gecko-dev/dom/canvas/DrawTargetWebgl.h

603 lines
24 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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 _MOZILLA_GFX_DRAWTARGETWEBGL_H
#define _MOZILLA_GFX_DRAWTARGETWEBGL_H
#include "mozilla/gfx/2D.h"
#include "mozilla/gfx/PathSkia.h"
#include "mozilla/LinkedList.h"
#include "mozilla/WeakPtr.h"
#include "mozilla/ThreadLocal.h"
#include "mozilla/ipc/Shmem.h"
#include <vector>
namespace WGR {
struct OutputVertex;
}
namespace mozilla {
class ClientWebGLContext;
class WebGLBufferJS;
class WebGLFramebufferJS;
class WebGLProgramJS;
class WebGLRenderbufferJS;
class WebGLTextureJS;
class WebGLUniformLocationJS;
class WebGLVertexArrayJS;
namespace layers {
class SurfaceDescriptor;
}
namespace gfx {
class DataSourceSurface;
class DrawTargetSkia;
class DrawTargetWebgl;
class PathSkia;
class SourceSurfaceSkia;
class SourceSurfaceWebgl;
class TextureHandle;
class SharedTexture;
class SharedTextureHandle;
class StandaloneTexture;
class GlyphCache;
class PathCache;
struct PathVertexRange;
// DrawTargetWebgl implements a subset of the DrawTarget API suitable for use
// by CanvasRenderingContext2D. It maps these to a client WebGL context so that
// they can be accelerated where possible by WebGL. It manages both routing to
// appropriate shaders and texture allocation/caching for surfaces. For commands
// that are not feasible to accelerate with WebGL, it mirrors state to a backup
// DrawTargetSkia that can be used as a fallback software renderer. Multiple
// instances of DrawTargetWebgl within a process will actually share a single
// WebGL context so that data can be more easily interchanged between them and
// also to enable more reasonable limiting of resource usage.
class DrawTargetWebgl : public DrawTarget, public SupportsWeakPtr {
friend class SharedTextureHandle;
friend class StandaloneTexture;
friend class TextureHandle;
friend class SourceSurfaceWebgl;
friend class AutoSaveContext;
public:
MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(DrawTargetWebgl, override)
private:
IntSize mSize;
RefPtr<WebGLFramebufferJS> mFramebuffer;
RefPtr<WebGLTextureJS> mTex;
RefPtr<WebGLTextureJS> mClipMask;
// The integer-aligned, scissor-compatible conservative bounds of the clip.
IntRect mClipBounds;
// The fractional, AA'd bounds of the clip rect, if applicable.
Rect mClipAARect;
RefPtr<DrawTargetSkia> mSkia;
// Skia DT pointing to the same pixel data, but without any applied clips.
RefPtr<DrawTargetSkia> mSkiaNoClip;
// The Shmem backing the Skia DT, if applicable.
mozilla::ipc::Shmem mShmem;
// The currently cached snapshot of the WebGL context
RefPtr<DataSourceSurface> mSnapshot;
// Whether the framebuffer is still in the initially clear state.
bool mIsClear = true;
// Whether or not the Skia target has valid contents and is being drawn to
bool mSkiaValid = false;
// Whether or not Skia layering over the WebGL context is enabled
bool mSkiaLayer = false;
// Whether the WebGL target was clear when the Skia layer was established.
bool mSkiaLayerClear = false;
// Whether or not the WebGL context has valid contents and is being drawn to
bool mWebglValid = true;
// Whether or not the clip state has changed since last used by SharedContext.
bool mClipChanged = true;
// Whether or not the clip state needs to be refreshed. Sometimes the clip
// state may be overwritten and require a refresh later, even though it has
// not changed.
bool mRefreshClipState = true;
// The framebuffer has been modified and should be copied to the swap chain.
bool mNeedsPresent = true;
// The number of layers currently pushed.
int32_t mLayerDepth = 0;
RefPtr<TextureHandle> mSnapshotTexture;
// Store a log of clips currently pushed so that they can be used to init
// the clip state of temporary DTs.
