gecko-dev/dom/canvas/WebGLContext.h
Markus Stange 90d2624508 Bug 1219985 - The canvas rendering context 2d should be opaque if either the moz-opaque attribute is set or if it has been initialized with alpha:false. r=jrmuizel
If the canvas is cleared by setting the width or height attributes, its
opaqueness should not be affected.

This patch keeps support for moz-opaque, and also keeps the behavior that
changing the moz-opaque attribute clears the canvas, even if this does not
affect the actual opaqueness of the canvas.

MozReview-Commit-ID: LOlsJxiP9kc

--HG--
extra : rebase_source : 8bb95b1d5932c39a8085e007f9fd1b88b97afe55
2018-05-02 11:23:53 -04:00

2211 lines
82 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/. */
#ifndef WEBGLCONTEXT_H_
#define WEBGLCONTEXT_H_
#include <stdarg.h>
#include "GLContextTypes.h"
#include "GLDefs.h"
#include "mozilla/Attributes.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/dom/BindingDeclarations.h"
#include "mozilla/dom/HTMLCanvasElement.h"
#include "mozilla/dom/Nullable.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/EnumeratedArray.h"
#include "mozilla/ErrorResult.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/LinkedList.h"
#include "mozilla/UniquePtr.h"
#include "nsCycleCollectionNoteChild.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsLayoutUtils.h"
#include "nsTArray.h"
#include "nsWrapperCache.h"
#include "SurfaceTypes.h"
#include "ScopedGLHelpers.h"
#include "TexUnpackBlob.h"
#ifdef XP_MACOSX
#include "ForceDiscreteGPUHelperCGL.h"
#endif
// Local
#include "CacheMap.h"
#include "WebGLContextLossHandler.h"
#include "WebGLContextUnchecked.h"
#include "WebGLFormats.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLTexture.h"
// Generated
#include "nsIDOMEventListener.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsIObserver.h"
#include "mozilla/dom/HTMLCanvasElement.h"
#include "nsWrapperCache.h"
#include "nsLayoutUtils.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
class nsIDocShell;
/*
* WebGL-only GLenums
*/
#define LOCAL_GL_BROWSER_DEFAULT_WEBGL 0x9244
#define LOCAL_GL_CONTEXT_LOST_WEBGL 0x9242
#define LOCAL_GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL 0x9247
#define LOCAL_GL_UNPACK_COLORSPACE_CONVERSION_WEBGL 0x9243
#define LOCAL_GL_UNPACK_FLIP_Y_WEBGL 0x9240
#define LOCAL_GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL 0x9241
namespace mozilla {
class ScopedCopyTexImageSource;
class ScopedDrawCallWrapper;
class ScopedResolveTexturesForDraw;
class ScopedUnpackReset;
class WebGLActiveInfo;
class WebGLBuffer;
class WebGLExtensionBase;
class WebGLFramebuffer;
class WebGLProgram;
class WebGLQuery;
class WebGLRenderbuffer;
class WebGLSampler;
class WebGLShader;
class WebGLShaderPrecisionFormat;
class WebGLSync;
class WebGLTexture;
class WebGLTransformFeedback;
class WebGLUniformLocation;
class WebGLVertexArray;
namespace dom {
class Element;
class ImageData;
class OwningHTMLCanvasElementOrOffscreenCanvas;
struct WebGLContextAttributes;
} // namespace dom
namespace gfx {
class SourceSurface;
class VRLayerChild;
} // namespace gfx
namespace gl {
class MozFramebuffer;
} // namespace gl
namespace webgl {
class AvailabilityRunnable;
struct LinkedProgramInfo;
class ShaderValidator;
class TexUnpackBlob;
struct UniformInfo;
struct UniformBlockInfo;
} // namespace webgl
WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
struct WebGLContextOptions
{
// these are defaults
WebGLContextOptions();
bool operator==(const WebGLContextOptions& other) const {
return
alpha == other.alpha &&
depth == other.depth &&
stencil == other.stencil &&
premultipliedAlpha == other.premultipliedAlpha &&
antialias == other.antialias &&
preserveDrawingBuffer == other.preserveDrawingBuffer;
}
bool operator!=(const WebGLContextOptions& other) const {
return !operator==(other);
}
bool alpha;
bool depth;
bool stencil;
bool premultipliedAlpha;
bool antialias;
bool preserveDrawingBuffer;
bool failIfMajorPerformanceCaveat;
};
// From WebGLContextUtils
TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
struct WebGLIntOrFloat {
const enum {
Int,
Float,
Uint
} mType;
union {
GLint i;
GLfloat f;
GLuint u;
} mValue;
explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; }
explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; }
GLint AsInt() const { return (mType == Int) ? mValue.i : NS_lroundf(mValue.f); }
GLfloat AsFloat() const { return (mType == Float) ? mValue.f : GLfloat(mValue.i); }
};
struct IndexedBufferBinding
{
WebGLRefPtr<WebGLBuffer> mBufferBinding;
uint64_t mRangeStart;
uint64_t mRangeSize;
IndexedBufferBinding();
uint64_t ByteCount() const;
};
////
struct FloatOrInt final // For TexParameter[fi] and friends.
{
const bool isFloat;
const GLfloat f;
const GLint i;
explicit FloatOrInt(GLint x)
: isFloat(false)
, f(x)
, i(x)
{ }
explicit FloatOrInt(GLfloat x)
: isFloat(true)
, f(x)
, i(roundf(x))
{ }
FloatOrInt& operator =(const FloatOrInt& x) {
memcpy(this, &x, sizeof(x));
return *this;
}
};
////////////////////////////////////
struct TexImageSource
{
const dom::ArrayBufferView* mView;
GLuint mViewElemOffset;
GLuint mViewElemLengthOverride;
const WebGLsizeiptr* mPboOffset;
const dom::ImageBitmap* mImageBitmap;
const dom::ImageData* mImageData;
const dom::Element* mDomElem;
ErrorResult* mOut_error;
protected:
TexImageSource() {
memset(this, 0, sizeof(*this));
}
};
////
struct TexImageSourceAdapter final : public TexImageSource
{
TexImageSourceAdapter(const dom::Nullable<dom::ArrayBufferView>* maybeView,
ErrorResult*)
{
if (!maybeView->IsNull()) {
mView = &(maybeView->Value());
}
}
TexImageSourceAdapter(const dom::ArrayBufferView* view, ErrorResult*) {
mView = view;
}
TexImageSourceAdapter(const dom::ArrayBufferView* view, GLuint viewElemOffset,
GLuint viewElemLengthOverride = 0)
{
mView = view;
mViewElemOffset = viewElemOffset;
mViewElemLengthOverride = viewElemLengthOverride;
}
TexImageSourceAdapter(const WebGLsizeiptr* pboOffset, GLuint ignored1, GLuint ignored2 = 0) {
mPboOffset = pboOffset;
}
TexImageSourceAdapter(const WebGLsizeiptr* pboOffset, ErrorResult* ignored) {
mPboOffset = pboOffset;
}
TexImageSourceAdapter(const dom::ImageBitmap* imageBitmap, ErrorResult*) {
mImageBitmap = imageBitmap;
}
TexImageSourceAdapter(const dom::ImageData* imageData, ErrorResult*) {
mImageData = imageData;
}
TexImageSourceAdapter(const dom::Element* domElem, ErrorResult* const out_error) {
mDomElem = domElem;
mOut_error = out_error;
}
};
// --
namespace webgl {
class AvailabilityRunnable final : public Runnable
{
public:
const RefPtr<WebGLContext> mWebGL; // Prevent CC
std::vector<RefPtr<WebGLQuery>> mQueries;
std::vector<RefPtr<WebGLSync>> mSyncs;
explicit AvailabilityRunnable(WebGLContext* webgl);
~AvailabilityRunnable();
NS_IMETHOD Run() override;
};
} // namespace webgl
////////////////////////////////////////////////////////////////////////////////
class WebGLContext
: public nsICanvasRenderingContextInternal
, public nsSupportsWeakReference
, public WebGLContextUnchecked
, public nsWrapperCache
{
friend class ScopedDrawCallWrapper;
friend class ScopedDrawHelper;
friend class ScopedDrawWithTransformFeedback;
friend class ScopedFBRebinder;
friend class WebGL2Context;
friend class WebGLContextUserData;
friend class WebGLExtensionCompressedTextureASTC;
friend class WebGLExtensionCompressedTextureATC;
friend class WebGLExtensionCompressedTextureES3;
friend class WebGLExtensionCompressedTextureETC1;
friend class WebGLExtensionCompressedTexturePVRTC;
friend class WebGLExtensionCompressedTextureS3TC;
friend class WebGLExtensionCompressedTextureS3TC_SRGB;
friend class WebGLExtensionDepthTexture;
friend class WebGLExtensionDisjointTimerQuery;
friend class WebGLExtensionDrawBuffers;
friend class WebGLExtensionLoseContext;
friend class WebGLExtensionVertexArray;
friend class WebGLMemoryTracker;
friend class webgl::AvailabilityRunnable;
friend struct webgl::LinkedProgramInfo;
friend struct webgl::UniformBlockInfo;
enum {
UNPACK_FLIP_Y_WEBGL = 0x9240,
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
// We throw InvalidOperation in TexImage if we fail to use GPU fast-path
// for texture copy when it is set to true, only for debug purpose.
