gecko-dev/dom/canvas/WebGLContextGL.cpp

2595 lines
76 KiB
C++

/* -*- Mode: C++; tab-width: 4; 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 "WebGLActiveInfo.h"
#include "WebGLContextUtils.h"
#include "WebGLBuffer.h"
#include "WebGLVertexAttribData.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShaderPrecisionFormat.h"
#include "WebGLTexture.h"
#include "WebGLExtensions.h"
#include "WebGLVertexArray.h"
#include "nsDebug.h"
#include "nsReadableUtils.h"
#include "nsString.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "GLContext.h"
#include "nsContentUtils.h"
#include "nsError.h"
#include "nsLayoutUtils.h"
#include "CanvasUtils.h"
#include "gfxUtils.h"
#include "jsfriendapi.h"
#include "WebGLTexelConversions.h"
#include "WebGLValidateStrings.h"
#include <algorithm>
// needed to check if current OS is lower than 10.7
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
#include "mozilla/DebugOnly.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/Endian.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtrExtensions.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
static const WebGLRectangleObject*
CurValidFBRectObject(const WebGLContext* webgl,
const WebGLFramebuffer* boundFB)
{
const WebGLRectangleObject* rect = nullptr;
if (boundFB) {
// We don't really need to ask the driver.
// Use 'precheck' to just check that our internal state looks good.
FBStatus precheckStatus = boundFB->PrecheckFramebufferStatus();
if (precheckStatus == LOCAL_GL_FRAMEBUFFER_COMPLETE)
rect = &boundFB->RectangleObject();
} else {
rect = static_cast<const WebGLRectangleObject*>(webgl);
}
return rect;
}
const WebGLRectangleObject*
WebGLContext::CurValidDrawFBRectObject() const
{
return CurValidFBRectObject(this, mBoundDrawFramebuffer);
}
const WebGLRectangleObject*
WebGLContext::CurValidReadFBRectObject() const
{
return CurValidFBRectObject(this, mBoundReadFramebuffer);
}
//
// WebGL API
//
void
WebGLContext::ActiveTexture(GLenum texture)
{
if (IsContextLost())
return;
if (texture < LOCAL_GL_TEXTURE0 ||
texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits))
{
return ErrorInvalidEnum(
"ActiveTexture: texture unit %d out of range. "
"Accepted values range from TEXTURE0 to TEXTURE0 + %d. "
"Notice that TEXTURE0 != 0.",
texture, mGLMaxTextureUnits);
}
MakeContextCurrent();
mActiveTexture = texture - LOCAL_GL_TEXTURE0;
gl->fActiveTexture(texture);
}
void
WebGLContext::AttachShader(WebGLProgram* program, WebGLShader* shader)
{
if (IsContextLost())
return;
if (!ValidateObject("attachShader: program", program) ||
!ValidateObject("attachShader: shader", shader))
{
return;
}
program->AttachShader(shader);
}
void
WebGLContext::BindAttribLocation(WebGLProgram* prog, GLuint location,
const nsAString& name)
{
if (IsContextLost())
return;
if (!ValidateObject("bindAttribLocation: program", prog))
return;
prog->BindAttribLocation(location, name);
}
void
WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "bindFramebuffer"))
return;
if (!ValidateObjectAllowDeletedOrNull("bindFramebuffer", wfb))
return;
// silently ignore a deleted frame buffer
if (wfb && wfb->IsDeleted())
return;
MakeContextCurrent();
if (!wfb) {
gl->fBindFramebuffer(target, 0);
} else {
GLuint framebuffername = wfb->mGLName;
gl->fBindFramebuffer(target, framebuffername);
#ifdef ANDROID
wfb->mIsFB = true;
#endif
}
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
mBoundReadFramebuffer = wfb;
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
mBoundReadFramebuffer = wfb;
break;
default:
break;
}
}
void
WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb)
{
if (IsContextLost())
return;
if (target != LOCAL_GL_RENDERBUFFER)
return ErrorInvalidEnumInfo("bindRenderbuffer: target", target);
if (!ValidateObjectAllowDeletedOrNull("bindRenderbuffer", wrb))
return;
// silently ignore a deleted buffer
if (wrb && wrb->IsDeleted())
return;
MakeContextCurrent();
// Sometimes we emulate renderbuffers (depth-stencil emu), so there's not
// always a 1-1 mapping from `wrb` to GL name. Just have `wrb` handle it.
if (wrb) {
wrb->BindRenderbuffer();
#ifdef ANDROID
wrb->mIsRB = true;
#endif
} else {
gl->fBindRenderbuffer(target, 0);
}
mBoundRenderbuffer = wrb;
}
void WebGLContext::BlendEquation(GLenum mode)
{
if (IsContextLost())
return;
if (!ValidateBlendEquationEnum(mode, "blendEquation: mode"))
return;
MakeContextCurrent();
gl->fBlendEquation(mode);
}
void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
if (IsContextLost())
return;
if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") ||
!ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha"))
return;
MakeContextCurrent();
gl->fBlendEquationSeparate(modeRGB, modeAlpha);
}
void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor)
{
if (IsContextLost())
return;
if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") ||
!ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor"))
return;
if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB"))
return;
MakeContextCurrent();
gl->fBlendFunc(sfactor, dfactor);
}
void
WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha)
{
if (IsContextLost())
return;
if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") ||
!ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") ||
!ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") ||
!ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha"))
return;
// note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see
// "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list
if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB"))
return;
MakeContextCurrent();
gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
GLenum
WebGLContext::CheckFramebufferStatus(GLenum target)
{
if (IsContextLost())
return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
if (!ValidateFramebufferTarget(target, "invalidateFramebuffer"))
return 0;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb)
return LOCAL_GL_FRAMEBUFFER_COMPLETE;
return fb->CheckFramebufferStatus().get();
}
already_AddRefed<WebGLProgram>
WebGLContext::CreateProgram()
{
if (IsContextLost())
return nullptr;
RefPtr<WebGLProgram> globj = new WebGLProgram(this);
return globj.forget();
}
already_AddRefed<WebGLShader>
WebGLContext::CreateShader(GLenum type)
{
if (IsContextLost())
return nullptr;
if (type != LOCAL_GL_VERTEX_SHADER &&
type != LOCAL_GL_FRAGMENT_SHADER)
{
ErrorInvalidEnumInfo("createShader: type", type);
return nullptr;
}
RefPtr<WebGLShader> shader = new WebGLShader(this, type);
return shader.forget();
}
void
WebGLContext::CullFace(GLenum face)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "cullFace"))
return;
MakeContextCurrent();
gl->fCullFace(face);
}
void
WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteFramebuffer", fbuf))
return;
if (!fbuf || fbuf->IsDeleted())
return;
fbuf->RequestDelete();
if (mBoundReadFramebuffer == mBoundDrawFramebuffer) {
if (mBoundDrawFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
}
} else if (mBoundDrawFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
} else if (mBoundReadFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
}
}
void
WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer* rbuf)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteRenderbuffer", rbuf))
return;
if (!rbuf || rbuf->IsDeleted())
return;
if (mBoundDrawFramebuffer)
mBoundDrawFramebuffer->DetachRenderbuffer(rbuf);
if (mBoundReadFramebuffer)
mBoundReadFramebuffer->DetachRenderbuffer(rbuf);
rbuf->InvalidateStatusOfAttachedFBs();
if (mBoundRenderbuffer == rbuf)
BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr);
rbuf->RequestDelete();
}
void
WebGLContext::DeleteTexture(WebGLTexture* tex)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteTexture", tex))
return;
if (!tex || tex->IsDeleted())
return;
if (mBoundDrawFramebuffer)
mBoundDrawFramebuffer->DetachTexture(tex);
if (mBoundReadFramebuffer)
mBoundReadFramebuffer->DetachTexture(tex);
tex->InvalidateStatusOfAttachedFBs();
GLuint activeTexture = mActiveTexture;
for (int32_t i = 0; i < mGLMaxTextureUnits; i++) {
if ((mBound2DTextures[i] == tex && tex->Target() == LOCAL_GL_TEXTURE_2D) ||
(mBoundCubeMapTextures[i] == tex && tex->Target() == LOCAL_GL_TEXTURE_CUBE_MAP) ||
(mBound3DTextures[i] == tex && tex->Target() == LOCAL_GL_TEXTURE_3D))
{
ActiveTexture(LOCAL_GL_TEXTURE0 + i);
BindTexture(tex->Target(), nullptr);
}
}
ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture);
tex->RequestDelete();
}
void
WebGLContext::DeleteProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteProgram", prog))
return;
if (!prog || prog->IsDeleted())
return;
prog->RequestDelete();
}
void
WebGLContext::DeleteShader(WebGLShader* shader)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteShader", shader))
return;
if (!shader || shader->IsDeleted())
return;
shader->RequestDelete();
}
void
WebGLContext::DetachShader(WebGLProgram* program, WebGLShader* shader)
{
if (IsContextLost())
return;
// It's valid to attempt to detach a deleted shader, since it's still a
// shader.
