mirror of
https://github.com/mozilla/gecko-dev.git
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778 lines
26 KiB
C++
778 lines
26 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "GLContext.h"
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#include "mozilla/CheckedInt.h"
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#include "WebGLBuffer.h"
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#include "WebGLContextUtils.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLProgram.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLShader.h"
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#include "WebGLTexture.h"
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#include "WebGLUniformInfo.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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using namespace mozilla;
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using namespace mozilla::dom;
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using namespace mozilla::gl;
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// For a Tegra workaround.
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static const int MAX_DRAW_CALLS_SINCE_FLUSH = 100;
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bool
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WebGLContext::DrawInstanced_check(const char* info)
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{
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// This restriction was removed in GLES3, so WebGL2 shouldn't have it.
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if (!IsWebGL2() &&
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IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays) &&
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!mBufferFetchingHasPerVertex)
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{
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/* http://www.khronos.org/registry/gles/extensions/ANGLE/ANGLE_instanced_arrays.txt
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* If all of the enabled vertex attribute arrays that are bound to active
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* generic attributes in the program have a non-zero divisor, the draw
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* call should return INVALID_OPERATION.
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*
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* NB: This also appears to apply to NV_instanced_arrays, though the
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* INVALID_OPERATION emission is not explicitly stated.
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* ARB_instanced_arrays does not have this restriction.
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*/
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ErrorInvalidOperation("%s: at least one vertex attribute divisor should be 0", info);
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return false;
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}
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return true;
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}
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bool WebGLContext::DrawArrays_check(GLint first, GLsizei count, GLsizei primcount, const char* info)
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{
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if (first < 0 || count < 0) {
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ErrorInvalidValue("%s: negative first or count", info);
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return false;
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}
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if (primcount < 0) {
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ErrorInvalidValue("%s: negative primcount", info);
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return false;
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}
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if (!ValidateStencilParamsForDrawCall()) {
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return false;
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}
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// If count is 0, there's nothing to do.
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if (count == 0 || primcount == 0) {
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return false;
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}
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// Any checks below this depend on a program being available.
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if (!mCurrentProgram) {
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ErrorInvalidOperation("%s: null CURRENT_PROGRAM", info);
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return false;
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}
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if (!ValidateBufferFetching(info)) {
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return false;
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}
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CheckedInt<GLsizei> checked_firstPlusCount = CheckedInt<GLsizei>(first) + count;
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if (!checked_firstPlusCount.isValid()) {
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ErrorInvalidOperation("%s: overflow in first+count", info);
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return false;
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}
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if (uint32_t(checked_firstPlusCount.value()) > mMaxFetchedVertices) {
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ErrorInvalidOperation("%s: bound vertex attribute buffers do not have sufficient size for given first and count", info);
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return false;
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}
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if (uint32_t(primcount) > mMaxFetchedInstances) {
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ErrorInvalidOperation("%s: bound instance attribute buffers do not have sufficient size for given primcount", info);
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return false;
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}
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MakeContextCurrent();
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if (mBoundFramebuffer) {
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if (!mBoundFramebuffer->CheckAndInitializeAttachments()) {
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ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info);
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return false;
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}
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} else {
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ClearBackbufferIfNeeded();
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}
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if (!DoFakeVertexAttrib0(checked_firstPlusCount.value())) {
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return false;
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}
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if (!DrawInstanced_check(info)) {
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return false;
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}
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BindFakeBlackTextures();
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return true;
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}
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void
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WebGLContext::DrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, "drawArrays: mode"))
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return;
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if (!DrawArrays_check(first, count, 1, "drawArrays"))
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return;
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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gl->fDrawArrays(mode, first, count);
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}
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Draw_cleanup();
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}
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void
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WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
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{
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, "drawArraysInstanced: mode"))
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return;
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if (!DrawArrays_check(first, count, primcount, "drawArraysInstanced"))
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return;
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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gl->fDrawArraysInstanced(mode, first, count, primcount);
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}
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Draw_cleanup();
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}
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bool
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WebGLContext::DrawElements_check(GLsizei count, GLenum type,
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WebGLintptr byteOffset, GLsizei primcount,
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const char* info, GLuint* out_upperBound)
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{
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if (count < 0 || byteOffset < 0) {
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ErrorInvalidValue("%s: negative count or offset", info);
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return false;
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}
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if (primcount < 0) {
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ErrorInvalidValue("%s: negative primcount", info);
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return false;
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}
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if (!ValidateStencilParamsForDrawCall()) {
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return false;
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}
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// If count is 0, there's nothing to do.