UNPACK_REQUIRE_FASTPATH = 0x10001,
CONTEXT_LOST_WEBGL = 0x9242,
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
BROWSER_DEFAULT_WEBGL = 0x9244,
UNMASKED_VENDOR_WEBGL = 0x9245,
UNMASKED_RENDERER_WEBGL = 0x9246
};
const uint32_t mMaxPerfWarnings;
mutable uint64_t mNumPerfWarnings;
const uint32_t mMaxAcceptableFBStatusInvals;
uint64_t mNextFenceId = 1;
uint64_t mCompletedFenceId = 0;
public:
WebGLContext();
protected:
virtual ~WebGLContext();
public:
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext,
nsICanvasRenderingContextInternal)
virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override = 0;
virtual void OnVisibilityChange() override;
virtual void OnMemoryPressure() override;
// nsICanvasRenderingContextInternal
virtual int32_t GetWidth() override { return DrawingBufferWidth("get width"); }
virtual int32_t GetHeight() override { return DrawingBufferHeight("get height"); }
NS_IMETHOD SetDimensions(int32_t width, int32_t height) override;
NS_IMETHOD InitializeWithDrawTarget(nsIDocShell*,
NotNull<gfx::DrawTarget*>) override
{
return NS_ERROR_NOT_IMPLEMENTED;
}
NS_IMETHOD Reset() override {
/* (InitializeWithSurface) */
return NS_ERROR_NOT_IMPLEMENTED;
}
virtual UniquePtr<uint8_t[]> GetImageBuffer(int32_t* out_format) override;
NS_IMETHOD GetInputStream(const char* mimeType,
const char16_t* encoderOptions,
nsIInputStream** out_stream) override;
virtual already_AddRefed<mozilla::gfx::SourceSurface>
GetSurfaceSnapshot(gfxAlphaType* out_alphaType) override;
virtual void SetOpaqueValueFromOpaqueAttr(bool) override {};
bool GetIsOpaque() override { return !mOptions.alpha; }
NS_IMETHOD SetContextOptions(JSContext* cx,
JS::Handle<JS::Value> options,
ErrorResult& aRvForDictionaryInit) override;
NS_IMETHOD SetIsIPC(bool) override {
return NS_ERROR_NOT_IMPLEMENTED;
}
/**
* An abstract base class to be implemented by callers wanting to be notified
* that a refresh has occurred. Callers must ensure an observer is removed
* before it is destroyed.
*/
virtual void DidRefresh() override;
NS_IMETHOD Redraw(const gfxRect&) override {
return NS_ERROR_NOT_IMPLEMENTED;
}
void SynthesizeGLError(GLenum err) const;
void SynthesizeGLError(GLenum err, const char* fmt, ...) const MOZ_FORMAT_PRINTF(3, 4);
void ErrorInvalidEnum(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidOperation(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidValue(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidFramebufferOperation(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidEnumInfo(const char* info, GLenum enumValue) const;
void ErrorInvalidEnumInfo(const char* info, const char* funcName,
GLenum enumValue) const;
void ErrorOutOfMemory(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorImplementationBug(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidEnumArg(const char* funcName, const char* argName, GLenum val) const;
static const char* ErrorName(GLenum error);
/**
* Return displayable name for GLenum.
* This version is like gl::GLenumToStr but with out the GL_ prefix to
* keep consistency with how errors are reported from WebGL.
* Returns hex formatted version of glenum if glenum is unknown.
*/
static void EnumName(GLenum val, nsCString* out_name);
void DummyReadFramebufferOperation(const char* funcName);
WebGLTexture* ActiveBoundTextureForTarget(const TexTarget texTarget) const {
switch (texTarget.get()) {
case LOCAL_GL_TEXTURE_2D:
return mBound2DTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_CUBE_MAP:
return mBoundCubeMapTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_3D:
return mBound3DTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_2D_ARRAY:
return mBound2DArrayTextures[mActiveTexture];
default:
MOZ_CRASH("GFX: bad target");
}
}
/* Use this function when you have the texture image target, for example:
* GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_[POSITIVE|NEGATIVE]_[X|Y|Z], and
* not the actual texture binding target: GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
*/
WebGLTexture*
ActiveBoundTextureForTexImageTarget(const TexImageTarget texImgTarget) const
{
const TexTarget texTarget = TexImageTargetToTexTarget(texImgTarget);
return ActiveBoundTextureForTarget(texTarget);
}
void InvalidateResolveCacheForTextureWithTexUnit(const GLuint);
already_AddRefed<Layer>
GetCanvasLayer(nsDisplayListBuilder* builder, Layer* oldLayer,
LayerManager* manager) override;
bool
UpdateWebRenderCanvasData(nsDisplayListBuilder* aBuilder,
WebRenderCanvasData* aCanvasData) override;
bool
InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder,
CanvasRenderer* aRenderer) override;
// Note that 'clean' here refers to its invalidation state, not the
// contents of the buffer.
void MarkContextClean() override { mInvalidated = false; }
void MarkContextCleanForFrameCapture() override { mCapturedFrameInvalidated = false; }
bool IsContextCleanForFrameCapture() override { return !mCapturedFrameInvalidated; }
gl::GLContext* GL() const { return gl; }
bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
bool IsPreservingDrawingBuffer() const { return mOptions.preserveDrawingBuffer; }
bool PresentScreenBuffer();
// Prepare the context for capture before compositing
void BeginComposition();
// Clean up the context after captured for compositing
void EndComposition();
// a number that increments every time we have an event that causes
// all context resources to be lost.
uint32_t Generation() const { return mGeneration.value(); }
// This is similar to GLContext::ClearSafely, but tries to minimize the
// amount of work it does.
// It only clears the buffers we specify, and can reset its state without
// first having to query anything, as WebGL knows its state at all times.