struct ClipStack {
Matrix mTransform;
Rect mRect;
RefPtr<const Path> mPath;
bool operator==(const ClipStack& aOther) const;
};
std::vector<ClipStack> mClipStack;
// The previous state of the clip stack when a mask was generated.
std::vector<ClipStack> mCachedClipStack;
// UsageProfile stores per-frame counters for significant profiling events
// that assist in determining whether acceleration should still be used for
// a Canvas2D user.
struct UsageProfile {
uint32_t mFailedFrames = 0;
uint32_t mFrameCount = 0;
uint32_t mCacheMisses = 0;
uint32_t mCacheHits = 0;
uint32_t mUncachedDraws = 0;
uint32_t mLayers = 0;
uint32_t mReadbacks = 0;
uint32_t mFallbacks = 0;
void BeginFrame();
void EndFrame();
bool RequiresRefresh() const;
void OnCacheMiss() { ++mCacheMisses; }
void OnCacheHit() { ++mCacheHits; }
void OnUncachedDraw() { ++mUncachedDraws; }
void OnLayer() { ++mLayers; }
void OnReadback() { ++mReadbacks; }
void OnFallback() { ++mFallbacks; }
};
UsageProfile mProfile;
// SharedContext stores most of the actual WebGL state that may be used by
// any number of DrawTargetWebgl's that use it. Foremost, it holds the actual
// WebGL client context, programs, and buffers for mapping to WebGL.
// Secondarily, it holds shared caches for surfaces, glyphs, paths, and
// shadows so that each DrawTargetWebgl does not require its own cache. It is
// important that SetTarget is called to install the current DrawTargetWebgl
// before actually using the SharedContext, as the individual framebuffers
// and viewport are still maintained in DrawTargetWebgl itself.
class SharedContext : public mozilla::RefCounted<SharedContext>,
public mozilla::SupportsWeakPtr {
public:
MOZ_DECLARE_REFCOUNTED_TYPENAME(SharedContext)
SharedContext();
~SharedContext();
WeakPtr<DrawTargetWebgl> mCurrentTarget;
IntSize mViewportSize;
// The current integer-aligned scissor rect.
IntRect mClipRect;
// The current fractional AA'd clip rect bounds.
Rect mClipAARect;
RefPtr<ClientWebGLContext> mWebgl;
// Avoid spurious state changes by caching last used state.
RefPtr<WebGLProgramJS> mLastProgram;
RefPtr<WebGLTextureJS> mLastTexture;
RefPtr<WebGLTextureJS> mLastClipMask;
// Whether the shader viewport state requires updating.
bool mDirtyViewport = true;
// Whether the shader anti-aliasing state requires updating.
bool mDirtyAA = true;
// Whether the shader clip AA bounds require updating.
bool mDirtyClip = true;
// WebGL shader resources
RefPtr<WebGLBufferJS> mPathVertexBuffer;
RefPtr<WebGLVertexArrayJS> mPathVertexArray;
// The current insertion offset into the GPU path buffer.
uint32_t mPathVertexOffset = 0;
// The maximum size of the GPU path buffer.
uint32_t mPathVertexCapacity = 0;
// The maximum supported type complexity of a GPU path.
uint32_t mPathMaxComplexity = 0;
// Whether to accelerate stroked paths with AAStroke.
bool mPathAAStroke = true;
// Whether to accelerate stroked paths with WGR.
bool mPathWGRStroke = false;
// Temporary buffer for generating WGR output into.
UniquePtr<WGR::OutputVertex[]> mWGROutputBuffer;
RefPtr<WebGLProgramJS> mSolidProgram;
RefPtr<WebGLUniformLocationJS> mSolidProgramViewport;
RefPtr<WebGLUniformLocationJS> mSolidProgramAA;
RefPtr<WebGLUniformLocationJS> mSolidProgramTransform;
RefPtr<WebGLUniformLocationJS> mSolidProgramColor;
RefPtr<WebGLUniformLocationJS> mSolidProgramClipMask;
RefPtr<WebGLUniformLocationJS> mSolidProgramClipBounds;
RefPtr<WebGLProgramJS> mImageProgram;
RefPtr<WebGLUniformLocationJS> mImageProgramViewport;
RefPtr<WebGLUniformLocationJS> mImageProgramAA;
RefPtr<WebGLUniformLocationJS> mImageProgramTransform;
RefPtr<WebGLUniformLocationJS> mImageProgramTexMatrix;
RefPtr<WebGLUniformLocationJS> mImageProgramTexBounds;
RefPtr<WebGLUniformLocationJS> mImageProgramColor;
RefPtr<WebGLUniformLocationJS> mImageProgramSwizzle;
RefPtr<WebGLUniformLocationJS> mImageProgramSampler;
RefPtr<WebGLUniformLocationJS> mImageProgramClipMask;
RefPtr<WebGLUniformLocationJS> mImageProgramClipBounds;
// Scratch framebuffer used to wrap textures for miscellaneous utility ops.