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if (count == 0 || primcount == 0) {
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return false;
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}
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CheckedUint32 checked_byteCount;
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GLsizei first = 0;
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if (type == LOCAL_GL_UNSIGNED_SHORT) {
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checked_byteCount = 2 * CheckedUint32(count);
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if (byteOffset % 2 != 0) {
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ErrorInvalidOperation("%s: invalid byteOffset for UNSIGNED_SHORT (must be a multiple of 2)", info);
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return false;
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}
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first = byteOffset / 2;
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}
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else if (type == LOCAL_GL_UNSIGNED_BYTE) {
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checked_byteCount = count;
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first = byteOffset;
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}
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else if (type == LOCAL_GL_UNSIGNED_INT && IsExtensionEnabled(WebGLExtensionID::OES_element_index_uint)) {
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checked_byteCount = 4 * CheckedUint32(count);
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if (byteOffset % 4 != 0) {
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ErrorInvalidOperation("%s: invalid byteOffset for UNSIGNED_INT (must be a multiple of 4)", info);
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return false;
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}
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first = byteOffset / 4;
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}
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else {
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ErrorInvalidEnum("%s: type must be UNSIGNED_SHORT or UNSIGNED_BYTE", info);
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return false;
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}
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if (!checked_byteCount.isValid()) {
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ErrorInvalidValue("%s: overflow in byteCount", info);
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return false;
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}
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// Any checks below this depend on a program being available.
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if (!mCurrentProgram) {
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ErrorInvalidOperation("%s: null CURRENT_PROGRAM", info);
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return false;
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}
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if (!mBoundVertexArray->mElementArrayBuffer) {
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ErrorInvalidOperation("%s: must have element array buffer binding", info);
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return false;
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}
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WebGLBuffer& elemArrayBuffer = *mBoundVertexArray->mElementArrayBuffer;
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if (!elemArrayBuffer.ByteLength()) {
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ErrorInvalidOperation("%s: bound element array buffer doesn't have any data", info);
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return false;
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}
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CheckedInt<GLsizei> checked_neededByteCount = checked_byteCount.toChecked<GLsizei>() + byteOffset;
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if (!checked_neededByteCount.isValid()) {
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ErrorInvalidOperation("%s: overflow in byteOffset+byteCount", info);
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return false;
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}
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if (uint32_t(checked_neededByteCount.value()) > elemArrayBuffer.ByteLength()) {
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ErrorInvalidOperation("%s: bound element array buffer is too small for given count and offset", info);
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return false;
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}
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if (!ValidateBufferFetching(info))
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return false;
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if (!mMaxFetchedVertices ||
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!elemArrayBuffer.Validate(type, mMaxFetchedVertices - 1, first, count, out_upperBound))
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{
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ErrorInvalidOperation(
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"%s: bound vertex attribute buffers do not have sufficient "
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"size for given indices from the bound element array", info);
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return false;
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}
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if (uint32_t(primcount) > mMaxFetchedInstances) {
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ErrorInvalidOperation("%s: bound instance attribute buffers do not have sufficient size for given primcount", info);
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return false;
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}
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// Bug 1008310 - Check if buffer has been used with a different previous type
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if (elemArrayBuffer.IsElementArrayUsedWithMultipleTypes()) {
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GenerateWarning("%s: bound element array buffer previously used with a type other than "
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"%s, this will affect performance.",
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info,
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WebGLContext::EnumName(type));
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}
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MakeContextCurrent();
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if (mBoundFramebuffer) {
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if (!mBoundFramebuffer->CheckAndInitializeAttachments()) {
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ErrorInvalidFramebufferOperation("%s: incomplete framebuffer", info);
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return false;
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}
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} else {
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ClearBackbufferIfNeeded();
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}
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if (!DoFakeVertexAttrib0(mMaxFetchedVertices)) {
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return false;
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}
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if (!DrawInstanced_check(info)) {
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return false;
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}
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BindFakeBlackTextures();