if (!ValidateObject("detachShader: program", program) ||
!ValidateObjectAllowDeleted("detashShader: shader", shader))
{
return;
}
program->DetachShader(shader);
}
void
WebGLContext::DepthFunc(GLenum func)
{
if (IsContextLost())
return;
if (!ValidateComparisonEnum(func, "depthFunc"))
return;
MakeContextCurrent();
gl->fDepthFunc(func);
}
void
WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar)
{
if (IsContextLost())
return;
if (zNear > zFar)
return ErrorInvalidOperation("depthRange: the near value is greater than the far value!");
MakeContextCurrent();
gl->fDepthRange(zNear, zFar);
}
void
WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbtarget, WebGLRenderbuffer* wrb)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
return;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb) {
return ErrorInvalidOperation("framebufferRenderbuffer: cannot modify"
" framebuffer 0.");
}
if (rbtarget != LOCAL_GL_RENDERBUFFER) {
return ErrorInvalidEnumInfo("framebufferRenderbuffer: rbtarget:",
rbtarget);
}
if (!ValidateFramebufferAttachment(fb, attachment, "framebufferRenderbuffer"))
return;
fb->FramebufferRenderbuffer(attachment, rbtarget, wrb);
}
void
WebGLContext::FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture* tobj,
GLint level)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "framebufferTexture2D"))
return;
if (!IsWebGL2() && level != 0) {
ErrorInvalidValue("framebufferTexture2D: level must be 0.");
return;
}
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb) {
return ErrorInvalidOperation("framebufferTexture2D: cannot modify"
" framebuffer 0.");
}
if (textarget != LOCAL_GL_TEXTURE_2D &&
(textarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
textarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z))
{
return ErrorInvalidEnumInfo("framebufferTexture2D: textarget:",
textarget);
}
if (!ValidateFramebufferAttachment(fb, attachment, "framebufferTexture2D"))
return;
fb->FramebufferTexture2D(attachment, textarget, tobj, level);
}
void
WebGLContext::FrontFace(GLenum mode)
{
if (IsContextLost())
return;
switch (mode) {
case LOCAL_GL_CW:
case LOCAL_GL_CCW:
break;
default:
return ErrorInvalidEnumInfo("frontFace: mode", mode);
}
MakeContextCurrent();
gl->fFrontFace(mode);
}
already_AddRefed<WebGLActiveInfo>
WebGLContext::GetActiveAttrib(WebGLProgram* prog, GLuint index)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getActiveAttrib: program", prog))
return nullptr;
return prog->GetActiveAttrib(index);
}
already_AddRefed<WebGLActiveInfo>
WebGLContext::GetActiveUniform(WebGLProgram* prog, GLuint index)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getActiveUniform: program", prog))
return nullptr;
return prog->GetActiveUniform(index);
}
void
WebGLContext::GetAttachedShaders(WebGLProgram* prog,
dom::Nullable<nsTArray<RefPtr<WebGLShader>>>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!prog) {
ErrorInvalidValue("getAttachedShaders: Invalid program.");
return;
}
if (!ValidateObject("getAttachedShaders", prog))
return;
prog->GetAttachedShaders(&retval.SetValue());
}
GLint
WebGLContext::GetAttribLocation(WebGLProgram* prog, const nsAString& name)
{
if (IsContextLost())
return -1;
if (!ValidateObject("getAttribLocation: program", prog))
return -1;
return prog->GetAttribLocation(name);
}
JS::Value
WebGLContext::GetBufferParameter(GLenum target, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateBufferTarget(target, "getBufferParameter"))
return JS::NullValue();
WebGLRefPtr<WebGLBuffer>& slot = GetBufferSlotByTarget(target);
if (!slot) {
ErrorInvalidOperation("No buffer bound to `target` (0x%4x).", target);
return JS::NullValue();
}
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_BUFFER_SIZE:
case LOCAL_GL_BUFFER_USAGE:
{
GLint i = 0;
gl->fGetBufferParameteriv(target, pname, &i);
if (pname == LOCAL_GL_BUFFER_SIZE) {
return JS::Int32Value(i);
}
MOZ_ASSERT(pname == LOCAL_GL_BUFFER_USAGE);
return JS::NumberValue(uint32_t(i));
}
break;
default:
ErrorInvalidEnumInfo("getBufferParameter: parameter", pname);
}
return JS::NullValue();
}
JS::Value
WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx,
GLenum target,
GLenum attachment,
GLenum pname,
ErrorResult& rv)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateFramebufferTarget(target, "getFramebufferAttachmentParameter"))
return JS::NullValue();
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb) {
ErrorInvalidOperation("getFramebufferAttachmentParameter: cannot query"
" framebuffer 0.");
return JS::NullValue();
}
if (!ValidateFramebufferAttachment(fb, attachment,
"getFramebufferAttachmentParameter"))
{
return JS::NullValue();
}
if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers) &&
attachment >= LOCAL_GL_COLOR_ATTACHMENT0 &&
attachment <= LOCAL_GL_COLOR_ATTACHMENT15)
{
fb->EnsureColorAttachPoints(attachment - LOCAL_GL_COLOR_ATTACHMENT0);
}
MakeContextCurrent();
const WebGLFBAttachPoint& fba = fb->GetAttachPoint(attachment);
if (fba.Renderbuffer()) {
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT:
if (IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)) {
const GLenum internalFormat = fba.Renderbuffer()->InternalFormat();
return (internalFormat == LOCAL_GL_SRGB_EXT ||
internalFormat == LOCAL_GL_SRGB_ALPHA_EXT ||
internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT) ?
