gecko-dev/dom/canvas/WebGLContext.h
Lee Salzman 5c61fe02e5 Bug 1754130 - Support presenting a WebGLFramebuffer to its own swap chain without opaque FB. r=aosmond,jgilbert
Most of the support for presenting a WebGLFramebuffer to a swap chain existed as part of the
mechanism for opaque WebXR framebuffer support. However, such "opaque" framebuffer are meant
to be opaque in the sense that their attachments can't be inspected or changed, which does
not provide the requisite level of control for efficiently implementing Canvas2D snapshots.

To this end, the existing Present mechanism is slightly extended to allow presenting to the
swap chain already present in WebGLFramebuffer without the existence of a corresponding
MozFramebuffer.

This also fixes a bug in that AsWebgl() was no longer being utilized in CanvasRenderer, such
that a new mechanism that routed GetFrontBuffer() was needed to fix the code rot.

There are also some efforts to remove a couple redundant copies I noticed in profiles along
the way.

Differential Revision: https://phabricator.services.mozilla.com/D138119
2022-02-11 19:49:56 +00:00

1358 lines
43 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 <bitset>
#include <memory>
#include <stdarg.h>
#include "GLContextTypes.h"
#include "GLDefs.h"
#include "GLScreenBuffer.h"
#include "js/ScalarType.h" // js::Scalar::Type
#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/gfx/2D.h"
#include "mozilla/Mutex.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/WeakPtr.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsTArray.h"
#include "SurfaceTypes.h"
#include "ScopedGLHelpers.h"
#include "TexUnpackBlob.h"
// Local
#include "CacheInvalidator.h"
#include "WebGLContextLossHandler.h"
#include "WebGLExtensions.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLTypes.h"
// Generated
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
#include <list>
class nsIDocShell;
// WebGL-only GLenums
// clang-format off
#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
// clang-format on
namespace mozilla {
class HostWebGLContext;
class ScopedCopyTexImageSource;
class ScopedDrawCallWrapper;
class ScopedResolveTexturesForDraw;
class WebGLBuffer;
class WebGLExtensionBase;
class WebGLFramebuffer;
class WebGLProgram;
class WebGLQuery;
class WebGLRenderbuffer;
class WebGLSampler;
class WebGLShader;
class WebGLSync;
class WebGLTexture;
class WebGLTransformFeedback;
class WebGLVertexArray;
namespace dom {
class Document;
class Element;
class ImageData;
class OwningHTMLCanvasElementOrOffscreenCanvas;
struct WebGLContextAttributes;
} // namespace dom
namespace gfx {
class SourceSurface;
class VRLayerChild;
} // namespace gfx
namespace gl {
class GLScreenBuffer;
class MozFramebuffer;
class Texture;
} // namespace gl
namespace layers {
class CompositableHost;
class SurfaceDescriptor;
} // namespace layers
namespace webgl {
class AvailabilityRunnable;
struct CachedDrawFetchLimits;
struct FbAttachInfo;
struct FormatInfo;
class FormatUsageAuthority;
struct FormatUsageInfo;
struct ImageInfo;
struct LinkedProgramInfo;
struct SamplerUniformInfo;
struct SamplingState;
class ScopedPrepForResourceClear;
class ShaderValidator;
class TexUnpackBlob;
struct UniformInfo;
struct UniformBlockInfo;
struct VertAttribPointerDesc;
} // namespace webgl
struct WebGLTexImageData {
TexImageTarget mTarget;
int32_t mRowLength;
uint32_t mWidth;
uint32_t mHeight;
uint32_t mDepth;
gfxAlphaType mSrcAlphaType;
};
struct WebGLTexPboOffset {
TexImageTarget mTarget;
uint32_t mWidth;
uint32_t mHeight;
uint32_t mDepth;
WebGLsizeiptr mPboOffset;
bool mHasExpectedImageSize;
GLsizei mExpectedImageSize;
};
WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
// 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 {
RefPtr<WebGLBuffer> mBufferBinding;
uint64_t mRangeStart;
uint64_t mRangeSize;
IndexedBufferBinding();
uint64_t ByteCount() const;
};
////////////////////////////////////
namespace webgl {
class AvailabilityRunnable final : public DiscardableRunnable {
