gecko-dev/dom/canvas/WebGLContext.h

2190 строки
81 KiB
C
Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2012-05-21 15:12:37 +04:00
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGLCONTEXT_H_
#define WEBGLCONTEXT_H_
#include <stdarg.h>
#include "GLContextTypes.h"
#include "GLDefs.h"
#include "mozilla/Attributes.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/dom/BindingDeclarations.h"
#include "mozilla/dom/HTMLCanvasElement.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/EnumeratedArray.h"
#include "mozilla/ErrorResult.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/LinkedList.h"
#include "mozilla/UniquePtr.h"
#include "nsCycleCollectionNoteChild.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsLayoutUtils.h"
#include "nsTArray.h"
#include "nsWrapperCache.h"
#include "SurfaceTypes.h"
#include "ScopedGLHelpers.h"
#include "TexUnpackBlob.h"
#ifdef XP_MACOSX
#include "ForceDiscreteGPUHelperCGL.h"
#endif
// Local
#include "CacheMap.h"
#include "WebGLContextLossHandler.h"
#include "WebGLContextUnchecked.h"
#include "WebGLFormats.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLTexture.h"
// Generated
#include "nsIDOMEventListener.h"
#include "nsIDOMWebGLRenderingContext.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsIObserver.h"
#include "mozilla/dom/HTMLCanvasElement.h"
#include "nsWrapperCache.h"
#include "nsLayoutUtils.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
class nsIDocShell;
/*
* WebGL-only GLenums
*/
#define LOCAL_GL_BROWSER_DEFAULT_WEBGL 0x9244
#define LOCAL_GL_CONTEXT_LOST_WEBGL 0x9242
#define LOCAL_GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL 0x9247
#define LOCAL_GL_UNPACK_COLORSPACE_CONVERSION_WEBGL 0x9243
#define LOCAL_GL_UNPACK_FLIP_Y_WEBGL 0x9240
#define LOCAL_GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL 0x9241
namespace mozilla {
class ScopedCopyTexImageSource;
class ScopedDrawCallWrapper;
class ScopedResolveTexturesForDraw;
class ScopedUnpackReset;
class WebGLActiveInfo;
class WebGLBuffer;
class WebGLExtensionBase;
class WebGLFramebuffer;
class WebGLProgram;
class WebGLQuery;
class WebGLRenderbuffer;
class WebGLSampler;
class WebGLShader;
class WebGLShaderPrecisionFormat;
class WebGLSync;
class WebGLTexture;
class WebGLTransformFeedback;
class WebGLUniformLocation;
class WebGLVertexArray;
namespace dom {
class Element;
class ImageData;
class OwningHTMLCanvasElementOrOffscreenCanvas;
struct WebGLContextAttributes;
template<typename> struct Nullable;
} // namespace dom
namespace gfx {
class SourceSurface;
class VRLayerChild;
} // namespace gfx
namespace gl {
class MozFramebuffer;
} // namespace gl
namespace webgl {
struct LinkedProgramInfo;
class ShaderValidator;
class TexUnpackBlob;
struct UniformInfo;
struct UniformBlockInfo;
} // namespace webgl
WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
struct WebGLContextOptions
{
// these are defaults
WebGLContextOptions();
bool operator==(const WebGLContextOptions& other) const {
return
alpha == other.alpha &&
depth == other.depth &&
stencil == other.stencil &&
premultipliedAlpha == other.premultipliedAlpha &&
antialias == other.antialias &&
preserveDrawingBuffer == other.preserveDrawingBuffer;
}
bool operator!=(const WebGLContextOptions& other) const {
return !operator==(other);
}
bool alpha;
bool depth;
bool stencil;
bool premultipliedAlpha;
bool antialias;
bool preserveDrawingBuffer;
bool failIfMajorPerformanceCaveat;
};
// From WebGLContextUtils
TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
struct WebGLIntOrFloat {
const enum {
Int,
Float,
Uint
} mType;
union {
GLint i;
GLfloat f;
GLuint u;
} mValue;
explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; }
explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; }
GLint AsInt() const { return (mType == Int) ? mValue.i : NS_lroundf(mValue.f); }
GLfloat AsFloat() const { return (mType == Float) ? mValue.f : GLfloat(mValue.i); }
};
struct IndexedBufferBinding
{
WebGLRefPtr<WebGLBuffer> mBufferBinding;
uint64_t mRangeStart;
uint64_t mRangeSize;
IndexedBufferBinding();
uint64_t ByteCount() const;
};
////
struct FloatOrInt final // For TexParameter[fi] and friends.
{
const bool isFloat;
const GLfloat f;
const GLint i;
explicit FloatOrInt(GLint x)
: isFloat(false)
, f(x)
, i(x)
{ }
explicit FloatOrInt(GLfloat x)
: isFloat(true)
, f(x)
, i(roundf(x))
{ }
FloatOrInt& operator =(const FloatOrInt& x) {
memcpy(this, &x, sizeof(x));
return *this;
}
};
////////////////////////////////////
struct TexImageSource
{
const dom::ArrayBufferView* mView;
GLuint mViewElemOffset;
GLuint mViewElemLengthOverride;
const WebGLsizeiptr* mPboOffset;
const dom::ImageBitmap* mImageBitmap;
const dom::ImageData* mImageData;
const dom::Element* mDomElem;
ErrorResult* mOut_error;
protected:
TexImageSource() {
memset(this, 0, sizeof(*this));
}
};
////
struct TexImageSourceAdapter final : public TexImageSource
{
TexImageSourceAdapter(const dom::Nullable<dom::ArrayBufferView>* maybeView,
ErrorResult*)
{
if (!maybeView->IsNull()) {
mView = &(maybeView->Value());
}
}
TexImageSourceAdapter(const dom::ArrayBufferView* view, ErrorResult*) {
mView = view;
}
TexImageSourceAdapter(const dom::ArrayBufferView* view, GLuint viewElemOffset,
GLuint viewElemLengthOverride = 0)
{
mView = view;
mViewElemOffset = viewElemOffset;
mViewElemLengthOverride = viewElemLengthOverride;
}
TexImageSourceAdapter(const WebGLsizeiptr* pboOffset, GLuint ignored1, GLuint ignored2 = 0) {
mPboOffset = pboOffset;
}
TexImageSourceAdapter(const WebGLsizeiptr* pboOffset, ErrorResult* ignored) {
mPboOffset = pboOffset;
}
TexImageSourceAdapter(const dom::ImageBitmap* imageBitmap, ErrorResult*) {
mImageBitmap = imageBitmap;
}
TexImageSourceAdapter(const dom::ImageData* imageData, ErrorResult*) {
mImageData = imageData;
}
TexImageSourceAdapter(const dom::Element* domElem, ErrorResult* const out_error) {
mDomElem = domElem;
mOut_error = out_error;
}
};
////////////////////////////////////////////////////////////////////////////////
class WebGLContext
: public nsIDOMWebGLRenderingContext
, public nsICanvasRenderingContextInternal
, public nsSupportsWeakReference
, public WebGLContextUnchecked
, public nsWrapperCache
{
friend class ScopedDrawCallWrapper;
friend class ScopedDrawHelper;
friend class ScopedDrawWithTransformFeedback;
friend class ScopedFBRebinder;
friend class WebGL2Context;
friend class WebGLContextUserData;
friend class WebGLExtensionCompressedTextureASTC;
friend class WebGLExtensionCompressedTextureATC;
friend class WebGLExtensionCompressedTextureES3;
friend class WebGLExtensionCompressedTextureETC1;
friend class WebGLExtensionCompressedTexturePVRTC;
friend class WebGLExtensionCompressedTextureS3TC;
friend class WebGLExtensionCompressedTextureS3TC_SRGB;
friend class WebGLExtensionDepthTexture;
friend class WebGLExtensionDisjointTimerQuery;
friend class WebGLExtensionDrawBuffers;
friend class WebGLExtensionLoseContext;
friend class WebGLExtensionVertexArray;
friend class WebGLMemoryTracker;
friend struct webgl::LinkedProgramInfo;
friend struct webgl::UniformBlockInfo;
enum {
UNPACK_FLIP_Y_WEBGL = 0x9240,
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
// We throw InvalidOperation in TexImage if we fail to use GPU fast-path
// for texture copy when it is set to true, only for debug purpose.
