gecko-dev/dom/canvas/WebGLContext.cpp

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75 KiB
C++
Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 20; 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/. */
#include "WebGLContext.h"
#include <queue>
#include "AccessCheck.h"
#include "gfxContext.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPattern.h"
#include "gfxPrefs.h"
#include "gfxUtils.h"
#include "GLBlitHelper.h"
#include "GLContext.h"
#include "GLContextProvider.h"
#include "GLReadTexImageHelper.h"
#include "GLScreenBuffer.h"
#include "ImageContainer.h"
#include "ImageEncoder.h"
#include "Layers.h"
#include "LayerUserData.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/Event.h"
#include "mozilla/dom/HTMLVideoElement.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/WebGLContextEvent.h"
#include "mozilla/EnumeratedArrayCycleCollection.h"
#include "mozilla/Preferences.h"
#include "mozilla/ProcessPriorityManager.h"
#include "mozilla/ScopeExit.h"
#include "mozilla/Services.h"
#include "mozilla/Telemetry.h"
#include "nsContentUtils.h"
#include "nsDisplayList.h"
#include "nsError.h"
#include "nsIClassInfoImpl.h"
#include "nsIConsoleService.h"
#include "nsIDOMEvent.h"
#include "nsIGfxInfo.h"
#include "nsIObserverService.h"
#include "nsIVariant.h"
#include "nsIWidget.h"
#include "nsIXPConnect.h"
#include "nsServiceManagerUtils.h"
#include "nsSVGEffects.h"
#include "prenv.h"
#include "ScopedGLHelpers.h"
#include "VRManagerChild.h"
#include "mozilla/layers/TextureClientSharedSurface.h"
// Local
#include "CanvasUtils.h"
#include "WebGL1Context.h"
#include "WebGLActiveInfo.h"
#include "WebGLBuffer.h"
#include "WebGLContextLossHandler.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLFramebuffer.h"
#include "WebGLMemoryTracker.h"
#include "WebGLObjectModel.h"
#include "WebGLProgram.h"
#include "WebGLQuery.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLSync.h"
#include "WebGLTransformFeedback.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#ifdef MOZ_WIDGET_COCOA
#include "nsCocoaFeatures.h"
#endif
#ifdef XP_WIN
#include "WGLLibrary.h"
#endif
// Generated
#include "mozilla/dom/WebGLRenderingContextBinding.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
using namespace mozilla::layers;
WebGLContextOptions::WebGLContextOptions()
: alpha(true)
, depth(true)
, stencil(false)
, premultipliedAlpha(true)
, antialias(true)
, preserveDrawingBuffer(false)
, failIfMajorPerformanceCaveat(false)
{
// Set default alpha state based on preference.
if (gfxPrefs::WebGLDefaultNoAlpha())
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alpha = false;
}
/*static*/ const uint32_t WebGLContext::kMinMaxColorAttachments = 4;
/*static*/ const uint32_t WebGLContext::kMinMaxDrawBuffers = 4;
WebGLContext::WebGLContext()
: WebGLContextUnchecked(nullptr)
, mMaxPerfWarnings(gfxPrefs::WebGLMaxPerfWarnings())
, mNumPerfWarnings(0)
, mMaxAcceptableFBStatusInvals(gfxPrefs::WebGLMaxAcceptableFBStatusInvals())
, mDataAllocGLCallCount(0)
, mBufferFetchingIsVerified(false)
, mBufferFetchingHasPerVertex(false)
, mMaxFetchedVertices(0)
, mMaxFetchedInstances(0)
, mLayerIsMirror(false)
, mBypassShaderValidation(false)
, mEmptyTFO(0)
, mContextLossHandler(this)
, mNeedsFakeNoAlpha(false)
, mNeedsFakeNoDepth(false)
, mNeedsFakeNoStencil(false)
, mNeedsEmulatedLoneDepthStencil(false)
, mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation())
{
mGeneration = 0;
mInvalidated = false;
mCapturedFrameInvalidated = false;
mShouldPresent = true;
mResetLayer = true;
mOptionsFrozen = false;
mMinCapability = false;
mDisableExtensions = false;
mIsMesa = false;
mEmitContextLostErrorOnce = false;
mWebGLError = 0;
mUnderlyingGLError = 0;
mActiveTexture = 0;
mStencilRefFront = 0;
mStencilRefBack = 0;
mStencilValueMaskFront = 0;
mStencilValueMaskBack = 0;
mStencilWriteMaskFront = 0;
mStencilWriteMaskBack = 0;
mDepthWriteMask = 0;
mStencilClearValue = 0;
mDepthClearValue = 0;
mContextLostErrorSet = false;
mViewportX = 0;
mViewportY = 0;
mViewportWidth = 0;
mViewportHeight = 0;
mDitherEnabled = 1;
mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
mScissorTestEnabled = 0;
mStencilTestEnabled = 0;
if (NS_IsMainThread()) {
// XXX mtseng: bug 709490, not thread safe
WebGLMemoryTracker::AddWebGLContext(this);
}
mAllowContextRestore = true;
mLastLossWasSimulated = false;
mContextStatus = ContextNotLost;
mLoseContextOnMemoryPressure = false;
mCanLoseContextInForeground = true;
mRestoreWhenVisible = false;