public:
const WeakPtr<const ClientWebGLContext> mWebGL;
std::vector<WeakPtr<WebGLQueryJS>> mQueries;
std::vector<WeakPtr<WebGLSyncJS>> mSyncs;
explicit AvailabilityRunnable(const ClientWebGLContext* webgl);
~AvailabilityRunnable();
NS_IMETHOD Run() override;
};
struct BufferAndIndex final {
const WebGLBuffer* buffer = nullptr;
uint32_t id = -1;
};
} // namespace webgl
////////////////////////////////////////////////////////////////////////////////
class WebGLContext : public VRefCounted, public SupportsWeakPtr {
friend class ScopedDrawCallWrapper;
friend class ScopedDrawWithTransformFeedback;
friend class ScopedFakeVertexAttrib0;
friend class ScopedFBRebinder;
friend class WebGL2Context;
friend class WebGLContextUserData;
friend class WebGLExtensionCompressedTextureASTC;
friend class WebGLExtensionCompressedTextureBPTC;
friend class WebGLExtensionCompressedTextureES3;
friend class WebGLExtensionCompressedTextureETC1;
friend class WebGLExtensionCompressedTexturePVRTC;
friend class WebGLExtensionCompressedTextureRGTC;
friend class WebGLExtensionCompressedTextureS3TC;
friend class WebGLExtensionCompressedTextureS3TC_SRGB;
friend class WebGLExtensionDepthTexture;
friend class WebGLExtensionDisjointTimerQuery;
friend class WebGLExtensionDrawBuffers;
friend class WebGLExtensionLoseContext;
friend class WebGLExtensionMOZDebug;
friend class WebGLExtensionVertexArray;
friend class WebGLMemoryTracker;
friend class webgl::AvailabilityRunnable;
friend struct webgl::LinkedProgramInfo;
friend struct webgl::SamplerUniformInfo;
friend class webgl::ScopedPrepForResourceClear;
friend struct webgl::UniformBlockInfo;
friend const webgl::CachedDrawFetchLimits* ValidateDraw(WebGLContext*, GLenum,
uint32_t);
friend RefPtr<const webgl::LinkedProgramInfo> QueryProgramInfo(
WebGLProgram* prog, gl::GLContext* gl);
MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLContext, override)
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
};
private:
class LruPosition final {
std::list<WebGLContext*>::iterator mItr;
void reset();
public:
LruPosition();
explicit LruPosition(WebGLContext&);
LruPosition& operator=(LruPosition&& rhs) {
reset();
std::swap(mItr, rhs.mItr);
rhs.reset();
return *this;
}
~LruPosition() { reset(); }
};
mutable LruPosition mLruPosition;
public:
void BumpLru() {
LruPosition next{*this};
mLruPosition = std::move(next);
}
void LoseLruContextIfLimitExceeded();
// -
// We've had issues in the past with nulling `gl` without actually releasing
// all of our resources. This construction ensures that we are aware that we
// should only null `gl` in DestroyResourcesAndContext.
RefPtr<gl::GLContext> mGL_OnlyClearInDestroyResourcesAndContext;
public:
// Grab a const reference so we can see changes, but can't make changes.
const decltype(mGL_OnlyClearInDestroyResourcesAndContext)& gl;
public:
void CheckForInactivity();
protected:
const WeakPtr<HostWebGLContext> mHost;
const bool mResistFingerprinting;
WebGLContextOptions mOptions;
const uint32_t mPrincipalKey;
Maybe<webgl::Limits> mLimits;
bool mIsContextLost = false;
const uint32_t mMaxPerfWarnings;
mutable uint64_t mNumPerfWarnings = 0;
const uint32_t mMaxAcceptableFBStatusInvals;
uint64_t mNextFenceId = 1;
uint64_t mCompletedFenceId = 0;
std::unique_ptr<gl::Texture> mIncompleteTexOverride;
public:
class FuncScope;
private:
mutable FuncScope* mFuncScope = nullptr;
public:
static RefPtr<WebGLContext> Create(HostWebGLContext&,
const webgl::InitContextDesc&,
webgl::InitContextResult* out);
private:
void FinishInit();
protected:
WebGLContext(HostWebGLContext&, const webgl::InitContextDesc&);
virtual ~WebGLContext();
RefPtr<layers::CompositableHost> mCompositableHost;
layers::LayersBackend mBackend = layers::LayersBackend::LAYERS_NONE;
public:
void Resize(uvec2 size);
void SetCompositableHost(RefPtr<layers::CompositableHost>& aCompositableHost);
/**
* 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();
void OnMemoryPressure();
// -
/*