UNPACK_REQUIRE_FASTPATH = 0x10001,
CONTEXT_LOST_WEBGL = 0x9242,
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
BROWSER_DEFAULT_WEBGL = 0x9244,
UNMASKED_VENDOR_WEBGL = 0x9245,
UNMASKED_RENDERER_WEBGL = 0x9246
};
const uint32_t mMaxPerfWarnings;
mutable uint64_t mNumPerfWarnings;
const uint32_t mMaxAcceptableFBStatusInvals;
uint64_t mNextFenceId = 1;
uint64_t mCompletedFenceId = 0;
public:
WebGLContext();
protected:
virtual ~WebGLContext();
public:
NS_DECL_CYCLE_COLLECTING_ISUPPORTS
NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext,
nsIDOMWebGLRenderingContext)
virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override = 0;
NS_DECL_NSIDOMWEBGLRENDERINGCONTEXT
virtual void OnVisibilityChange() override;
virtual void OnMemoryPressure() override;
// nsICanvasRenderingContextInternal
virtual int32_t GetWidth() override { return DrawingBufferWidth("get width"); }
virtual int32_t GetHeight() override { return DrawingBufferHeight("get height"); }
NS_IMETHOD SetDimensions(int32_t width, int32_t height) override;
NS_IMETHOD InitializeWithDrawTarget(nsIDocShell*,
NotNull<gfx::DrawTarget*>) override
{
return NS_ERROR_NOT_IMPLEMENTED;
}
NS_IMETHOD Reset() override {
/* (InitializeWithSurface) */
return NS_ERROR_NOT_IMPLEMENTED;
}
virtual UniquePtr<uint8_t[]> GetImageBuffer(int32_t* out_format) override;
NS_IMETHOD GetInputStream(const char* mimeType,
const char16_t* encoderOptions,
nsIInputStream** out_stream) override;
virtual already_AddRefed<mozilla::gfx::SourceSurface>
GetSurfaceSnapshot(gfxAlphaType* out_alphaType) override;
virtual void SetIsOpaque(bool) override {};
bool GetIsOpaque() override { return !mOptions.alpha; }
NS_IMETHOD SetContextOptions(JSContext* cx,
JS::Handle<JS::Value> options,
ErrorResult& aRvForDictionaryInit) override;
NS_IMETHOD SetIsIPC(bool) override {
return NS_ERROR_NOT_IMPLEMENTED;
}
/**
* An abstract base class to be implemented by callers wanting to be notified
* that a refresh has occurred. Callers must ensure an observer is removed
* before it is destroyed.
*/
virtual void DidRefresh() override;
NS_IMETHOD Redraw(const gfxRect&) override {
return NS_ERROR_NOT_IMPLEMENTED;
}
void SynthesizeGLError(GLenum err) const;
void SynthesizeGLError(GLenum err, const char* fmt, ...) const MOZ_FORMAT_PRINTF(3, 4);
void ErrorInvalidEnum(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidOperation(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidValue(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidFramebufferOperation(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidEnumInfo(const char* info, GLenum enumValue) const;
void ErrorInvalidEnumInfo(const char* info, const char* funcName,
GLenum enumValue) const;
void ErrorOutOfMemory(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorImplementationBug(const char* fmt = 0, ...) const MOZ_FORMAT_PRINTF(2, 3);
void ErrorInvalidEnumArg(const char* funcName, const char* argName, GLenum val) const;
static const char* ErrorName(GLenum error);
/**
* Return displayable name for GLenum.
* This version is like gl::GLenumToStr but with out the GL_ prefix to
* keep consistency with how errors are reported from WebGL.
* Returns hex formatted version of glenum if glenum is unknown.
*/
static void EnumName(GLenum val, nsCString* out_name);
void DummyReadFramebufferOperation(const char* funcName);
WebGLTexture* ActiveBoundTextureForTarget(const TexTarget texTarget) const {
switch (texTarget.get()) {
case LOCAL_GL_TEXTURE_2D:
return mBound2DTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_CUBE_MAP:
return mBoundCubeMapTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_3D:
return mBound3DTextures[mActiveTexture];
case LOCAL_GL_TEXTURE_2D_ARRAY:
return mBound2DArrayTextures[mActiveTexture];
default:
MOZ_CRASH("GFX: bad target");
}
}
/* Use this function when you have the texture image target, for example:
* GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_[POSITIVE|NEGATIVE]_[X|Y|Z], and
* not the actual texture binding target: GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
*/
WebGLTexture*
ActiveBoundTextureForTexImageTarget(const TexImageTarget texImgTarget) const
{
const TexTarget texTarget = TexImageTargetToTexTarget(texImgTarget);
return ActiveBoundTextureForTarget(texTarget);
}
void InvalidateResolveCacheForTextureWithTexUnit(const GLuint);
already_AddRefed<Layer>
GetCanvasLayer(nsDisplayListBuilder* builder, Layer* oldLayer,
LayerManager* manager) override;
bool
UpdateWebRenderCanvasData(nsDisplayListBuilder* aBuilder,
WebRenderCanvasData* aCanvasData) override;
bool
Bug 1379920 - Introduce CanvasRenderer and its derived classes. r=nical,jrmuizel This patch move common canvas interfaces out of layer. So I create a base class CanvasRenderer which move interfaces from CanvasLayer. CopyableCanvasRenderer from CopyableCanvasLayer, ClientCanvasRenderer from ClientCanvasLayer and WebRenderCanvasRenderer from WebRenderCanvasLayer. And finally, WebRenderCanvasRendererSync for the non layers free mode and WebRenderCanvasRendererAsync for the layers free mode. Summary all changes in this patch. * Move class CanvasLayer::Data to CanvasRenderer.h and rename it to CanvasInitializeData. Because this class not only use by layer but also * Move BasicCanvasLayer::UpdateSurface to CopyableCanvasRenderer::ReadbackSurface. * CanvasClient::Update now accepts ShareableCanvasRenderer as parameter. not CanvasLayer. use by layers-free mode. Move it out of layer's class makes more sense. * Add InitializeCanvasRenderer in the canvas related classes to initialize CanvasRenderer without involved layer. * All canvas layer has function "CreateCanvasRendererInternal" that initialize corresponding CanvasRenderer. * Description of all CanvasRenderer classes: ** CanvasRenderer: Based classes. ** CopyableCanvasRenderer: Can readback canvas content to a SourceSurface. Use by BasicCanvasLayer. ** ShareableCanvasRenderer: Provide IPC capabilities that allow sending canvas content over IPC. This is pure virtual class because the IPC handling is different in different LayerManager. ** ClientCanvasRenderer: Implement IPC handling for ClientLayerManager. Use by ClientCanvasLayer. ** WebRenderCanvasRenderer: Implement IPC handling for WebRenderLayerManager. ** WebRenderCanvasRendererSync: Use by WebRenderCanvasLayer. ** WebRenderCanvasRendererAsync: Use by layers-free mode in WebRender. class diagram shows below: +--------------+ |CanvasRenderer| +-------+------+ ^ | +----------------------+ |CopyableCanvasRenderer| +----------------------+ ^ | +-----------+-----------+ |ShareableCanvasRenderer| +-----+-----------------+ ^ ^ +-------------+ +-------+ | | +--------------------+ +---------+-------------+ |ClientCanvasRenderer| |WebRenderCanvasRenderer| +--------------------+ +--------+--+-----------+ ^ ^ +-----------------------+ +----+ | | +-------------+-------------+ +-------------+--------------+ |WebRenderCanvasRendererSync| |WebRenderCanvasRendererAsync| +---------------------------+ +----------------------------+ MozReview-Commit-ID: 5hqQ19W169r
2017-08-03 08:55:14 +03:00
InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder,
CanvasRenderer* aRenderer) override;
// Note that 'clean' here refers to its invalidation state, not the
// contents of the buffer.
void MarkContextClean() override { mInvalidated = false; }
void MarkContextCleanForFrameCapture() override { mCapturedFrameInvalidated = false; }
bool IsContextCleanForFrameCapture() override { return !mCapturedFrameInvalidated; }
gl::GLContext* GL() const { return gl; }
bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
bool IsPreservingDrawingBuffer() const { return mOptions.preserveDrawingBuffer; }
bool PresentScreenBuffer();
// Prepare the context for capture before compositing
void BeginComposition();
// Clean up the context after captured for compositing
void EndComposition();
// a number that increments every time we have an event that causes
// all context resources to be lost.
uint32_t Generation() const { return mGeneration.value(); }
// This is similar to GLContext::ClearSafely, but tries to minimize the
// amount of work it does.