mAlreadyGeneratedWarnings = 0;
mAlreadyWarnedAboutFakeVertexAttrib0 = false;
mAlreadyWarnedAboutViewportLargerThanDest = false;
mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
if (mMaxWarnings < -1) {
GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
mMaxWarnings = 0;
}
mLastUseIndex = 0;
InvalidateBufferFetching();
mDisableFragHighP = false;
mDrawCallsSinceLastFlush = 0;
}
WebGLContext::~WebGLContext()
{
RemovePostRefreshObserver();
DestroyResourcesAndContext();
if (NS_IsMainThread()) {
// XXX mtseng: bug 709490, not thread safe
WebGLMemoryTracker::RemoveWebGLContext(this);
}
}
template<typename T>
void
ClearLinkedList(LinkedList<T>& list)
{
while (!list.isEmpty()) {
list.getLast()->DeleteOnce();
}
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (!gl)
return;
gl->MakeCurrent();
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBound3DTextures.Clear();
mBound2DArrayTextures.Clear();
mBoundSamplers.Clear();
mBoundArrayBuffer = nullptr;
mBoundCopyReadBuffer = nullptr;
mBoundCopyWriteBuffer = nullptr;
mBoundPixelPackBuffer = nullptr;
mBoundPixelUnpackBuffer = nullptr;
mBoundUniformBuffer = nullptr;
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
mBoundDrawFramebuffer = nullptr;
mBoundReadFramebuffer = nullptr;
mBoundRenderbuffer = nullptr;
mBoundVertexArray = nullptr;
mDefaultVertexArray = nullptr;
mBoundTransformFeedback = nullptr;
mDefaultTransformFeedback = nullptr;
mQuerySlot_SamplesPassed = nullptr;
mQuerySlot_TFPrimsWritten = nullptr;
mQuerySlot_TimeElapsed = nullptr;
mIndexedUniformBufferBindings.clear();
//////
ClearLinkedList(mBuffers);
ClearLinkedList(mFramebuffers);
ClearLinkedList(mPrograms);
ClearLinkedList(mQueries);
ClearLinkedList(mRenderbuffers);
ClearLinkedList(mSamplers);
ClearLinkedList(mShaders);
ClearLinkedList(mSyncs);
ClearLinkedList(mTextures);
ClearLinkedList(mTransformFeedbacks);
ClearLinkedList(mVertexArrays);
//////
if (mEmptyTFO) {
gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
mEmptyTFO = 0;
}
//////
mFakeBlack_2D_0000 = nullptr;
mFakeBlack_2D_0001 = nullptr;
mFakeBlack_CubeMap_0000 = nullptr;
mFakeBlack_CubeMap_0001 = nullptr;
mFakeBlack_3D_0000 = nullptr;
mFakeBlack_3D_0001 = nullptr;
mFakeBlack_2D_Array_0000 = nullptr;
mFakeBlack_2D_Array_0001 = nullptr;
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
mFakeVertexAttrib0BufferObject = 0;
}
// disable all extensions except "WEBGL_lose_context". see bug #927969
// spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
WebGLExtensionID extension = WebGLExtensionID(i);
if (!IsExtensionEnabled(extension) || (extension == WebGLExtensionID::WEBGL_lose_context))
continue;
mExtensions[extension]->MarkLost();
mExtensions[extension] = nullptr;
}
// We just got rid of everything, so the context had better
// have been going away.
if (GLContext::ShouldSpew()) {
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
}
MOZ_ASSERT(gl);
mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
MOZ_ASSERT(!gl);
}
void
WebGLContext::Invalidate()
{
if (!mCanvasElement)
return;
mCapturedFrameInvalidated = true;
if (mInvalidated)
return;
nsSVGEffects::InvalidateDirectRenderingObservers(mCanvasElement);
mInvalidated = true;
mCanvasElement->InvalidateCanvasContent(nullptr);
}
void
WebGLContext::OnVisibilityChange()
{
if (!IsContextLost()) {
return;
}
if (!mRestoreWhenVisible || mLastLossWasSimulated) {
return;
}
ForceRestoreContext();
}
void
WebGLContext::OnMemoryPressure()
{
bool shouldLoseContext = mLoseContextOnMemoryPressure;
if (!mCanLoseContextInForeground &&
ProcessPriorityManager::CurrentProcessIsForeground())
{
shouldLoseContext = false;
}
if (shouldLoseContext)
ForceLoseContext();
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
ErrorResult& aRvForDictionaryInit)
{
if (options.isNullOrUndefined() && mOptionsFrozen)
return NS_OK;
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WebGLContextAttributes attributes;
if (!attributes.Init(cx, options)) {
aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
return NS_ERROR_UNEXPECTED;
}
WebGLContextOptions newOpts;
newOpts.stencil = attributes.mStencil;
newOpts.depth = attributes.mDepth;
newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
newOpts.antialias = attributes.mAntialias;
newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
newOpts.failIfMajorPerformanceCaveat = attributes.mFailIfMajorPerformanceCaveat;
if (attributes.mAlpha.WasPassed())
newOpts.alpha = attributes.mAlpha.Value();
// Don't do antialiasing if we've disabled MSAA.
