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732 lines
26 KiB
JavaScript
732 lines
26 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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/* global XPCNativeWrapper */
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const promise = require("promise");
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const protocol = require("devtools/shared/protocol");
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const {CallWatcherActor} = require("devtools/server/actors/call-watcher");
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const {CallWatcherFront} = require("devtools/shared/fronts/call-watcher");
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const {WebGLPrimitiveCounter} = require("devtools/server/primitive");
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const {
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frameSnapshotSpec,
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canvasSpec,
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CANVAS_CONTEXTS,
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ANIMATION_GENERATORS,
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LOOP_GENERATORS
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} = require("devtools/shared/specs/canvas");
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const {CanvasFront} = require("devtools/shared/fronts/canvas");
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/**
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* This actor represents a recorded animation frame snapshot, along with
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* all the corresponding canvas' context methods invoked in that frame,
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* thumbnails for each draw call and a screenshot of the end result.
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*/
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var FrameSnapshotActor = protocol.ActorClassWithSpec(frameSnapshotSpec, {
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/**
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* Creates the frame snapshot call actor.
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*
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* @param DebuggerServerConnection conn
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* The server connection.
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* @param HTMLCanvasElement canvas
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* A reference to the content canvas.
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* @param array calls
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* An array of "function-call" actor instances.
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* @param object screenshot
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* A single "snapshot-image" type instance.
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*/
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initialize: function (conn, { canvas, calls, screenshot, primitive }) {
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protocol.Actor.prototype.initialize.call(this, conn);
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this._contentCanvas = canvas;
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this._functionCalls = calls;
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this._animationFrameEndScreenshot = screenshot;
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this._primitive = primitive;
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},
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/**
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* Gets as much data about this snapshot without computing anything costly.
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*/
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getOverview: function () {
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return {
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calls: this._functionCalls,
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thumbnails: this._functionCalls.map(e => e._thumbnail).filter(e => !!e),
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screenshot: this._animationFrameEndScreenshot,
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primitive: {
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tris: this._primitive.tris,
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vertices: this._primitive.vertices,
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points: this._primitive.points,
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lines: this._primitive.lines
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}
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};
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},
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/**
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* Gets a screenshot of the canvas's contents after the specified
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* function was called.
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*/
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generateScreenshotFor: function (functionCall) {
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let global = functionCall.details.global;
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let canvas = this._contentCanvas;
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let calls = this._functionCalls;
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let index = calls.indexOf(functionCall);
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// To get a screenshot, replay all the steps necessary to render the frame,
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// by invoking the context calls up to and including the specified one.
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// This will be done in a custom framebuffer in case of a WebGL context.
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let replayData = ContextUtils.replayAnimationFrame({
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contextType: global,
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canvas: canvas,
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calls: calls,
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first: 0,
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last: index
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});
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let {
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replayContext,
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replayContextScaling,
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lastDrawCallIndex,
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doCleanup
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} = replayData;
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let [left, top, width, height] = replayData.replayViewport;
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let screenshot;
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// Depending on the canvas' context, generating a screenshot is done
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// in different ways.
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if (global == "WebGLRenderingContext") {
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screenshot = ContextUtils.getPixelsForWebGL(replayContext, left, top,
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width, height);
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screenshot.flipped = true;
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} else if (global == "CanvasRenderingContext2D") {
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screenshot = ContextUtils.getPixelsFor2D(replayContext, left, top, width, height);
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screenshot.flipped = false;
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}
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// In case of the WebGL context, we also need to reset the framebuffer
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// binding to the original value, after generating the screenshot.
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doCleanup();
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screenshot.scaling = replayContextScaling;
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screenshot.index = lastDrawCallIndex;
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return screenshot;
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}
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});
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/**
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* This Canvas Actor handles simple instrumentation of all the methods
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* of a 2D or WebGL context, to provide information regarding all the calls
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* made when drawing frame inside an animation loop.
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*/
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exports.CanvasActor = protocol.ActorClassWithSpec(canvasSpec, {
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// Reset for each recording, boolean indicating whether or not
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// any draw calls were called for a recording.