// It only clears the buffers we specify, and can reset its state without
// first having to query anything, as WebGL knows its state at all times.
void ForceClearFramebufferWithDefaultValues(GLbitfield bufferBits,
bool fakeNoAlpha) const;
void RunContextLossTimer();
void UpdateContextLossStatus();
void EnqueueUpdateContextLossStatus();
bool TryToRestoreContext();
void AssertCachedBindings() const;
void AssertCachedGlobalState() const;
dom::HTMLCanvasElement* GetCanvas() const { return mCanvasElement; }
nsIDocument* GetOwnerDoc() const;
// WebIDL WebGLRenderingContext API
void Commit();
void GetCanvas(Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval);
private:
gfx::IntSize DrawingBufferSize(const char* funcName);
public:
GLsizei DrawingBufferWidth(const char* const funcName = "drawingBufferWidth") {
return DrawingBufferSize(funcName).width;
}
GLsizei DrawingBufferHeight(const char* const funcName = "drawingBufferHeight") {
return DrawingBufferSize(funcName).height;
}
layers::LayersBackend GetCompositorBackendType() const;
void
GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
bool IsContextLost() const { return mContextStatus != ContextNotLost; }
void GetSupportedExtensions(dom::Nullable< nsTArray<nsString> >& retval,
dom::CallerType callerType);
void GetExtension(JSContext* cx, const nsAString& name,
JS::MutableHandle<JSObject*> retval,
dom::CallerType callerType, ErrorResult& rv);
void AttachShader(WebGLProgram& prog, WebGLShader& shader);
void BindAttribLocation(WebGLProgram& prog, GLuint location,
const nsAString& name);
void BindFramebuffer(GLenum target, WebGLFramebuffer* fb);
void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb);
void BindVertexArray(WebGLVertexArray* vao);
void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void BlendEquation(GLenum mode);
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask);
void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void ClearDepth(GLclampf v);
void ClearStencil(GLint v);
void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a);
void CompileShader(WebGLShader& shader);
void CompileShaderANGLE(WebGLShader* shader);
void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
already_AddRefed<WebGLFramebuffer> CreateFramebuffer();
already_AddRefed<WebGLProgram> CreateProgram();
already_AddRefed<WebGLRenderbuffer> CreateRenderbuffer();
already_AddRefed<WebGLShader> CreateShader(GLenum type);
already_AddRefed<WebGLVertexArray> CreateVertexArray();
void CullFace(GLenum face);
void DeleteFramebuffer(WebGLFramebuffer* fb);
void DeleteProgram(WebGLProgram* prog);
void DeleteRenderbuffer(WebGLRenderbuffer* rb);
void DeleteShader(WebGLShader* shader);
void DeleteVertexArray(WebGLVertexArray* vao);
void DepthFunc(GLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(GLclampf zNear, GLclampf zFar);
void DetachShader(WebGLProgram& prog, const WebGLShader& shader);
void DrawBuffers(const dom::Sequence<GLenum>& buffers);
void Flush();
void Finish();
void FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbTarget, WebGLRenderbuffer* rb);
void FramebufferTexture2D(GLenum target, GLenum attachment,
GLenum texImageTarget, WebGLTexture* tex,
GLint level);
void FrontFace(GLenum mode);
already_AddRefed<WebGLActiveInfo> GetActiveAttrib(const WebGLProgram& prog,
GLuint index);
already_AddRefed<WebGLActiveInfo> GetActiveUniform(const WebGLProgram& prog,
GLuint index);
void
GetAttachedShaders(const WebGLProgram& prog,
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 08:24:48 +03:00
dom::Nullable<nsTArray<RefPtr<WebGLShader>>>& retval);
GLint GetAttribLocation(const WebGLProgram& prog, const nsAString& name);
JS::Value GetBufferParameter(GLenum target, GLenum pname);
void GetBufferParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetBufferParameter(target, pname));
}
GLenum GetError();
virtual JS::Value GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
ErrorResult& rv);
void GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
JS::MutableHandle<JS::Value> retval,
ErrorResult& rv)
{
retval.set(GetFramebufferAttachmentParameter(cx, target, attachment,
pname, rv));
}
JS::Value GetProgramParameter(const WebGLProgram& prog, GLenum pname);
void GetProgramParameter(JSContext*, const WebGLProgram& prog, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetProgramParameter(prog, pname));
}
void GetProgramInfoLog(const WebGLProgram& prog, nsACString& retval);
void GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval);
JS::Value GetRenderbufferParameter(GLenum target, GLenum pname);
void GetRenderbufferParameter(JSContext*, GLenum target, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetRenderbufferParameter(target, pname));
}
JS::Value GetShaderParameter(const WebGLShader& shader, GLenum pname);
void GetShaderParameter(JSContext*, const WebGLShader& shader, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetShaderParameter(shader, pname));
}
already_AddRefed<WebGLShaderPrecisionFormat>
GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
void GetShaderInfoLog(const WebGLShader& shader, nsACString& retval);
void GetShaderInfoLog(const WebGLShader& shader, nsAString& retval);
void GetShaderSource(const WebGLShader& shader, nsAString& retval);
JS::Value GetUniform(JSContext* cx, const WebGLProgram& prog,
const WebGLUniformLocation& loc);
void GetUniform(JSContext* cx, const WebGLProgram& prog,
const WebGLUniformLocation& loc,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetUniform(cx, prog, loc));
}
already_AddRefed<WebGLUniformLocation>
GetUniformLocation(const WebGLProgram& prog, const nsAString& name);
void Hint(GLenum target, GLenum mode);
bool IsFramebuffer(const WebGLFramebuffer* fb);
bool IsProgram(const WebGLProgram* prog);
bool IsRenderbuffer(const WebGLRenderbuffer* rb);
bool IsShader(const WebGLShader* shader);
bool IsVertexArray(const WebGLVertexArray* vao);
void LineWidth(GLfloat width);
void LinkProgram(WebGLProgram& prog);
void PixelStorei(GLenum pname, GLint param);
void PolygonOffset(GLfloat factor, GLfloat units);
already_AddRefed<layers::SharedSurfaceTextureClient> GetVRFrame();
////
webgl::PackingInfo
ValidImplementationColorReadPI(const webgl::FormatUsageInfo* usage) const;
protected:
bool ReadPixels_SharedPrecheck(dom::CallerType aCallerType,
ErrorResult& out_error);
void ReadPixelsImpl(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, void* data, uint32_t dataLen);
bool DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum format,
GLenum destType, void* dest, uint32_t dataLen,
uint32_t rowStride);
public:
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, const dom::Nullable<dom::ArrayBufferView>& maybeView,
dom::CallerType aCallerType, ErrorResult& rv)
{
const char funcName[] = "readPixels";
if (maybeView.IsNull()) {
ErrorInvalidValue("%s: `pixels` must not be null.", funcName);
return;
}
ReadPixels(x, y, width, height, format, type, maybeView.Value(), 0,
aCallerType, rv);
}
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, WebGLsizeiptr offset,
dom::CallerType, ErrorResult& out_error);
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, const dom::ArrayBufferView& dstData, GLuint dstOffset,
dom::CallerType, ErrorResult& out_error);
////
void RenderbufferStorage(GLenum target, GLenum internalFormat,
GLsizei width, GLsizei height);
protected:
void RenderbufferStorage_base(const char* funcName, GLenum target,
GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height);
public:
void SampleCoverage(GLclampf value, WebGLboolean invert);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderSource(WebGLShader& shader, const nsAString& source);
void StencilFunc(GLenum func, GLint ref, GLuint mask);
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilMask(GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass);
//////
void Uniform1f(WebGLUniformLocation* loc, GLfloat x);
void Uniform2f(WebGLUniformLocation* loc, GLfloat x, GLfloat y);
void Uniform3f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z);
void Uniform4f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void Uniform1i(WebGLUniformLocation* loc, GLint x);
void Uniform2i(WebGLUniformLocation* loc, GLint x, GLint y);
void Uniform3i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z);
void Uniform4i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z, GLint w);