JS::NumberValue(uint32_t(LOCAL_GL_SRGB_EXT)) :
JS::NumberValue(uint32_t(LOCAL_GL_LINEAR));
}
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return JS::NumberValue(uint32_t(LOCAL_GL_RENDERBUFFER));
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
return WebGLObjectAsJSValue(cx, fba.Renderbuffer(), rv);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: {
if (!IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) &&
!IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float))
{
break;
}
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
ErrorInvalidOperation("getFramebufferAttachmentParameter: Cannot get component"
" type of a depth-stencil attachment.");
return JS::NullValue();
}
if (!fba.IsComplete())
return JS::NumberValue(uint32_t(LOCAL_GL_NONE));
uint32_t ret = LOCAL_GL_NONE;
switch (fba.Renderbuffer()->InternalFormat()) {
case LOCAL_GL_RGBA4:
case LOCAL_GL_RGB5_A1:
case LOCAL_GL_RGB565:
case LOCAL_GL_SRGB8_ALPHA8:
ret = LOCAL_GL_UNSIGNED_NORMALIZED;
break;
case LOCAL_GL_RGB16F:
case LOCAL_GL_RGBA16F:
case LOCAL_GL_RGB32F:
case LOCAL_GL_RGBA32F:
ret = LOCAL_GL_FLOAT;
break;
case LOCAL_GL_DEPTH_COMPONENT16:
case LOCAL_GL_STENCIL_INDEX8:
ret = LOCAL_GL_UNSIGNED_INT;
break;
default:
MOZ_ASSERT(false, "Unhandled RB component type.");
break;
}
return JS::NumberValue(uint32_t(ret));
}
}
ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname);
return JS::NullValue();
} else if (fba.Texture()) {
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT:
if (IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)) {
const TexInternalFormat effectiveInternalFormat =
fba.Texture()->ImageInfoBase().EffectiveInternalFormat();
if (effectiveInternalFormat == LOCAL_GL_NONE) {
ErrorInvalidOperation("getFramebufferAttachmentParameter: "
"texture contains no data");
return JS::NullValue();
}
TexInternalFormat unsizedinternalformat = LOCAL_GL_NONE;
TexType type = LOCAL_GL_NONE;
UnsizedInternalFormatAndTypeFromEffectiveInternalFormat(
effectiveInternalFormat, &unsizedinternalformat, &type);
MOZ_ASSERT(unsizedinternalformat != LOCAL_GL_NONE);
const bool srgb = unsizedinternalformat == LOCAL_GL_SRGB ||
unsizedinternalformat == LOCAL_GL_SRGB_ALPHA;
return srgb ? JS::NumberValue(uint32_t(LOCAL_GL_SRGB))
: JS::NumberValue(uint32_t(LOCAL_GL_LINEAR));
}
break;
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return JS::NumberValue(uint32_t(LOCAL_GL_TEXTURE));
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
return WebGLObjectAsJSValue(cx, fba.Texture(), rv);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
return JS::Int32Value(fba.MipLevel());
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: {
GLenum face = fba.ImageTarget().get();
if (face == LOCAL_GL_TEXTURE_2D)
face = 0;
return JS::Int32Value(face);
}
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: {
if (!IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) &&
!IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float))
{
break;
}
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
ErrorInvalidOperation("getFramebufferAttachmentParameter: cannot component"
" type of depth-stencil attachments.");
return JS::NullValue();
}
if (!fba.IsComplete())
return JS::NumberValue(uint32_t(LOCAL_GL_NONE));
TexInternalFormat effectiveInternalFormat =
fba.Texture()->ImageInfoAt(fba.ImageTarget(), fba.MipLevel()).EffectiveInternalFormat();
TexType type = TypeFromInternalFormat(effectiveInternalFormat);
GLenum ret = LOCAL_GL_NONE;
switch (type.get()) {
case LOCAL_GL_UNSIGNED_BYTE:
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
ret = LOCAL_GL_UNSIGNED_NORMALIZED;
break;
case LOCAL_GL_FLOAT:
case LOCAL_GL_HALF_FLOAT:
ret = LOCAL_GL_FLOAT;
break;
case LOCAL_GL_UNSIGNED_SHORT:
case LOCAL_GL_UNSIGNED_INT:
ret = LOCAL_GL_UNSIGNED_INT;
break;
default:
MOZ_ASSERT(false, "Unhandled RB component type.");
break;
}
return JS::NumberValue(uint32_t(ret));
}
}
ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname);
return JS::NullValue();
} else {
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return JS::NumberValue(uint32_t(LOCAL_GL_NONE));
default:
ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname);
return JS::NullValue();
}
}
return JS::NullValue();
}
JS::Value
WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (target != LOCAL_GL_RENDERBUFFER) {
ErrorInvalidEnumInfo("getRenderbufferParameter: target", target);
return JS::NullValue();
}
if (!mBoundRenderbuffer) {
ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound");
return JS::NullValue();
}
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_RENDERBUFFER_WIDTH:
case LOCAL_GL_RENDERBUFFER_HEIGHT:
case LOCAL_GL_RENDERBUFFER_RED_SIZE:
case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE:
case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE:
{
// RB emulation means we have to ask the RB itself.
GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname);
return JS::Int32Value(i);
}
case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT:
{
return JS::NumberValue(mBoundRenderbuffer->InternalFormat());
}
default:
ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname);
}
return JS::NullValue();
}
already_AddRefed<WebGLTexture>
WebGLContext::CreateTexture()
{
if (IsContextLost())
return nullptr;
GLuint tex = 0;
MakeContextCurrent();
gl->fGenTextures(1, &tex);
RefPtr<WebGLTexture> globj = new WebGLTexture(this, tex);
return globj.forget();
}
static GLenum
GetAndClearError(GLenum* errorVar)
{
MOZ_ASSERT(errorVar);
GLenum ret = *errorVar;
*errorVar = LOCAL_GL_NO_ERROR;
return ret;
}
GLenum
WebGLContext::GetError()
{
/* WebGL 1.0: Section 5.14.3: Setting and getting state:
* If the context's webgl context lost flag is set, returns
* CONTEXT_LOST_WEBGL the first time this method is called.
* Afterward, returns NO_ERROR until the context has been
* restored.
*
* WEBGL_lose_context:
* [When this extension is enabled: ] loseContext and
* restoreContext are allowed to generate INVALID_OPERATION errors
* even when the context is lost.
*/
if (IsContextLost()) {
if (mEmitContextLostErrorOnce) {
mEmitContextLostErrorOnce = false;
return LOCAL_GL_CONTEXT_LOST;
}
// Don't return yet, since WEBGL_lose_contexts contradicts the
// original spec, and allows error generation while lost.
}
GLenum err = GetAndClearError(&mWebGLError);
if (err != LOCAL_GL_NO_ERROR)
return err;
if (IsContextLost())
return LOCAL_GL_NO_ERROR;
// Either no WebGL-side error, or it's already been cleared.
// UnderlyingGL-side errors, now.