Here are the bind calls that are supposed to be fully-validated client side,
so that client's binding state doesn't diverge:
* AttachShader
* DetachShader
* BindFramebuffer
* FramebufferAttach
* BindBuffer
* BindBufferRange
* BindTexture
* UseProgram
* BindSampler
* BindTransformFeedback
* BindVertexArray
* BeginQuery
* EndQuery
* ActiveTexture
*/
const auto& CurFuncScope() const { return *mFuncScope; }
const char* FuncName() const;
class FuncScope final {
public:
const WebGLContext& mWebGL;
const char* const mFuncName;
bool mBindFailureGuard = false;
public:
FuncScope(const WebGLContext& webgl, const char* funcName);
~FuncScope();
};
void GenerateErrorImpl(const GLenum err, const nsACString& text) const {
GenerateErrorImpl(err, std::string(text.BeginReading()));
}
void GenerateErrorImpl(const GLenum err, const std::string& text) const;
void GenerateError(const webgl::ErrorInfo& err) {
GenerateError(err.type, "%s", err.info.c_str());
}
template <typename... Args>
void GenerateError(const GLenum err, const char* const fmt,
const Args&... args) const {
MOZ_ASSERT(FuncName());
nsCString text;
text.AppendPrintf("WebGL warning: %s: ", FuncName());
#ifdef __clang__
# pragma clang diagnostic push
# pragma clang diagnostic ignored "-Wformat-security"
#elif defined(__GNUC__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wformat-security"
#endif
text.AppendPrintf(fmt, args...);
#ifdef __clang__
# pragma clang diagnostic pop
#elif defined(__GNUC__)
# pragma GCC diagnostic pop
#endif
GenerateErrorImpl(err, text);
}
template <typename... Args>
void ErrorInvalidEnum(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_ENUM, fmt, args...);
}
template <typename... Args>
void ErrorInvalidOperation(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_OPERATION, fmt, args...);
}
template <typename... Args>
void ErrorInvalidValue(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_VALUE, fmt, args...);
}
template <typename... Args>
void ErrorInvalidFramebufferOperation(const char* const fmt,
const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION, fmt, args...);
}
template <typename... Args>
void ErrorOutOfMemory(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_OUT_OF_MEMORY, fmt, args...);
}
template <typename... Args>
void ErrorImplementationBug(const char* const fmt,
const Args&... args) const {
const nsPrintfCString newFmt(
"Implementation bug, please file at %s! %s",
"https://bugzilla.mozilla.org/"
"enter_bug.cgi?product=Core&component=Canvas%3A+WebGL",
fmt);
GenerateError(LOCAL_GL_OUT_OF_MEMORY, newFmt.BeginReading(), args...);
MOZ_ASSERT(false, "WebGLContext::ErrorImplementationBug");
NS_ERROR("WebGLContext::ErrorImplementationBug");
}
void ErrorInvalidEnumInfo(const char* info, GLenum enumValue) const;
void ErrorInvalidEnumArg(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();
WebGLTexture* GetActiveTex(const GLenum texTarget) const;
Maybe<ICRData> InitializeCanvasRenderer(layers::LayersBackend backend);
gl::GLContext* GL() const { return gl; }
bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
bool IsPreservingDrawingBuffer() const {
return mOptions.preserveDrawingBuffer;
}
// Present to compositor
private:
bool PresentInto(gl::SwapChain& swapChain, WebGLFramebuffer* srcFb = nullptr);
bool PresentIntoXR(gl::SwapChain& swapChain, const gl::MozFramebuffer& xrFb);
public:
void Present(WebGLFramebuffer*, layers::TextureType, const bool webvr);
RefPtr<gfx::DataSourceSurface> GetFrontBufferSnapshot();
Maybe<uvec2> FrontBufferSnapshotInto(Maybe<Range<uint8_t>>);
Maybe<layers::SurfaceDescriptor> GetFrontBuffer(WebGLFramebuffer*,
const bool webvr);
void ClearVRSwapChain();
void RunContextLossTimer();
void CheckForContextLoss();
bool TryToRestoreContext();
void AssertCachedBindings() const;
void AssertCachedGlobalState() const;
// WebIDL WebGLRenderingContext API
void Commit();
uvec2 DrawingBufferSize();
public:
void GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
// This is the entrypoint. Don't test against it directly.