void Uniform1ui(WebGLUniformLocation* loc, GLuint v0);
void Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1);
void Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2);
void Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2,
GLuint v3);
//////////////////////////
typedef dom::Float32ArrayOrUnrestrictedFloatSequence Float32ListU;
typedef dom::Int32ArrayOrLongSequence Int32ListU;
typedef dom::Uint32ArrayOrUnsignedLongSequence Uint32ListU;
protected:
template<typename elemT, typename viewT>
struct Arr {
const size_t elemCount;
const elemT* const elemBytes;
private:
static size_t ComputeAndReturnLength(const viewT& view) {
view.ComputeLengthAndData();
return view.LengthAllowShared();
}
public:
explicit Arr(const viewT& view)
: elemCount(ComputeAndReturnLength(view))
, elemBytes(view.DataAllowShared())
{ }
explicit Arr(const dom::Sequence<elemT>& seq)
: elemCount(seq.Length())
, elemBytes(seq.Elements())
{ }
Arr(size_t _elemCount, const elemT* _elemBytes)
: elemCount(_elemCount)
, elemBytes(_elemBytes)
{ }
////
static Arr From(const Float32ListU& list) {
if (list.IsFloat32Array())
return Arr(list.GetAsFloat32Array());
return Arr(list.GetAsUnrestrictedFloatSequence());
}
static Arr From(const Int32ListU& list) {
if (list.IsInt32Array())
return Arr(list.GetAsInt32Array());
return Arr(list.GetAsLongSequence());
}
static Arr From(const Uint32ListU& list) {
if (list.IsUint32Array())
return Arr(list.GetAsUint32Array());
return Arr(list.GetAsUnsignedLongSequence());
}
};
typedef Arr<GLfloat, dom::Float32Array> Float32Arr;
typedef Arr<GLint, dom::Int32Array> Int32Arr;
typedef Arr<GLuint, dom::Uint32Array> Uint32Arr;
////////////////
void UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride);
void UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride);
void UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Uint32Arr& arr, GLuint elemOffset, GLuint elemCountOverride);
void UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B,
WebGLUniformLocation* loc, bool transpose,
const Float32Arr& arr, GLuint elemOffset,
GLuint elemCountOverride);
////////////////
public:
#define FOO(N) \
void Uniform ## N ## fv(WebGLUniformLocation* loc, const Float32ListU& list, \
GLuint elemOffset = 0, GLuint elemCountOverride = 0) \
{ \
UniformNfv("uniform" #N "fv", N, loc, Float32Arr::From(list), elemOffset, \
elemCountOverride); \
}
FOO(1)
FOO(2)
FOO(3)
FOO(4)
#undef FOO
//////
#define FOO(N) \
void Uniform ## N ## iv(WebGLUniformLocation* loc, const Int32ListU& list, \
GLuint elemOffset = 0, GLuint elemCountOverride = 0) \
{ \
UniformNiv("uniform" #N "iv", N, loc, Int32Arr::From(list), elemOffset, \
elemCountOverride); \
}
FOO(1)
FOO(2)
FOO(3)
FOO(4)
#undef FOO
//////
#define FOO(N) \
void Uniform ## N ## uiv(WebGLUniformLocation* loc, const Uint32ListU& list, \
GLuint elemOffset = 0, GLuint elemCountOverride = 0) \
{ \
UniformNuiv("uniform" #N "uiv", N, loc, Uint32Arr::From(list), elemOffset, \
elemCountOverride); \
}
FOO(1)
FOO(2)
FOO(3)
FOO(4)
#undef FOO
//////
#define FOO(X,A,B) \
void UniformMatrix ## X ## fv(WebGLUniformLocation* loc, bool transpose, \
const Float32ListU& list, GLuint elemOffset = 0, \
GLuint elemCountOverride = 0) \
{ \
UniformMatrixAxBfv("uniformMatrix" #X "fv", A, B, loc, transpose, \
Float32Arr::From(list), elemOffset, elemCountOverride); \
}
FOO(2,2,2)
FOO(2x3,2,3)
FOO(2x4,2,4)
FOO(3x2,3,2)
FOO(3,3,3)
FOO(3x4,3,4)
FOO(4x2,4,2)
FOO(4x3,4,3)
FOO(4,4,4)
#undef FOO
////////////////////////////////////
void UseProgram(WebGLProgram* prog);
bool ValidateAttribArraySetter(const char* name, uint32_t count,
uint32_t arrayLength);
bool ValidateUniformLocation(WebGLUniformLocation* loc, const char* funcName);
bool ValidateUniformSetter(WebGLUniformLocation* loc, uint8_t setterSize,
GLenum setterType, const char* funcName);
bool ValidateUniformArraySetter(WebGLUniformLocation* loc,
uint8_t setterElemSize, GLenum setterType,
uint32_t setterArraySize, const char* funcName,
uint32_t* out_numElementsToUpload);
bool ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc,
uint8_t setterCols,
uint8_t setterRows,
GLenum setterType,
uint32_t setterArraySize,
bool setterTranspose,
const char* funcName,
uint32_t* out_numElementsToUpload);
void ValidateProgram(const WebGLProgram& prog);
bool ValidateUniformLocation(const char* info, WebGLUniformLocation* loc);
bool ValidateSamplerUniformSetter(const char* info,
WebGLUniformLocation* loc, GLint value);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// -----------------------------------------------------------------------------
// WEBGL_lose_context
public:
void LoseContext();
void RestoreContext();
// -----------------------------------------------------------------------------
// Buffer Objects (WebGLContextBuffers.cpp)
void BindBuffer(GLenum target, WebGLBuffer* buffer);
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buf);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
WebGLintptr offset, WebGLsizeiptr size);
private:
void BufferDataImpl(GLenum target, size_t dataLen, const uint8_t* data, GLenum usage);
public:
void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage);
void BufferData(GLenum target, const dom::Nullable<dom::ArrayBuffer>& maybeSrc,
GLenum usage);
void BufferData(GLenum target, const dom::ArrayBufferView& srcData, GLenum usage,
GLuint srcElemOffset = 0, GLuint srcElemCountOverride = 0);
private:
void BufferSubDataImpl(GLenum target, WebGLsizeiptr dstByteOffset,
size_t srcDataLen, const uint8_t* srcData);
public:
void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset,
const dom::ArrayBufferView& src, GLuint srcElemOffset = 0,
GLuint srcElemCountOverride = 0);
void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset,
const dom::ArrayBuffer& src);
void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset,
const dom::SharedArrayBuffer& src);
already_AddRefed<WebGLBuffer> CreateBuffer();
void DeleteBuffer(WebGLBuffer* buf);
bool IsBuffer(WebGLBuffer* buf);
protected:
// bound buffer state
WebGLRefPtr<WebGLBuffer> mBoundArrayBuffer;
WebGLRefPtr<WebGLBuffer> mBoundCopyReadBuffer;
WebGLRefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
WebGLRefPtr<WebGLBuffer> mBoundPixelPackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
WebGLRefPtr<WebGLBuffer> mBoundUniformBuffer;
std::vector<IndexedBufferBinding> mIndexedUniformBufferBindings;
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
GLuint index);
// -----------------------------------------------------------------------------
// Queries (WebGL2ContextQueries.cpp)
protected:
WebGLRefPtr<WebGLQuery> mQuerySlot_SamplesPassed;
WebGLRefPtr<WebGLQuery> mQuerySlot_TFPrimsWritten;
WebGLRefPtr<WebGLQuery> mQuerySlot_TimeElapsed;
WebGLRefPtr<WebGLQuery>*
ValidateQuerySlotByTarget(const char* funcName, GLenum target);
public:
already_AddRefed<WebGLQuery> CreateQuery(const char* funcName = nullptr);
void DeleteQuery(WebGLQuery* query, const char* funcName = nullptr);
bool IsQuery(const WebGLQuery* query, const char* funcName = nullptr);
void BeginQuery(GLenum target, WebGLQuery& query, const char* funcName = nullptr);
void EndQuery(GLenum target, const char* funcName = nullptr);
void GetQuery(JSContext* cx, GLenum target, GLenum pname,
JS::MutableHandleValue retval, const char* funcName = nullptr);
void GetQueryParameter(JSContext* cx, const WebGLQuery& query, GLenum pname,
JS::MutableHandleValue retval, const char* funcName = nullptr);
// -----------------------------------------------------------------------------
// State and State Requests (WebGLContextState.cpp)
private:
void SetEnabled(const char* funcName, GLenum cap, bool enabled);
public:
void Disable(GLenum cap) { SetEnabled("disabled", cap, false); }
void Enable(GLenum cap) { SetEnabled("enabled", cap, true); }
bool GetStencilBits(GLint* const out_stencilBits) const;
bool GetChannelBits(const char* funcName, GLenum pname, GLint* const out_val);
virtual JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv);
void GetParameter(JSContext* cx, GLenum pname,
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
{
retval.set(GetParameter(cx, pname, rv));
}
void GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index,
JS::MutableHandle<JS::Value> retval);
bool IsEnabled(GLenum cap);
private:
// State tracking slots
realGLboolean mDitherEnabled;