if (!gfxPrefs::MSAALevel())
newOpts.antialias = false;
#if 0
GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
newOpts.antialias ? 1 : 0,
newOpts.stencil ? 1 : 0,
newOpts.depth ? 1 : 0,
newOpts.alpha ? 1 : 0,
newOpts.premultipliedAlpha ? 1 : 0,
newOpts.preserveDrawingBuffer ? 1 : 0);
#endif
if (mOptionsFrozen && newOpts != mOptions) {
// Error if the options are already frozen, and the ones that were asked for
// aren't the same as what they were originally.
return NS_ERROR_FAILURE;
}
mOptions = newOpts;
return NS_OK;
}
int32_t
WebGLContext::GetWidth() const
{
return mWidth;
}
int32_t
WebGLContext::GetHeight() const
{
return mHeight;
}
/* So there are a number of points of failure here. We might fail based
* on EGL vs. WGL, or we might fail to alloc a too-large size, or we
* might not be able to create a context with a certain combo of context
* creation attribs.
*
* We don't want to test the complete fallback matrix. (for now, at
* least) Instead, attempt creation in this order:
* 1. By platform API. (e.g. EGL vs. WGL)
* 2. By context creation attribs.
* 3. By size.
*
* That is, try to create headless contexts based on the platform API.
* Next, create dummy-sized backbuffers for the contexts with the right
* caps. Finally, resize the backbuffer to an acceptable size given the
* requested size.
*/
static bool
IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo, int32_t feature,
nsCString* const out_blacklistId)
{
int32_t status;
if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo, feature,
*out_blacklistId, &status)))
{
return false;
}
return status != nsIGfxInfo::FEATURE_STATUS_OK;
}
static bool
HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo)
{
int32_t status;
nsCString discardFailureId;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
discardFailureId,
&status);
if (status)
return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_OPENGL_LAYERS,
discardFailureId,
&status);
if (status)
return true;
return false;
}
static void
PopulateCapFallbackQueue(const gl::SurfaceCaps& baseCaps,
std::queue<gl::SurfaceCaps>* out_fallbackCaps)
{
out_fallbackCaps->push(baseCaps);
// Dropping antialias drops our quality, but not our correctness.
// The user basically doesn't have to handle if this fails, they
// just get reduced quality.
if (baseCaps.antialias) {
gl::SurfaceCaps nextCaps(baseCaps);
nextCaps.antialias = false;
PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
}
// If we have to drop one of depth or stencil, we'd prefer to keep
// depth. However, the client app will need to handle if this
// doesn't work.
if (baseCaps.stencil) {
gl::SurfaceCaps nextCaps(baseCaps);
nextCaps.stencil = false;
PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
}
if (baseCaps.depth) {
gl::SurfaceCaps nextCaps(baseCaps);
nextCaps.depth = false;
PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
}
}
static gl::SurfaceCaps
BaseCaps(const WebGLContextOptions& options, WebGLContext* webgl)
{
gl::SurfaceCaps baseCaps;
baseCaps.color = true;
baseCaps.alpha = options.alpha;
baseCaps.antialias = options.antialias;
baseCaps.depth = options.depth;
baseCaps.premultAlpha = options.premultipliedAlpha;
baseCaps.preserve = options.preserveDrawingBuffer;
baseCaps.stencil = options.stencil;
if (!baseCaps.alpha)
baseCaps.premultAlpha = true;
// we should really have this behind a
// |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but
// for now it's just behind a pref for testing/evaluation.
baseCaps.bpp16 = gfxPrefs::WebGLPrefer16bpp();
// Done with baseCaps construction.
if (!gfxPrefs::WebGLForceMSAA()) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
nsCString blocklistId;
if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA, &blocklistId)) {
webgl->GenerateWarning("Disallowing antialiased backbuffers due"
" to blacklisting.");
baseCaps.antialias = false;
}
}
return baseCaps;
}
////////////////////////////////////////
static already_AddRefed<gl::GLContext>
CreateGLWithEGL(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<WebGLContext::FailureReason>* const out_failReasons)
{
const gfx::IntSize dummySize(16, 16);
nsCString failureId;
RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
flags, &failureId);
if (gl && gl->IsANGLE()) {
gl = nullptr;
}
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(
failureId,
"Error during EGL OpenGL init."