void ForceClearFramebufferWithDefaultValues(GLbitfield bufferBits,
bool fakeNoAlpha) const;
void RunContextLossTimer();
void UpdateContextLossStatus();
void EnqueueUpdateContextLossStatus();
bool TryToRestoreContext();
void AssertCachedBindings() const;
void AssertCachedGlobalState() const;
dom::HTMLCanvasElement* GetCanvas() const { return mCanvasElement; }
nsIDocument* GetOwnerDoc() const;
// WebIDL WebGLRenderingContext API
void Commit();
void GetCanvas(dom::Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval);
private:
gfx::IntSize DrawingBufferSize(const char* funcName);
public:
GLsizei DrawingBufferWidth(const char* const funcName = "drawingBufferWidth") {
return DrawingBufferSize(funcName).width;
}
GLsizei DrawingBufferHeight(const char* const funcName = "drawingBufferHeight") {
return DrawingBufferSize(funcName).height;
}
layers::LayersBackend GetCompositorBackendType() const;
void
GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
bool IsContextLost() const { return mContextStatus != ContextNotLost; }
void GetSupportedExtensions(dom::Nullable< nsTArray<nsString> >& retval,
dom::CallerType callerType);
void GetExtension(JSContext* cx, const nsAString& name,
JS::MutableHandle<JSObject*> retval,
dom::CallerType callerType, ErrorResult& rv);
void AttachShader(WebGLProgram& prog, WebGLShader& shader);
void BindAttribLocation(WebGLProgram& prog, GLuint location,
const nsAString& name);
void BindFramebuffer(GLenum target, WebGLFramebuffer* fb);
void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb);
void BindVertexArray(WebGLVertexArray* vao);
void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void BlendEquation(GLenum mode);
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask);
void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void ClearDepth(GLclampf v);
void ClearStencil(GLint v);
void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a);
void CompileShader(WebGLShader& shader);
void CompileShaderANGLE(WebGLShader* shader);
void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
already_AddRefed<WebGLFramebuffer> CreateFramebuffer();
already_AddRefed<WebGLProgram> CreateProgram();
already_AddRefed<WebGLRenderbuffer> CreateRenderbuffer();
already_AddRefed<WebGLShader> CreateShader(GLenum type);
already_AddRefed<WebGLVertexArray> CreateVertexArray();
void CullFace(GLenum face);
void DeleteFramebuffer(WebGLFramebuffer* fb);
void DeleteProgram(WebGLProgram* prog);
void DeleteRenderbuffer(WebGLRenderbuffer* rb);
void DeleteShader(WebGLShader* shader);
void DeleteVertexArray(WebGLVertexArray* vao);
void DepthFunc(GLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(GLclampf zNear, GLclampf zFar);
void DetachShader(WebGLProgram& prog, const WebGLShader& shader);
void DrawBuffers(const dom::Sequence<GLenum>& buffers);
void Flush();
void Finish();
void FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbTarget, WebGLRenderbuffer* rb);
void FramebufferTexture2D(GLenum target, GLenum attachment,
GLenum texImageTarget, WebGLTexture* tex,
GLint level);
void FrontFace(GLenum mode);
already_AddRefed<WebGLActiveInfo> GetActiveAttrib(const WebGLProgram& prog,
GLuint index);
already_AddRefed<WebGLActiveInfo> GetActiveUniform(const WebGLProgram& prog,
GLuint index);
void
GetAttachedShaders(const WebGLProgram& prog,
dom::Nullable<nsTArray<RefPtr<WebGLShader>>>& retval);
GLint GetAttribLocation(const WebGLProgram& prog, const nsAString& name);
JS::Value GetBufferParameter(GLenum target, GLenum pname);
void GetBufferParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetBufferParameter(target, pname));
}
GLenum GetError();
virtual JS::Value GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
ErrorResult& rv);
void GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
JS::MutableHandle<JS::Value> retval,
ErrorResult& rv)
{
retval.set(GetFramebufferAttachmentParameter(cx, target, attachment,
pname, rv));
}
JS::Value GetProgramParameter(const WebGLProgram& prog, GLenum pname);
void GetProgramParameter(JSContext*, const WebGLProgram& prog, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetProgramParameter(prog, pname));
}
void GetProgramInfoLog(const WebGLProgram& prog, nsACString& retval);
void GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval);
JS::Value GetRenderbufferParameter(GLenum target, GLenum pname);
void GetRenderbufferParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetRenderbufferParameter(target, pname));
}
JS::Value GetShaderParameter(const WebGLShader& shader, GLenum pname);
void GetShaderParameter(JSContext*, const WebGLShader& shader, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetShaderParameter(shader, pname));
}
already_AddRefed<WebGLShaderPrecisionFormat>
GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
void GetShaderInfoLog(const WebGLShader& shader, nsACString& retval);
void GetShaderInfoLog(const WebGLShader& shader, nsAString& retval);
void GetShaderSource(const WebGLShader& shader, nsAString& retval);
JS::Value GetUniform(JSContext* cx, const WebGLProgram& prog,
const WebGLUniformLocation& loc);
void GetUniform(JSContext* cx, const WebGLProgram& prog,
const WebGLUniformLocation& loc,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetUniform(cx, prog, loc));
}
already_AddRefed<WebGLUniformLocation>
GetUniformLocation(const WebGLProgram& prog, const nsAString& name);
void Hint(GLenum target, GLenum mode);
bool IsFramebuffer(const WebGLFramebuffer* fb);
bool IsProgram(const WebGLProgram* prog);
bool IsRenderbuffer(const WebGLRenderbuffer* rb);
bool IsShader(const WebGLShader* shader);
bool IsVertexArray(const WebGLVertexArray* vao);
void LineWidth(GLfloat width);
void LinkProgram(WebGLProgram& prog);
void PixelStorei(GLenum pname, GLint param);
void PolygonOffset(GLfloat factor, GLfloat units);
already_AddRefed<layers::SharedSurfaceTextureClient> GetVRFrame();
////
webgl::PackingInfo
ValidImplementationColorReadPI(const webgl::FormatUsageInfo* usage) const;
protected:
bool ReadPixels_SharedPrecheck(dom::CallerType aCallerType,
ErrorResult& out_error);
void ReadPixelsImpl(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, void* data, uint32_t dataLen);
bool DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum format,
GLenum destType, void* dest, uint32_t dataLen,
uint32_t rowStride);
public:
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, const dom::Nullable<dom::ArrayBufferView>& maybeView,
dom::CallerType aCallerType, ErrorResult& rv)
{
const char funcName[] = "readPixels";
if (maybeView.IsNull()) {
ErrorInvalidValue("%s: `pixels` must not be null.", funcName);
return;
}
ReadPixels(x, y, width, height, format, type, maybeView.Value(), 0,
aCallerType, rv);
}
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, WebGLsizeiptr offset,
dom::CallerType, ErrorResult& out_error);
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, const dom::ArrayBufferView& dstData, GLuint dstOffset,
dom::CallerType, ErrorResult& out_error);
////
void RenderbufferStorage(GLenum target, GLenum internalFormat,
GLsizei width, GLsizei height);
protected:
void RenderbufferStorage_base(const char* funcName, GLenum target,
GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height);
public:
void SampleCoverage(GLclampf value, WebGLboolean invert);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderSource(WebGLShader& shader, const nsAString& source);
void StencilFunc(GLenum func, GLint ref, GLuint mask);
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilMask(GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass);
//////
void Uniform1f(WebGLUniformLocation* loc, GLfloat x);
void Uniform2f(WebGLUniformLocation* loc, GLfloat x, GLfloat y);
void Uniform3f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z);
void Uniform4f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void Uniform1i(WebGLUniformLocation* loc, GLint x);
void Uniform2i(WebGLUniformLocation* loc, GLint x, GLint y);
void Uniform3i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z);
void Uniform4i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z, GLint w);
void Uniform1ui(WebGLUniformLocation* loc, GLuint v0);
void Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1);
void Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2);
void Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2,
GLuint v3);
//////////////////////////
typedef dom::Float32ArrayOrUnrestrictedFloatSequence Float32ListU;
typedef dom::Int32ArrayOrLongSequence Int32ListU;
typedef dom::Uint32ArrayOrUnsignedLongSequence Uint32ListU;
protected:
template<typename elemT, typename viewT>
struct Arr {
const size_t elemCount;
const elemT* const elemBytes;
private:
static size_t ComputeAndReturnLength(const viewT& view) {
view.ComputeLengthAndData();
return view.LengthAllowShared();
}
public:
explicit Arr(const viewT& view)
: elemCount(ComputeAndReturnLength(view))
, elemBytes(view.DataAllowShared())
{ }
explicit Arr(const dom::Sequence<elemT>& seq)
: elemCount(seq.Length())
, elemBytes(seq.Elements())
{ }
Arr(size_t _elemCount, const elemT* _elemBytes)
: elemCount(_elemCount)
, elemBytes(_elemBytes)
{ }
////
static Arr From(const Float32ListU& list) {
if (list.IsFloat32Array())
return Arr(list.GetAsFloat32Array());
return Arr(list.GetAsUnrestrictedFloatSequence());
}
static Arr From(const Int32ListU& list) {
if (list.IsInt32Array())
return Arr(list.GetAsInt32Array());
return Arr(list.GetAsLongSequence());
}
static Arr From(const Uint32ListU& list) {
if (list.IsUint32Array())
return Arr(list.GetAsUint32Array());
return Arr(list.GetAsUnsignedLongSequence());
}
};
typedef Arr<GLfloat, dom::Float32Array> Float32Arr;
typedef Arr<GLint, dom::Int32Array> Int32Arr;
typedef Arr<GLuint, dom::Uint32Array> Uint32Arr;
////////////////
void UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride);
void UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride);
void UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Uint32Arr& arr, GLuint elemOffset, GLuint elemCountOverride);
void UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B,
WebGLUniformLocation* loc, bool transpose,
const Float32Arr& arr, GLuint elemOffset,
GLuint elemCountOverride);
////////////////
public:
#define FOO(N) \
void Uniform ## N ## fv(WebGLUniformLocation* loc, const Float32ListU& list, \
GLuint elemOffset = 0, GLuint elemCountOverride = 0) \
{ \
UniformNfv("uniform" #N "fv", N, loc, Float32Arr::From(list), elemOffset, \
elemCountOverride); \
}
FOO(1)
FOO(2)
FOO(3)
FOO(4)
#undef FOO
//////
#define FOO(N) \
void Uniform ## N ## iv(WebGLUniformLocation* loc, const Int32ListU& list, \
GLuint elemOffset = 0, GLuint elemCountOverride = 0) \
{ \
UniformNiv("uniform" #N "iv", N, loc, Int32Arr::From(list), elemOffset, \
elemCountOverride); \
}
FOO(1)
FOO(2)
FOO(3)
FOO(4)
#undef FOO
//////
#define FOO(N) \
void Uniform ## N ## uiv(WebGLUniformLocation* loc, const Uint32ListU& list, \
GLuint elemOffset = 0, GLuint elemCountOverride = 0) \
{ \
UniformNuiv("uniform" #N "uiv", N, loc, Uint32Arr::From(list), elemOffset, \
elemCountOverride); \
}
FOO(1)
FOO(2)
FOO(3)
FOO(4)
#undef FOO
//////
#define FOO(X,A,B) \
void UniformMatrix ## X ## fv(WebGLUniformLocation* loc, bool transpose, \
const Float32ListU& list, GLuint elemOffset = 0, \
GLuint elemCountOverride = 0) \
{ \
UniformMatrixAxBfv("uniformMatrix" #X "fv", A, B, loc, transpose, \
Float32Arr::From(list), elemOffset, elemCountOverride); \
}
FOO(2,2,2)
FOO(2x3,2,3)
FOO(2x4,2,4)
FOO(3x2,3,2)
FOO(3,3,3)
FOO(3x4,3,4)
FOO(4x2,4,2)
FOO(4x3,4,3)
FOO(4,4,4)
#undef FOO
////////////////////////////////////
void UseProgram(WebGLProgram* prog);
bool ValidateAttribArraySetter(const char* name, uint32_t count,
uint32_t arrayLength);
bool ValidateUniformLocation(WebGLUniformLocation* loc, const char* funcName);
bool ValidateUniformSetter(WebGLUniformLocation* loc, uint8_t setterSize,
GLenum setterType, const char* funcName);
bool ValidateUniformArraySetter(WebGLUniformLocation* loc,
uint8_t setterElemSize, GLenum setterType,
uint32_t setterArraySize, const char* funcName,
uint32_t* out_numElementsToUpload);
bool ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc,
uint8_t setterCols,
uint8_t setterRows,
GLenum setterType,
uint32_t setterArraySize,
bool setterTranspose,
const char* funcName,
uint32_t* out_numElementsToUpload);
void ValidateProgram(const WebGLProgram& prog);
bool ValidateUniformLocation(const char* info, WebGLUniformLocation* loc);
bool ValidateSamplerUniformSetter(const char* info,
WebGLUniformLocation* loc, GLint value);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// -----------------------------------------------------------------------------
// WEBGL_lose_context
public:
void LoseContext();
void RestoreContext();
// -----------------------------------------------------------------------------
// Buffer Objects (WebGLContextBuffers.cpp)
void BindBuffer(GLenum target, WebGLBuffer* buffer);
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buf);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
WebGLintptr offset, WebGLsizeiptr size);
private:
void BufferDataImpl(GLenum target, size_t dataLen, const uint8_t* data, GLenum usage);
public:
void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage);
void BufferData(GLenum target, const dom::Nullable<dom::ArrayBuffer>& maybeSrc,
GLenum usage);
void BufferData(GLenum target, const dom::ArrayBufferView& srcData, GLenum usage,
GLuint srcElemOffset = 0, GLuint srcElemCountOverride = 0);
private:
void BufferSubDataImpl(GLenum target, WebGLsizeiptr dstByteOffset,
size_t srcDataLen, const uint8_t* srcData);
public:
void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset,
const dom::ArrayBufferView& src, GLuint srcElemOffset = 0,
GLuint srcElemCountOverride = 0);
void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset,
const dom::ArrayBuffer& src);
void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset,
const dom::SharedArrayBuffer& src);
already_AddRefed<WebGLBuffer> CreateBuffer();
void DeleteBuffer(WebGLBuffer* buf);
bool IsBuffer(WebGLBuffer* buf);
protected:
// bound buffer state
WebGLRefPtr<WebGLBuffer> mBoundArrayBuffer;
WebGLRefPtr<WebGLBuffer> mBoundCopyReadBuffer;
WebGLRefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
WebGLRefPtr<WebGLBuffer> mBoundPixelPackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundTransformFeedbackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundUniformBuffer;
std::vector<IndexedBufferBinding> mIndexedUniformBufferBindings;
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
GLuint index);
// -----------------------------------------------------------------------------
// Queries (WebGL2ContextQueries.cpp)
protected:
WebGLRefPtr<WebGLQuery> mQuerySlot_SamplesPassed;
WebGLRefPtr<WebGLQuery> mQuerySlot_TFPrimsWritten;
WebGLRefPtr<WebGLQuery> mQuerySlot_TimeElapsed;
WebGLRefPtr<WebGLQuery>*
ValidateQuerySlotByTarget(const char* funcName, GLenum target);
public:
already_AddRefed<WebGLQuery> CreateQuery(const char* funcName = nullptr);
void DeleteQuery(WebGLQuery* query, const char* funcName = nullptr);
bool IsQuery(const WebGLQuery* query, const char* funcName = nullptr);
void BeginQuery(GLenum target, WebGLQuery& query, const char* funcName = nullptr);
void EndQuery(GLenum target, const char* funcName = nullptr);
void GetQuery(JSContext* cx, GLenum target, GLenum pname,
JS::MutableHandleValue retval, const char* funcName = nullptr);
void GetQueryParameter(JSContext* cx, const WebGLQuery& query, GLenum pname,
JS::MutableHandleValue retval, const char* funcName = nullptr);
// -----------------------------------------------------------------------------
// State and State Requests (WebGLContextState.cpp)
private:
void SetEnabled(const char* funcName, GLenum cap, bool enabled);
public:
void Disable(GLenum cap) { SetEnabled("disabled", cap, false); }
void Enable(GLenum cap) { SetEnabled("enabled", cap, true); }
bool GetStencilBits(GLint* const out_stencilBits) const;
virtual JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv);
void GetParameter(JSContext* cx, GLenum pname,
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
{
retval.set(GetParameter(cx, pname, rv));
}
void GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index,
JS::MutableHandle<JS::Value> retval);
bool IsEnabled(GLenum cap);
private:
// State tracking slots