MakeContextCurrent();
GetAndFlushUnderlyingGLErrors();
err = GetAndClearError(&mUnderlyingGLError);
return err;
}
JS::Value
WebGLContext::GetProgramParameter(WebGLProgram* prog, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog))
return JS::NullValue();
return prog->GetProgramParameter(pname);
}
void
WebGLContext::GetProgramInfoLog(WebGLProgram* prog, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getProgramInfoLog: program", prog))
return;
prog->GetProgramInfoLog(&retval);
retval.SetIsVoid(false);
}
JS::Value
WebGLContext::GetUniform(JSContext* js, WebGLProgram* prog,
WebGLUniformLocation* loc)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObject("getUniform: `program`", prog))
return JS::NullValue();
if (!ValidateObject("getUniform: `location`", loc))
return JS::NullValue();
if (!loc->ValidateForProgram(prog, this, "getUniform"))
return JS::NullValue();
return loc->GetUniform(js, this);
}
already_AddRefed<WebGLUniformLocation>
WebGLContext::GetUniformLocation(WebGLProgram* prog, const nsAString& name)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getUniformLocation: program", prog))
return nullptr;
return prog->GetUniformLocation(name);
}
void
WebGLContext::Hint(GLenum target, GLenum mode)
{
if (IsContextLost())
return;
bool isValid = false;
switch (target) {
case LOCAL_GL_GENERATE_MIPMAP_HINT:
isValid = true;
break;
case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives))
isValid = true;
break;
}
if (!isValid)
return ErrorInvalidEnum("hint: invalid hint");
MakeContextCurrent();
gl->fHint(target, mode);
}
bool
WebGLContext::IsFramebuffer(WebGLFramebuffer* fb)
{
if (IsContextLost())
return false;
if (!ValidateObjectAllowDeleted("isFramebuffer", fb))
return false;
if (fb->IsDeleted())
return false;
#ifdef ANDROID
if (gl->WorkAroundDriverBugs() &&
gl->Renderer() == GLRenderer::AndroidEmulator)
{
return fb->mIsFB;
}
#endif
MakeContextCurrent();
return gl->fIsFramebuffer(fb->mGLName);
}
bool
WebGLContext::IsProgram(WebGLProgram* prog)
{
if (IsContextLost())
return false;
return ValidateObjectAllowDeleted("isProgram", prog) && !prog->IsDeleted();
}
bool
WebGLContext::IsRenderbuffer(WebGLRenderbuffer* rb)
{
if (IsContextLost())
return false;
if (!ValidateObjectAllowDeleted("isRenderBuffer", rb))
return false;
if (rb->IsDeleted())
return false;
#ifdef ANDROID
if (gl->WorkAroundDriverBugs() &&
gl->Renderer() == GLRenderer::AndroidEmulator)
{
return rb->mIsRB;
}
#endif
MakeContextCurrent();
return gl->fIsRenderbuffer(rb->PrimaryGLName());
}
bool
WebGLContext::IsShader(WebGLShader* shader)
{
if (IsContextLost())
return false;
return ValidateObjectAllowDeleted("isShader", shader) &&
!shader->IsDeleted();
}
void
WebGLContext::LinkProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!ValidateObject("linkProgram", prog))
return;
prog->LinkProgram();
if (prog->IsLinked()) {
mActiveProgramLinkInfo = prog->LinkInfo();
if (gl->WorkAroundDriverBugs() &&
gl->Vendor() == gl::GLVendor::NVIDIA)
{
if (mCurrentProgram == prog)
gl->fUseProgram(prog->mGLName);
}
}
}
void
WebGLContext::PixelStorei(GLenum pname, GLint param)
{
if (IsContextLost())
return;
switch (pname) {
case UNPACK_FLIP_Y_WEBGL:
mPixelStoreFlipY = (param != 0);
break;
case UNPACK_PREMULTIPLY_ALPHA_WEBGL:
mPixelStorePremultiplyAlpha = (param != 0);
break;
case UNPACK_COLORSPACE_CONVERSION_WEBGL:
if (param == LOCAL_GL_NONE || param == BROWSER_DEFAULT_WEBGL)
mPixelStoreColorspaceConversion = param;
else
return ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter", param);
break;
case LOCAL_GL_PACK_ALIGNMENT:
case LOCAL_GL_UNPACK_ALIGNMENT:
if (param != 1 &&
param != 2 &&
param != 4 &&
param != 8)
return ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value");
if (pname == LOCAL_GL_PACK_ALIGNMENT)
mPixelStorePackAlignment = param;
else if (pname == LOCAL_GL_UNPACK_ALIGNMENT)
mPixelStoreUnpackAlignment = param;
MakeContextCurrent();
gl->fPixelStorei(pname, param);
break;
default:
return ErrorInvalidEnumInfo("pixelStorei: parameter", pname);
}
}
// `width` in pixels.
// `stride` in bytes.
static bool
SetFullAlpha(void* data, GLenum format, GLenum type, size_t width,
size_t height, size_t stride)
{
if (format == LOCAL_GL_ALPHA && type == LOCAL_GL_UNSIGNED_BYTE) {
// Just memset the rows.
uint8_t* row = static_cast<uint8_t*>(data);
for (size_t j = 0; j < height; ++j) {
memset(row, 0xff, width);
row += stride;
}
return true;
}
if (format == LOCAL_GL_RGBA && type == LOCAL_GL_UNSIGNED_BYTE) {
for (size_t j = 0; j < height; ++j) {
uint8_t* row = static_cast<uint8_t*>(data) + j*stride;
uint8_t* pAlpha = row + 3;
uint8_t* pAlphaEnd = pAlpha + 4*width;
while (pAlpha != pAlphaEnd) {
*pAlpha = 0xff;
pAlpha += 4;
}
}
return true;
}
if (format == LOCAL_GL_RGBA && type == LOCAL_GL_FLOAT) {
for (size_t j = 0; j < height; ++j) {
uint8_t* rowBytes = static_cast<uint8_t*>(data) + j*stride;
float* row = reinterpret_cast<float*>(rowBytes);
float* pAlpha = row + 3;
float* pAlphaEnd = pAlpha + 4*width;
while (pAlpha != pAlphaEnd) {
*pAlpha = 1.0f;
pAlpha += 4;
}
}
return true;
}
MOZ_ASSERT(false, "Unhandled case, how'd we get here?");
return false;
}
static void
ReadPixelsAndConvert(gl::GLContext* gl, GLint x, GLint y, GLsizei width, GLsizei height,
GLenum readFormat, GLenum readType, size_t pixelStorePackAlignment,
GLenum destFormat, GLenum destType, void* destBytes)
{
if (readFormat == destFormat && readType == destType) {
gl->fReadPixels(x, y, width, height, destFormat, destType, destBytes);
return;
}
if (readFormat == LOCAL_GL_RGBA &&
readType == LOCAL_GL_HALF_FLOAT &&
destFormat == LOCAL_GL_RGBA &&
destType == LOCAL_GL_FLOAT)
{
size_t readBytesPerPixel = sizeof(uint16_t) * 4;
size_t destBytesPerPixel = sizeof(float) * 4;
size_t readBytesPerRow = readBytesPerPixel * width;
size_t readStride = RoundUpToMultipleOf(readBytesPerRow, pixelStorePackAlignment);
size_t destStride = RoundUpToMultipleOf(destBytesPerPixel * width,
pixelStorePackAlignment);
size_t bytesNeeded = ((height - 1) * readStride) + readBytesPerRow;
UniquePtr<uint8_t[]> readBuffer(new uint8_t[bytesNeeded]);
gl->fReadPixels(x, y, width, height, readFormat, readType, readBuffer.get());
size_t channelsPerRow = width * 4;
for (size_t j = 0; j < (size_t)height; j++) {
uint16_t* src = (uint16_t*)(readBuffer.get()) + j*readStride;
float* dst = (float*)(destBytes) + j*destStride;
uint16_t* srcEnd = src + channelsPerRow;
while (src != srcEnd) {
*dst = unpackFromFloat16(*src);
++src;
++dst;
}
}
return;
}
MOZ_CRASH("bad format/type");
}
static bool
IsFormatAndTypeUnpackable(GLenum format, GLenum type)
{
switch (type) {
case LOCAL_GL_UNSIGNED_BYTE:
case LOCAL_GL_FLOAT:
case LOCAL_GL_HALF_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
switch (format) {
case LOCAL_GL_ALPHA:
case LOCAL_GL_RGB:
case LOCAL_GL_RGBA:
return true;
default:
return false;
}
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
return format == LOCAL_GL_RGBA;
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
return format == LOCAL_GL_RGB;
default:
return false;
}
}
// This function is temporary, and will be removed once https://bugzilla.mozilla.org/show_bug.cgi?id=1176214 lands, which will
// collapse the SharedArrayBufferView and ArrayBufferView into one.