));
return nullptr;
}
return gl.forget();
}
static already_AddRefed<GLContext>
CreateGLWithANGLE(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<WebGLContext::FailureReason>* const out_failReasons)
{
const gfx::IntSize dummySize(16, 16);
nsCString failureId;
RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
flags, &failureId);
if (gl && !gl->IsANGLE()) {
gl = nullptr;
}
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(
failureId,
"Error during ANGLE OpenGL init."
));
return nullptr;
}
return gl.forget();
}
static already_AddRefed<gl::GLContext>
CreateGLWithDefault(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
WebGLContext* webgl,
std::vector<WebGLContext::FailureReason>* const out_failReasons)
{
const gfx::IntSize dummySize(16, 16);
nsCString failureId;
RefPtr<GLContext> gl = gl::GLContextProvider::CreateOffscreen(dummySize, caps,
flags, &failureId);
if (gl && gl->IsANGLE()) {
gl = nullptr;
}
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(
failureId,
"Error during native OpenGL init."
));
return nullptr;
}
return gl.forget();
}
////////////////////////////////////////
bool
WebGLContext::CreateAndInitGLWith(FnCreateGL_T fnCreateGL,
const gl::SurfaceCaps& baseCaps,
gl::CreateContextFlags flags,
std::vector<FailureReason>* const out_failReasons)
{
std::queue<gl::SurfaceCaps> fallbackCaps;
PopulateCapFallbackQueue(baseCaps, &fallbackCaps);
MOZ_RELEASE_ASSERT(!gl, "GFX: Already have a context.");
RefPtr<gl::GLContext> potentialGL;
while (!fallbackCaps.empty()) {
const gl::SurfaceCaps& caps = fallbackCaps.front();
potentialGL = fnCreateGL(caps, flags, this, out_failReasons);
if (potentialGL)
break;
fallbackCaps.pop();
}
if (!potentialGL) {
out_failReasons->push_back(FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_CAPS",
"Exhausted GL driver caps."));
return false;
}
FailureReason reason;
mGL_OnlyClearInDestroyResourcesAndContext = potentialGL;
MOZ_RELEASE_ASSERT(gl);
if (!InitAndValidateGL(&reason)) {
DestroyResourcesAndContext();
MOZ_RELEASE_ASSERT(!gl);
// The fail reason here should be specific enough for now.
out_failReasons->push_back(reason);
return false;
}
return true;
}
bool
WebGLContext::CreateAndInitGL(bool forceEnabled,
std::vector<FailureReason>* const out_failReasons)
{
// Can't use WebGL in headless mode.
if (gfxPlatform::IsHeadless()) {
FailureReason reason;
reason.info = "Can't use WebGL in headless mode (https://bugzil.la/1375585).";
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
// WebGL2 is separately blocked:
if (IsWebGL2()) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
const auto feature = nsIGfxInfo::FEATURE_WEBGL2;
FailureReason reason;
if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
reason.info = "Refused to create WebGL2 context because of blacklist"
" entry: ";
reason.info.Append(reason.key);
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
}
const gl::SurfaceCaps baseCaps = BaseCaps(mOptions, this);
gl::CreateContextFlags flags = (gl::CreateContextFlags::NO_VALIDATION |
gl::CreateContextFlags::PREFER_ROBUSTNESS);
bool tryNativeGL = true;
bool tryANGLE = false;
if (forceEnabled) {
flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
}
if (IsWebGL2()) {
flags |= gl::CreateContextFlags::PREFER_ES3;
} else if (!gfxPrefs::WebGL1AllowCoreProfile()) {
flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
}
//////
const bool useEGL = PR_GetEnv("MOZ_WEBGL_FORCE_EGL");
#ifdef XP_WIN
tryNativeGL = false;
tryANGLE = true;
if (gfxPrefs::WebGLDisableWGL()) {
tryNativeGL = false;
}
if (gfxPrefs::WebGLDisableANGLE() || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL") || useEGL) {
tryNativeGL = true;
tryANGLE = false;
}
#endif
if (tryNativeGL && !forceEnabled) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
const auto feature = nsIGfxInfo::FEATURE_WEBGL_OPENGL;
FailureReason reason;
if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
reason.info = "Refused to create native OpenGL context because of blacklist"
" entry: ";
reason.info.Append(reason.key);
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
tryNativeGL = false;
}
}
//////
if (tryNativeGL) {
if (useEGL)
return CreateAndInitGLWith(CreateGLWithEGL, baseCaps, flags, out_failReasons);
if (CreateAndInitGLWith(CreateGLWithDefault, baseCaps, flags, out_failReasons))
return true;
}
//////
if (tryANGLE)
return CreateAndInitGLWith(CreateGLWithANGLE, baseCaps, flags, out_failReasons);
//////
out_failReasons->push_back(FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS",
"Exhausted GL driver options."));