realGLboolean mDitherEnabled;
realGLboolean mRasterizerDiscardEnabled;
realGLboolean mScissorTestEnabled;
realGLboolean mDepthTestEnabled;
realGLboolean mStencilTestEnabled;
GLenum mGenerateMipmapHint;
bool ValidateCapabilityEnum(GLenum cap, const char* info);
realGLboolean* GetStateTrackingSlot(GLenum cap);
// Allocation debugging variables
mutable uint64_t mDataAllocGLCallCount;
void OnDataAllocCall() const {
mDataAllocGLCallCount++;
}
uint64_t GetNumGLDataAllocCalls() const {
return mDataAllocGLCallCount;
}
void OnEndOfFrame() const;
// -----------------------------------------------------------------------------
// Texture funcions (WebGLContextTextures.cpp)
public:
void ActiveTexture(GLenum texUnit);
void BindTexture(GLenum texTarget, WebGLTexture* tex);
already_AddRefed<WebGLTexture> CreateTexture();
void DeleteTexture(WebGLTexture* tex);
void GenerateMipmap(GLenum texTarget);
void GetTexParameter(JSContext*, GLenum texTarget, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetTexParameter(texTarget, pname));
}
bool IsTexture(WebGLTexture* tex);
void TexParameterf(GLenum texTarget, GLenum pname, GLfloat param) {
TexParameter_base(texTarget, pname, FloatOrInt(param));
}
void TexParameteri(GLenum texTarget, GLenum pname, GLint param) {
TexParameter_base(texTarget, pname, FloatOrInt(param));
}
protected:
JS::Value GetTexParameter(GLenum texTarget, GLenum pname);
void TexParameter_base(GLenum texTarget, GLenum pname, const FloatOrInt& param);
virtual bool IsTexParamValid(GLenum pname) const;
////////////////////////////////////
public:
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border,
GLsizei imageSize, WebGLsizeiptr offset)
{
const char funcName[] = "compressedTexImage2D";
const uint8_t funcDims = 2;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&offset, 0, 0);
CompressedTexImage(funcName, funcDims, target, level, internalFormat, width,
height, depth, border, src, Some(imageSize));
}
template<typename T>
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border,
const T& anySrc, GLuint viewElemOffset = 0,
GLuint viewElemLengthOverride = 0)
{
const char funcName[] = "compressedTexImage2D";
const uint8_t funcDims = 2;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride);
CompressedTexImage(funcName, funcDims, target, level, internalFormat, width,
height, depth, border, src, Nothing());
}
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLsizei imageSize, WebGLsizeiptr offset)
{
const char funcName[] = "compressedTexSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&offset, 0, 0);
CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset,
zOffset, width, height, depth, unpackFormat, src, Some(imageSize));
}
template<typename T>
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
const T& anySrc, GLuint viewElemOffset = 0,
GLuint viewElemLengthOverride = 0)
{
const char funcName[] = "compressedTexSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride);
CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset,
zOffset, width, height, depth, unpackFormat, src, Nothing());
}
protected:
void CompressedTexImage(const char* funcName, uint8_t funcDims, GLenum target,
GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLsizei depth, GLint border,
const TexImageSource& src, const Maybe<GLsizei>& expectedImageSize);
void CompressedTexSubImage(const char* funcName, uint8_t funcDims, GLenum target,
GLint level, GLint xOffset, GLint yOffset, GLint zOffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum unpackFormat, const TexImageSource& src,
const Maybe<GLsizei>& expectedImageSize);
////////////////////////////////////
public:
void CopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x,
GLint y, GLsizei width, GLsizei height, GLint border);
void CopyTexSubImage2D(GLenum target, GLint level, GLint xOffset,
GLint yOffset, GLint x, GLint y, GLsizei width,
GLsizei height)
{
const char funcName[] = "copyTexSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
CopyTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset,
x, y, width, height);
}
protected:
void CopyTexSubImage(const char* funcName, uint8_t funcDims, GLenum target,
GLint level, GLint xOffset, GLint yOffset, GLint zOffset,
GLint x, GLint y, GLsizei width, GLsizei height);
////////////////////////////////////
// TexImage
// Implicit width/height uploads
public:
template<typename T>
void TexImage2D(GLenum target, GLint level, GLenum internalFormat,
GLenum unpackFormat, GLenum unpackType, const T& src,
ErrorResult& out_error)
{
GLsizei width = 0;
GLsizei height = 0;
GLint border = 0;
TexImage2D(target, level, internalFormat, width, height, border, unpackFormat,
unpackType, src, out_error);
}
template<typename T>
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLenum unpackFormat, GLenum unpackType, const T& src,
ErrorResult& out_error)
{
GLsizei width = 0;
GLsizei height = 0;
TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat,
unpackType, src, out_error);
}
////
template<typename T>
void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType,
const T& anySrc, ErrorResult& out_error)
{
const TexImageSourceAdapter src(&anySrc, &out_error);
TexImage2D(target, level, internalFormat, width, height, border, unpackFormat,
unpackType, src);
}
void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType,
const dom::ArrayBufferView& view, GLuint viewElemOffset,
ErrorResult&)
{
const TexImageSourceAdapter src(&view, viewElemOffset);
TexImage2D(target, level, internalFormat, width, height, border, unpackFormat,
unpackType, src);
}
protected:
void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLint border, GLenum unpackFormat,
GLenum unpackType, const TexImageSource& src)
{
const char funcName[] = "texImage2D";
const uint8_t funcDims = 2;
const GLsizei depth = 1;
TexImage(funcName, funcDims, target, level, internalFormat, width, height, depth,
border, unpackFormat, unpackType, src);
}
void TexImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level,
GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum unpackFormat, GLenum unpackType,
const TexImageSource& src);
////
public:
template<typename T>
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLenum unpackType, const T& anySrc, ErrorResult& out_error)
{
const TexImageSourceAdapter src(&anySrc, &out_error);
TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat,
unpackType, src);
}
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLenum unpackType, const dom::ArrayBufferView& view,
GLuint viewElemOffset, ErrorResult&)
{
const TexImageSourceAdapter src(&view, viewElemOffset);
TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat,
unpackType, src);
}
protected:
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLenum unpackType, const TexImageSource& src)
{
const char funcName[] = "texSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
const GLsizei depth = 1;
TexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, width,
height, depth, unpackFormat, unpackType, src);
}
void TexSubImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level,
GLint xOffset, GLint yOffset, GLint zOffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum unpackFormat,
GLenum unpackType, const TexImageSource& src);
////////////////////////////////////
// WebGLTextureUpload.cpp
public:
UniquePtr<webgl::TexUnpackBlob>
From(const char* funcName, TexImageTarget target, GLsizei rawWidth, GLsizei rawHeight,
GLsizei rawDepth, GLint border, const TexImageSource& src,
dom::Uint8ClampedArray* const scopedArr);
protected:
bool ValidateTexImageSpecification(const char* funcName, uint8_t funcDims,
GLenum texImageTarget, GLint level,
GLsizei width, GLsizei height, GLsizei depth,
GLint border,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
WebGLTexture::ImageInfo** const out_imageInfo);
bool ValidateTexImageSelection(const char* funcName, uint8_t funcDims,
GLenum texImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLsizei width,
GLsizei height, GLsizei depth,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
WebGLTexture::ImageInfo** const out_imageInfo);
bool ValidateUnpackInfo(const char* funcName, bool usePBOs, GLenum format,
GLenum type, webgl::PackingInfo* const out);