realGLboolean mRasterizerDiscardEnabled;
realGLboolean mScissorTestEnabled;
realGLboolean mDepthTestEnabled;
realGLboolean mStencilTestEnabled;
GLenum mGenerateMipmapHint;
bool ValidateCapabilityEnum(GLenum cap, const char* info);
realGLboolean* GetStateTrackingSlot(GLenum cap);
// Allocation debugging variables
mutable uint64_t mDataAllocGLCallCount;
void OnDataAllocCall() const {
mDataAllocGLCallCount++;
}
uint64_t GetNumGLDataAllocCalls() const {
return mDataAllocGLCallCount;
}
void OnEndOfFrame() const;
// -----------------------------------------------------------------------------
// Texture funcions (WebGLContextTextures.cpp)
public:
void ActiveTexture(GLenum texUnit);
void BindTexture(GLenum texTarget, WebGLTexture* tex);
already_AddRefed<WebGLTexture> CreateTexture();
void DeleteTexture(WebGLTexture* tex);
void GenerateMipmap(GLenum texTarget);
void GetTexParameter(JSContext*, GLenum texTarget, GLenum pname,
JS::MutableHandle<JS::Value> retval)
{
retval.set(GetTexParameter(texTarget, pname));
}
bool IsTexture(WebGLTexture* tex);
void TexParameterf(GLenum texTarget, GLenum pname, GLfloat param) {
TexParameter_base(texTarget, pname, FloatOrInt(param));
}
void TexParameteri(GLenum texTarget, GLenum pname, GLint param) {
TexParameter_base(texTarget, pname, FloatOrInt(param));
}
protected:
JS::Value GetTexParameter(GLenum texTarget, GLenum pname);
void TexParameter_base(GLenum texTarget, GLenum pname, const FloatOrInt& param);
virtual bool IsTexParamValid(GLenum pname) const;
////////////////////////////////////
public:
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border,
GLsizei imageSize, WebGLsizeiptr offset)
{
const char funcName[] = "compressedTexImage2D";
const uint8_t funcDims = 2;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&offset, 0, 0);
CompressedTexImage(funcName, funcDims, target, level, internalFormat, width,
height, depth, border, src, Some(imageSize));
}
template<typename T>
void CompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border,
const T& anySrc, GLuint viewElemOffset = 0,
GLuint viewElemLengthOverride = 0)
{
const char funcName[] = "compressedTexImage2D";
const uint8_t funcDims = 2;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride);
CompressedTexImage(funcName, funcDims, target, level, internalFormat, width,
height, depth, border, src, Nothing());
}
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLsizei imageSize, WebGLsizeiptr offset)
{
const char funcName[] = "compressedTexSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&offset, 0, 0);
CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset,
zOffset, width, height, depth, unpackFormat, src, Some(imageSize));
}
template<typename T>
void CompressedTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
const T& anySrc, GLuint viewElemOffset = 0,
GLuint viewElemLengthOverride = 0)
{
const char funcName[] = "compressedTexSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
const GLsizei depth = 1;
const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride);
CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset,
zOffset, width, height, depth, unpackFormat, src, Nothing());
}
protected:
void CompressedTexImage(const char* funcName, uint8_t funcDims, GLenum target,
GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLsizei depth, GLint border,
const TexImageSource& src, const Maybe<GLsizei>& expectedImageSize);
void CompressedTexSubImage(const char* funcName, uint8_t funcDims, GLenum target,
GLint level, GLint xOffset, GLint yOffset, GLint zOffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum unpackFormat, const TexImageSource& src,
const Maybe<GLsizei>& expectedImageSize);
////////////////////////////////////
public:
void CopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x,
GLint y, GLsizei width, GLsizei height, GLint border);
void CopyTexSubImage2D(GLenum target, GLint level, GLint xOffset,
GLint yOffset, GLint x, GLint y, GLsizei width,
GLsizei height)
{
const char funcName[] = "copyTexSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
CopyTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset,
x, y, width, height);
}
protected:
void CopyTexSubImage(const char* funcName, uint8_t funcDims, GLenum target,
GLint level, GLint xOffset, GLint yOffset, GLint zOffset,
GLint x, GLint y, GLsizei width, GLsizei height);
////////////////////////////////////
// TexImage
// Implicit width/height uploads
public:
template<typename T>
void TexImage2D(GLenum target, GLint level, GLenum internalFormat,
GLenum unpackFormat, GLenum unpackType, const T& src,
ErrorResult& out_error)
{
GLsizei width = 0;
GLsizei height = 0;
GLint border = 0;
TexImage2D(target, level, internalFormat, width, height, border, unpackFormat,
unpackType, src, out_error);
}
template<typename T>
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLenum unpackFormat, GLenum unpackType, const T& src,
ErrorResult& out_error)
{
GLsizei width = 0;
GLsizei height = 0;
TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat,
unpackType, src, out_error);
}
////
template<typename T>
void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType,
const T& anySrc, ErrorResult& out_error)
{
const TexImageSourceAdapter src(&anySrc, &out_error);
TexImage2D(target, level, internalFormat, width, height, border, unpackFormat,
unpackType, src);
}
void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType,
const dom::ArrayBufferView& view, GLuint viewElemOffset,
ErrorResult&)
{
const TexImageSourceAdapter src(&view, viewElemOffset);
TexImage2D(target, level, internalFormat, width, height, border, unpackFormat,
unpackType, src);
}
protected:
void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLint border, GLenum unpackFormat,
GLenum unpackType, const TexImageSource& src)
{
const char funcName[] = "texImage2D";
const uint8_t funcDims = 2;
const GLsizei depth = 1;
TexImage(funcName, funcDims, target, level, internalFormat, width, height, depth,
border, unpackFormat, unpackType, src);
}
void TexImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level,
GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum unpackFormat, GLenum unpackType,
const TexImageSource& src);
////
public:
template<typename T>
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLenum unpackType, const T& anySrc, ErrorResult& out_error)
{
const TexImageSourceAdapter src(&anySrc, &out_error);
TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat,
unpackType, src);
}
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLenum unpackType, const dom::ArrayBufferView& view,
GLuint viewElemOffset, ErrorResult&)
{
const TexImageSourceAdapter src(&view, viewElemOffset);
TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat,
unpackType, src);
}
protected:
void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLsizei width, GLsizei height, GLenum unpackFormat,
GLenum unpackType, const TexImageSource& src)
{
const char funcName[] = "texSubImage2D";
const uint8_t funcDims = 2;
const GLint zOffset = 0;
const GLsizei depth = 1;
TexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, width,
height, depth, unpackFormat, unpackType, src);
}
void TexSubImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level,
GLint xOffset, GLint yOffset, GLint zOffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum unpackFormat,
GLenum unpackType, const TexImageSource& src);
////////////////////////////////////
// WebGLTextureUpload.cpp
public:
UniquePtr<webgl::TexUnpackBlob>
From(const char* funcName, TexImageTarget target, GLsizei rawWidth, GLsizei rawHeight,
GLsizei rawDepth, GLint border, const TexImageSource& src,
dom::Uint8ClampedArray* const scopedArr);
protected:
bool ValidateTexImageSpecification(const char* funcName, uint8_t funcDims,
GLenum texImageTarget, GLint level,
GLsizei width, GLsizei height, GLsizei depth,
GLint border,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
WebGLTexture::ImageInfo** const out_imageInfo);
bool ValidateTexImageSelection(const char* funcName, uint8_t funcDims,
GLenum texImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint zOffset, GLsizei width,
GLsizei height, GLsizei depth,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
WebGLTexture::ImageInfo** const out_imageInfo);
bool ValidateUnpackInfo(const char* funcName, bool usePBOs, GLenum format,
GLenum type, webgl::PackingInfo* const out);