return false;
}
// Fallback for resizes:
bool
WebGLContext::ResizeBackbuffer(uint32_t requestedWidth,
uint32_t requestedHeight)
{
uint32_t width = requestedWidth;
uint32_t height = requestedHeight;
bool resized = false;
while (width || height) {
width = width ? width : 1;
height = height ? height : 1;
gfx::IntSize curSize(width, height);
if (gl->ResizeOffscreen(curSize)) {
resized = true;
break;
}
width /= 2;
height /= 2;
}
if (!resized)
return false;
mWidth = gl->OffscreenSize().width;
mHeight = gl->OffscreenSize().height;
MOZ_ASSERT((uint32_t)mWidth == width);
MOZ_ASSERT((uint32_t)mHeight == height);
if (width != requestedWidth ||
height != requestedHeight)
{
GenerateWarning("Requested size %dx%d was too large, but resize"
" to %dx%d succeeded.",
requestedWidth, requestedHeight,
width, height);
}
return true;
}
void
WebGLContext::ThrowEvent_WebGLContextCreationError(const nsACString& text)
{
RefPtr<EventTarget> target = mCanvasElement;
if (!target && mOffscreenCanvas) {
target = mOffscreenCanvas;
} else if (!target) {
GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
return;
}
const auto kEventName = NS_LITERAL_STRING("webglcontextcreationerror");
WebGLContextEventInit eventInit;
// eventInit.mCancelable = true; // The spec says this, but it's silly.
eventInit.mStatusMessage = NS_ConvertASCIItoUTF16(text);
const RefPtr<WebGLContextEvent> event = WebGLContextEvent::Constructor(target,
kEventName,
eventInit);
event->SetTrusted(true);
bool didPreventDefault;
target->DispatchEvent(event, &didPreventDefault);
//////
GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
}
NS_IMETHODIMP
WebGLContext::SetDimensions(int32_t signedWidth, int32_t signedHeight)
{
if (signedWidth < 0 || signedHeight < 0) {
if (!gl) {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SIZE"));
}
GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
return NS_ERROR_OUT_OF_MEMORY;
}
uint32_t width = signedWidth;
uint32_t height = signedHeight;
// Early success return cases
// May have a OffscreenCanvas instead of an HTMLCanvasElement
if (GetCanvas())
GetCanvas()->InvalidateCanvas();
// Zero-sized surfaces can cause problems.
if (width == 0)
width = 1;
if (height == 0)
height = 1;
// If we already have a gl context, then we just need to resize it
if (gl) {
if ((uint32_t)mWidth == width &&
(uint32_t)mHeight == height)
{
return NS_OK;
}
if (IsContextLost())
return NS_OK;
MakeContextCurrent();
// If we've already drawn, we should commit the current buffer.
PresentScreenBuffer();
if (IsContextLost()) {
GenerateWarning("WebGL context was lost due to swap failure.");
return NS_OK;
}
// ResizeOffscreen scraps the current prod buffer before making a new one.
if (!ResizeBackbuffer(width, height)) {
GenerateWarning("WebGL context failed to resize.");
ForceLoseContext();
return NS_OK;
}
// everything's good, we're done here
mResetLayer = true;
mBackbufferNeedsClear = true;
gl->ResetSyncCallCount("Existing WebGLContext resized.");
return NS_OK;
}
nsCString failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_UNKOWN");
auto autoTelemetry = mozilla::MakeScopeExit([&] {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
failureId);
});
// End of early return cases.
// At this point we know that we're not just resizing an existing context,
// we are initializing a new context.
// if we exceeded either the global or the per-principal limit for WebGL contexts,
// lose the oldest-used context now to free resources. Note that we can't do that
// in the WebGLContext constructor as we don't have a canvas element yet there.
// Here is the right place to do so, as we are about to create the OpenGL context
// and that is what can fail if we already have too many.
LoseOldestWebGLContextIfLimitExceeded();
// We're going to create an entirely new context. If our
// generation is not 0 right now (that is, if this isn't the first
// context we're creating), we may have to dispatch a context lost
// event.
// If incrementing the generation would cause overflow,
// don't allow it. Allowing this would allow us to use
// resource handles created from older context generations.
if (!(mGeneration + 1).isValid()) {
// exit without changing the value of mGeneration
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_TOO_MANY");
const nsLiteralCString text("Too many WebGL contexts created this run.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
// increment the generation number - Do this early because later
// in CreateOffscreenGL(), "default" objects are created that will
// pick up the old generation.