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_animationContainsDrawCall: false,
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initialize: function (conn, tabActor) {
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protocol.Actor.prototype.initialize.call(this, conn);
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this.tabActor = tabActor;
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this._webGLPrimitiveCounter = new WebGLPrimitiveCounter(tabActor);
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this._onContentFunctionCall = this._onContentFunctionCall.bind(this);
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},
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destroy: function (conn) {
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protocol.Actor.prototype.destroy.call(this, conn);
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this._webGLPrimitiveCounter.destroy();
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this.finalize();
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},
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/**
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* Starts listening for function calls.
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*/
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setup: function ({ reload }) {
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if (this._initialized) {
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if (reload) {
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this.tabActor.window.location.reload();
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}
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return;
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}
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this._initialized = true;
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this._callWatcher = new CallWatcherActor(this.conn, this.tabActor);
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this._callWatcher.onCall = this._onContentFunctionCall;
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this._callWatcher.setup({
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tracedGlobals: CANVAS_CONTEXTS,
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tracedFunctions: [...ANIMATION_GENERATORS, ...LOOP_GENERATORS],
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performReload: reload,
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storeCalls: true
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});
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},
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/**
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* Stops listening for function calls.
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*/
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finalize: function () {
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if (!this._initialized) {
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return;
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}
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this._initialized = false;
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this._callWatcher.finalize();
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this._callWatcher = null;
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},
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/**
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* Returns whether this actor has been set up.
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*/
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isInitialized: function () {
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return !!this._initialized;
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},
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/**
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* Returns whether or not the CanvasActor is recording an animation.
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* Used in tests.
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*/
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isRecording: function () {
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return !!this._callWatcher.isRecording();
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},
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/**
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* Records a snapshot of all the calls made during the next animation frame.
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* The animation should be implemented via the de-facto requestAnimationFrame
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* utility, or inside recursive `setTimeout`s. `setInterval` at this time are
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* not supported.
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*/
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recordAnimationFrame: function () {
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if (this._callWatcher.isRecording()) {
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return this._currentAnimationFrameSnapshot.promise;
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}
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this._recordingContainsDrawCall = false;
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this._callWatcher.eraseRecording();
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this._callWatcher.initTimestampEpoch();
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this._webGLPrimitiveCounter.resetCounts();
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this._callWatcher.resumeRecording();
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let deferred = this._currentAnimationFrameSnapshot = promise.defer();
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return deferred.promise;
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},
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/**
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* Cease attempts to record an animation frame.
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*/
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stopRecordingAnimationFrame: function () {
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if (!this._callWatcher.isRecording()) {
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return;
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}
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this._animationStarted = false;
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this._callWatcher.pauseRecording();
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this._callWatcher.eraseRecording();
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this._currentAnimationFrameSnapshot.resolve(null);
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this._currentAnimationFrameSnapshot = null;
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},
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/**
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* Invoked whenever an instrumented function is called, be it on a
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* 2d or WebGL context, or an animation generator like requestAnimationFrame.
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*/
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_onContentFunctionCall: function (functionCall) {
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let { window, name, args } = functionCall.details;
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// The function call arguments are required to replay animation frames,
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// in order to generate screenshots. However, simply storing references to
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// every kind of object is a bad idea, since their properties may change.
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// Consider transformation matrices for example, which are typically
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// Float32Arrays whose values can easily change across context calls.
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// They need to be cloned.
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inplaceShallowCloneArrays(args, window);
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// Handle animations generated using requestAnimationFrame
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if (CanvasFront.ANIMATION_GENERATORS.has(name)) {
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this._handleAnimationFrame(functionCall);
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return;
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}
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// Handle animations generated using setTimeout. While using
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// those timers is considered extremely poor practice, they're still widely
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// used on the web, especially for old demos; it's nice to support them as well.
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if (CanvasFront.LOOP_GENERATORS.has(name)) {
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this._handleAnimationFrame(functionCall);
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return;
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}
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if (CanvasFront.DRAW_CALLS.has(name) && this._animationStarted) {
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this._handleDrawCall(functionCall);
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this._webGLPrimitiveCounter.handleDrawPrimitive(functionCall);
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}
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},
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/**
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* Handle animations generated using requestAnimationFrame.
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*/
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_handleAnimationFrame: function (functionCall) {
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if (!this._animationStarted) {
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this._handleAnimationFrameBegin();
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} else if (this._animationContainsDrawCall) {
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// Check to see if draw calls occurred yet, as it could be future frames,
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// like in the scenario where requestAnimationFrame is called to trigger
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// an animation, and rAF is at the beginning of the animate loop.