UniquePtr<webgl::TexUnpackBlob>
FromDomElem(const char* funcName, TexImageTarget target, uint32_t width,
uint32_t height, uint32_t depth, const dom::Element& elem,
ErrorResult* const out_error);
UniquePtr<webgl::TexUnpackBytes>
FromCompressed(const char* funcName, TexImageTarget target, GLsizei rawWidth,
GLsizei rawHeight, GLsizei rawDepth, GLint border,
const TexImageSource& src, const Maybe<GLsizei>& expectedImageSize);
// -----------------------------------------------------------------------------
// Vertices Feature (WebGLContextVertices.cpp)
GLenum mPrimRestartTypeBytes;
public:
void DrawArrays(GLenum mode, GLint first, GLsizei count) {
DrawArraysInstanced(mode, first, count, 1, "drawArrays");
}
void DrawElements(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset, const char* funcName = "drawElements")
{
DrawElementsInstanced(mode, count, type, byteOffset, 1, funcName);
}
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertexCount,
GLsizei instanceCount,
const char* funcName = "drawArraysInstanced");
void DrawElementsInstanced(GLenum mode, GLsizei vertexCount, GLenum type,
WebGLintptr byteOffset, GLsizei instanceCount,
const char* funcName = "drawElementsInstanced");
void EnableVertexAttribArray(GLuint index);
void DisableVertexAttribArray(GLuint index);
JS::Value GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv);
void GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
{
retval.set(GetVertexAttrib(cx, index, pname, rv));
}
WebGLsizeiptr GetVertexAttribOffset(GLuint index, GLenum pname);
////
void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w,
const char* funcName = nullptr);
////
void VertexAttrib1f(GLuint index, GLfloat x) {
VertexAttrib4f(index, x, 0, 0, 1, "vertexAttrib1f");
}
void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
VertexAttrib4f(index, x, y, 0, 1, "vertexAttrib2f");
}
void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
VertexAttrib4f(index, x, y, z, 1, "vertexAttrib3f");
}
////
void VertexAttrib1fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib1fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 1, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], 0, 0, 1, funcName);
}
void VertexAttrib2fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib2fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 2, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], 0, 1, funcName);
}
void VertexAttrib3fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib3fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 3, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], arr.elemBytes[2], 1,
funcName);
}
void VertexAttrib4fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib4fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 4, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], arr.elemBytes[2],
arr.elemBytes[3], funcName);
}
////
protected:
void VertexAttribAnyPointer(const char* funcName, bool isFuncInt, GLuint index,
GLint size, GLenum type, bool normalized, GLsizei stride,
WebGLintptr byteOffset);
public:
void VertexAttribPointer(GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset)
{
const char funcName[] = "vertexAttribPointer";
const bool isFuncInt = false;
VertexAttribAnyPointer(funcName, isFuncInt, index, size, type, normalized, stride,
byteOffset);
}
void VertexAttribDivisor(GLuint index, GLuint divisor);
private:
bool DrawArrays_check(const char* funcName, GLint first, GLsizei vertCount,
GLsizei instanceCount, Maybe<uint32_t>* out_lastVert);
bool DrawElements_check(const char* funcName, GLsizei indexCount, GLenum type,
WebGLintptr byteOffset, GLsizei instanceCount,
Maybe<uint32_t>* out_lastVert);
void Draw_cleanup(const char* funcName);
void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
bool BindArrayAttribToLocation0(WebGLProgram* prog);
// -----------------------------------------------------------------------------
// PROTECTED
protected:
WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need() const;
bool DoFakeVertexAttrib0(const char* funcName, GLuint vertexCount);
void UndoFakeVertexAttrib0();
CheckedUint32 mGeneration;
WebGLContextOptions mOptions;
bool mInvalidated;
bool mCapturedFrameInvalidated;
bool mResetLayer;
bool mOptionsFrozen;
bool mDisableExtensions;
bool mIsMesa;
bool mLoseContextOnMemoryPressure;
bool mCanLoseContextInForeground;
bool mRestoreWhenVisible;
bool mShouldPresent;
bool mDisableFragHighP;
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
GLuint mActiveTexture;
GLenum mDefaultFB_DrawBuffer0;
GLenum mDefaultFB_ReadBuffer;
// glGetError sources:
bool mEmitContextLostErrorOnce;
mutable GLenum mWebGLError;
mutable GLenum mUnderlyingGLError;
GLenum GetAndFlushUnderlyingGLErrors() const;
bool mBypassShaderValidation;
webgl::ShaderValidator* CreateShaderValidator(GLenum shaderType) const;
// some GL constants
uint32_t mGLMaxTextureUnits;
uint32_t mGLMaxVertexAttribs;
uint32_t mGLMaxFragmentUniformVectors;
uint32_t mGLMaxVertexUniformVectors;
uint32_t mGLMaxVaryingVectors;
uint32_t mGLMaxTransformFeedbackSeparateAttribs;
uint32_t mGLMaxUniformBufferBindings;
uint32_t mGLMaxVertexTextureImageUnits;
uint32_t mGLMaxFragmentTextureImageUnits;
uint32_t mGLMaxCombinedTextureImageUnits;
uint32_t mGLMaxColorAttachments;
uint32_t mGLMaxDrawBuffers;
uint32_t mGLMaxViewportDims[2];
public:
GLenum LastColorAttachmentEnum() const {
return LOCAL_GL_COLOR_ATTACHMENT0 + mGLMaxColorAttachments - 1;
}
const decltype(mOptions)& Options() const { return mOptions; }
protected:
// Texture sizes are often not actually the GL values. Let's be explicit that these
// are implementation limits.
uint32_t mGLMaxTextureSize;
uint32_t mGLMaxCubeMapTextureSize;
uint32_t mGLMax3DTextureSize;
uint32_t mGLMaxArrayTextureLayers;
uint32_t mGLMaxRenderbufferSize;
public:
GLuint MaxVertexAttribs() const {
return mGLMaxVertexAttribs;
}
GLuint GLMaxTextureUnits() const {
return mGLMaxTextureUnits;
}
float mGLAliasedLineWidthRange[2];
float mGLAliasedPointSizeRange[2];
bool IsFormatValidForFB(TexInternalFormat format) const;
protected:
// Represents current status of the context with respect to context loss.
// That is, whether the context is lost, and what part of the context loss
// process we currently are at.
// This is used to support the WebGL spec's asyncronous nature in handling
// context loss.
enum ContextStatus {
// The context is stable; there either are none or we don't know of any.
ContextNotLost,
// The context has been lost, but we have not yet sent an event to the
// script informing it of this.
ContextLostAwaitingEvent,
// The context has been lost, and we have sent the script an event
// informing it of this.
ContextLost,
// The context is lost, an event has been sent to the script, and the
// script correctly handled the event. We are waiting for the context to
// be restored.
ContextLostAwaitingRestore
};
// -------------------------------------------------------------------------
// WebGL extensions (implemented in WebGLContextExtensions.cpp)
typedef EnumeratedArray<WebGLExtensionID, WebGLExtensionID::Max,
RefPtr<WebGLExtensionBase>> ExtensionsArrayType;
ExtensionsArrayType mExtensions;
// enable an extension. the extension should not be enabled before.
void EnableExtension(WebGLExtensionID ext);
// Enable an extension if it's supported. Return the extension on success.
WebGLExtensionBase* EnableSupportedExtension(dom::CallerType callerType,
WebGLExtensionID ext);
public:
// returns true if the extension has been enabled by calling getExtension.
bool IsExtensionEnabled(WebGLExtensionID ext) const;
protected:
// returns true if the extension is supported for this caller type (this decides what getSupportedExtensions exposes)
bool IsExtensionSupported(dom::CallerType callerType,
WebGLExtensionID ext) const;
bool IsExtensionSupported(WebGLExtensionID ext) const;
static const char* GetExtensionString(WebGLExtensionID ext);
nsTArray<GLenum> mCompressedTextureFormats;
// -------------------------------------------------------------------------
// WebGL 2 specifics (implemented in WebGL2Context.cpp)
public:
virtual bool IsWebGL2() const = 0;
struct FailureReason {
nsCString key; // For reporting.