++mGeneration;
bool disabled = gfxPrefs::WebGLDisabled();
// TODO: When we have software webgl support we should use that instead.
disabled |= gfxPlatform::InSafeMode();
if (disabled) {
if (gfxPlatform::InSafeMode()) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SAFEMODE");
} else {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DISABLED");
}
const nsLiteralCString text("WebGL is currently disabled.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
if (gfxPrefs::WebGLDisableFailIfMajorPerformanceCaveat()) {
mOptions.failIfMajorPerformanceCaveat = false;
}
if (mOptions.failIfMajorPerformanceCaveat) {
nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
if (!HasAcceleratedLayers(gfxInfo)) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_CAVEAT");
const nsLiteralCString text("failIfMajorPerformanceCaveat: Compositor is not"
" hardware-accelerated.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
}
// Alright, now let's start trying.
bool forceEnabled = gfxPrefs::WebGLForceEnabled();
ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
MOZ_ASSERT(!gl);
std::vector<FailureReason> failReasons;
if (!CreateAndInitGL(forceEnabled, &failReasons)) {
nsCString text("WebGL creation failed: ");
for (const auto& cur : failReasons) {
// Don't try to accumulate using an empty key if |cur.key| is empty.
if (cur.key.IsEmpty()) {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON_UNKNOWN"));
} else {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, cur.key);
}
text.AppendASCII("\n* ");
text.Append(cur.info);
}
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
MOZ_ASSERT(gl);
MOZ_ASSERT_IF(mOptions.alpha, gl->Caps().alpha);
if (mOptions.failIfMajorPerformanceCaveat) {
if (gl->IsWARP()) {
DestroyResourcesAndContext();
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_WARP");
const nsLiteralCString text("failIfMajorPerformanceCaveat: Driver is not"
" hardware-accelerated.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
#ifdef XP_WIN
if (gl->GetContextType() == gl::GLContextType::WGL &&
!gl::sWGLLib.HasDXInterop2())
{
DestroyResourcesAndContext();
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DXGL_INTEROP2");
const nsLiteralCString text("Caveat: WGL without DXGLInterop2.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
#endif
}
if (!ResizeBackbuffer(width, height)) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_BACKBUFFER");
const nsLiteralCString text("Initializing WebGL backbuffer failed.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
if (GLContext::ShouldSpew()) {
printf_stderr("--- WebGL context created: %p\n", gl.get());
}
mResetLayer = true;
mOptionsFrozen = true;
// Update our internal stuff:
if (gl->WorkAroundDriverBugs()) {
if (!mOptions.alpha && gl->Caps().alpha)
mNeedsFakeNoAlpha = true;
if (!mOptions.depth && gl->Caps().depth)
mNeedsFakeNoDepth = true;
if (!mOptions.stencil && gl->Caps().stencil)
mNeedsFakeNoStencil = true;
#ifdef MOZ_WIDGET_COCOA
if (!nsCocoaFeatures::IsAtLeastVersion(10, 12) &&
gl->Vendor() == GLVendor::Intel)
{
mNeedsEmulatedLoneDepthStencil = true;
}
#endif
}
// Update mOptions.
if (!gl->Caps().depth)
mOptions.depth = false;
if (!gl->Caps().stencil)
mOptions.stencil = false;
mOptions.antialias = gl->Caps().antialias;
//////
// Initial setup.
MakeContextCurrent();
gl->fViewport(0, 0, mWidth, mHeight);
mViewportX = mViewportY = 0;
mViewportWidth = mWidth;
mViewportHeight = mHeight;
gl->fScissor(0, 0, mWidth, mHeight);
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
//////
// Check everything
AssertCachedBindings();
AssertCachedGlobalState();
MOZ_ASSERT(gl->Caps().color);
MOZ_ASSERT_IF(!mNeedsFakeNoAlpha, gl->Caps().alpha == mOptions.alpha);
MOZ_ASSERT_IF(mNeedsFakeNoAlpha, !mOptions.alpha && gl->Caps().alpha);
MOZ_ASSERT_IF(!mNeedsFakeNoDepth, gl->Caps().depth == mOptions.depth);
MOZ_ASSERT_IF(mNeedsFakeNoDepth, !mOptions.depth && gl->Caps().depth);
MOZ_ASSERT_IF(!mNeedsFakeNoStencil, gl->Caps().stencil == mOptions.stencil);
MOZ_ASSERT_IF(mNeedsFakeNoStencil, !mOptions.stencil && gl->Caps().stencil);
MOZ_ASSERT(gl->Caps().antialias == mOptions.antialias);
MOZ_ASSERT(gl->Caps().preserve == mOptions.preserveDrawingBuffer);
//////
// Clear immediately, because we need to present the cleared initial buffer
mBackbufferNeedsClear = true;
ClearBackbufferIfNeeded();
mShouldPresent = true;
//////
reporter.SetSuccessful();
failureId = NS_LITERAL_CSTRING("SUCCESS");
gl->ResetSyncCallCount("WebGLContext Initialization");
return NS_OK;
}
void
WebGLContext::ClearBackbufferIfNeeded()
{
if (!mBackbufferNeedsClear)
return;
ClearScreen();
mBackbufferNeedsClear = false;
}
void
WebGLContext::LoseOldestWebGLContextIfLimitExceeded()
{
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
// some mobile devices can't have more than 8 GL contexts overall
const size_t kMaxWebGLContextsPerPrincipal = 2;
const size_t kMaxWebGLContexts = 4;
#else
const size_t kMaxWebGLContextsPerPrincipal = 16;
const size_t kMaxWebGLContexts = 32;
#endif
MOZ_ASSERT(kMaxWebGLContextsPerPrincipal < kMaxWebGLContexts);
if (!NS_IsMainThread()) {
// XXX mtseng: bug 709490, WebGLMemoryTracker is not thread safe.