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return true;
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}
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void
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WebGLContext::DrawElements(GLenum mode, GLsizei count, GLenum type,
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WebGLintptr byteOffset)
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{
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, "drawElements: mode"))
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return;
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GLuint upperBound = 0;
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if (!DrawElements_check(count, type, byteOffset, 1, "drawElements",
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&upperBound))
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{
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return;
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}
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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if (gl->IsSupported(gl::GLFeature::draw_range_elements)) {
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gl->fDrawRangeElements(mode, 0, upperBound, count, type,
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reinterpret_cast<GLvoid*>(byteOffset));
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} else {
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gl->fDrawElements(mode, count, type,
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reinterpret_cast<GLvoid*>(byteOffset));
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}
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}
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Draw_cleanup();
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}
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void
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WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
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WebGLintptr byteOffset, GLsizei primcount)
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{
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, "drawElementsInstanced: mode"))
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return;
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GLuint upperBound = 0;
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if (!DrawElements_check(count, type, byteOffset, primcount,
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"drawElementsInstanced", &upperBound))
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{
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return;
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}
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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gl->fDrawElementsInstanced(mode, count, type,
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reinterpret_cast<GLvoid*>(byteOffset),
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primcount);
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}
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Draw_cleanup();
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}
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void WebGLContext::Draw_cleanup()
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{
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UndoFakeVertexAttrib0();
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UnbindFakeBlackTextures();
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if (!mBoundFramebuffer) {
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Invalidate();
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mShouldPresent = true;
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MOZ_ASSERT(!mBackbufferNeedsClear);
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}
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if (gl->WorkAroundDriverBugs()) {
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if (gl->Renderer() == gl::GLRenderer::Tegra) {
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mDrawCallsSinceLastFlush++;
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if (mDrawCallsSinceLastFlush >= MAX_DRAW_CALLS_SINCE_FLUSH) {
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gl->fFlush();
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mDrawCallsSinceLastFlush = 0;
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}
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}
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}
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// Let's check the viewport
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const WebGLRectangleObject* rect = CurValidFBRectObject();
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if (rect) {
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if (mViewportWidth > rect->Width() ||
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mViewportHeight > rect->Height())
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{
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if (!mAlreadyWarnedAboutViewportLargerThanDest) {
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GenerateWarning("Drawing to a destination rect smaller than the viewport rect. "
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"(This warning will only be given once)");
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mAlreadyWarnedAboutViewportLargerThanDest = true;
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}
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}
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}
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}
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/*
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* Verify that state is consistent for drawing, and compute max number of elements (maxAllowedCount)
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* that will be legal to be read from bound VBOs.
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*/
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bool
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WebGLContext::ValidateBufferFetching(const char *info)
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{
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#ifdef DEBUG
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GLint currentProgram = 0;
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MakeContextCurrent();
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gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram);
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MOZ_ASSERT(GLuint(currentProgram) == mCurrentProgram->GLName(),
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"WebGL: current program doesn't agree with GL state");
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#endif
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if (mBufferFetchingIsVerified) {
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return true;
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}
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bool hasPerVertex = false;
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uint32_t maxVertices = UINT32_MAX;
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uint32_t maxInstances = UINT32_MAX;
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uint32_t attribs = mBoundVertexArray->mAttribs.Length();
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for (uint32_t i = 0; i < attribs; ++i) {
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const WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[i];
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// If the attrib array isn't enabled, there's nothing to check;
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// it's a static value.