nsCString info;
FailureReason() { }
template<typename A, typename B>
FailureReason(const A& _key, const B& _info)
: key(nsCString(_key))
, info(nsCString(_info))
{ }
};
protected:
bool InitWebGL2(FailureReason* const out_failReason);
bool CreateAndInitGL(bool forceEnabled,
std::vector<FailureReason>* const out_failReasons);
typedef already_AddRefed<gl::GLContext> FnCreateGL_T(const gl::SurfaceCaps& caps,
gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<FailureReason>* const out_failReasons);
bool CreateAndInitGLWith(FnCreateGL_T fnCreateGL, const gl::SurfaceCaps& baseCaps,
gl::CreateContextFlags flags,
std::vector<FailureReason>* const out_failReasons);
void ThrowEvent_WebGLContextCreationError(const nsACString& text);
// -------------------------------------------------------------------------
// Validation functions (implemented in WebGLContextValidate.cpp)
bool InitAndValidateGL(FailureReason* const out_failReason);
bool ValidateBlendEquationEnum(GLenum cap, const char* info);
bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor,
const char* info);
bool ValidateComparisonEnum(GLenum target, const char* info);
bool ValidateStencilOpEnum(GLenum action, const char* info);
bool ValidateFaceEnum(GLenum face, const char* info);
bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateDrawModeEnum(GLenum mode, const char* info);
bool ValidateAttribIndex(GLuint index, const char* info);
bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset, const char* info);
bool ValidateStencilParamsForDrawCall(const char* funcName) const;
bool ValidateCopyTexImage(TexInternalFormat srcFormat, TexInternalFormat dstformat,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexImage(TexImageTarget texImageTarget,
GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint width, GLint height, GLint depth,
GLint border, GLenum format, GLenum type,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageFormatAndType(GLenum format, GLenum type,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageInternalFormat(GLenum format,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCopyTexImageInternalFormat(GLenum format,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level,
GLint width, GLint height, GLint depth,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width,
GLsizei height, GLsizei depth,
GLsizei baseWidth, GLsizei baseHeight,
GLsizei baseDepth, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageSize(GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLsizei levelWidth,
GLsizei levelHeight, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat,
GLsizei width, GLsizei height,
uint32_t byteLength,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateUniformLocationForProgram(WebGLUniformLocation* location,
WebGLProgram* program,
const char* funcName);
bool HasDrawBuffers() const {
return IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers);
}
WebGLRefPtr<WebGLBuffer>* ValidateBufferSlot(const char* funcName, GLenum target);
public:
WebGLBuffer* ValidateBufferSelection(const char* funcName, GLenum target);
protected:
IndexedBufferBinding* ValidateIndexedBufferSlot(const char* funcName, GLenum target,
GLuint index);
bool ValidateIndexedBufferBinding(const char* funcName, GLenum target, GLuint index,
WebGLRefPtr<WebGLBuffer>** const out_genericBinding,
IndexedBufferBinding** const out_indexedBinding);
bool ValidateNonNegative(const char* funcName, const char* argName, int64_t val) {
if (MOZ_UNLIKELY(val < 0)) {
ErrorInvalidValue("%s: `%s` must be non-negative.", funcName, argName);
return false;
}
return true;
}
public:
template<typename T>
bool ValidateNonNull(const char* funcName, const dom::Nullable<T>& maybe) {
if (maybe.IsNull()) {
ErrorInvalidValue("%s: `null` is invalid.", funcName);
return false;
}
return true;
}
bool ValidateArrayBufferView(const char* funcName, const dom::ArrayBufferView& view,
GLuint elemOffset, GLuint elemCountOverride,
uint8_t** const out_bytes, size_t* const out_byteLen);
protected:
////
void Invalidate();
void DestroyResourcesAndContext();
// helpers
bool ConvertImage(size_t width, size_t height, size_t srcStride,
size_t dstStride, const uint8_t* src, uint8_t* dst,
WebGLTexelFormat srcFormat, bool srcPremultiplied,
WebGLTexelFormat dstFormat, bool dstPremultiplied,
size_t dstTexelSize);
//////
public:
bool ValidateObjectAllowDeleted(const char* funcName,
const WebGLContextBoundObject& object)
{
if (!object.IsCompatibleWithContext(this)) {
ErrorInvalidOperation("%s: Object from different WebGL context (or older"
" generation of this one) passed as argument.",
funcName);
return false;
}
return true;
}
bool ValidateObject(const char* funcName, const WebGLDeletableObject& object,
bool isShaderOrProgram = false)
{
if (!ValidateObjectAllowDeleted(funcName, object))
return false;
if (isShaderOrProgram) {
/* GLES 3.0.5 p45:
* "Commands that accept shader or program object names will generate the
* error INVALID_VALUE if the provided name is not the name of either a
* shader or program object[.]"
* Further, shaders and programs appear to be different from other objects,
* in that their lifetimes are better defined. However, they also appear to
* allow use of objects marked for deletion, and only reject
* actually-destroyed objects.
*/
if (object.IsDeleted()) {
ErrorInvalidValue("%s: Shader or program object argument cannot have been"
" deleted.",
funcName);
return false;
}
} else {
if (object.IsDeleteRequested()) {
ErrorInvalidOperation("%s: Object argument cannot have been marked for"
" deletion.",
funcName);
return false;
}
}
return true;
}
////
bool ValidateObject(const char* funcName, const WebGLProgram& object);
bool ValidateObject(const char* funcName, const WebGLShader& object);
////
bool ValidateIsObject(const char* funcName,
const WebGLDeletableObject* object) const
{
if (IsContextLost())
return false;
if (!object)
return false;
if (!object->IsCompatibleWithContext(this))
return false;
if (object->IsDeleted())
return false;
return true;
}
bool ValidateDeleteObject(const char* funcName, const WebGLDeletableObject* object) {
if (IsContextLost())
return false;
if (!object)
return false;
if (!ValidateObjectAllowDeleted(funcName, *object))
return false;
if (object->IsDeleteRequested())
return false;
return true;
}
////
private:
// -------------------------------------------------------------------------
// Context customization points
virtual WebGLVertexArray* CreateVertexArrayImpl();
public:
void ForceLoseContext(bool simulateLoss = false);
protected:
void ForceRestoreContext();
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBoundCubeMapTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBound3DTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DArrayTextures;
nsTArray<WebGLRefPtr<WebGLSampler> > mBoundSamplers;
void ResolveTexturesForDraw() const;
WebGLRefPtr<WebGLProgram> mCurrentProgram;
RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
bool ValidateFramebufferTarget(GLenum target, const char* const info);
bool ValidateInvalidateFramebuffer(const char* funcName, GLenum target,
const dom::Sequence<GLenum>& attachments,
ErrorResult* const out_rv,
std::vector<GLenum>* const scopedVector,
GLsizei* const out_glNumAttachments,
const GLenum** const out_glAttachments);
WebGLRefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
WebGLRefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
WebGLRefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
WebGLRefPtr<WebGLVertexArray> mBoundVertexArray;
LinkedList<WebGLBuffer> mBuffers;
LinkedList<WebGLFramebuffer> mFramebuffers;
LinkedList<WebGLProgram> mPrograms;
LinkedList<WebGLQuery> mQueries;
LinkedList<WebGLRenderbuffer> mRenderbuffers;
LinkedList<WebGLSampler> mSamplers;
LinkedList<WebGLShader> mShaders;
LinkedList<WebGLSync> mSyncs;
LinkedList<WebGLTexture> mTextures;
LinkedList<WebGLTransformFeedback> mTransformFeedbacks;
LinkedList<WebGLVertexArray> mVertexArrays;
WebGLRefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
WebGLRefPtr<WebGLVertexArray> mDefaultVertexArray;
// PixelStore parameters
uint32_t mPixelStore_UnpackImageHeight;
uint32_t mPixelStore_UnpackSkipImages;
uint32_t mPixelStore_UnpackRowLength;
uint32_t mPixelStore_UnpackSkipRows;
uint32_t mPixelStore_UnpackSkipPixels;
uint32_t mPixelStore_UnpackAlignment;
uint32_t mPixelStore_PackRowLength;
uint32_t mPixelStore_PackSkipRows;
uint32_t mPixelStore_PackSkipPixels;
uint32_t mPixelStore_PackAlignment;
CheckedUint32 GetUnpackSize(bool isFunc3D, uint32_t width, uint32_t height,
uint32_t depth, uint8_t bytesPerPixel);
bool ValidatePackSize(const char* funcName, uint32_t width, uint32_t height,
uint8_t bytesPerPixel, uint32_t* const out_rowStride,
uint32_t* const out_endOffset);
GLenum mPixelStore_ColorspaceConversion;
bool mPixelStore_FlipY;
bool mPixelStore_PremultiplyAlpha;
bool mPixelStore_RequireFastPath;
////////////////////////////////////
class FakeBlackTexture {
public:
static UniquePtr<FakeBlackTexture> Create(gl::GLContext* gl,
TexTarget target,
FakeBlackType type);
gl::GLContext* const mGL;
const GLuint mGLName;
~FakeBlackTexture();
protected:
explicit FakeBlackTexture(gl::GLContext* gl);
};
UniquePtr<FakeBlackTexture> mFakeBlack_2D_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_2D_0001;
UniquePtr<FakeBlackTexture> mFakeBlack_CubeMap_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_CubeMap_0001;
UniquePtr<FakeBlackTexture> mFakeBlack_3D_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_3D_0001;
UniquePtr<FakeBlackTexture> mFakeBlack_2D_Array_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_2D_Array_0001;
bool BindFakeBlack(uint32_t texUnit, TexTarget target, FakeBlackType fakeBlack);
////////////////////////////////////
protected:
GLuint mEmptyTFO;
// Generic Vertex Attributes
// Though CURRENT_VERTEX_ATTRIB is listed under "Vertex Shader State" in the spec
// state tables, this isn't vertex shader /object/ state. This array is merely state
// useful to vertex shaders, but is global state.
