConversion = BROWSER_DEFAULT_WEBGL;
mPixelStore_RequireFastPath = false;
// GLES 3.0.4, p259:
mPixelStore_UnpackImageHeight = 0;
mPixelStore_UnpackSkipImages = 0;
mPixelStore_UnpackRowLength = 0;
mPixelStore_UnpackSkipRows = 0;
mPixelStore_UnpackSkipPixels = 0;
mPixelStore_UnpackAlignment = 4;
mPixelStore_PackRowLength = 0;
mPixelStore_PackSkipRows = 0;
mPixelStore_PackSkipPixels = 0;
mPixelStore_PackAlignment = 4;
mPrimRestartTypeBytes = 0;
mGenericVertexAttribTypes.reset(new GLenum[mGLMaxVertexAttribs]);
std::fill_n(mGenericVertexAttribTypes.get(), mGLMaxVertexAttribs, LOCAL_GL_FLOAT);
mGenericVertexAttribTypeInvalidator.InvalidateCaches();
static const float kDefaultGenericVertexAttribData[4] = { 0, 0, 0, 1 };
memcpy(mGenericVertexAttrib0Data, kDefaultGenericVertexAttribData,
sizeof(mGenericVertexAttrib0Data));
mFakeVertexAttrib0BufferObject = 0;
mNeedsIndexValidation = !gl->IsSupported(gl::GLFeature::robust_buffer_access_behavior);
switch (gfxPrefs::WebGLForceIndexValidation()) {
case -1:
mNeedsIndexValidation = false;
break;
case 1:
mNeedsIndexValidation = true;
break;
default:
MOZ_ASSERT(gfxPrefs::WebGLForceIndexValidation() == 0);
break;
}
return true;
}
bool
WebGLContext::ValidateFramebufferTarget(GLenum target,
const char* const info)
{
bool isValid = true;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
case LOCAL_GL_READ_FRAMEBUFFER:
isValid = IsWebGL2();
break;
default:
isValid = false;
break;
}
if (MOZ_LIKELY(isValid)) {
return true;
}
ErrorInvalidEnumArg(info, "target", target);
return false;
}
} // namespace mozilla