mirror of
https://github.com/mozilla/gecko-dev.git
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a6d47e79d5
ANGLE's shader parser has much better support for ES3 now. Let's no longer disable it by default.
187 lines
6.2 KiB
C++
187 lines
6.2 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 "WebGL2Context.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGL2RenderingContextBinding.h"
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#include "mozilla/ArrayUtils.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/Telemetry.h"
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#include "WebGLBuffer.h"
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#include "WebGLFormats.h"
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#include "WebGLTransformFeedback.h"
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namespace mozilla {
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WebGL2Context::WebGL2Context()
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: WebGLContext()
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{
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MOZ_ASSERT(IsSupported(), "not supposed to create a WebGL2Context"
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"context when not supported");
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}
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WebGL2Context::~WebGL2Context()
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{
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}
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UniquePtr<webgl::FormatUsageAuthority>
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WebGL2Context::CreateFormatUsage() const
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{
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return webgl::FormatUsageAuthority::CreateForWebGL2();
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}
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/*static*/ bool
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WebGL2Context::IsSupported()
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{
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return Preferences::GetBool("webgl.enable-prototype-webgl2", false);
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}
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/*static*/ WebGL2Context*
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WebGL2Context::Create()
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{
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return new WebGL2Context();
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}
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JSObject*
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WebGL2Context::WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto)
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{
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return dom::WebGL2RenderingContextBinding::Wrap(cx, this, givenProto);
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}
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////////////////////////////////////////////////////////////////////////////////
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// WebGL 2 initialisation
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// These WebGL 1 extensions are natively supported by WebGL 2.
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static const WebGLExtensionID kNativelySupportedExtensions[] = {
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WebGLExtensionID::ANGLE_instanced_arrays,
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WebGLExtensionID::EXT_blend_minmax,
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WebGLExtensionID::EXT_sRGB,
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WebGLExtensionID::OES_element_index_uint,
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WebGLExtensionID::OES_standard_derivatives,
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WebGLExtensionID::OES_texture_float_linear,
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WebGLExtensionID::OES_texture_half_float_linear,
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WebGLExtensionID::OES_vertex_array_object,
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WebGLExtensionID::WEBGL_depth_texture,
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WebGLExtensionID::WEBGL_draw_buffers
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};
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static const gl::GLFeature kRequiredFeatures[] = {
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gl::GLFeature::blend_minmax,
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gl::GLFeature::clear_buffers,
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gl::GLFeature::copy_buffer,
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gl::GLFeature::depth_texture,
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gl::GLFeature::draw_instanced,
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gl::GLFeature::draw_range_elements,
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gl::GLFeature::element_index_uint,
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gl::GLFeature::frag_color_float,
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gl::GLFeature::frag_depth,
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gl::GLFeature::framebuffer_object,
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gl::GLFeature::get_integer_indexed,
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gl::GLFeature::get_integer64_indexed,
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gl::GLFeature::gpu_shader4,
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gl::GLFeature::instanced_arrays,
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gl::GLFeature::instanced_non_arrays,
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gl::GLFeature::map_buffer_range,
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gl::GLFeature::occlusion_query2,
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gl::GLFeature::packed_depth_stencil,
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gl::GLFeature::query_objects,
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gl::GLFeature::renderbuffer_color_float,
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gl::GLFeature::renderbuffer_color_half_float,
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gl::GLFeature::sRGB_framebuffer,
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gl::GLFeature::sRGB_texture,
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gl::GLFeature::sampler_objects,
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gl::GLFeature::standard_derivatives,
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gl::GLFeature::texture_3D,
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gl::GLFeature::texture_3D_compressed,
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gl::GLFeature::texture_3D_copy,
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gl::GLFeature::texture_float,
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gl::GLFeature::texture_float_linear,
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gl::GLFeature::texture_half_float,
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gl::GLFeature::texture_half_float_linear,
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gl::GLFeature::texture_non_power_of_two,
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gl::GLFeature::texture_storage,
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gl::GLFeature::transform_feedback2,
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gl::GLFeature::uniform_buffer_object,
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gl::GLFeature::uniform_matrix_nonsquare,
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gl::GLFeature::vertex_array_object
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};
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bool
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WebGLContext::InitWebGL2()
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{
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MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!");
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// check OpenGL features
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if (!gl->IsSupported(gl::GLFeature::occlusion_query) &&
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!gl->IsSupported(gl::GLFeature::occlusion_query_boolean))
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{
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// On desktop, we fake occlusion_query_boolean with occlusion_query if
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// necessary. (See WebGL2ContextQueries.cpp)
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GenerateWarning("WebGL 2 unavailable. Requires occlusion queries.");
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return false;
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}
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std::vector<gl::GLFeature> missingList;
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for (size_t i = 0; i < ArrayLength(kRequiredFeatures); i++) {
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if (!gl->IsSupported(kRequiredFeatures[i]))
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missingList.push_back(kRequiredFeatures[i]);
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}
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#ifdef XP_MACOSX
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// On OSX, GL core profile is used. This requires texture swizzle
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// support to emulate legacy texture formats: ALPHA, LUMINANCE,
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// and LUMINANCE_ALPHA.
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if (!gl->IsSupported(gl::GLFeature::texture_swizzle))
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missingList.push_back(gl::GLFeature::texture_swizzle);
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#endif
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if (missingList.size()) {
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nsAutoCString exts;
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for (auto itr = missingList.begin(); itr != missingList.end(); ++itr) {
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exts.AppendLiteral("\n ");
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exts.Append(gl::GLContext::GetFeatureName(*itr));
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}
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GenerateWarning("WebGL 2 unavailable. The following required features are"
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" unavailible: %s", exts.BeginReading());
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return false;
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}
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// ok WebGL 2 is compatible, we can enable natively supported extensions.
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for (size_t i = 0; i < ArrayLength(kNativelySupportedExtensions); i++) {
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EnableExtension(kNativelySupportedExtensions[i]);
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MOZ_ASSERT(IsExtensionEnabled(kNativelySupportedExtensions[i]));
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}
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// we initialise WebGL 2 related stuff.
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gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
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&mGLMaxTransformFeedbackSeparateAttribs);
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gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
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&mGLMaxUniformBufferBindings);
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if (MinCapabilityMode()) {
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mGLMax3DTextureSize = MINVALUE_GL_MAX_3D_TEXTURE_SIZE;
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mGLMaxArrayTextureLayers = MINVALUE_GL_MAX_ARRAY_TEXTURE_LAYERS;
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} else {
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gl->fGetIntegerv(LOCAL_GL_MAX_3D_TEXTURE_SIZE,
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(GLint*) &mGLMax3DTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_ARRAY_TEXTURE_LAYERS,
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(GLint*) &mGLMaxArrayTextureLayers);
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}
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mBoundTransformFeedbackBuffers.SetLength(mGLMaxTransformFeedbackSeparateAttribs);
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mBoundUniformBuffers.SetLength(mGLMaxUniformBufferBindings);
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mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0);
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mBoundTransformFeedback = mDefaultTransformFeedback;
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return true;
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}
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} // namespace mozilla
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