RefPtr<WebGLFramebufferJS> mScratchFramebuffer;
// Buffer filled with zero data for initializing textures.
RefPtr<WebGLBufferJS> mZeroBuffer;
size_t mZeroSize = 0;
// 1x1 texture with solid white mask for disabling clipping
RefPtr<WebGLTextureJS> mNoClipMask;
uint32_t mMaxTextureSize = 0;
bool mRasterizationTruncates = false;
// The current blending operation.
CompositionOp mLastCompositionOp = CompositionOp::OP_SOURCE;
// The constant blend color used for the blending operation.
Maybe<DeviceColor> mLastBlendColor;
// The cached scissor state. Operations that rely on scissor state should
// take care to enable or disable the cached scissor state as necessary.
bool mScissorEnabled = false;
IntRect mLastScissor = {-1, -1, -1, -1};
// A most-recently-used list of allocated texture handles.
LinkedList<RefPtr<TextureHandle>> mTextureHandles;
size_t mNumTextureHandles = 0;
// User data key linking a SourceSurface with its TextureHandle.
UserDataKey mTextureHandleKey = {0};
// User data key linking a SourceSurface with its shadow blur TextureHandle.
UserDataKey mShadowTextureKey = {0};
// User data key linking a ScaledFont with its GlyphCache.
UserDataKey mGlyphCacheKey = {0};
// List of all GlyphCaches currently allocated to fonts.
LinkedList<GlyphCache> mGlyphCaches;
// Cache of rasterized paths.
UniquePtr<PathCache> mPathCache;
// Collection of allocated shared texture pages that may be shared amongst
// many handles.
std::vector<RefPtr<SharedTexture>> mSharedTextures;
// Collection of allocated standalone textures that have a single assigned
// handle.
std::vector<RefPtr<StandaloneTexture>> mStandaloneTextures;
size_t mUsedTextureMemory = 0;
size_t mTotalTextureMemory = 0;
// The total reserved memory for empty texture pages that are kept around
// for future allocations.
size_t mEmptyTextureMemory = 0;
// A memory pressure event may signal from another thread that caches should
// be cleared if possible.
Atomic<bool> mShouldClearCaches;
// Whether the Shmem is currently being processed by the remote side. If so,
// we need to wait for processing to complete before any further commands
// modifying the Skia DT can proceed.
bool mWaitForShmem = false;
const Matrix& GetTransform() const { return mCurrentTarget->mTransform; }
bool IsContextLost() const;
bool Initialize();
bool CreateShaders();
void ResetPathVertexBuffer(bool aChanged = true);
void SetBlendState(CompositionOp aOp,
const Maybe<DeviceColor>& aBlendColor = Nothing());
void SetClipRect(const Rect& aClipRect);
void SetClipRect(const IntRect& aClipRect) { SetClipRect(Rect(aClipRect)); }
bool SetClipMask(const RefPtr<WebGLTextureJS>& aTex);
bool SetNoClipMask();
bool HasClipMask() const {
return mLastClipMask && mLastClipMask != mNoClipMask;
}
bool IsCurrentTarget(DrawTargetWebgl* aDT) const {
return aDT == mCurrentTarget;
}
bool SetTarget(DrawTargetWebgl* aDT);
// Reset the current target.
void ClearTarget() { mCurrentTarget = nullptr; }
// Reset the last used texture to force binding next use.