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this._handleAnimationFrameEnd(functionCall);
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}
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},
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/**
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* Called whenever an animation frame rendering begins.
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*/
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_handleAnimationFrameBegin: function () {
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this._callWatcher.eraseRecording();
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this._animationStarted = true;
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},
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/**
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* Called whenever an animation frame rendering ends.
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*/
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_handleAnimationFrameEnd: function () {
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// Get a hold of all the function calls made during this animation frame.
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// Since only one snapshot can be recorded at a time, erase all the
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// previously recorded calls.
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let functionCalls = this._callWatcher.pauseRecording();
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this._callWatcher.eraseRecording();
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this._animationContainsDrawCall = false;
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// Since the animation frame finished, get a hold of the (already retrieved)
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// canvas pixels to conveniently create a screenshot of the final rendering.
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let index = this._lastDrawCallIndex;
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let width = this._lastContentCanvasWidth;
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let height = this._lastContentCanvasHeight;
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// undefined -> false
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let flipped = !!this._lastThumbnailFlipped;
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let pixels = ContextUtils.getPixelStorage()["8bit"];
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let primitiveResult = this._webGLPrimitiveCounter.getCounts();
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let animationFrameEndScreenshot = {
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index: index,
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width: width,
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height: height,
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scaling: 1,
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flipped: flipped,
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pixels: pixels.subarray(0, width * height * 4)
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};
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// Wrap the function calls and screenshot in a FrameSnapshotActor instance,
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// which will resolve the promise returned by `recordAnimationFrame`.
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let frameSnapshot = new FrameSnapshotActor(this.conn, {
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canvas: this._lastDrawCallCanvas,
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calls: functionCalls,
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screenshot: animationFrameEndScreenshot,
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primitive: {
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tris: primitiveResult.tris,
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vertices: primitiveResult.vertices,
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points: primitiveResult.points,
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lines: primitiveResult.lines
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}
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});
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this._currentAnimationFrameSnapshot.resolve(frameSnapshot);
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this._currentAnimationFrameSnapshot = null;
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this._animationStarted = false;
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},
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/**
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* Invoked whenever a draw call is detected in the animation frame which is
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* currently being recorded.
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*/
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_handleDrawCall: function (functionCall) {
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let functionCalls = this._callWatcher.pauseRecording();
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let caller = functionCall.details.caller;
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let global = functionCall.details.global;
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let contentCanvas = this._lastDrawCallCanvas = caller.canvas;
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let index = this._lastDrawCallIndex = functionCalls.indexOf(functionCall);
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let w = this._lastContentCanvasWidth = contentCanvas.width;
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let h = this._lastContentCanvasHeight = contentCanvas.height;
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// To keep things fast, generate images of small and fixed dimensions.
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let dimensions = CanvasFront.THUMBNAIL_SIZE;
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let thumbnail;
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this._animationContainsDrawCall = true;
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// Create a thumbnail on every draw call on the canvas context, to augment
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// the respective function call actor with this additional data.
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if (global == "WebGLRenderingContext") {
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// Check if drawing to a custom framebuffer (when rendering to texture).
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// Don't create a thumbnail in this particular case.
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let framebufferBinding = caller.getParameter(caller.FRAMEBUFFER_BINDING);
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if (framebufferBinding == null) {
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thumbnail = ContextUtils.getPixelsForWebGL(caller, 0, 0, w, h, dimensions);
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thumbnail.flipped = this._lastThumbnailFlipped = true;
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thumbnail.index = index;
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}
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} else if (global == "CanvasRenderingContext2D") {
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thumbnail = ContextUtils.getPixelsFor2D(caller, 0, 0, w, h, dimensions);
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thumbnail.flipped = this._lastThumbnailFlipped = false;
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thumbnail.index = index;
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}
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functionCall._thumbnail = thumbnail;
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this._callWatcher.resumeRecording();
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}
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});
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/**
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* A collection of methods for manipulating canvas contexts.
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*/
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var ContextUtils = {
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/**
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* WebGL contexts are sensitive to how they're queried. Use this function
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* to make sure the right context is always retrieved, if available.
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*
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* @param HTMLCanvasElement canvas
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* The canvas element for which to get a WebGL context.