return;
}
// it's important to update the index on a new context before losing old contexts,
// otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones
// when choosing which one to lose first.
UpdateLastUseIndex();
WebGLMemoryTracker::ContextsArrayType& contexts = WebGLMemoryTracker::Contexts();
// quick exit path, should cover a majority of cases
if (contexts.Length() <= kMaxWebGLContextsPerPrincipal)
return;
// note that here by "context" we mean "non-lost context". See the check for
// IsContextLost() below. Indeed, the point of this function is to maybe lose
// some currently non-lost context.
uint64_t oldestIndex = UINT64_MAX;
uint64_t oldestIndexThisPrincipal = UINT64_MAX;
const WebGLContext* oldestContext = nullptr;
const WebGLContext* oldestContextThisPrincipal = nullptr;
size_t numContexts = 0;
size_t numContextsThisPrincipal = 0;
for(size_t i = 0; i < contexts.Length(); ++i) {
// don't want to lose ourselves.
if (contexts[i] == this)
continue;
if (contexts[i]->IsContextLost())
continue;
if (!contexts[i]->GetCanvas()) {
// Zombie context: the canvas is already destroyed, but something else
// (typically the compositor) is still holding on to the context.
// Killing zombies is a no-brainer.
const_cast<WebGLContext*>(contexts[i])->LoseContext();
continue;
}
numContexts++;
if (contexts[i]->mLastUseIndex < oldestIndex) {
oldestIndex = contexts[i]->mLastUseIndex;
oldestContext = contexts[i];
}
nsIPrincipal* ourPrincipal = GetCanvas()->NodePrincipal();
nsIPrincipal* theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
bool samePrincipal;
nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
if (NS_SUCCEEDED(rv) && samePrincipal) {
numContextsThisPrincipal++;
if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
oldestContextThisPrincipal = contexts[i];
}
}
}
if (numContextsThisPrincipal > kMaxWebGLContextsPerPrincipal) {
GenerateWarning("Exceeded %zu live WebGL contexts for this principal, losing the "
"least recently used one.", kMaxWebGLContextsPerPrincipal);
MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
} else if (numContexts > kMaxWebGLContexts) {
GenerateWarning("Exceeded %zu live WebGL contexts, losing the least "
"recently used one.", kMaxWebGLContexts);
MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContext)->LoseContext();
}
}
UniquePtr<uint8_t[]>
WebGLContext::GetImageBuffer(int32_t* out_format)
{
*out_format = 0;
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
gfxAlphaType any;
RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
if (!snapshot)
return nullptr;
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<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
return gfxUtils::GetImageBuffer(dataSurface, mOptions.premultipliedAlpha,
out_format);
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* mimeType,
const char16_t* encoderOptions,
nsIInputStream** out_stream)
{
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl)
return NS_ERROR_FAILURE;
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
gfxAlphaType any;
RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
if (!snapshot)
return NS_ERROR_FAILURE;
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<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha, mimeType,
encoderOptions, out_stream);
}
void
WebGLContext::UpdateLastUseIndex()
{
static CheckedInt<uint64_t> sIndex = 0;
sIndex++;
// should never happen with 64-bit; trying to handle this would be riskier than
// not handling it as the handler code would never get exercised.
if (!sIndex.isValid())
MOZ_CRASH("Can't believe it's been 2^64 transactions already!");
mLastUseIndex = sIndex.value();
}
static uint8_t gWebGLLayerUserData;
static uint8_t gWebGLMirrorLayerUserData;
class WebGLContextUserData : public LayerUserData
{
public:
explicit WebGLContextUserData(HTMLCanvasElement* canvas)
: mCanvas(canvas)
{}
/* PreTransactionCallback gets called by the Layers code every time the
* WebGL canvas is going to be composited.