UniquePtr<webgl::TexUnpackBlob>
FromDomElem(const char* funcName, TexImageTarget target, uint32_t width,
uint32_t height, uint32_t depth, const dom::Element& elem,
ErrorResult* const out_error);
UniquePtr<webgl::TexUnpackBytes>
FromCompressed(const char* funcName, TexImageTarget target, GLsizei rawWidth,
GLsizei rawHeight, GLsizei rawDepth, GLint border,
const TexImageSource& src, const Maybe<GLsizei>& expectedImageSize);
// -----------------------------------------------------------------------------
// Vertices Feature (WebGLContextVertices.cpp)
GLenum mPrimRestartTypeBytes;
public:
void DrawArrays(GLenum mode, GLint first, GLsizei count) {
DrawArraysInstanced(mode, first, count, 1, "drawArrays");
}
void DrawElements(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset, const char* funcName = "drawElements")
{
DrawElementsInstanced(mode, count, type, byteOffset, 1, funcName);
}
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertexCount,
GLsizei instanceCount,
const char* funcName = "drawArraysInstanced");
void DrawElementsInstanced(GLenum mode, GLsizei vertexCount, GLenum type,
WebGLintptr byteOffset, GLsizei instanceCount,
const char* funcName = "drawElementsInstanced");
void EnableVertexAttribArray(GLuint index);
void DisableVertexAttribArray(GLuint index);
JS::Value GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv);
void GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
{
retval.set(GetVertexAttrib(cx, index, pname, rv));
}
WebGLsizeiptr GetVertexAttribOffset(GLuint index, GLenum pname);
////
void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w,
const char* funcName = nullptr);
////
void VertexAttrib1f(GLuint index, GLfloat x) {
VertexAttrib4f(index, x, 0, 0, 1, "vertexAttrib1f");
}
void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
VertexAttrib4f(index, x, y, 0, 1, "vertexAttrib2f");
}
void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
VertexAttrib4f(index, x, y, z, 1, "vertexAttrib3f");
}
////
void VertexAttrib1fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib1fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 1, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], 0, 0, 1, funcName);
}
void VertexAttrib2fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib2fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 2, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], 0, 1, funcName);
}
void VertexAttrib3fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib3fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 3, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], arr.elemBytes[2], 1,
funcName);
}
void VertexAttrib4fv(GLuint index, const Float32ListU& list) {
const char funcName[] = "vertexAttrib4fv";
const auto& arr = Float32Arr::From(list);
if (!ValidateAttribArraySetter(funcName, 4, arr.elemCount))
return;
VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], arr.elemBytes[2],
arr.elemBytes[3], funcName);
}
////
protected:
void VertexAttribAnyPointer(const char* funcName, bool isFuncInt, GLuint index,
GLint size, GLenum type, bool normalized, GLsizei stride,
WebGLintptr byteOffset);
public:
void VertexAttribPointer(GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset)
{
const char funcName[] = "vertexAttribPointer";
const bool isFuncInt = false;
VertexAttribAnyPointer(funcName, isFuncInt, index, size, type, normalized, stride,
byteOffset);
}
void VertexAttribDivisor(GLuint index, GLuint divisor);
private:
bool DrawArrays_check(const char* funcName, GLint first, GLsizei vertCount,
GLsizei instanceCount, Maybe<uint32_t>* out_lastVert);
bool DrawElements_check(const char* funcName, GLsizei indexCount, GLenum type,
WebGLintptr byteOffset, GLsizei instanceCount,
Maybe<uint32_t>* out_lastVert);
void Draw_cleanup(const char* funcName);
void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
bool BindArrayAttribToLocation0(WebGLProgram* prog);
// -----------------------------------------------------------------------------
// PROTECTED
protected:
WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need() const;
bool DoFakeVertexAttrib0(const char* funcName, GLuint vertexCount);
void UndoFakeVertexAttrib0();
CheckedUint32 mGeneration;
WebGLContextOptions mOptions;
bool mInvalidated;
bool mCapturedFrameInvalidated;
bool mResetLayer;
bool mOptionsFrozen;
bool mDisableExtensions;
bool mIsMesa;
bool mLoseContextOnMemoryPressure;
bool mCanLoseContextInForeground;
bool mRestoreWhenVisible;
bool mShouldPresent;
bool mDisableFragHighP;
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
GLuint mActiveTexture;
GLenum mDefaultFB_DrawBuffer0;
GLenum mDefaultFB_ReadBuffer;
// glGetError sources:
bool mEmitContextLostErrorOnce;
mutable GLenum mWebGLError;
mutable GLenum mUnderlyingGLError;
GLenum GetAndFlushUnderlyingGLErrors() const;
bool mBypassShaderValidation;
webgl::ShaderValidator* CreateShaderValidator(GLenum shaderType) const;
// some GL constants
uint32_t mGLMaxTextureUnits;
uint32_t mGLMaxVertexAttribs;
uint32_t mGLMaxFragmentUniformVectors;
uint32_t mGLMaxVertexUniformVectors;
uint32_t mGLMaxVaryingVectors;
uint32_t mGLMaxTransformFeedbackSeparateAttribs;
uint32_t mGLMaxUniformBufferBindings;
uint32_t mGLMaxVertexTextureImageUnits;
uint32_t mGLMaxFragmentTextureImageUnits;
uint32_t mGLMaxCombinedTextureImageUnits;
uint32_t mGLMaxColorAttachments;
uint32_t mGLMaxDrawBuffers;
uint32_t mGLMaxViewportDims[2];
public:
GLenum LastColorAttachmentEnum() const {
return LOCAL_GL_COLOR_ATTACHMENT0 + mGLMaxColorAttachments - 1;
}
const decltype(mOptions)& Options() const { return mOptions; }
protected:
// Texture sizes are often not actually the GL values. Let's be explicit that these
// are implementation limits.
uint32_t mGLMaxTextureSize;
uint32_t mGLMaxCubeMapTextureSize;
uint32_t mGLMax3DTextureSize;
uint32_t mGLMaxArrayTextureLayers;
uint32_t mGLMaxRenderbufferSize;
public:
GLuint MaxVertexAttribs() const {
return mGLMaxVertexAttribs;
}
GLuint GLMaxTextureUnits() const {
return mGLMaxTextureUnits;
}
float mGLAliasedLineWidthRange[2];
float mGLAliasedPointSizeRange[2];
bool IsFormatValidForFB(TexInternalFormat format) const;
protected:
// Represents current status of the context with respect to context loss.
// That is, whether the context is lost, and what part of the context loss
// process we currently are at.
// This is used to support the WebGL spec's asyncronous nature in handling
// context loss.
enum ContextStatus {
// The context is stable; there either are none or we don't know of any.
ContextNotLost,
// The context has been lost, but we have not yet sent an event to the
// script informing it of this.
ContextLostAwaitingEvent,
// The context has been lost, and we have sent the script an event
// informing it of this.
ContextLost,
// The context is lost, an event has been sent to the script, and the
// script correctly handled the event. We are waiting for the context to
// be restored.
ContextLostAwaitingRestore
};
// -------------------------------------------------------------------------
// WebGL extensions (implemented in WebGLContextExtensions.cpp)
typedef EnumeratedArray<WebGLExtensionID, WebGLExtensionID::Max,
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 08:24:48 +03:00
RefPtr<WebGLExtensionBase>> ExtensionsArrayType;
ExtensionsArrayType mExtensions;
// enable an extension. the extension should not be enabled before.
void EnableExtension(WebGLExtensionID ext);
// Enable an extension if it's supported. Return the extension on success.
WebGLExtensionBase* EnableSupportedExtension(dom::CallerType callerType,
WebGLExtensionID ext);
public:
// returns true if the extension has been enabled by calling getExtension.
bool IsExtensionEnabled(WebGLExtensionID ext) const;
protected:
// returns true if the extension is supported for this caller type (this decides what getSupportedExtensions exposes)
bool IsExtensionSupported(dom::CallerType callerType,
WebGLExtensionID ext) const;
bool IsExtensionSupported(WebGLExtensionID ext) const;
static const char* GetExtensionString(WebGLExtensionID ext);
nsTArray<GLenum> mCompressedTextureFormats;
// -------------------------------------------------------------------------
// WebGL 2 specifics (implemented in WebGL2Context.cpp)
public:
virtual bool IsWebGL2() const = 0;
struct FailureReason {
nsCString key; // For reporting.