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* @param WebGLRenderingContext gl
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* The queried WebGL context, or null if unavailable.
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*/
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getWebGLContext: function (canvas) {
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return canvas.getContext("webgl") ||
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canvas.getContext("experimental-webgl");
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},
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/**
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* Gets a hold of the rendered pixels in the most efficient way possible for
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* a canvas with a WebGL context.
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*
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* @param WebGLRenderingContext gl
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* The WebGL context to get a screenshot from.
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* @param number srcX [optional]
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* The first left pixel that is read from the framebuffer.
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* @param number srcY [optional]
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* The first top pixel that is read from the framebuffer.
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* @param number srcWidth [optional]
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* The number of pixels to read on the X axis.
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* @param number srcHeight [optional]
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* The number of pixels to read on the Y axis.
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* @param number dstHeight [optional]
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* The desired generated screenshot height.
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* @return object
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* An objet containing the screenshot's width, height and pixel data,
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* represented as an 8-bit array buffer of r, g, b, a values.
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*/
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getPixelsForWebGL: function (gl,
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srcX = 0, srcY = 0,
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srcWidth = gl.canvas.width,
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srcHeight = gl.canvas.height,
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dstHeight = srcHeight
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) {
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let contentPixels = ContextUtils.getPixelStorage(srcWidth, srcHeight);
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let { "8bit": charView, "32bit": intView } = contentPixels;
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gl.readPixels(srcX, srcY, srcWidth, srcHeight, gl.RGBA, gl.UNSIGNED_BYTE, charView);
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return this.resizePixels(intView, srcWidth, srcHeight, dstHeight);
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},
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/**
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* Gets a hold of the rendered pixels in the most efficient way possible for
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* a canvas with a 2D context.
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*
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* @param CanvasRenderingContext2D ctx
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* The 2D context to get a screenshot from.
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* @param number srcX [optional]
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* The first left pixel that is read from the canvas.
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* @param number srcY [optional]
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* The first top pixel that is read from the canvas.
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* @param number srcWidth [optional]
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* The number of pixels to read on the X axis.
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* @param number srcHeight [optional]
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* The number of pixels to read on the Y axis.
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* @param number dstHeight [optional]
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* The desired generated screenshot height.
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* @return object
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* An objet containing the screenshot's width, height and pixel data,
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* represented as an 8-bit array buffer of r, g, b, a values.
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*/
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getPixelsFor2D: function (ctx,
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srcX = 0, srcY = 0,
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srcWidth = ctx.canvas.width,
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srcHeight = ctx.canvas.height,
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dstHeight = srcHeight
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) {
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let { data } = ctx.getImageData(srcX, srcY, srcWidth, srcHeight);
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let { "32bit": intView } = ContextUtils.usePixelStorage(data.buffer);
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return this.resizePixels(intView, srcWidth, srcHeight, dstHeight);
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},
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/**
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* Resizes the provided pixels to fit inside a rectangle with the specified
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* height and the same aspect ratio as the source.
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*
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* @param Uint32Array srcPixels
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* The source pixel data, assuming 32bit/pixel and 4 color components.
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* @param number srcWidth
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* The source pixel data width.
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* @param number srcHeight
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* The source pixel data height.
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* @param number dstHeight [optional]
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* The desired resized pixel data height.
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* @return object
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* An objet containing the resized pixels width, height and data,
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* represented as an 8-bit array buffer of r, g, b, a values.
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*/
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resizePixels: function (srcPixels, srcWidth, srcHeight, dstHeight) {
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let screenshotRatio = dstHeight / srcHeight;
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let dstWidth = (srcWidth * screenshotRatio) | 0;
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let dstPixels = new Uint32Array(dstWidth * dstHeight);
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// If the resized image ends up being completely transparent, returning
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// an empty array will skip some redundant serialization cycles.
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let isTransparent = true;
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for (let dstX = 0; dstX < dstWidth; dstX++) {
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for (let dstY = 0; dstY < dstHeight; dstY++) {
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let srcX = (dstX / screenshotRatio) | 0;
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let srcY = (dstY / screenshotRatio) | 0;
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let cPos = srcX + srcWidth * srcY;
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let dPos = dstX + dstWidth * dstY;
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let color = dstPixels[dPos] = srcPixels[cPos];
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if (color) {
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isTransparent = false;
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}
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}
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}
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return {
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width: dstWidth,
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height: dstHeight,
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pixels: isTransparent ? [] : new Uint8Array(dstPixels.buffer)
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};
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},
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/**
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* Invokes a series of canvas context calls, to "replay" an animation frame
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* and generate a screenshot.