bool IsContextLost() const { return mIsContextLost; }
// -
RefPtr<WebGLBuffer> CreateBuffer();
RefPtr<WebGLFramebuffer> CreateFramebuffer();
RefPtr<WebGLFramebuffer> CreateOpaqueFramebuffer(
const webgl::OpaqueFramebufferOptions& options);
RefPtr<WebGLProgram> CreateProgram();
RefPtr<WebGLQuery> CreateQuery();
RefPtr<WebGLRenderbuffer> CreateRenderbuffer();
RefPtr<WebGLShader> CreateShader(GLenum type);
RefPtr<WebGLTexture> CreateTexture();
RefPtr<WebGLVertexArray> CreateVertexArray();
// -
void AttachShader(WebGLProgram& prog, WebGLShader& shader);
void BindAttribLocation(WebGLProgram& prog, GLuint location,
const std::string& name) const;
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 BlendEquationSeparate(Maybe<GLuint> i, GLenum modeRGB, GLenum modeAlpha);
void BlendFuncSeparate(Maybe<GLuint> i, 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(Maybe<GLuint> i, uint8_t mask);
void CompileShader(WebGLShader& shader);
private:
void CompileShaderANGLE(WebGLShader* shader);
void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
public:
void CullFace(GLenum face);
void DepthFunc(GLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(GLclampf zNear, GLclampf zFar);
void DetachShader(WebGLProgram& prog, const WebGLShader& shader);
void DrawBuffers(const std::vector<GLenum>& buffers);
void Flush();
void Finish();
void FramebufferAttach(GLenum target, GLenum attachSlot,
GLenum bindImageTarget,
const webgl::FbAttachInfo& toAttach);
void FrontFace(GLenum mode);
Maybe<double> GetBufferParameter(GLenum target, GLenum pname);
webgl::CompileResult GetCompileResult(const WebGLShader&) const;
GLenum GetError();
GLint GetFragDataLocation(const WebGLProgram&, const std::string& name) const;
Maybe<double> GetFramebufferAttachmentParameter(WebGLFramebuffer*,
GLenum attachment,
GLenum pname) const;
Maybe<double> GetRenderbufferParameter(const WebGLRenderbuffer&,
GLenum pname) const;
webgl::LinkResult GetLinkResult(const WebGLProgram&) const;
Maybe<webgl::ShaderPrecisionFormat> GetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype) const;
webgl::GetUniformData GetUniform(const WebGLProgram&, uint32_t loc) const;
void Hint(GLenum target, GLenum mode);
void LineWidth(GLfloat width);
void LinkProgram(WebGLProgram& prog);
void PolygonOffset(GLfloat factor, GLfloat units);
////
webgl::PackingInfo ValidImplementationColorReadPI(
const webgl::FormatUsageInfo* usage) const;
protected:
webgl::ReadPixelsResult ReadPixelsImpl(const webgl::ReadPixelsDesc&,
uintptr_t dest, uint64_t availBytes);
bool DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat,
const webgl::ReadPixelsDesc&, uintptr_t dest,
uint64_t dataLen, uint32_t rowStride);
public:
void ReadPixelsPbo(const webgl::ReadPixelsDesc&, uint64_t offset);
webgl::ReadPixelsResult ReadPixelsInto(const webgl::ReadPixelsDesc&,
const Range<uint8_t>& dest);
////
void RenderbufferStorageMultisample(WebGLRenderbuffer&, uint32_t samples,
GLenum internalformat, uint32_t width,
uint32_t height) const;
public:
void SampleCoverage(GLclampf value, WebGLboolean invert);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderSource(WebGLShader& shader, const std::string& source) const;
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass);
//////////////////////////
void UniformData(uint32_t loc, bool transpose,
const Range<const uint8_t>& data) const;
////////////////////////////////////
void UseProgram(WebGLProgram* prog);
bool ValidateAttribArraySetter(uint32_t count, uint32_t arrayLength);
bool ValidateProgram(const WebGLProgram& prog) const;
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// -----------------------------------------------------------------------------
// Buffer Objects (WebGLContextBuffers.cpp)
void BindBuffer(GLenum target, WebGLBuffer* buffer);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
uint64_t offset, uint64_t size);
void BufferData(GLenum target, uint64_t dataLen, const uint8_t* data,
GLenum usage) const;
void BufferSubData(GLenum target, uint64_t dstByteOffset, uint64_t srcDataLen,
const uint8_t* srcData) const;
protected:
// bound buffer state