nsCString info;
FailureReason() { }
template<typename A, typename B>
FailureReason(const A& _key, const B& _info)
: key(nsCString(_key))
, info(nsCString(_info))
{ }
};
protected:
bool InitWebGL2(FailureReason* const out_failReason);
bool CreateAndInitGL(bool forceEnabled,
std::vector<FailureReason>* const out_failReasons);
typedef already_AddRefed<gl::GLContext> FnCreateGL_T(const gl::SurfaceCaps& caps,
gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<FailureReason>* const out_failReasons);
bool CreateAndInitGLWith(FnCreateGL_T fnCreateGL, const gl::SurfaceCaps& baseCaps,
gl::CreateContextFlags flags,
std::vector<FailureReason>* const out_failReasons);
void ThrowEvent_WebGLContextCreationError(const nsACString& text);
// -------------------------------------------------------------------------
// Validation functions (implemented in WebGLContextValidate.cpp)
bool InitAndValidateGL(FailureReason* const out_failReason);
bool ValidateBlendEquationEnum(GLenum cap, const char* info);
bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor,
const char* info);
bool ValidateComparisonEnum(GLenum target, const char* info);
bool ValidateStencilOpEnum(GLenum action, const char* info);
bool ValidateFaceEnum(GLenum face, const char* info);
bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateDrawModeEnum(GLenum mode, const char* info);
bool ValidateAttribIndex(GLuint index, const char* info);
bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset, const char* info);
bool ValidateStencilParamsForDrawCall();
bool ValidateCopyTexImage(TexInternalFormat srcFormat, TexInternalFormat dstformat,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexImage(TexImageTarget texImageTarget,
GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint width, GLint height, GLint depth,
GLint border, GLenum format, GLenum type,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageFormatAndType(GLenum format, GLenum type,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageInternalFormat(GLenum format,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCopyTexImageInternalFormat(GLenum format,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level,
GLint width, GLint height, GLint depth,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width,
GLsizei height, GLsizei depth,
GLsizei baseWidth, GLsizei baseHeight,
GLsizei baseDepth, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageSize(GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLsizei levelWidth,
GLsizei levelHeight, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat,
GLsizei width, GLsizei height,
uint32_t byteLength,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateUniformLocationForProgram(WebGLUniformLocation* location,
WebGLProgram* program,
const char* funcName);
bool HasDrawBuffers() const {
return IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers);
}
WebGLRefPtr<WebGLBuffer>* ValidateBufferSlot(const char* funcName, GLenum target);
public:
WebGLBuffer* ValidateBufferSelection(const char* funcName, GLenum target);
protected:
IndexedBufferBinding* ValidateIndexedBufferSlot(const char* funcName, GLenum target,
GLuint index);
bool ValidateIndexedBufferBinding(const char* funcName, GLenum target, GLuint index,
WebGLRefPtr<WebGLBuffer>** const out_genericBinding,
IndexedBufferBinding** const out_indexedBinding);
bool ValidateNonNegative(const char* funcName, const char* argName, int64_t val) {
if (MOZ_UNLIKELY(val < 0)) {
ErrorInvalidValue("%s: `%s` must be non-negative.", funcName, argName);
return false;
}
return true;
}
public:
template<typename T>
bool ValidateNonNull(const char* funcName, const dom::Nullable<T>& maybe) {
if (maybe.IsNull()) {
ErrorInvalidValue("%s: `null` is invalid.", funcName);
return false;
}
return true;
}
bool ValidateArrayBufferView(const char* funcName, const dom::ArrayBufferView& view,
GLuint elemOffset, GLuint elemCountOverride,
uint8_t** const out_bytes, size_t* const out_byteLen);
protected:
////
void Invalidate();
void DestroyResourcesAndContext();
// helpers
bool ConvertImage(size_t width, size_t height, size_t srcStride,
size_t dstStride, const uint8_t* src, uint8_t* dst,
WebGLTexelFormat srcFormat, bool srcPremultiplied,
WebGLTexelFormat dstFormat, bool dstPremultiplied,
size_t dstTexelSize);
//////
public:
bool ValidateObjectAllowDeleted(const char* funcName,
const WebGLContextBoundObject& object)
{
if (!object.IsCompatibleWithContext(this)) {
ErrorInvalidOperation("%s: Object from different WebGL context (or older"
" generation of this one) passed as argument.",
funcName);
return false;
}
return true;
}
bool ValidateObject(const char* funcName, const WebGLDeletableObject& object,
bool isShaderOrProgram = false)
{
if (!ValidateObjectAllowDeleted(funcName, object))
return false;
if (isShaderOrProgram) {
/* GLES 3.0.5 p45:
* "Commands that accept shader or program object names will generate the
* error INVALID_VALUE if the provided name is not the name of either a
* shader or program object[.]"
* Further, shaders and programs appear to be different from other objects,
* in that their lifetimes are better defined. However, they also appear to
* allow use of objects marked for deletion, and only reject
* actually-destroyed objects.
*/
if (object.IsDeleted()) {
ErrorInvalidValue("%s: Shader or program object argument cannot have been"
" deleted.",
funcName);
return false;
}
} else {
if (object.IsDeleteRequested()) {
ErrorInvalidOperation("%s: Object argument cannot have been marked for"
" deletion.",
funcName);
return false;
}
}
return true;
}
////
bool ValidateObject(const char* funcName, const WebGLProgram& object);
bool ValidateObject(const char* funcName, const WebGLShader& object);
////
bool ValidateIsObject(const char* funcName,
const WebGLDeletableObject* object) const
{
if (IsContextLost())
return false;
if (!object)
return false;
if (!object->IsCompatibleWithContext(this))
return false;
if (object->IsDeleted())
return false;
return true;
}
bool ValidateDeleteObject(const char* funcName, const WebGLDeletableObject* object) {
if (IsContextLost())
return false;
if (!object)
return false;
if (!ValidateObjectAllowDeleted(funcName, *object))
return false;
if (object->IsDeleteRequested())
return false;
return true;
}
////
private:
// -------------------------------------------------------------------------
// Context customization points
virtual WebGLVertexArray* CreateVertexArrayImpl();
public:
void ForceLoseContext(bool simulateLoss = false);
protected:
void ForceRestoreContext();
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBoundCubeMapTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBound3DTextures;
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DArrayTextures;
nsTArray<WebGLRefPtr<WebGLSampler> > mBoundSamplers;
void ResolveTexturesForDraw() const;
WebGLRefPtr<WebGLProgram> mCurrentProgram;
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 08:24:48 +03:00
RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
bool ValidateFramebufferTarget(GLenum target, const char* const info);
bool ValidateInvalidateFramebuffer(const char* funcName, GLenum target,
const dom::Sequence<GLenum>& attachments,
ErrorResult* const out_rv,
std::vector<GLenum>* const scopedVector,
GLsizei* const out_glNumAttachments,
const GLenum** const out_glAttachments);
WebGLRefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
WebGLRefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
WebGLRefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
WebGLRefPtr<WebGLVertexArray> mBoundVertexArray;
LinkedList<WebGLBuffer> mBuffers;
LinkedList<WebGLFramebuffer> mFramebuffers;
LinkedList<WebGLProgram> mPrograms;
LinkedList<WebGLQuery> mQueries;
LinkedList<WebGLRenderbuffer> mRenderbuffers;
LinkedList<WebGLSampler> mSamplers;
LinkedList<WebGLShader> mShaders;
LinkedList<WebGLSync> mSyncs;
LinkedList<WebGLTexture> mTextures;
LinkedList<WebGLTransformFeedback> mTransformFeedbacks;
LinkedList<WebGLVertexArray> mVertexArrays;
WebGLRefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
WebGLRefPtr<WebGLVertexArray> mDefaultVertexArray;
// PixelStore parameters
uint32_t mPixelStore_UnpackImageHeight;
uint32_t mPixelStore_UnpackSkipImages;
uint32_t mPixelStore_UnpackRowLength;
uint32_t mPixelStore_UnpackSkipRows;
uint32_t mPixelStore_UnpackSkipPixels;
uint32_t mPixelStore_UnpackAlignment;
uint32_t mPixelStore_PackRowLength;
uint32_t mPixelStore_PackSkipRows;
uint32_t mPixelStore_PackSkipPixels;
uint32_t mPixelStore_PackAlignment;
CheckedUint32 GetUnpackSize(bool isFunc3D, uint32_t width, uint32_t height,
uint32_t depth, uint8_t bytesPerPixel);
bool ValidatePackSize(const char* funcName, uint32_t width, uint32_t height,
uint8_t bytesPerPixel, uint32_t* const out_rowStride,
uint32_t* const out_endOffset);
GLenum mPixelStore_ColorspaceConversion;
bool mPixelStore_FlipY;
bool mPixelStore_PremultiplyAlpha;
bool mPixelStore_RequireFastPath;
////////////////////////////////////
class FakeBlackTexture {
public:
static UniquePtr<FakeBlackTexture> Create(gl::GLContext* gl,
TexTarget target,
FakeBlackType type);
gl::GLContext* const mGL;
const GLuint mGLName;
~FakeBlackTexture();
protected:
explicit FakeBlackTexture(gl::GLContext* gl);
};
UniquePtr<FakeBlackTexture> mFakeBlack_2D_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_2D_0001;
UniquePtr<FakeBlackTexture> mFakeBlack_CubeMap_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_CubeMap_0001;
UniquePtr<FakeBlackTexture> mFakeBlack_3D_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_3D_0001;
UniquePtr<FakeBlackTexture> mFakeBlack_2D_Array_0000;
UniquePtr<FakeBlackTexture> mFakeBlack_2D_Array_0001;
bool BindFakeBlack(uint32_t texUnit, TexTarget target, FakeBlackType fakeBlack);
////////////////////////////////////
protected:
GLuint mEmptyTFO;
// Generic Vertex Attributes
// Though CURRENT_VERTEX_ATTRIB is listed under "Vertex Shader State" in the spec
// state tables, this isn't vertex shader /object/ state. This array is merely state
// useful to vertex shaders, but is global state.