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*
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* In case of a WebGL context, an offscreen framebuffer is created for
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* the respective canvas, and the rendering will be performed into it.
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* This is necessary because some state (like shaders, textures etc.) can't
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* be shared between two different WebGL contexts.
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* - Hopefully, once SharedResources are a thing this won't be necessary:
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* http://www.khronos.org/webgl/wiki/SharedResouces
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* - Alternatively, we could pursue the idea of using the same context
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* for multiple canvases, instead of trying to share resources:
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* https://www.khronos.org/webgl/public-mailing-list/archives/1210/msg00058.html
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*
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* In case of a 2D context, a new canvas is created, since there's no
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* intrinsic state that can't be easily duplicated.
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*
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* @param number contexType
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* The type of context to use. See the CallWatcherFront scope types.
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* @param HTMLCanvasElement canvas
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* The canvas element which is the source of all context calls.
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* @param array calls
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* An array of function call actors.
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* @param number first
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* The first function call to start from.
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* @param number last
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* The last (inclusive) function call to end at.
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* @return object
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* The context on which the specified calls were invoked, the
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* last registered draw call's index and a cleanup function, which
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* needs to be called whenever any potential followup work is finished.
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*/
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replayAnimationFrame: function ({ contextType, canvas, calls, first, last }) {
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let w = canvas.width;
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let h = canvas.height;
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let replayContext;
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let replayContextScaling;
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let customViewport;
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let customFramebuffer;
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let lastDrawCallIndex = -1;
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let doCleanup = () => {};
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// In case of WebGL contexts, rendering will be done offscreen, in a
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// custom framebuffer, but using the same provided context. This is
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// necessary because it's very memory-unfriendly to rebuild all the
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// required GL state (like recompiling shaders, setting global flags, etc.)
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// in an entirely new canvas. However, special care is needed to not
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// permanently affect the existing GL state in the process.
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if (contextType == "WebGLRenderingContext") {
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// To keep things fast, replay the context calls on a framebuffer
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// of smaller dimensions than the actual canvas (maximum 256x256 pixels).
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let scaling = Math.min(CanvasFront.WEBGL_SCREENSHOT_MAX_HEIGHT, h) / h;
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replayContextScaling = scaling;
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w = (w * scaling) | 0;
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h = (h * scaling) | 0;
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// Fetch the same WebGL context and bind a new framebuffer.
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let gl = replayContext = this.getWebGLContext(canvas);
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let { newFramebuffer, oldFramebuffer } = this.createBoundFramebuffer(gl, w, h);
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customFramebuffer = newFramebuffer;
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// Set the viewport to match the new framebuffer's dimensions.
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let { newViewport, oldViewport } = this.setCustomViewport(gl, w, h);
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customViewport = newViewport;
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// Revert the framebuffer and viewport to the original values.
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doCleanup = () => {
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gl.bindFramebuffer(gl.FRAMEBUFFER, oldFramebuffer);
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gl.viewport.apply(gl, oldViewport);
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};
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} else if (contextType == "CanvasRenderingContext2D") {
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// In case of 2D contexts, draw everything on a separate canvas context.
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let contentDocument = canvas.ownerDocument;
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let replayCanvas = contentDocument.createElement("canvas");
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replayCanvas.width = w;
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replayCanvas.height = h;
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replayContext = replayCanvas.getContext("2d");
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replayContextScaling = 1;
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customViewport = [0, 0, w, h];
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}
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// Replay all the context calls up to and including the specified one.
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for (let i = first; i <= last; i++) {
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let { type, name, args } = calls[i].details;
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// Prevent WebGL context calls that try to reset the framebuffer binding
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// to the default value, since we want to perform the rendering offscreen.
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if (name == "bindFramebuffer" && args[1] == null) {
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replayContext.bindFramebuffer(replayContext.FRAMEBUFFER, customFramebuffer);
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continue;
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}
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// Also prevent WebGL context calls that try to change the viewport
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// while our custom framebuffer is bound.