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if (!vd.enabled)
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continue;
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if (vd.buf == nullptr) {
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ErrorInvalidOperation("%s: no VBO bound to enabled vertex attrib index %d!", info, i);
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return false;
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}
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// If the attrib is not in use, then we don't have to validate
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// it, just need to make sure that the binding is non-null.
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if (!mCurrentProgram->IsAttribInUse(i))
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continue;
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// the base offset
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CheckedUint32 checked_byteLength = CheckedUint32(vd.buf->ByteLength()) - vd.byteOffset;
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CheckedUint32 checked_sizeOfLastElement = CheckedUint32(vd.componentSize()) * vd.size;
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if (!checked_byteLength.isValid() ||
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!checked_sizeOfLastElement.isValid())
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{
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ErrorInvalidOperation("%s: integer overflow occured while checking vertex attrib %d", info, i);
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return false;
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}
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if (checked_byteLength.value() < checked_sizeOfLastElement.value()) {
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maxVertices = 0;
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maxInstances = 0;
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break;
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}
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CheckedUint32 checked_maxAllowedCount = ((checked_byteLength - checked_sizeOfLastElement) / vd.actualStride()) + 1;
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if (!checked_maxAllowedCount.isValid()) {
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ErrorInvalidOperation("%s: integer overflow occured while checking vertex attrib %d", info, i);
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return false;
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}
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if (vd.divisor == 0) {
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maxVertices = std::min(maxVertices, checked_maxAllowedCount.value());
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hasPerVertex = true;
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} else {
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CheckedUint32 checked_curMaxInstances = checked_maxAllowedCount * vd.divisor;
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uint32_t curMaxInstances = UINT32_MAX;
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// If this isn't valid, it's because we overflowed our
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// uint32 above. Just leave this as UINT32_MAX, since
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// sizeof(uint32) becomes our limiting factor.
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if (checked_curMaxInstances.isValid()) {
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curMaxInstances = checked_curMaxInstances.value();
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}
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maxInstances = std::min(maxInstances, curMaxInstances);
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}
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}
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mBufferFetchingIsVerified = true;
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mBufferFetchingHasPerVertex = hasPerVertex;
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mMaxFetchedVertices = maxVertices;