RefPtr<WebGLBuffer> mBoundArrayBuffer;
RefPtr<WebGLBuffer> mBoundCopyReadBuffer;
RefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
RefPtr<WebGLBuffer> mBoundPixelPackBuffer;
RefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
RefPtr<WebGLBuffer> mBoundTransformFeedbackBuffer;
RefPtr<WebGLBuffer> mBoundUniformBuffer;
std::vector<IndexedBufferBinding> mIndexedUniformBufferBindings;
RefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
RefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
GLuint index);
// -
void GenErrorIllegalUse(GLenum useTarget, uint32_t useId, GLenum boundTarget,
uint32_t boundId) const;
bool ValidateBufferForNonTf(const WebGLBuffer&, GLenum nonTfTarget,
uint32_t nonTfId) const;
bool ValidateBufferForNonTf(const WebGLBuffer* const nonTfBuffer,
const GLenum nonTfTarget,
const uint32_t nonTfId = -1) const {
if (!nonTfBuffer) return true;
return ValidateBufferForNonTf(*nonTfBuffer, nonTfTarget, nonTfId);
}
bool ValidateBuffersForTf(const WebGLTransformFeedback&,
const webgl::LinkedProgramInfo&) const;
bool ValidateBuffersForTf(
const std::vector<webgl::BufferAndIndex>& tfBuffers) const;
// -----------------------------------------------------------------------------
// Queries (WebGL2ContextQueries.cpp)
protected:
RefPtr<WebGLQuery> mQuerySlot_SamplesPassed;
RefPtr<WebGLQuery> mQuerySlot_TFPrimsWritten;
RefPtr<WebGLQuery> mQuerySlot_TimeElapsed;
RefPtr<WebGLQuery>* ValidateQuerySlotByTarget(GLenum target);
public:
void BeginQuery(GLenum target, WebGLQuery& query);
void EndQuery(GLenum target);
Maybe<double> GetQueryParameter(const WebGLQuery& query, GLenum pname) const;
void QueryCounter(WebGLQuery&) const;
// -----------------------------------------------------------------------------
// State and State Requests (WebGLContextState.cpp)
void SetEnabled(GLenum cap, Maybe<GLuint> i, bool enabled);
bool GetStencilBits(GLint* const out_stencilBits) const;
virtual Maybe<double> GetParameter(GLenum pname);
Maybe<std::string> GetString(GLenum pname) const;
bool IsEnabled(GLenum cap);
private:
// State tracking slots
bool mDitherEnabled = true;
bool mRasterizerDiscardEnabled = false;
bool mScissorTestEnabled = false;
bool mDepthTestEnabled = false;
bool mStencilTestEnabled = false;
GLenum mGenerateMipmapHint = LOCAL_GL_DONT_CARE;
struct ScissorRect final {
GLint x;
GLint y;
GLsizei w;
GLsizei h;
void Apply(gl::GLContext&) const;
};
ScissorRect mScissorRect = {};
bool ValidateCapabilityEnum(GLenum cap);
bool* GetStateTrackingSlot(GLenum cap, GLuint i);
// Allocation debugging variables
mutable uint64_t mDataAllocGLCallCount = 0;
void OnDataAllocCall() const { mDataAllocGLCallCount++; }
uint64_t GetNumGLDataAllocCalls() const { return mDataAllocGLCallCount; }
void OnEndOfFrame();
// -----------------------------------------------------------------------------
// Texture funcions (WebGLContextTextures.cpp)
public:
void ActiveTexture(uint32_t texUnit);
void BindTexture(GLenum texTarget, WebGLTexture* tex);
void GenerateMipmap(GLenum texTarget);
Maybe<double> GetTexParameter(const WebGLTexture&, GLenum pname) const;
void TexParameter_base(GLenum texTarget, GLenum pname,
const FloatOrInt& param);
virtual bool IsTexParamValid(GLenum pname) const;
////////////////////////////////////
// Uploads
// CompressedTexSubImage if `sub`
void CompressedTexImage(bool sub, GLenum imageTarget, uint32_t level,
GLenum format, uvec3 offset, uvec3 size,
const Range<const uint8_t>& src,
const uint32_t pboImageSize,
const Maybe<uint64_t>& pboOffset) const;
// CopyTexSubImage if `!respectFormat`
void CopyTexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat,
uvec3 dstOffset, const ivec2& srcOffset,
const uvec2& size) const;
// TexSubImage if `!respectFormat`
void TexImage(uint32_t level, GLenum respecFormat, uvec3 offset,
const webgl::PackingInfo& pi,
const webgl::TexUnpackBlobDesc&) const;
void TexStorage(GLenum texTarget, uint32_t levels, GLenum sizedFormat,
uvec3 size) const;
UniquePtr<webgl::TexUnpackBlob> ToTexUnpackBytes(
const WebGLTexImageData& imageData);
UniquePtr<webgl::TexUnpackBytes> ToTexUnpackBytes(WebGLTexPboOffset& aPbo);