void ClearLastTexture();
bool SupportsPattern(const Pattern& aPattern);
void EnableScissor(const IntRect& aRect);
void DisableScissor();
void SetTexFilter(WebGLTextureJS* aTex, bool aFilter);
void InitTexParameters(WebGLTextureJS* aTex, bool aFilter = true);
bool ReadInto(uint8_t* aDstData, int32_t aDstStride, SurfaceFormat aFormat,
const IntRect& aBounds, TextureHandle* aHandle = nullptr);
already_AddRefed<DataSourceSurface> ReadSnapshot(
TextureHandle* aHandle = nullptr);
already_AddRefed<TextureHandle> WrapSnapshot(const IntSize& aSize,
SurfaceFormat aFormat,
RefPtr<WebGLTextureJS> aTex);
already_AddRefed<TextureHandle> CopySnapshot(
const IntRect& aRect, TextureHandle* aHandle = nullptr);
already_AddRefed<WebGLTextureJS> GetCompatibleSnapshot(
SourceSurface* aSurface) const;
bool IsCompatibleSurface(SourceSurface* aSurface) const;
bool UploadSurface(DataSourceSurface* aData, SurfaceFormat aFormat,
const IntRect& aSrcRect, const IntPoint& aDstOffset,
bool aInit, bool aZero = false,
const RefPtr<WebGLTextureJS>& aTex = nullptr);
bool DrawRectAccel(const Rect& aRect, const Pattern& aPattern,
const DrawOptions& aOptions,
Maybe<DeviceColor> aMaskColor = Nothing(),
RefPtr<TextureHandle>* aHandle = nullptr,
bool aTransformed = true, bool aClipped = true,
bool aAccelOnly = false, bool aForceUpdate = false,
const StrokeOptions* aStrokeOptions = nullptr,
const PathVertexRange* aVertexRange = nullptr);
bool DrawPathAccel(const Path* aPath, const Pattern& aPattern,
const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions = nullptr,
const ShadowOptions* aShadow = nullptr,
bool aCacheable = true);
bool DrawGlyphsAccel(ScaledFont* aFont, const GlyphBuffer& aBuffer,
const Pattern& aPattern, const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions,
bool aUseSubpixelAA);
void PruneTextureHandle(const RefPtr<TextureHandle>& aHandle);
bool PruneTextureMemory(size_t aMargin = 0, bool aPruneUnused = true);
bool RemoveSharedTexture(const RefPtr<SharedTexture>& aTexture);
bool RemoveStandaloneTexture(const RefPtr<StandaloneTexture>& aTexture);
void UnlinkSurfaceTextures();
void UnlinkSurfaceTexture(const RefPtr<TextureHandle>& aHandle);
void UnlinkGlyphCaches();
void OnMemoryPressure();
void ClearAllTextures();
void ClearEmptyTextureMemory();
void ClearCachesIfNecessary();
void WaitForShmem(DrawTargetWebgl* aTarget);
void CachePrefs();
};
RefPtr<SharedContext> mSharedContext;
static MOZ_THREAD_LOCAL(SharedContext*) sSharedContext;
// Try to keep around the shared context for the main thread in case canvases
// are rapidly recreated and destroyed.