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mMaxFetchedInstances = maxInstances;
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return true;
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}
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WebGLVertexAttrib0Status
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WebGLContext::WhatDoesVertexAttrib0Need()
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{
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MOZ_ASSERT(mCurrentProgram);
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// work around Mac OSX crash, see bug 631420
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#ifdef XP_MACOSX
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if (gl->WorkAroundDriverBugs() &&
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mBoundVertexArray->IsAttribArrayEnabled(0) &&
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!mCurrentProgram->IsAttribInUse(0))
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{
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return WebGLVertexAttrib0Status::EmulatedUninitializedArray;
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}
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#endif
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if (MOZ_LIKELY(gl->IsGLES() ||
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mBoundVertexArray->IsAttribArrayEnabled(0)))
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{
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return WebGLVertexAttrib0Status::Default;
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}
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return mCurrentProgram->IsAttribInUse(0)
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? WebGLVertexAttrib0Status::EmulatedInitializedArray
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: WebGLVertexAttrib0Status::EmulatedUninitializedArray;
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}
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bool
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WebGLContext::DoFakeVertexAttrib0(GLuint vertexCount)
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{
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WebGLVertexAttrib0Status whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
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if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default))
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return true;
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if (!mAlreadyWarnedAboutFakeVertexAttrib0) {
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GenerateWarning("Drawing without vertex attrib 0 array enabled forces the browser "
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"to do expensive emulation work when running on desktop OpenGL "
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"platforms, for example on Mac. It is preferable to always draw "
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"with vertex attrib 0 array enabled, by using bindAttribLocation "
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"to bind some always-used attribute to location 0.");
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mAlreadyWarnedAboutFakeVertexAttrib0 = true;
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}
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CheckedUint32 checked_dataSize = CheckedUint32(vertexCount) * 4 * sizeof(GLfloat);
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if (!checked_dataSize.isValid()) {
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ErrorOutOfMemory("Integer overflow trying to construct a fake vertex attrib 0 array for a draw-operation "
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"with %d vertices. Try reducing the number of vertices.", vertexCount);
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return false;
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}
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GLuint dataSize = checked_dataSize.value();
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if (!mFakeVertexAttrib0BufferObject) {
|