////////////////////////////////////
// WebGLTextureUpload.cpp
protected:
bool ValidateTexImageSpecification(uint8_t funcDims, GLenum texImageTarget,
GLint level, GLsizei width, GLsizei height,
GLsizei depth, GLint border,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
webgl::ImageInfo** const out_imageInfo);
bool ValidateTexImageSelection(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,
webgl::ImageInfo** const out_imageInfo);
bool ValidateUnpackInfo(bool usePBOs, GLenum format, GLenum type,
webgl::PackingInfo* const out);
// -----------------------------------------------------------------------------
// Vertices Feature (WebGLContextVertices.cpp)
GLenum mPrimRestartTypeBytes = 0;
public:
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertexCount,
GLsizei instanceCount);
void DrawElementsInstanced(GLenum mode, GLsizei vertexCount, GLenum type,
WebGLintptr byteOffset, GLsizei instanceCount);
void EnableVertexAttribArray(GLuint index);
void DisableVertexAttribArray(GLuint index);
Maybe<double> GetVertexAttrib(GLuint index, GLenum pname);
////
void VertexAttrib4T(GLuint index, const webgl::TypedQuad&);
////
void VertexAttribPointer(uint32_t index, const webgl::VertAttribPointerDesc&);
void VertexAttribDivisor(GLuint index, GLuint divisor);
private:
WebGLBuffer* DrawElements_check(GLsizei indexCount, GLenum type,
WebGLintptr byteOffset,
GLsizei instanceCount);
void Draw_cleanup();
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(uint64_t vertexCount);
void UndoFakeVertexAttrib0();
bool mResetLayer = true;
bool mOptionsFrozen = false;
bool mIsMesa = false;
bool mLoseContextOnMemoryPressure = false;
bool mCanLoseContextInForeground = true;
bool mShouldPresent = false;
bool mDisableFragHighP = false;
bool mForceResizeOnPresent = false;
bool mVRReady = false;
template <typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
GLuint mActiveTexture = 0;
GLenum mDefaultFB_DrawBuffer0 = LOCAL_GL_BACK;
GLenum mDefaultFB_ReadBuffer = LOCAL_GL_BACK;
mutable GLenum mWebGLError = 0;
std::unique_ptr<webgl::ShaderValidator> CreateShaderValidator(
GLenum shaderType) const;
// some GL constants
uint32_t mGLMaxFragmentUniformVectors = 0;
uint32_t mGLMaxVertexUniformVectors = 0;
uint32_t mGLMaxVertexOutputVectors = 0;
uint32_t mGLMaxFragmentInputVectors = 0;
uint32_t mGLMaxVertexTextureImageUnits = 0;
uint32_t mGLMaxFragmentTextureImageUnits = 0;
uint32_t mGLMaxCombinedTextureImageUnits = 0;
// ES3:
uint32_t mGLMinProgramTexelOffset = 0;
uint32_t mGLMaxProgramTexelOffset = 0;
public:
auto GLMaxDrawBuffers() const { return mLimits->maxColorDrawBuffers; }
uint32_t MaxValidDrawBuffers() const {
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) {
return GLMaxDrawBuffers();
}
return 1;
}
GLenum LastColorAttachmentEnum() const {
return LOCAL_GL_COLOR_ATTACHMENT0 + MaxValidDrawBuffers() - 1;
}
const auto& Options() const { return mOptions; }
protected:
uint32_t mGLMaxRenderbufferSize = 0;
public:
const auto& Limits() const { return *mLimits; }
auto MaxVertexAttribs() const { return mLimits->maxVertexAttribs; }
auto GLMaxTextureUnits() const { return mLimits->maxTexUnits; }
bool IsFormatValidForFB(TexInternalFormat format) const;
protected:
// -------------------------------------------------------------------------
// WebGL extensions (implemented in WebGLContextExtensions.cpp)
EnumeratedArray<WebGLExtensionID, WebGLExtensionID::Max,
std::unique_ptr<WebGLExtensionBase>>
mExtensions;
public:
void RequestExtension(WebGLExtensionID, bool explicitly = true);
// returns true if the extension has been enabled by calling getExtension.
bool IsExtensionEnabled(const WebGLExtensionID id) const {
return bool(mExtensions[id]);
}
bool IsExtensionExplicit(WebGLExtensionID) const;
void WarnIfImplicit(WebGLExtensionID) const;
bool IsExtensionSupported(WebGLExtensionID) const;
// -------------------------------------------------------------------------
// WebGL 2 specifics (implemented in WebGL2Context.cpp)
public:
virtual bool IsWebGL2() const { return false; }
struct FailureReason {
nsCString key; // For reporting.