void
ComputeLengthAndData(const dom::ArrayBufferViewOrSharedArrayBufferView& view,
void** const out_data, size_t* const out_length,
js::Scalar::Type* const out_type)
{
if (view.IsArrayBufferView()) {
const dom::ArrayBufferView& pixbuf = view.GetAsArrayBufferView();
pixbuf.ComputeLengthAndData();
*out_length = pixbuf.Length();
*out_data = pixbuf.Data();
*out_type = JS_GetArrayBufferViewType(pixbuf.Obj());
} else {
const dom::SharedArrayBufferView& pixbuf = view.GetAsSharedArrayBufferView();
pixbuf.ComputeLengthAndData();
*out_length = pixbuf.Length();
*out_data = pixbuf.Data();
*out_type = JS_GetSharedArrayBufferViewType(pixbuf.Obj());
}
}
void
WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width,
GLsizei height, GLenum format,
GLenum type, const dom::Nullable<dom::ArrayBufferViewOrSharedArrayBufferView>& pixels,
ErrorResult& rv)
{
if (IsContextLost())
return;
if (mCanvasElement &&
mCanvasElement->IsWriteOnly() &&
!nsContentUtils::IsCallerChrome())
{
GenerateWarning("readPixels: Not allowed");
return rv.Throw(NS_ERROR_DOM_SECURITY_ERR);
}
if (width < 0 || height < 0)
return ErrorInvalidValue("readPixels: negative size passed");
if (pixels.IsNull())
return ErrorInvalidValue("readPixels: null destination buffer");
if (!IsFormatAndTypeUnpackable(format, type))
return ErrorInvalidEnum("readPixels: Bad format or type.");
const WebGLRectangleObject* framebufferRect = CurValidReadFBRectObject();
GLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
GLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
int channels = 0;
// Check the format param
switch (format) {
case LOCAL_GL_ALPHA:
channels = 1;
break;
case LOCAL_GL_RGB:
channels = 3;
break;
case LOCAL_GL_RGBA:
channels = 4;
break;
default:
MOZ_CRASH("bad `format`");
}
// Check the type param
int bytesPerPixel;
int requiredDataType;
switch (type) {
case LOCAL_GL_UNSIGNED_BYTE:
bytesPerPixel = 1*channels;
requiredDataType = js::Scalar::Uint8;
break;
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
bytesPerPixel = 2;
requiredDataType = js::Scalar::Uint16;
break;
case LOCAL_GL_FLOAT:
bytesPerPixel = 4*channels;
requiredDataType = js::Scalar::Float32;
break;
case LOCAL_GL_HALF_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
bytesPerPixel = 2*channels;
requiredDataType = js::Scalar::Uint16;
break;
default:
MOZ_CRASH("bad `type`");
}
const dom::ArrayBufferViewOrSharedArrayBufferView &view = pixels.Value();
// Compute length and data. Don't reenter after this point, lest the
// precomputed go out of sync with the instant length/data.
size_t dataByteLen;
void* data;
js::Scalar::Type dataType;
ComputeLengthAndData(view, &data, &dataByteLen, &dataType);
// Check the pixels param type
if (dataType != requiredDataType)
return ErrorInvalidOperation("readPixels: Mismatched type/pixels types");
// Check the pixels param size
CheckedUint32 checked_neededByteLength =
GetImageSize(height, width, 1, bytesPerPixel, mPixelStorePackAlignment);
CheckedUint32 checked_plainRowSize = CheckedUint32(width) * bytesPerPixel;
CheckedUint32 checked_alignedRowSize =
RoundedToNextMultipleOf(checked_plainRowSize, mPixelStorePackAlignment);
if (!checked_neededByteLength.isValid())
return ErrorInvalidOperation("readPixels: integer overflow computing the needed buffer size");
if (checked_neededByteLength.value() > dataByteLen)
return ErrorInvalidOperation("readPixels: buffer too small");
if (!data) {
ErrorOutOfMemory("readPixels: buffer storage is null. Did we run out of memory?");
return rv.Throw(NS_ERROR_OUT_OF_MEMORY);
}
MakeContextCurrent();
bool isSourceTypeFloat;
if (mBoundReadFramebuffer) {
TexInternalFormat srcFormat;
if (!mBoundReadFramebuffer->ValidateForRead("readPixels", &srcFormat))
return;
MOZ_ASSERT(srcFormat != LOCAL_GL_NONE);
TexType texType = TypeFromInternalFormat(srcFormat);
isSourceTypeFloat = (texType == LOCAL_GL_FLOAT ||
texType == LOCAL_GL_HALF_FLOAT);
} else {
ClearBackbufferIfNeeded();
isSourceTypeFloat = false;
}
// Check the format and type params to assure they are an acceptable pair (as per spec)
const GLenum mainReadFormat = LOCAL_GL_RGBA;
const GLenum mainReadType = isSourceTypeFloat ? LOCAL_GL_FLOAT
: LOCAL_GL_UNSIGNED_BYTE;
GLenum auxReadFormat = mainReadFormat;
GLenum auxReadType = mainReadType;
// OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid
// combination for glReadPixels().
if (gl->IsSupported(gl::GLFeature::ES2_compatibility)) {
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT,
reinterpret_cast<GLint*>(&auxReadFormat));
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE,
reinterpret_cast<GLint*>(&auxReadType));
}
const bool mainMatches = (format == mainReadFormat && type == mainReadType);
const bool auxMatches = (format == auxReadFormat && type == auxReadType);
const bool isValid = mainMatches || auxMatches;
if (!isValid)
return ErrorInvalidOperation("readPixels: Invalid format/type pair");
GLenum readType = type;
if (gl->WorkAroundDriverBugs() && gl->IsANGLE()) {
if (type == LOCAL_GL_FLOAT &&
auxReadFormat == format &&
auxReadType == LOCAL_GL_HALF_FLOAT)
{
readType = auxReadType;
}
}
// Now that the errors are out of the way, on to actually reading
// If we won't be reading any pixels anyways, just skip the actual reading
if (width == 0 || height == 0)
return DummyFramebufferOperation("readPixels");
if (CanvasUtils::CheckSaneSubrectSize(x, y, width, height, framebufferWidth, framebufferHeight)) {
// the easy case: we're not reading out-of-range pixels
// Effectively: gl->fReadPixels(x, y, width, height, format, type, dest);
ReadPixelsAndConvert(gl, x, y, width, height, format, readType,
mPixelStorePackAlignment, format, type, data);
} else {
// the rectangle doesn't fit entirely in the bound buffer. We then have to set to zero the part
// of the buffer that correspond to out-of-range pixels. We don't want to rely on system OpenGL
// to do that for us, because passing out of range parameters to a buggy OpenGL implementation
// could conceivably allow to read memory we shouldn't be allowed to read. So we manually initialize
// the buffer to zero and compute the parameters to pass to OpenGL. We have to use an intermediate buffer
// to accomodate the potentially different strides (widths).