|
gl->fGenBuffers(1, &mFakeVertexAttrib0BufferObject);
|
|
}
|
|
|
|
// if the VBO status is already exactly what we need, or if the only difference is that it's initialized and
|
|
// we don't need it to be, then consider it OK
|
|
bool vertexAttrib0BufferStatusOK =
|
|
mFakeVertexAttrib0BufferStatus == whatDoesAttrib0Need ||
|
|
(mFakeVertexAttrib0BufferStatus == WebGLVertexAttrib0Status::EmulatedInitializedArray &&
|
|
whatDoesAttrib0Need == WebGLVertexAttrib0Status::EmulatedUninitializedArray);
|
|
|
|
if (!vertexAttrib0BufferStatusOK ||
|
|
mFakeVertexAttrib0BufferObjectSize < dataSize ||
|
|
mFakeVertexAttrib0BufferObjectVector[0] != mVertexAttrib0Vector[0] ||
|
|
mFakeVertexAttrib0BufferObjectVector[1] != mVertexAttrib0Vector[1] ||
|
|
mFakeVertexAttrib0BufferObjectVector[2] != mVertexAttrib0Vector[2] ||
|
|
mFakeVertexAttrib0BufferObjectVector[3] != mVertexAttrib0Vector[3])
|
|
{
|
|
mFakeVertexAttrib0BufferStatus = whatDoesAttrib0Need;
|
|
mFakeVertexAttrib0BufferObjectSize = dataSize;
|
|
mFakeVertexAttrib0BufferObjectVector[0] = mVertexAttrib0Vector[0];
|
|
mFakeVertexAttrib0BufferObjectVector[1] = mVertexAttrib0Vector[1];
|
|
mFakeVertexAttrib0BufferObjectVector[2] = mVertexAttrib0Vector[2];
|
|
mFakeVertexAttrib0BufferObjectVector[3] = mVertexAttrib0Vector[3];
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject);
|
|
|
|
GetAndFlushUnderlyingGLErrors();
|
|
|
|
if (mFakeVertexAttrib0BufferStatus == WebGLVertexAttrib0Status::EmulatedInitializedArray) {
|
|
UniquePtr<GLfloat[]> array(new ((fallible_t())) GLfloat[4 * vertexCount]);
|
|
if (!array) {
|
|
ErrorOutOfMemory("Fake attrib0 array.");
|
|
return false;
|
|
}
|
|
for(size_t i = 0; i < vertexCount; ++i) {
|
|
array[4 * i + 0] = mVertexAttrib0Vector[0];
|
|
array[4 * i + 1] = mVertexAttrib0Vector[1];
|
|
array[4 * i + 2] = mVertexAttrib0Vector[2];
|
|
array[4 * i + 3] = mVertexAttrib0Vector[3];
|
|
}
|
|
gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, array.get(), LOCAL_GL_DYNAMIC_DRAW);
|
|
} else {
|
|
gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, nullptr, LOCAL_GL_DYNAMIC_DRAW);
|
|
}
|
|
GLenum error = GetAndFlushUnderlyingGLErrors();
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->GLName() : 0);
|
|
|
|
// note that we do this error checking and early return AFTER having restored the buffer binding above
|
|
if (error) {
|
|
ErrorOutOfMemory("Ran out of memory trying to construct a fake vertex attrib 0 array for a draw-operation "
|
|
"with %d vertices. Try reducing the number of vertices.", vertexCount);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject);
|
|
gl->fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGLContext::UndoFakeVertexAttrib0()
|
|
{
|
|
WebGLVertexAttrib0Status whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
|
|
|
|
if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default))
|
|
return;
|
|
|
|
if (mBoundVertexArray->HasAttrib(0) && mBoundVertexArray->mAttribs[0].buf) {
|
|
const WebGLVertexAttribData& attrib0 = mBoundVertexArray->mAttribs[0];
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0.buf->GLName());
|
|
gl->fVertexAttribPointer(0,
|
|
attrib0.size,
|
|
attrib0.type,
|
|
attrib0.normalized,
|
|
attrib0.stride,
|
|
reinterpret_cast<const GLvoid *>(attrib0.byteOffset));
|
|
} else {
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->GLName() : 0);
|
|
}
|
|
|
|
WebGLContextFakeBlackStatus
|
|
WebGLContext::ResolvedFakeBlackStatus()
|
|
{
|
|
// handle this case first, it's the generic case
|
|
if (MOZ_LIKELY(mFakeBlackStatus == WebGLContextFakeBlackStatus::NotNeeded))
|
|
return mFakeBlackStatus;
|
|
|
|
if (mFakeBlackStatus == WebGLContextFakeBlackStatus::Needed)
|
|
return mFakeBlackStatus;
|
|
|
|
for (int32_t i = 0; i < mGLMaxTextureUnits; ++i) {
|
|
if ((mBound2DTextures[i] && mBound2DTextures[i]->ResolvedFakeBlackStatus() != WebGLTextureFakeBlackStatus::NotNeeded) ||
|
|
(mBoundCubeMapTextures[i] && mBoundCubeMapTextures[i]->ResolvedFakeBlackStatus() != WebGLTextureFakeBlackStatus::NotNeeded))
|
|
{
|
|
mFakeBlackStatus = WebGLContextFakeBlackStatus::Needed;
|
|
return mFakeBlackStatus;
|
|
}
|
|
}
|
|
|
|
// we have exhausted all cases where we do need fakeblack, so if the status is still unknown,