nsCString info;
FailureReason() = default;
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);
// -------------------------------------------------------------------------
// 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 ValidateStencilOpEnum(GLenum action, const char* info);
bool ValidateFaceEnum(GLenum face);
bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size,
GLenum type, WebGLboolean normalized,
GLsizei stride, WebGLintptr byteOffset,
const char* info);
bool ValidateStencilParamsForDrawCall() 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 HasDrawBuffers() const {
return IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers);
}
RefPtr<WebGLBuffer>* ValidateBufferSlot(GLenum target);
public:
WebGLBuffer* ValidateBufferSelection(GLenum target) const;
protected:
IndexedBufferBinding* ValidateIndexedBufferSlot(GLenum target, GLuint index);
bool ValidateIndexedBufferBinding(
GLenum target, GLuint index,
RefPtr<WebGLBuffer>** const out_genericBinding,
IndexedBufferBinding** const out_indexedBinding);
public:
bool ValidateNonNegative(const char* argName, int64_t val) const {
if (MOZ_UNLIKELY(val < 0)) {
ErrorInvalidValue("`%s` must be non-negative.", argName);
return false;
}
return true;
}
template <typename T>
bool ValidateNonNull(const char* const argName,
const dom::Nullable<T>& maybe) const {
if (maybe.IsNull()) {
ErrorInvalidValue("%s: Cannot be null.", argName);
return false;
}
return true;
}
////
protected:
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:
template <typename T>
bool ValidateObject(const char* const argName, const T& object) const {
// Todo: Remove all callers.
return true;
}
template <typename T>
bool ValidateObject(const char* const argName, const T* const object) const {
// Todo: Remove most (all?) callers.
if (!object) {
ErrorInvalidOperation(
"%s: Object argument cannot have been marked for"
" deletion.",
argName);
return false;
}
return true;
}
////
public:
void LoseContext(
webgl::ContextLossReason reason = webgl::ContextLossReason::None);
protected:
nsTArray<RefPtr<WebGLTexture>> mBound2DTextures;
nsTArray<RefPtr<WebGLTexture>> mBoundCubeMapTextures;
nsTArray<RefPtr<WebGLTexture>> mBound3DTextures;
nsTArray<RefPtr<WebGLTexture>> mBound2DArrayTextures;
nsTArray<RefPtr<WebGLSampler>> mBoundSamplers;
void ResolveTexturesForDraw() const;
RefPtr<WebGLProgram> mCurrentProgram;
RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
bool ValidateFramebufferTarget(GLenum target) const;
bool ValidateInvalidateFramebuffer(GLenum target,
const Range<const GLenum>& attachments,
std::vector<GLenum>* const scopedVector,
GLsizei* const out_glNumAttachments,
const GLenum** const out_glAttachments);
RefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
RefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
RefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
RefPtr<WebGLVertexArray> mBoundVertexArray;
public:
const auto& BoundReadFb() const { return mBoundReadFramebuffer; }
protected:
RefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
RefPtr<WebGLVertexArray> mDefaultVertexArray;
////////////////////////////////////
protected:
GLuint mEmptyTFO = 0;
// 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.
std::vector<webgl::AttribBaseType> mGenericVertexAttribTypes;
CacheInvalidator mGenericVertexAttribTypeInvalidator;
GLuint mFakeVertexAttrib0BufferObject = 0;
size_t mFakeVertexAttrib0BufferObjectSize = 0;
bool mFakeVertexAttrib0DataDefined = false;
alignas(alignof(float)) uint8_t
mGenericVertexAttrib0Data[sizeof(float) * 4] = {};
alignas(alignof(float)) uint8_t
mFakeVertexAttrib0Data[sizeof(float) * 4] = {};
GLint mStencilRefFront = 0;
GLint mStencilRefBack = 0;
GLuint mStencilValueMaskFront = 0;
GLuint mStencilValueMaskBack = 0;
GLuint mStencilWriteMaskFront = 0;
GLuint mStencilWriteMaskBack = 0;
uint8_t mColorWriteMask0 = 0xf; // bitmask
mutable uint8_t mDriverColorMask0 = 0xf;
bool mDepthWriteMask = true;
GLfloat mColorClearValue[4] = {0, 0, 0, 0};
GLint mStencilClearValue = 0;
GLfloat mDepthClearValue = 1.0f;
std::bitset<webgl::kMaxDrawBuffers> mColorWriteMaskNonzero = -1;
std::bitset<webgl::kMaxDrawBuffers> mBlendEnabled = 0;
GLint mViewportX = 0;
GLint mViewportY = 0;
GLsizei mViewportWidth = 0;
GLsizei mViewportHeight = 0;
bool mAlreadyWarnedAboutViewportLargerThanDest = false;
GLfloat mLineWidth = 1.0;
WebGLContextLossHandler mContextLossHandler;
// Used for some hardware (particularly Tegra 2 and 4) that likes to
// be Flushed while doing hundreds of draw calls.