// Zero the whole pixel dest area in the destination buffer.
memset(data, 0, checked_neededByteLength.value());
if ( x >= framebufferWidth
|| x+width <= 0
|| y >= framebufferHeight
|| y+height <= 0)
{
// we are completely outside of range, can exit now with buffer filled with zeros
return DummyFramebufferOperation("readPixels");
}
// compute the parameters of the subrect we're actually going to call glReadPixels on
GLint subrect_x = std::max(x, 0);
GLint subrect_end_x = std::min(x+width, framebufferWidth);
GLsizei subrect_width = subrect_end_x - subrect_x;
GLint subrect_y = std::max(y, 0);
GLint subrect_end_y = std::min(y+height, framebufferHeight);
GLsizei subrect_height = subrect_end_y - subrect_y;
if (subrect_width < 0 || subrect_height < 0 ||
subrect_width > width || subrect_height > height)
return ErrorInvalidOperation("readPixels: integer overflow computing clipped rect size");
// now we know that subrect_width is in the [0..width] interval, and same for heights.
// now, same computation as above to find the size of the intermediate buffer to allocate for the subrect
// no need to check again for integer overflow here, since we already know the sizes aren't greater than before
uint32_t subrect_plainRowSize = subrect_width * bytesPerPixel;
// There are checks above to ensure that this doesn't overflow.
uint32_t subrect_alignedRowSize =
RoundedToNextMultipleOf(subrect_plainRowSize, mPixelStorePackAlignment).value();
uint32_t subrect_byteLength = (subrect_height-1)*subrect_alignedRowSize + subrect_plainRowSize;
// create subrect buffer, call glReadPixels, copy pixels into destination buffer, delete subrect buffer
auto subrect_data = MakeUniqueFallible<GLubyte[]>(subrect_byteLength);
if (!subrect_data)
return ErrorOutOfMemory("readPixels: subrect_data");
// Effectively: gl->fReadPixels(subrect_x, subrect_y, subrect_width,
// subrect_height, format, type, subrect_data.get());
ReadPixelsAndConvert(gl, subrect_x, subrect_y, subrect_width, subrect_height,
format, readType, mPixelStorePackAlignment, format, type,
subrect_data.get());
// notice that this for loop terminates because we already checked that subrect_height is at most height
for (GLint y_inside_subrect = 0; y_inside_subrect < subrect_height; ++y_inside_subrect) {
GLint subrect_x_in_dest_buffer = subrect_x - x;
GLint subrect_y_in_dest_buffer = subrect_y - y;
memcpy(static_cast<GLubyte*>(data)
+ checked_alignedRowSize.value() * (subrect_y_in_dest_buffer + y_inside_subrect)
+ bytesPerPixel * subrect_x_in_dest_buffer, // destination
subrect_data.get() + subrect_alignedRowSize * y_inside_subrect, // source
subrect_plainRowSize); // size
}
}
// if we're reading alpha, we may need to do fixup. Note that we don't allow
// GL_ALPHA to readpixels currently, but we had the code written for it already.
const bool formatHasAlpha = format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_RGBA;
if (!formatHasAlpha)
return;
bool needAlphaFilled;
if (mBoundReadFramebuffer) {
needAlphaFilled = !mBoundReadFramebuffer->ColorAttachment(0).HasAlpha();
} else {
needAlphaFilled = !mOptions.alpha;
}
if (!needAlphaFilled)
return;
size_t stride = checked_alignedRowSize.value(); // In bytes!
if (!SetFullAlpha(data, format, type, width, height, stride)) {
return rv.Throw(NS_ERROR_FAILURE);
}
}
void
WebGLContext::RenderbufferStorage_base(const char* funcName, GLenum target,
GLsizei samples,
GLenum internalFormat, GLsizei width,
GLsizei height)
{
if (IsContextLost())
return;
if (!mBoundRenderbuffer) {
ErrorInvalidOperation("%s: Called on renderbuffer 0.", funcName);
return;
}
if (target != LOCAL_GL_RENDERBUFFER) {
ErrorInvalidEnumInfo("`target`", funcName, target);
return;
}
if (samples < 0 || samples > mGLMaxSamples) {
ErrorInvalidValue("%s: `samples` is out of the valid range.", funcName);
return;
}
if (width < 0 || height < 0) {
ErrorInvalidValue("%s: Width and height must be >= 0.", funcName);
return;
}
if (width > mGLMaxRenderbufferSize || height > mGLMaxRenderbufferSize) {
ErrorInvalidValue("%s: Width or height exceeds maximum renderbuffer"
" size.", funcName);
return;
}
// Convert DEPTH_STENCIL to sized type for testing
GLenum sizedInternalFormat = internalFormat;
if (sizedInternalFormat == LOCAL_GL_DEPTH_STENCIL)
sizedInternalFormat = LOCAL_GL_DEPTH24_STENCIL8;
bool isFormatValid = false;
const webgl::FormatInfo* info = webgl::GetInfoBySizedFormat(sizedInternalFormat);
if (info) {
const webgl::FormatUsageInfo* usage = mFormatUsage->GetUsage(info);
isFormatValid = usage && usage->asRenderbuffer;
}
if (!isFormatValid) {
ErrorInvalidEnumInfo("`internalFormat`", funcName, internalFormat);
return;
}
// certain OpenGL ES renderbuffer formats may not exist on desktop OpenGL
GLenum internalFormatForGL = internalFormat;
switch (internalFormat) {
case LOCAL_GL_RGBA4:
case LOCAL_GL_RGB5_A1:
// 16-bit RGBA formats are not supported on desktop GL
if (!gl->IsGLES())
internalFormatForGL = LOCAL_GL_RGBA8;
break;
case LOCAL_GL_RGB565:
// the RGB565 format is not supported on desktop GL
if (!gl->IsGLES())
internalFormatForGL = LOCAL_GL_RGB8;
break;
case LOCAL_GL_DEPTH_COMPONENT16:
if (!gl->IsGLES() || gl->IsExtensionSupported(gl::GLContext::OES_depth24))
internalFormatForGL = LOCAL_GL_DEPTH_COMPONENT24;
else if (gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil))
internalFormatForGL = LOCAL_GL_DEPTH24_STENCIL8;
break;
case LOCAL_GL_DEPTH_STENCIL:
// We emulate this in WebGLRenderbuffer if we don't have the requisite extension.
internalFormatForGL = LOCAL_GL_DEPTH24_STENCIL8;
break;
default:
break;
}
// Validation complete.