|
|
// that means that we do NOT need it.
|
|
mFakeBlackStatus = WebGLContextFakeBlackStatus::NotNeeded;
|
|
return mFakeBlackStatus;
|
|
}
|
|
|
|
void
|
|
WebGLContext::BindFakeBlackTexturesHelper(
|
|
GLenum target,
|
|
const nsTArray<WebGLRefPtr<WebGLTexture> > & boundTexturesArray,
|
|
UniquePtr<FakeBlackTexture> & opaqueTextureScopedPtr,
|
|
UniquePtr<FakeBlackTexture> & transparentTextureScopedPtr)
|
|
{
|
|
for (int32_t i = 0; i < mGLMaxTextureUnits; ++i) {
|
|
if (!boundTexturesArray[i]) {
|
|
continue;
|
|
}
|
|
|
|
WebGLTextureFakeBlackStatus s = boundTexturesArray[i]->ResolvedFakeBlackStatus();
|
|
MOZ_ASSERT(s != WebGLTextureFakeBlackStatus::Unknown);
|
|
|
|
if (MOZ_LIKELY(s == WebGLTextureFakeBlackStatus::NotNeeded)) {
|
|
continue;
|
|
}
|
|
|
|
bool alpha = s == WebGLTextureFakeBlackStatus::UninitializedImageData &&
|
|
FormatHasAlpha(boundTexturesArray[i]->ImageInfoBase().EffectiveInternalFormat());
|
|
UniquePtr<FakeBlackTexture>&
|
|
blackTexturePtr = alpha
|
|
? transparentTextureScopedPtr
|
|
: opaqueTextureScopedPtr;
|
|
|
|
if (!blackTexturePtr) {
|
|
GLenum format = alpha ? LOCAL_GL_RGBA : LOCAL_GL_RGB;
|
|
blackTexturePtr = MakeUnique<FakeBlackTexture>(gl, target, format);
|
|
}
|
|
|
|
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
|
|
gl->fBindTexture(target,
|
|
blackTexturePtr->GLName());
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContext::BindFakeBlackTextures()
|
|
{
|
|
// this is the generic case: try to return early
|
|
if (MOZ_LIKELY(ResolvedFakeBlackStatus() == WebGLContextFakeBlackStatus::NotNeeded))
|
|
return;
|
|
|
|
BindFakeBlackTexturesHelper(LOCAL_GL_TEXTURE_2D,
|
|
mBound2DTextures,
|
|
mBlackOpaqueTexture2D,
|
|
mBlackTransparentTexture2D);
|
|
BindFakeBlackTexturesHelper(LOCAL_GL_TEXTURE_CUBE_MAP,
|
|
mBoundCubeMapTextures,
|
|
mBlackOpaqueTextureCubeMap,
|
|
mBlackTransparentTextureCubeMap);
|
|
}
|
|
|
|
void
|
|
WebGLContext::UnbindFakeBlackTextures()
|
|
{
|
|
// this is the generic case: try to return early
|
|
if (MOZ_LIKELY(ResolvedFakeBlackStatus() == WebGLContextFakeBlackStatus::NotNeeded))
|
|
return;
|
|
|
|
for (int32_t i = 0; i < mGLMaxTextureUnits; ++i) {
|
|
if (mBound2DTextures[i] && mBound2DTextures[i]->ResolvedFakeBlackStatus() != WebGLTextureFakeBlackStatus::NotNeeded) {
|
|
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
|
|
gl->fBindTexture(LOCAL_GL_TEXTURE_2D, mBound2DTextures[i]->GLName());
|
|
}
|
|
if (mBoundCubeMapTextures[i] && mBoundCubeMapTextures[i]->ResolvedFakeBlackStatus() != WebGLTextureFakeBlackStatus::NotNeeded) {
|
|
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + i);
|
|
gl->fBindTexture(LOCAL_GL_TEXTURE_CUBE_MAP, mBoundCubeMapTextures[i]->GLName());
|
|
}
|
|
}
|
|
|
|
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mActiveTexture);
|
|
}
|
|
|
|
WebGLContext::FakeBlackTexture::FakeBlackTexture(GLContext *gl, TexTarget target, GLenum format)
|
|
: mGL(gl)
|
|
, mGLName(0)
|
|
{
|
|
MOZ_ASSERT(format == LOCAL_GL_RGB || format == LOCAL_GL_RGBA);
|
|
|
|
mGL->MakeCurrent();
|
|
GLuint formerBinding = 0;
|
|
gl->GetUIntegerv(target == LOCAL_GL_TEXTURE_2D
|
|
? LOCAL_GL_TEXTURE_BINDING_2D
|
|
: LOCAL_GL_TEXTURE_BINDING_CUBE_MAP,
|
|
&formerBinding);
|
|
gl->fGenTextures(1, &mGLName);
|
|
gl->fBindTexture(target.get(), mGLName);
|
|
|
|
// we allocate our zeros on the heap, and we overallocate (16 bytes instead of 4)
|
|
// to minimize the risk of running into a driver bug in texImage2D, as it is
|
|
// a bit unusual maybe to create 1x1 textures, and the stack may not have the alignment
|
|
// that texImage2D expects.
|
|
UniquePtr<uint8_t> zeros((uint8_t*)moz_xcalloc(1, 16));
|
|
if (target == LOCAL_GL_TEXTURE_2D) {
|
|
gl->fTexImage2D(target.get(), 0, format, 1, 1,
|
|
0, format, LOCAL_GL_UNSIGNED_BYTE, zeros.get());
|
|
} else {
|
|
for (GLuint i = 0; i < 6; ++i) {
|
|
gl->fTexImage2D(LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, 1, 1,
|
|
0, format, LOCAL_GL_UNSIGNED_BYTE, zeros.get());
|
|
}
|
|
}
|
|
|
|
gl->fBindTexture(target.get(), formerBinding);
|
|
}
|
|
|
|
WebGLContext::FakeBlackTexture::~FakeBlackTexture()
|
|
{
|
|
if (mGL) {
|
|
mGL->MakeCurrent();
|
|
mGL->fDeleteTextures(1, &mGLName);
|
|
}
|
|
}
|