mutable uint64_t mDrawCallsSinceLastFlush = 0;
mutable uint64_t mWarningCount = 0;
const uint64_t mMaxWarnings;
bool mAlreadyWarnedAboutFakeVertexAttrib0 = false;
bool ShouldGenerateWarnings() const { return mWarningCount < mMaxWarnings; }
bool ShouldGeneratePerfWarnings() const {
return mNumPerfWarnings < mMaxPerfWarnings;
}
bool mNeedsFakeNoAlpha = false;
bool mNeedsFakeNoDepth = false;
bool mNeedsFakeNoStencil = false;
bool mNeedsFakeNoStencil_UserFBs = false;
bool mDriverDepthTest = false;
bool mDriverStencilTest = false;
bool mNeedsIndexValidation = false;
const bool mAllowFBInvalidation;
bool Has64BitTimestamps() const;
// --
const uint8_t mMsaaSamples;
mutable uvec2 mRequestedSize;
mutable UniquePtr<gl::MozFramebuffer> mDefaultFB;
mutable bool mDefaultFB_IsInvalid = false;
mutable UniquePtr<gl::MozFramebuffer> mResolvedDefaultFB;
gl::SwapChain mSwapChain;
gl::SwapChain mWebVRSwapChain;
// --
bool EnsureDefaultFB();
bool ValidateAndInitFB(
const WebGLFramebuffer* fb,
GLenum incompleteFbError = LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
void DoBindFB(const WebGLFramebuffer* fb,
GLenum target = LOCAL_GL_FRAMEBUFFER) const;
bool BindCurFBForDraw();
bool BindCurFBForColorRead(
const webgl::FormatUsageInfo** out_format, uint32_t* out_width,
uint32_t* out_height,
GLenum incompleteFbError = LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
void DoColorMask(uint8_t bitmask) const;
void BlitBackbufferToCurDriverFB(
WebGLFramebuffer* const srcAsWebglFb = nullptr,
const gl::MozFramebuffer* const srcAsMozFb = nullptr) const;
bool BindDefaultFBForRead();
// --
public:
// console logging helpers
template <typename... Args>
void GenerateWarning(const char* const fmt, const Args&... args) const {
GenerateError(0, fmt, args...);
}
template <typename... Args>
void GeneratePerfWarning(const char* const fmt, const Args&... args) const {
GenerateError(webgl::kErrorPerfWarning, fmt, args...);
}
public:
UniquePtr<webgl::FormatUsageAuthority> mFormatUsage;
virtual UniquePtr<webgl::FormatUsageAuthority> CreateFormatUsage(
gl::GLContext* gl) const;
const decltype(mBound2DTextures)* TexListForElemType(GLenum elemType) const;
// Friend list
friend class ScopedCopyTexImageSource;
friend class ScopedResolveTexturesForDraw;
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 WebGLVertexArray;
friend class WebGLVertexArrayFake;
friend class WebGLVertexArrayGL;
};
// 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;
}
const char* GetEnumName(GLenum val, const char* defaultRet = "<unknown>");
std::string EnumString(GLenum val);
class ScopedFBRebinder final {
private:
const WebGLContext* const mWebGL;
public:
explicit ScopedFBRebinder(const WebGLContext* const webgl) : mWebGL(webgl) {}
~ScopedFBRebinder();
};
// -
constexpr inline bool IsBufferTargetLazilyBound(const GLenum target) {
return target != LOCAL_GL_ELEMENT_ARRAY_BUFFER;
}
void DoBindBuffer(gl::GLContext&, GLenum target, const WebGLBuffer*);
class ScopedLazyBind final {
private:
gl::GLContext& mGL;
const GLenum mTarget;
public:
ScopedLazyBind(gl::GLContext* const gl, const GLenum target,
const WebGLBuffer* const buf)
: mGL(*gl), mTarget(IsBufferTargetLazilyBound(target) ? target : 0) {
if (mTarget) {
DoBindBuffer(mGL, mTarget, buf);
}
}
~ScopedLazyBind() {
if (mTarget) {
DoBindBuffer(mGL, mTarget, nullptr);
}
}
};
////
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();
};
namespace webgl {
class ScopedPrepForResourceClear final {
const WebGLContext& webgl;
public:
explicit ScopedPrepForResourceClear(const WebGLContext&);
~ScopedPrepForResourceClear();
};
struct IndexedName final {
std::string name;
uint64_t index;
};
Maybe<IndexedName> ParseIndexed(const std::string& str);
} // namespace webgl
webgl::LinkActiveInfo GetLinkActiveInfo(
gl::GLContext& gl, const GLuint prog, const bool webgl2,
const std::unordered_map<std::string, std::string>& nameUnmap);
} // namespace mozilla
#endif