static RefPtr<SharedContext> sMainSharedContext;
public:
DrawTargetWebgl();
~DrawTargetWebgl();
static already_AddRefed<DrawTargetWebgl> Create(const IntSize& aSize,
SurfaceFormat aFormat);
bool Init(const IntSize& aSize, SurfaceFormat aFormat);
bool IsValid() const override;
DrawTargetType GetType() const override {
return DrawTargetType::HARDWARE_RASTER;
}
BackendType GetBackendType() const override { return BackendType::WEBGL; }
IntSize GetSize() const override { return mSize; }
already_AddRefed<SourceSurface> GetDataSnapshot();
already_AddRefed<SourceSurface> Snapshot() override;
already_AddRefed<SourceSurface> GetOptimizedSnapshot(DrawTarget* aTarget);
already_AddRefed<SourceSurface> GetBackingSurface() override;
void DetachAllSnapshots() override;
void BeginFrame(const IntRect& aPersistedRect);
void EndFrame();
bool RequiresRefresh() const { return mProfile.RequiresRefresh(); }
bool LockBits(uint8_t** aData, IntSize* aSize, int32_t* aStride,
SurfaceFormat* aFormat, IntPoint* aOrigin = nullptr) override;
void ReleaseBits(uint8_t* aData) override;
void Flush() override {}
void DrawSurface(
SourceSurface* aSurface, const Rect& aDest, const Rect& aSource,
const DrawSurfaceOptions& aSurfOptions = DrawSurfaceOptions(),
const DrawOptions& aOptions = DrawOptions()) override;
void DrawFilter(FilterNode* aNode, const Rect& aSourceRect,
const Point& aDestPoint,
const DrawOptions& aOptions = DrawOptions()) override;
void DrawSurfaceWithShadow(SourceSurface* aSurface, const Point& aDest,
const ShadowOptions& aShadow,
CompositionOp aOperator) override;
void DrawShadow(const Path* aPath, const Pattern& aPattern,
const ShadowOptions& aShadow, const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions = nullptr) override;
void ClearRect(const Rect& aRect) override;
void CopySurface(SourceSurface* aSurface, const IntRect& aSourceRect,
const IntPoint& aDestination) override;
void FillRect(const Rect& aRect, const Pattern& aPattern,
const DrawOptions& aOptions = DrawOptions()) override;
void StrokeRect(const Rect& aRect, const Pattern& aPattern,
const StrokeOptions& aStrokeOptions = StrokeOptions(),
const DrawOptions& aOptions = DrawOptions()) override;
bool StrokeLineAccel(const Point& aStart, const Point& aEnd,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions,
const DrawOptions& aOptions, bool aClosed = false);
void StrokeLine(const Point& aStart, const Point& aEnd,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions = StrokeOptions(),
const DrawOptions& aOptions = DrawOptions()) override;
void Stroke(const Path* aPath, const Pattern& aPattern,
const StrokeOptions& aStrokeOptions = StrokeOptions(),
const DrawOptions& aOptions = DrawOptions()) override;
void Fill(const Path* aPath, const Pattern& aPattern,
const DrawOptions& aOptions = DrawOptions()) override;
void SetPermitSubpixelAA(bool aPermitSubpixelAA) override;
void FillGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
const Pattern& aPattern,
const DrawOptions& aOptions = DrawOptions()) override;
void StrokeGlyphs(ScaledFont* aFont, const GlyphBuffer& aBuffer,
const Pattern& aPattern,
const StrokeOptions& aStrokeOptions = StrokeOptions(),
const DrawOptions& aOptions = DrawOptions()) override;
void Mask(const Pattern& aSource, const Pattern& aMask,
const DrawOptions& aOptions = DrawOptions()) override;
void MaskSurface(const Pattern& aSource, SourceSurface* aMask, Point aOffset,
const DrawOptions& aOptions = DrawOptions()) override;
bool Draw3DTransformedSurface(SourceSurface* aSurface,
const Matrix4x4& aMatrix) override;
void PushClip(const Path* aPath) override;
void PushClipRect(const Rect& aRect) override;
void PushDeviceSpaceClipRects(const IntRect* aRects,
uint32_t aCount) override;
void PopClip() override;
bool RemoveAllClips() override;
void PushLayer(bool aOpaque, Float aOpacity, SourceSurface* aMask,
const Matrix& aMaskTransform,
const IntRect& aBounds = IntRect(),
bool aCopyBackground = false) override;
void PushLayerWithBlend(
bool aOpaque, Float aOpacity, SourceSurface* aMask,