UniquePtr<GLenum[]> mGenericVertexAttribTypes;
uint8_t mGenericVertexAttrib0Data[sizeof(float) * 4];
CacheMapInvalidator mGenericVertexAttribTypeInvalidator;
GLuint mFakeVertexAttrib0BufferObject;
size_t mFakeVertexAttrib0BufferObjectSize;
bool mFakeVertexAttrib0DataDefined;
uint8_t mFakeVertexAttrib0Data[sizeof(float) * 4];
JSObject* GetVertexAttribFloat32Array(JSContext* cx, GLuint index);
JSObject* GetVertexAttribInt32Array(JSContext* cx, GLuint index);
JSObject* GetVertexAttribUint32Array(JSContext* cx, GLuint index);
GLint mStencilRefFront;
GLint mStencilRefBack;
GLuint mStencilValueMaskFront;
GLuint mStencilValueMaskBack;
GLuint mStencilWriteMaskFront;
GLuint mStencilWriteMaskBack;
uint8_t mColorWriteMask; // bitmask
realGLboolean mDepthWriteMask;
GLfloat mColorClearValue[4];
GLint mStencilClearValue;
GLfloat mDepthClearValue;
GLint mViewportX;
GLint mViewportY;
GLsizei mViewportWidth;
GLsizei mViewportHeight;
bool mAlreadyWarnedAboutViewportLargerThanDest;
GLfloat mLineWidth;
WebGLContextLossHandler mContextLossHandler;
bool mAllowContextRestore;
bool mLastLossWasSimulated;
ContextStatus mContextStatus;
bool mContextLostErrorSet;
// Used for some hardware (particularly Tegra 2 and 4) that likes to
// be Flushed while doing hundreds of draw calls.
int mDrawCallsSinceLastFlush;
mutable int mAlreadyGeneratedWarnings;
int mMaxWarnings;
bool mAlreadyWarnedAboutFakeVertexAttrib0;
bool ShouldGenerateWarnings() const;
bool ShouldGeneratePerfWarnings() const {
return mNumPerfWarnings < mMaxPerfWarnings;
}
uint64_t mLastUseIndex;
bool mNeedsFakeNoAlpha;
bool mNeedsFakeNoDepth;
bool mNeedsFakeNoStencil;
bool mNeedsFakeNoStencil_UserFBs;
mutable uint8_t mDriverColorMask;
bool mDriverDepthTest;
bool mDriverStencilTest;
bool mNeedsIndexValidation;
const bool mAllowFBInvalidation;
bool Has64BitTimestamps() const;
// --
const uint8_t mMsaaSamples;
mutable gfx::IntSize mRequestedSize;
mutable UniquePtr<gl::MozFramebuffer> mDefaultFB;
mutable bool mDefaultFB_IsInvalid;
mutable UniquePtr<gl::MozFramebuffer> mResolvedDefaultFB;
// --
bool EnsureDefaultFB(const char* funcName);
bool ValidateAndInitFB(const char* funcName, const WebGLFramebuffer* fb);
void DoBindFB(const WebGLFramebuffer* fb, GLenum target = LOCAL_GL_FRAMEBUFFER) const;
bool BindCurFBForDraw(const char* funcName);
bool BindCurFBForColorRead(const char* funcName,
const webgl::FormatUsageInfo** out_format,
uint32_t* out_width, uint32_t* out_height);
void DoColorMask(uint8_t bitmask) const;
void BlitBackbufferToCurDriverFB() const;
bool BindDefaultFBForRead(const char* funcName);
// --
public:
void LoseOldestWebGLContextIfLimitExceeded();
void UpdateLastUseIndex();
template <typename WebGLObjectType>
JS::Value WebGLObjectAsJSValue(JSContext* cx, const WebGLObjectType*,
ErrorResult& rv) const;
template <typename WebGLObjectType>
JSObject* WebGLObjectAsJSObject(JSContext* cx, const WebGLObjectType*,
ErrorResult& rv) const;
#ifdef XP_MACOSX
// see bug 713305. This RAII helper guarantees that we're on the discrete GPU, during its lifetime
// Debouncing note: we don't want to switch GPUs too frequently, so try to not create and destroy
// these objects at high frequency. Having WebGLContext's hold one such object seems fine,
// because WebGLContext objects only go away during GC, which shouldn't happen too frequently.
// If in the future GC becomes much more frequent, we may have to revisit then (maybe use a timer).
ForceDiscreteGPUHelperCGL mForceDiscreteGPUHelper;
#endif
public:
// console logging helpers
void GenerateWarning(const char* fmt, ...) const MOZ_FORMAT_PRINTF(2, 3);
void GenerateWarning(const char* fmt, va_list ap) const MOZ_FORMAT_PRINTF(2, 0);
void GeneratePerfWarning(const char* fmt, ...) const MOZ_FORMAT_PRINTF(2, 3);
public:
UniquePtr<webgl::FormatUsageAuthority> mFormatUsage;
virtual UniquePtr<webgl::FormatUsageAuthority>
CreateFormatUsage(gl::GLContext* gl) const = 0;
const decltype(mBound2DTextures)* TexListForElemType(GLenum elemType) const;
void UpdateMaxDrawBuffers();
// --
private:
webgl::AvailabilityRunnable* mAvailabilityRunnable = nullptr;
public:
webgl::AvailabilityRunnable* EnsureAvailabilityRunnable();
// Friend list
friend class ScopedCopyTexImageSource;
friend class ScopedResolveTexturesForDraw;
friend class ScopedUnpackReset;
friend class webgl::TexUnpackBlob;
friend class webgl::TexUnpackBytes;
friend class webgl::TexUnpackImage;
friend class webgl::TexUnpackSurface;
friend struct webgl::UniformInfo;
friend class WebGLTexture;
friend class WebGLFBAttachPoint;
friend class WebGLFramebuffer;
friend class WebGLRenderbuffer;
friend class WebGLProgram;
friend class WebGLQuery;
friend class WebGLBuffer;
friend class WebGLSampler;
friend class WebGLShader;
friend class WebGLSync;
friend class WebGLTransformFeedback;
friend class WebGLUniformLocation;
friend class WebGLVertexArray;
friend class WebGLVertexArrayFake;
friend class WebGLVertexArrayGL;
};
// used by DOM bindings in conjunction with GetParentObject
inline nsISupports*
ToSupports(WebGLContext* webgl)
{
return static_cast<nsICanvasRenderingContextInternal*>(webgl);
}
// Returns `value` rounded to the next highest multiple of `multiple`.
// AKA PadToAlignment, StrideForAlignment.
template<typename V, typename M>
V
RoundUpToMultipleOf(const V& value, const M& multiple)
{
return ((value + multiple - 1) / multiple) * multiple;
}
bool
ValidateTexTarget(WebGLContext* webgl, const char* funcName, uint8_t funcDims,
GLenum rawTexTarget, TexTarget* const out_texTarget,
WebGLTexture** const out_tex);
bool
ValidateTexImageTarget(WebGLContext* webgl, const char* funcName, uint8_t funcDims,
GLenum rawTexImageTarget, TexImageTarget* const out_texImageTarget,
WebGLTexture** const out_tex);
class ScopedUnpackReset final
: public gl::ScopedGLWrapper<ScopedUnpackReset>
{
friend struct gl::ScopedGLWrapper<ScopedUnpackReset>;
private:
WebGLContext* const mWebGL;
public:
explicit ScopedUnpackReset(WebGLContext* webgl);
private:
void UnwrapImpl();
};
class ScopedFBRebinder final
: public gl::ScopedGLWrapper<ScopedFBRebinder>
{
friend struct gl::ScopedGLWrapper<ScopedFBRebinder>;
private:
WebGLContext* const mWebGL;
public:
explicit ScopedFBRebinder(WebGLContext* webgl)
: ScopedGLWrapper<ScopedFBRebinder>(webgl->gl)
, mWebGL(webgl)
{ }
private:
void UnwrapImpl();
};
class ScopedLazyBind final
: public gl::ScopedGLWrapper<ScopedLazyBind>
{
friend struct gl::ScopedGLWrapper<ScopedLazyBind>;
const GLenum mTarget;
const WebGLBuffer* const mBuf;
public:
ScopedLazyBind(gl::GLContext* gl, GLenum target, const WebGLBuffer* buf);
private:
void UnwrapImpl();
};
////
bool
Intersect(int32_t srcSize, int32_t read0, int32_t readSize, int32_t* out_intRead0,
int32_t* out_intWrite0, int32_t* out_intSize);
uint64_t
AvailGroups(uint64_t totalAvailItems, uint64_t firstItemOffset, uint32_t groupSize,
uint32_t groupStride);
////
class ScopedDrawCallWrapper final
{
public:
WebGLContext& mWebGL;
explicit ScopedDrawCallWrapper(WebGLContext& webgl);
~ScopedDrawCallWrapper();
};
////
void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
const std::vector<IndexedBufferBinding>& field,
const char* name, uint32_t flags = 0);
void
ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field);
} // namespace mozilla
#endif