MakeContextCurrent();
bool willRealloc = samples != mBoundRenderbuffer->Samples() ||
internalFormat != mBoundRenderbuffer->InternalFormat() ||
width != mBoundRenderbuffer->Width() ||
height != mBoundRenderbuffer->Height();
if (willRealloc) {
GetAndFlushUnderlyingGLErrors();
mBoundRenderbuffer->RenderbufferStorage(samples, internalFormatForGL,
width, height);
GLenum error = GetAndFlushUnderlyingGLErrors();
if (error) {
GenerateWarning("%s generated error %s", funcName,
ErrorName(error));
return;
}
} else {
mBoundRenderbuffer->RenderbufferStorage(samples, internalFormatForGL,
width, height);
}
mBoundRenderbuffer->SetSamples(samples);
mBoundRenderbuffer->SetInternalFormat(internalFormat);
mBoundRenderbuffer->SetInternalFormatForGL(internalFormatForGL);
mBoundRenderbuffer->setDimensions(width, height);
mBoundRenderbuffer->SetImageDataStatus(WebGLImageDataStatus::UninitializedImageData);
}
void
WebGLContext::RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height)
{
RenderbufferStorage_base("renderbufferStorage", target, 0,
internalFormat, width, height);
}
void
WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (width < 0 || height < 0)
return ErrorInvalidValue("scissor: negative size");
MakeContextCurrent();
gl->fScissor(x, y, width, height);
}
void
WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateComparisonEnum(func, "stencilFunc: func"))
return;
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
MakeContextCurrent();
gl->fStencilFunc(func, ref, mask);
}
void
WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") ||
!ValidateComparisonEnum(func, "stencilFuncSeparate: func"))
return;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilRefFront = ref;
mStencilValueMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilRefBack = ref;
mStencilValueMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilFuncSeparate(face, func, ref, mask);
}
void
WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (IsContextLost())
return;
if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOp: dppass"))
return;
MakeContextCurrent();
gl->fStencilOp(sfail, dpfail, dppass);
}
void
WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilOpSeparate: face") ||
!ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass"))
return;
MakeContextCurrent();
gl->fStencilOpSeparate(face, sfail, dpfail, dppass);
}
nsresult
WebGLContext::SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromElementResult& res,
RefPtr<DataSourceSurface>& imageOut,
WebGLTexelFormat* format)
{
*format = WebGLTexelFormat::None;
if (!res.mSourceSurface)
return NS_OK;
RefPtr<DataSourceSurface> data = res.mSourceSurface->GetDataSurface();
if (!data) {
// SurfaceFromElement lied!
return NS_OK;
}
// We disallow loading cross-domain images and videos that have not been validated
// with CORS as WebGL textures. The reason for doing that is that timing
// attacks on WebGL shaders are able to retrieve approximations of the
// pixel values in WebGL textures; see bug 655987.
//
// To prevent a loophole where a Canvas2D would be used as a proxy to load
// cross-domain textures, we also disallow loading textures from write-only
// Canvas2D's.
// part 1: check that the DOM element is same-origin, or has otherwise been
// validated for cross-domain use.
if (!res.mCORSUsed) {
bool subsumes;
nsresult rv = mCanvasElement->NodePrincipal()->Subsumes(res.mPrincipal, &subsumes);
if (NS_FAILED(rv) || !subsumes) {
GenerateWarning("It is forbidden to load a WebGL texture from a cross-domain element that has not been validated with CORS. "
"See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures");
return NS_ERROR_DOM_SECURITY_ERR;
}
}
// part 2: if the DOM element is write-only, it might contain
// cross-domain image data.
if (res.mIsWriteOnly) {
GenerateWarning("The canvas used as source for texImage2D here is tainted (write-only). It is forbidden "
"to load a WebGL texture from a tainted canvas. A Canvas becomes tainted for example "
"when a cross-domain image is drawn on it. "
"See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures");
return NS_ERROR_DOM_SECURITY_ERR;
}
// End of security checks, now we should be safe regarding cross-domain images
// Notice that there is never a need to mark the WebGL canvas as write-only, since we reject write-only/cross-domain
// texture sources in the first place.
switch (data->GetFormat()) {
case SurfaceFormat::B8G8R8A8:
*format = WebGLTexelFormat::BGRA8; // careful, our ARGB means BGRA
break;
case SurfaceFormat::B8G8R8X8:
*format = WebGLTexelFormat::BGRX8; // careful, our RGB24 is not tightly packed. Whence BGRX8.
break;
case SurfaceFormat::A8:
*format = WebGLTexelFormat::A8;
break;
case SurfaceFormat::R5G6B5_UINT16:
*format = WebGLTexelFormat::RGB565;
break;
default:
NS_ASSERTION(false, "Unsupported image format. Unimplemented.");
return NS_ERROR_NOT_IMPLEMENTED;
}
imageOut = data;
return NS_OK;
}
////////////////////////////////////////////////////////////////////////////////
// Uniform setters.
void
WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_INT, "uniform1i", &rawLoc))
return;
// Only uniform1i can take sampler settings.
if (!loc->ValidateSamplerSetter(a1, this, "uniform1i"))
return;
MakeContextCurrent();
gl->fUniform1i(rawLoc, a1);
}
void
WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_INT, "uniform2i", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform2i(rawLoc, a1, a2);
}
void
WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_INT, "uniform3i", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform3i(rawLoc, a1, a2, a3);
}
void
WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3,
GLint a4)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_INT, "uniform4i", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform4i(rawLoc, a1, a2, a3, a4);
}
void
WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_FLOAT, "uniform1f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform1f(rawLoc, a1);
}
void
WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_FLOAT, "uniform2f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform2f(rawLoc, a1, a2);
}
void
WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2,
GLfloat a3)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_FLOAT, "uniform3f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform3f(rawLoc, a1, a2, a3);
}
void
WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2,
GLfloat a3, GLfloat a4)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_FLOAT, "uniform4f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform4f(rawLoc, a1, a2, a3, a4);
}
////////////////////////////////////////
// Array
void
WebGLContext::Uniform1iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_INT, arrayLength,
"uniform1iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform1iv"))
return;
MakeContextCurrent();
gl->fUniform1iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform2iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_INT, arrayLength,
"uniform2iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform2iv") ||
!loc->ValidateSamplerSetter(data[1], this, "uniform2iv"))
{
return;
}
MakeContextCurrent();
gl->fUniform2iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform3iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_INT, arrayLength,
"uniform3iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform3iv") ||
!loc->ValidateSamplerSetter(data[1], this, "uniform3iv") ||
!loc->ValidateSamplerSetter(data[2], this, "uniform3iv"))
{
return;
}
MakeContextCurrent();
gl->fUniform3iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform4iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_INT, arrayLength,
"uniform4iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform4iv") ||
!loc->ValidateSamplerSetter(data[1], this, "uniform4iv") ||
!loc->ValidateSamplerSetter(data[2], this, "uniform4iv") ||
!loc->ValidateSamplerSetter(data[3], this, "uniform4iv"))
{
return;
}
MakeContextCurrent();
