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30b2b7ce44
For simple rules like function spacing, we can auto-fix these across the code base so they are followed in a consistent way. To generate this patch, I ran: ./mach eslint devtools --no-ignore --fix After this, I reverted any changes to third party files that we really do want to ignore. MozReview-Commit-ID: 6Q8BApkAW20
166 lines
4.2 KiB
JavaScript
166 lines
4.2 KiB
JavaScript
/* 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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"use strict";
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const { on, once, off, emit } = require("sdk/event/core");
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const { Class } = require("sdk/core/heritage");
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const WebGLPrimitivesType = {
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"POINTS": 0,
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"LINES": 1,
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"LINE_LOOP": 2,
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"LINE_STRIP": 3,
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"TRIANGLES": 4,
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"TRIANGLE_STRIP": 5,
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"TRIANGLE_FAN": 6
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};
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/**
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* A utility for monitoring WebGL primitive draws. Takes a `tabActor`
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* and monitors primitive draws over time.
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*/
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const WebGLDrawArrays = "drawArrays";
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const WebGLDrawElements = "drawElements";
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var WebGLPrimitiveCounter = exports.WebGLPrimitiveCounter = Class({
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initialize: function (tabActor) {
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this.tabActor = tabActor;
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},
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destroy: function () {
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this.stopRecording();
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},
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/**
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* Starts monitoring primitive draws, storing the primitives count per tick.
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*/
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resetCounts: function () {
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this._tris = 0;
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this._vertices = 0;
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this._points = 0;
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this._lines = 0;
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this._startTime = this.tabActor.docShell.now();
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},
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/**
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* Stops monitoring primitive draws, returning the recorded values.
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*/
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getCounts: function () {
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var result = {
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tris: this._tris,
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vertices: this._vertices,
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points: this._points,
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lines: this._lines
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};
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this._tris = 0;
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this._vertices = 0;
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this._points = 0;
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this._lines = 0;
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return result;
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},
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/**
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* Handles WebGL draw primitive functions to catch primitive info.
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*/
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handleDrawPrimitive: function (functionCall) {
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let { name, args } = functionCall.details;
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if (name === WebGLDrawArrays) {
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this._processDrawArrays(args);
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} else if (name === WebGLDrawElements) {
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this._processDrawElements(args);
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}
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},
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/**
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* Processes WebGL drawArrays method to count primitve numbers
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*/
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_processDrawArrays: function (args) {
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let mode = args[0];
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let count = args[2];
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switch (mode) {
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case WebGLPrimitivesType.POINTS:
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this._vertices += count;
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this._points += count;
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break;
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case WebGLPrimitivesType.LINES:
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this._vertices += count;
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this._lines += (count / 2);
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break;
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case WebGLPrimitivesType.LINE_LOOP:
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this._vertices += count;
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this._lines += count;
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break;
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case WebGLPrimitivesType.LINE_STRIP:
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this._vertices += count;
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this._lines += (count - 1);
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break;
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case WebGLPrimitivesType.TRIANGLES:
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this._tris += (count / 3);
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this._vertices += count;
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break;
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case WebGLPrimitivesType.TRIANGLE_STRIP:
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this._tris += (count - 2);
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this._vertices += count;
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break;
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case WebGLPrimitivesType.TRIANGLE_FAN:
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this._tris += (count - 2);
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this._vertices += count;
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break;
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default:
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console.error("_processDrawArrays doesn't define this type.");
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break;
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}
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},
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/**
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* Processes WebGL drawElements method to count primitve numbers
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*/
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_processDrawElements: function (args) {
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let mode = args[0];
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let count = args[1];
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switch (mode) {
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case WebGLPrimitivesType.POINTS:
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this._vertices += count;
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this._points += count;
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break;
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case WebGLPrimitivesType.LINES:
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this._vertices += count;
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this._lines += (count / 2);
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break;
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case WebGLPrimitivesType.LINE_LOOP:
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this._vertices += count;
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this._lines += count;
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break;
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case WebGLPrimitivesType.LINE_STRIP:
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this._vertices += count;
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this._lines += (count - 1);
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break;
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case WebGLPrimitivesType.TRIANGLES:
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let tris = count / 3;
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let vertex = tris * 3;
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if (tris > 1) {
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vertex = tris * 2;
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}
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this._tris += tris;
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this._vertices += vertex;
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break;
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case WebGLPrimitivesType.TRIANGLE_STRIP:
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this._tris += (count - 2);
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this._vertices += count;
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break;
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case WebGLPrimitivesType.TRIANGLE_FAN:
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this._tris += (count - 2);
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this._vertices += count;
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default:
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console.error("_processDrawElements doesn't define this type.");
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break;
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}
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}
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});
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