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if (name == "viewport") {
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let framebufferBinding = replayContext.getParameter(
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replayContext.FRAMEBUFFER_BINDING);
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if (framebufferBinding == customFramebuffer) {
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replayContext.viewport.apply(replayContext, customViewport);
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continue;
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}
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}
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if (type == CallWatcherFront.METHOD_FUNCTION) {
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replayContext[name].apply(replayContext, args);
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} else if (type == CallWatcherFront.SETTER_FUNCTION) {
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replayContext[name] = args;
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}
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if (CanvasFront.DRAW_CALLS.has(name)) {
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lastDrawCallIndex = i;
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}
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}
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return {
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replayContext: replayContext,
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replayContextScaling: replayContextScaling,
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replayViewport: customViewport,
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lastDrawCallIndex: lastDrawCallIndex,
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doCleanup: doCleanup
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};
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},
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/**
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* Gets an object containing a buffer large enough to hold width * height
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* pixels, assuming 32bit/pixel and 4 color components.
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*
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* This method avoids allocating memory and tries to reuse a common buffer
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* as much as possible.
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*
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* @param number w
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* The desired pixel array storage width.
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* @param number h
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* The desired pixel array storage height.
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* @return object
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* The requested pixel array buffer.
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*/
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getPixelStorage: function (w = 0, h = 0) {
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let storage = this._currentPixelStorage;
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if (storage && storage["32bit"].length >= w * h) {
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return storage;
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}
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return this.usePixelStorage(new ArrayBuffer(w * h * 4));
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},
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/**
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* Creates and saves the array buffer views used by `getPixelStorage`.
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*
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* @param ArrayBuffer buffer
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* The raw buffer used as storage for various array buffer views.
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*/
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usePixelStorage: function (buffer) {
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let array8bit = new Uint8Array(buffer);
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let array32bit = new Uint32Array(buffer);
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this._currentPixelStorage = {
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"8bit": array8bit,
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"32bit": array32bit
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};
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return this._currentPixelStorage;
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},
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/**
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* Creates a framebuffer of the specified dimensions for a WebGL context,
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* assuming a RGBA color buffer, a depth buffer and no stencil buffer.
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*
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* @param WebGLRenderingContext gl
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* The WebGL context to create and bind a framebuffer for.
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* @param number width
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* The desired width of the renderbuffers.
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* @param number height
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* The desired height of the renderbuffers.
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* @return WebGLFramebuffer
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* The generated framebuffer object.
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*/
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createBoundFramebuffer: function (gl, width, height) {
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let oldFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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let oldRenderbufferBinding = gl.getParameter(gl.RENDERBUFFER_BINDING);
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let oldTextureBinding = gl.getParameter(gl.TEXTURE_BINDING_2D);
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let newFramebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, newFramebuffer);
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// Use a texture as the color renderbuffer attachment, since consumers of
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// this function will most likely want to read the rendered pixels back.
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let colorBuffer = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, colorBuffer);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA,
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gl.UNSIGNED_BYTE, null);
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let depthBuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D,
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colorBuffer, 0);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER,
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depthBuffer);
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gl.bindTexture(gl.TEXTURE_2D, oldTextureBinding);
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gl.bindRenderbuffer(gl.RENDERBUFFER, oldRenderbufferBinding);
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return { oldFramebuffer, newFramebuffer };
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},
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/**
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* Sets the viewport of the drawing buffer for a WebGL context.
|
|
* @param WebGLRenderingContext gl
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* @param number width
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* @param number height
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*/
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setCustomViewport: function (gl, width, height) {
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let oldViewport = XPCNativeWrapper.unwrap(gl.getParameter(gl.VIEWPORT));
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let newViewport = [0, 0, width, height];
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gl.viewport.apply(gl, newViewport);
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return { oldViewport, newViewport };
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}
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};
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/**
|
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* Goes through all the arguments and creates a one-level shallow copy
|
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* of all arrays and array buffers.
|
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*/
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function inplaceShallowCloneArrays(functionArguments, contentWindow) {
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let { Object, Array, ArrayBuffer } = contentWindow;
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|
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functionArguments.forEach((arg, index, store) => {
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if (arg instanceof Array) {
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store[index] = arg.slice();
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}
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if (arg instanceof Object && arg.buffer instanceof ArrayBuffer) {
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store[index] = new arg.constructor(arg);
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}
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});
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}
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