gl->fUniform4iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform1fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_FLOAT, arrayLength,
"uniform1fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform1fv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform2fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_FLOAT, arrayLength,
"uniform2fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform2fv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform3fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_FLOAT, arrayLength,
"uniform3fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform3fv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform4fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_FLOAT, arrayLength,
"uniform4fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform4fv(rawLoc, numElementsToUpload, data);
}
////////////////////////////////////////
// Matrix
void
WebGLContext::UniformMatrix2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 2, 2, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix2fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix2fv(rawLoc, numElementsToUpload, false, data);
}
void
WebGLContext::UniformMatrix3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 3, 3, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix3fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix3fv(rawLoc, numElementsToUpload, false, data);
}
void
WebGLContext::UniformMatrix4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 4, 4, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix4fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix4fv(rawLoc, numElementsToUpload, false, data);
}
////////////////////////////////////////////////////////////////////////////////
void
WebGLContext::UseProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!prog) {
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
return;
}
if (!ValidateObject("useProgram", prog))
return;
if (prog->UseProgram()) {
mCurrentProgram = prog;
mActiveProgramLinkInfo = mCurrentProgram->LinkInfo();
}
}
void
WebGLContext::ValidateProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!ValidateObject("validateProgram", prog))
return;
prog->ValidateProgram();
}
already_AddRefed<WebGLFramebuffer>
WebGLContext::CreateFramebuffer()
{
if (IsContextLost())
return nullptr;
GLuint fbo = 0;
MakeContextCurrent();
gl->fGenFramebuffers(1, &fbo);
RefPtr<WebGLFramebuffer> globj = new WebGLFramebuffer(this, fbo);
return globj.forget();
}
already_AddRefed<WebGLRenderbuffer>
WebGLContext::CreateRenderbuffer()
{
if (IsContextLost())
return nullptr;
RefPtr<WebGLRenderbuffer> globj = new WebGLRenderbuffer(this);
return globj.forget();
}
void
WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (width < 0 || height < 0)
return ErrorInvalidValue("viewport: negative size");
MakeContextCurrent();
gl->fViewport(x, y, width, height);
mViewportX = x;
mViewportY = y;
mViewportWidth = width;
mViewportHeight = height;
}
void
WebGLContext::CompileShader(WebGLShader* shader)
{
if (IsContextLost())
return;
if (!ValidateObject("compileShader", shader))
return;
shader->CompileShader();
}
JS::Value
WebGLContext::GetShaderParameter(WebGLShader* shader, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObject("getShaderParameter: shader", shader))
return JS::NullValue();
return shader->GetShaderParameter(pname);
}
void
WebGLContext::GetShaderInfoLog(WebGLShader* shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderInfoLog: shader", shader))
return;
shader->GetShaderInfoLog(&retval);
retval.SetIsVoid(false);
}
already_AddRefed<WebGLShaderPrecisionFormat>
WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype)
{
if (IsContextLost())
return nullptr;
switch (shadertype) {
case LOCAL_GL_FRAGMENT_SHADER:
case LOCAL_GL_VERTEX_SHADER:
break;
default:
ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype);
return nullptr;
}
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
break;
default:
ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype);
return nullptr;
}
MakeContextCurrent();
GLint range[2], precision;
if (mDisableFragHighP &&
shadertype == LOCAL_GL_FRAGMENT_SHADER &&
(precisiontype == LOCAL_GL_HIGH_FLOAT ||
precisiontype == LOCAL_GL_HIGH_INT))
{
precision = 0;
range[0] = 0;
range[1] = 0;
} else {
gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision);
}
RefPtr<WebGLShaderPrecisionFormat> retShaderPrecisionFormat
= new WebGLShaderPrecisionFormat(this, range[0], range[1], precision);
return retShaderPrecisionFormat.forget();
}
void
WebGLContext::GetShaderSource(WebGLShader* shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderSource: shader", shader))
return;
shader->GetShaderSource(&retval);
}
void
WebGLContext::ShaderSource(WebGLShader* shader, const nsAString& source)
{
if (IsContextLost())
return;
if (!ValidateObject("shaderSource: shader", shader))
return;
shader->ShaderSource(source);
}
void
WebGLContext::GetShaderTranslatedSource(WebGLShader* shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderTranslatedSource: shader", shader))
return;
shader->GetShaderTranslatedSource(&retval);
}
void
WebGLContext::LoseContext()
{
if (IsContextLost())
return ErrorInvalidOperation("loseContext: Context is already lost.");
ForceLoseContext(true);
}
void
WebGLContext::RestoreContext()
{
if (!IsContextLost())
return ErrorInvalidOperation("restoreContext: Context is not lost.");
if (!mLastLossWasSimulated) {
return ErrorInvalidOperation("restoreContext: Context loss was not simulated."
" Cannot simulate restore.");
}
// If we're currently lost, and the last loss was simulated, then
// we're currently only simulated-lost, allowing us to call
// restoreContext().
if (!mAllowContextRestore)
return ErrorInvalidOperation("restoreContext: Context cannot be restored.");
ForceRestoreContext();
}
WebGLTexelFormat
GetWebGLTexelFormat(TexInternalFormat effectiveInternalFormat)
{
switch (effectiveInternalFormat.get()) {
case LOCAL_GL_RGBA8: return WebGLTexelFormat::RGBA8;
case LOCAL_GL_SRGB8_ALPHA8: return WebGLTexelFormat::RGBA8;
case LOCAL_GL_RGB8: return WebGLTexelFormat::RGB8;
case LOCAL_GL_SRGB8: return WebGLTexelFormat::RGB8;
case LOCAL_GL_ALPHA8: return WebGLTexelFormat::A8;
case LOCAL_GL_LUMINANCE8: return WebGLTexelFormat::R8;
case LOCAL_GL_LUMINANCE8_ALPHA8: return WebGLTexelFormat::RA8;
case LOCAL_GL_RGBA32F: return WebGLTexelFormat::RGBA32F;
case LOCAL_GL_RGB32F: return WebGLTexelFormat::RGB32F;
case LOCAL_GL_ALPHA32F_EXT: return WebGLTexelFormat::A32F;
case LOCAL_GL_LUMINANCE32F_EXT: return WebGLTexelFormat::R32F;
case LOCAL_GL_LUMINANCE_ALPHA32F_EXT: return WebGLTexelFormat::RA32F;
case LOCAL_GL_RGBA16F: return WebGLTexelFormat::RGBA16F;
case LOCAL_GL_RGB16F: return WebGLTexelFormat::RGB16F;
case LOCAL_GL_ALPHA16F_EXT: return WebGLTexelFormat::A16F;
case LOCAL_GL_LUMINANCE16F_EXT: return WebGLTexelFormat::R16F;
case LOCAL_GL_LUMINANCE_ALPHA16F_EXT: return WebGLTexelFormat::RA16F;
case LOCAL_GL_RGBA4: return WebGLTexelFormat::RGBA4444;
case LOCAL_GL_RGB5_A1: return WebGLTexelFormat::RGBA5551;
case LOCAL_GL_RGB565: return WebGLTexelFormat::RGB565;
default:
return WebGLTexelFormat::FormatNotSupportingAnyConversion;
}
}
void
WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fBlendColor(r, g, b, a);
}
void
WebGLContext::Flush() {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fFlush();
}
void
WebGLContext::Finish() {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fFinish();
}
void
WebGLContext::LineWidth(GLfloat width)
{
if (IsContextLost())
return;
// Doing it this way instead of `if (width <= 0.0)` handles NaNs.
const bool isValid = width > 0.0;
if (!isValid) {
ErrorInvalidValue("lineWidth: `width` must be positive and non-zero.");
return;
}
MakeContextCurrent();
gl->fLineWidth(width);
}
void
WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fPolygonOffset(factor, units);
}
void
WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fSampleCoverage(value, invert);
}
} // namespace mozilla