UniquePtr<GLenum[]> mGenericVertexAttribTypes;
uint8_t mGenericVertexAttrib0Data[sizeof(float) * 4];
CacheMapInvalidator mGenericVertexAttribTypeInvalidator;
GLuint mFakeVertexAttrib0BufferObject;
size_t mFakeVertexAttrib0BufferObjectSize;
bool mFakeVertexAttrib0DataDefined;
uint8_t mFakeVertexAttrib0Data[sizeof(float) * 4];
JSObject* GetVertexAttribFloat32Array(JSContext* cx, GLuint index);
JSObject* GetVertexAttribInt32Array(JSContext* cx, GLuint index);
JSObject* GetVertexAttribUint32Array(JSContext* cx, GLuint index);
GLint mStencilRefFront;
GLint mStencilRefBack;
GLuint mStencilValueMaskFront;
GLuint mStencilValueMaskBack;
GLuint mStencilWriteMaskFront;
GLuint mStencilWriteMaskBack;
uint8_t mColorWriteMask; // bitmask
realGLboolean mDepthWriteMask;
GLfloat mColorClearValue[4];
GLint mStencilClearValue;
GLfloat mDepthClearValue;
GLint mViewportX;
GLint mViewportY;
GLsizei mViewportWidth;
GLsizei mViewportHeight;
bool mAlreadyWarnedAboutViewportLargerThanDest;
GLfloat mLineWidth;
WebGLContextLossHandler mContextLossHandler;
bool mAllowContextRestore;
bool mLastLossWasSimulated;
ContextStatus mContextStatus;
bool mContextLostErrorSet;
// Used for some hardware (particularly Tegra 2 and 4) that likes to
// be Flushed while doing hundreds of draw calls.
int mDrawCallsSinceLastFlush;
mutable int mAlreadyGeneratedWarnings;
int mMaxWarnings;
bool mAlreadyWarnedAboutFakeVertexAttrib0;
bool ShouldGenerateWarnings() const;
bool ShouldGeneratePerfWarnings() const {
return mNumPerfWarnings < mMaxPerfWarnings;
}
uint64_t mLastUseIndex;
bool mNeedsFakeNoAlpha;
bool mNeedsFakeNoDepth;
bool mNeedsFakeNoStencil;
bool mNeedsFakeNoStencil_UserFBs;
mutable uint8_t mDriverColorMask;
bool mDriverDepthTest;
bool mDriverStencilTest;
bool mNeedsIndexValidation;
const bool mAllowFBInvalidation;
bool Has64BitTimestamps() const;
// --
const uint8_t mMsaaSamples;
mutable gfx::IntSize mRequestedSize;
mutable UniquePtr<gl::MozFramebuffer> mDefaultFB;
mutable bool mDefaultFB_IsInvalid;
mutable UniquePtr<gl::MozFramebuffer> mResolvedDefaultFB;
// --
bool EnsureDefaultFB(const char* funcName);
bool ValidateAndInitFB(const char* funcName, const WebGLFramebuffer* fb);
void DoBindFB(const WebGLFramebuffer* fb, GLenum target = LOCAL_GL_FRAMEBUFFER) const;
bool BindCurFBForDraw(const char* funcName);
bool BindCurFBForColorRead(const char* funcName,
const webgl::FormatUsageInfo** out_format,
uint32_t* out_width, uint32_t* out_height);
void DoColorMask(uint8_t bitmask) const;
void BlitBackbufferToCurDriverFB() const;
bool BindDefaultFBForRead(const char* funcName);
// --
public:
void LoseOldestWebGLContextIfLimitExceeded();
void UpdateLastUseIndex();
template <typename WebGLObjectType>
JS::Value WebGLObjectAsJSValue(JSContext* cx, const WebGLObjectType*,
ErrorResult& rv) const;
template <typename WebGLObjectType>
JSObject* WebGLObjectAsJSObject(JSContext* cx, const WebGLObjectType*,
ErrorResult& rv) const;
#ifdef XP_MACOSX
// see bug 713305. This RAII helper guarantees that we're on the discrete GPU, during its lifetime
// Debouncing note: we don't want to switch GPUs too frequently, so try to not create and destroy
// these objects at high frequency. Having WebGLContext's hold one such object seems fine,
// because WebGLContext objects only go away during GC, which shouldn't happen too frequently.
// If in the future GC becomes much more frequent, we may have to revisit then (maybe use a timer).
ForceDiscreteGPUHelperCGL mForceDiscreteGPUHelper;
#endif
public:
// console logging helpers
void GenerateWarning(const char* fmt, ...) const MOZ_FORMAT_PRINTF(2, 3);
void GenerateWarning(const char* fmt, va_list ap) const MOZ_FORMAT_PRINTF(2, 0);
void GeneratePerfWarning(const char* fmt, ...) const MOZ_FORMAT_PRINTF(2, 3);
public:
UniquePtr<webgl::FormatUsageAuthority> mFormatUsage;
virtual UniquePtr<webgl::FormatUsageAuthority>
CreateFormatUsage(gl::GLContext* gl) const = 0;
const decltype(mBound2DTextures)* TexListForElemType(GLenum elemType) const;
void UpdateMaxDrawBuffers();
// Friend list
friend class ScopedCopyTexImageSource;
friend class ScopedResolveTexturesForDraw;
friend class ScopedUnpackReset;
friend class webgl::TexUnpackBlob;
friend class webgl::TexUnpackBytes;
friend class webgl::TexUnpackImage;
friend class webgl::TexUnpackSurface;
friend struct webgl::UniformInfo;
friend class WebGLTexture;
friend class WebGLFBAttachPoint;
friend class WebGLFramebuffer;
friend class WebGLRenderbuffer;
friend class WebGLProgram;
friend class WebGLQuery;
friend class WebGLBuffer;
friend class WebGLSampler;
friend class WebGLShader;
friend class WebGLSync;
friend class WebGLTransformFeedback;
friend class WebGLUniformLocation;
friend class WebGLVertexArray;
friend class WebGLVertexArrayFake;
friend class WebGLVertexArrayGL;
};
// used by DOM bindings in conjunction with GetParentObject
inline nsISupports*
ToSupports(WebGLContext* webgl)
{
return static_cast<nsIDOMWebGLRenderingContext*>(webgl);
}
// Returns `value` rounded to the next highest multiple of `multiple`.
// AKA PadToAlignment, StrideForAlignment.
template<typename V, typename M>
V
RoundUpToMultipleOf(const V& value, const M& multiple)
{
return ((value + multiple - 1) / multiple) * multiple;
}
bool
ValidateTexTarget(WebGLContext* webgl, const char* funcName, uint8_t funcDims,
GLenum rawTexTarget, TexTarget* const out_texTarget,
WebGLTexture** const out_tex);
bool
ValidateTexImageTarget(WebGLContext* webgl, const char* funcName, uint8_t funcDims,
GLenum rawTexImageTarget, TexImageTarget* const out_texImageTarget,
WebGLTexture** const out_tex);
class ScopedUnpackReset final
: public gl::ScopedGLWrapper<ScopedUnpackReset>
{
friend struct gl::ScopedGLWrapper<ScopedUnpackReset>;
private:
WebGLContext* const mWebGL;
public:
explicit ScopedUnpackReset(WebGLContext* webgl);
private:
void UnwrapImpl();
};
class ScopedFBRebinder final
: public gl::ScopedGLWrapper<ScopedFBRebinder>
{
friend struct gl::ScopedGLWrapper<ScopedFBRebinder>;
private:
WebGLContext* const mWebGL;
public:
explicit ScopedFBRebinder(WebGLContext* webgl)
: ScopedGLWrapper<ScopedFBRebinder>(webgl->gl)
, mWebGL(webgl)
{ }
private:
void UnwrapImpl();
};
class ScopedLazyBind final
: public gl::ScopedGLWrapper<ScopedLazyBind>
{
friend struct gl::ScopedGLWrapper<ScopedLazyBind>;
const GLenum mTarget;
const WebGLBuffer* const mBuf;
public:
ScopedLazyBind(gl::GLContext* gl, GLenum target, const WebGLBuffer* buf);
private:
void UnwrapImpl();
};
////
bool
Intersect(int32_t srcSize, int32_t read0, int32_t readSize, int32_t* out_intRead0,
int32_t* out_intWrite0, int32_t* out_intSize);
uint64_t
AvailGroups(uint64_t totalAvailItems, uint64_t firstItemOffset, uint32_t groupSize,
uint32_t groupStride);
////
class ScopedDrawCallWrapper final
{
public:
WebGLContext& mWebGL;
explicit ScopedDrawCallWrapper(WebGLContext& webgl);
~ScopedDrawCallWrapper();
};
////
void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
const std::vector<IndexedBufferBinding>& field,
const char* name, uint32_t flags = 0);
void
ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field);
} // namespace mozilla
#endif