const Matrix& aMaskTransform, const IntRect& aBounds = IntRect(),
bool aCopyBackground = false,
CompositionOp aCompositionOp = CompositionOp::OP_OVER) override;
void PopLayer() override;
already_AddRefed<SourceSurface> CreateSourceSurfaceFromData(
unsigned char* aData, const IntSize& aSize, int32_t aStride,
SurfaceFormat aFormat) const override;
already_AddRefed<SourceSurface> OptimizeSourceSurface(
SourceSurface* aSurface) const override;
already_AddRefed<SourceSurface> OptimizeSourceSurfaceForUnknownAlpha(
SourceSurface* aSurface) const override;
already_AddRefed<SourceSurface> CreateSourceSurfaceFromNativeSurface(
const NativeSurface& aSurface) const override;
already_AddRefed<DrawTarget> CreateSimilarDrawTarget(
const IntSize& aSize, SurfaceFormat aFormat) const override;
bool CanCreateSimilarDrawTarget(const IntSize& aSize,
SurfaceFormat aFormat) const override;
RefPtr<DrawTarget> CreateClippedDrawTarget(const Rect& aBounds,
SurfaceFormat aFormat) override;
already_AddRefed<PathBuilder> CreatePathBuilder(
FillRule aFillRule = FillRule::FILL_WINDING) const override;
already_AddRefed<GradientStops> CreateGradientStops(
GradientStop* aStops, uint32_t aNumStops,
ExtendMode aExtendMode = ExtendMode::CLAMP) const override;
already_AddRefed<FilterNode> CreateFilter(FilterType aType) override;
void SetTransform(const Matrix& aTransform) override;
void* GetNativeSurface(NativeSurfaceType aType) override;
Maybe<layers::SurfaceDescriptor> GetFrontBuffer();
void OnMemoryPressure() { mSharedContext->OnMemoryPressure(); }
operator std::string() const {
std::stringstream stream;
stream << "DrawTargetWebgl(" << this << ")";
return stream.str();
}
private:
bool SupportsPattern(const Pattern& aPattern) {
return mSharedContext->SupportsPattern(aPattern);
}
bool SetSimpleClipRect();
bool GenerateComplexClipMask();
bool PrepareContext(bool aClipped = true);
void DrawRectFallback(const Rect& aRect, const Pattern& aPattern,
const DrawOptions& aOptions,
Maybe<DeviceColor> aMaskColor = Nothing(),
bool aTransform = true, bool aClipped = true,
const StrokeOptions* aStrokeOptions = nullptr);
bool DrawRect(const Rect& aRect, const Pattern& aPattern,
const DrawOptions& aOptions,
Maybe<DeviceColor> aMaskColor = Nothing(),
RefPtr<TextureHandle>* aHandle = nullptr,
bool aTransformed = true, bool aClipped = true,
bool aAccelOnly = false, bool aForceUpdate = false,
const StrokeOptions* aStrokeOptions = nullptr);
ColorPattern GetClearPattern() const;
bool RectContainsViewport(const Rect& aRect) const;
bool ShouldAccelPath(const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions);
void DrawPath(const Path* aPath, const Pattern& aPattern,
const DrawOptions& aOptions,
const StrokeOptions* aStrokeOptions = nullptr);
bool MarkChanged();
void ReadIntoSkia();
void FlattenSkia();
bool FlushFromSkia();
void WaitForShmem() {
if (mSharedContext->mWaitForShmem) {
mSharedContext->WaitForShmem(this);
}
}
void MarkSkiaChanged(bool aOverwrite = false) {
WaitForShmem();
if (aOverwrite) {
mSkiaValid = true;
mSkiaLayer = false;
} else if (!mSkiaValid) {
ReadIntoSkia();
} else if (mSkiaLayer) {
FlattenSkia();
}
mWebglValid = false;
mIsClear = false;
}
void MarkSkiaChanged(const DrawOptions& aOptions);
bool ShouldUseSubpixelAA(ScaledFont* aFont, const DrawOptions& aOptions);
bool ReadInto(uint8_t* aDstData, int32_t aDstStride);
already_AddRefed<DataSourceSurface> ReadSnapshot();
already_AddRefed<TextureHandle> CopySnapshot(const IntRect& aRect);
already_AddRefed<TextureHandle> CopySnapshot() {
return CopySnapshot(GetRect());
}
void ClearSnapshot(bool aCopyOnWrite = true, bool aNeedHandle = false);
bool CreateFramebuffer();
// PrepareContext may sometimes be used recursively. When this occurs, ensure
// that clip state is restored after the context is used.
struct AutoRestoreContext {
DrawTargetWebgl* mTarget;
Rect mClipAARect;
RefPtr<WebGLTextureJS> mLastClipMask;
explicit AutoRestoreContext(DrawTargetWebgl* aTarget);
~AutoRestoreContext();
};
};
} // namespace gfx
} // namespace mozilla
#endif // _MOZILLA_GFX_DRAWTARGETWEBGL_H