*/
static void PreTransactionCallback(void* data) {
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
WebGLContext* webgl = static_cast<WebGLContext*>(data);
// Prepare the context for composition
webgl->BeginComposition();
}
/** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
* so it really is the right place to put actions that have to be performed upon compositing
*/
static void DidTransactionCallback(void* data) {
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
WebGLContext* webgl = static_cast<WebGLContext*>(data);
// Clean up the context after composition
webgl->EndComposition();
}
private:
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<HTMLCanvasElement> mCanvas;
};
already_AddRefed<layers::Layer>
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* builder,
Layer* oldLayer,
LayerManager* manager,
bool aMirror /*= false*/)
{
if (IsContextLost())
return nullptr;
if (!mResetLayer && oldLayer &&
oldLayer->HasUserData(aMirror ? &gWebGLMirrorLayerUserData : &gWebGLLayerUserData)) {
RefPtr<layers::Layer> ret = oldLayer;
return ret.forget();
}
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<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nullptr;
}
WebGLContextUserData* userData = nullptr;
if (builder->IsPaintingToWindow() && mCanvasElement && !aMirror) {
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
userData = new WebGLContextUserData(mCanvasElement);
}
canvasLayer->SetUserData(aMirror ? &gWebGLMirrorLayerUserData : &gWebGLLayerUserData, userData);
CanvasRenderer* canvasRenderer = canvasLayer->CreateOrGetCanvasRenderer();
InitializeCanvasRenderer(builder, canvasRenderer, aMirror);
uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
canvasLayer->SetContentFlags(flags);
mResetLayer = false;
// We only wish to update mLayerIsMirror when a new layer is returned.
// If a cached layer is returned above, aMirror is not changing since
// the last cached layer was created and mLayerIsMirror is still valid.
mLayerIsMirror = aMirror;
return canvasLayer.forget();
}
void
WebGLContext::InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder,
CanvasRenderer* aRenderer,
bool aMirror)
{
CanvasInitializeData data;
if (aBuilder->IsPaintingToWindow() && mCanvasElement && !aMirror) {
// Make the layer tell us whenever a transaction finishes (including
// the current transaction), so we can clear our invalidation state and
// start invalidating again. We need to do this for the layer that is
// being painted to a window (there shouldn't be more than one at a time,
// and if there is, flushing the invalidation state more often than
// necessary is harmless).
// The layer will be destroyed when we tear down the presentation
// (at the latest), at which time this userData will be destroyed,
// releasing the reference to the element.
// The userData will receive DidTransactionCallbacks, which flush the
// the invalidation state to indicate that the canvas is up to date.
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
data.mPreTransCallback = WebGLContextUserData::PreTransactionCallback;
data.mPreTransCallbackData = this;
data.mDidTransCallback = WebGLContextUserData::DidTransactionCallback;
data.mDidTransCallbackData = this;
}
data.mGLContext = gl;
data.mSize = nsIntSize(mWidth, mHeight);
data.mHasAlpha = gl->Caps().alpha;
data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
data.mIsMirror = aMirror;
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
aRenderer->Initialize(data);
aRenderer->SetDirty();
}
layers::LayersBackend
WebGLContext::GetCompositorBackendType() const
{
if (mCanvasElement) {
return mCanvasElement->GetCompositorBackendType();
} else if (mOffscreenCanvas) {
return mOffscreenCanvas->GetCompositorBackendType();
}
return LayersBackend::LAYERS_NONE;
}
void
WebGLContext::Commit()
{
if (mOffscreenCanvas) {
mOffscreenCanvas->CommitFrameToCompositor();
}
}
void
WebGLContext::GetCanvas(Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval)
{
if (mCanvasElement) {
MOZ_RELEASE_ASSERT(!mOffscreenCanvas, "GFX: Canvas is offscreen.");
if (mCanvasElement->IsInNativeAnonymousSubtree()) {
retval.SetNull();
} else {
retval.SetValue().SetAsHTMLCanvasElement() = mCanvasElement;
}
} else if (mOffscreenCanvas) {
retval.SetValue().SetAsOffscreenCanvas() = mOffscreenCanvas;
} else {
retval.SetNull();
}
}
void
WebGLContext::GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
dom::WebGLContextAttributes& result = retval.SetValue();
result.mAlpha.Construct(mOptions.alpha);
result.mDepth = mOptions.depth;
result.mStencil = mOptions.stencil;
result.mAntialias = mOptions.antialias;
result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
result.mFailIfMajorPerformanceCaveat = mOptions.failIfMajorPerformanceCaveat;
}
NS_IMETHODIMP
WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
{
if (IsContextLost())
return NS_OK;
retval.SetIsVoid(true);
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_VENDOR:
case LOCAL_GL_RENDERER:
case LOCAL_GL_VERSION:
case LOCAL_GL_SHADING_LANGUAGE_VERSION:
case LOCAL_GL_EXTENSIONS:
{
const char* s = (const char*)gl->fGetString(pname);
retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s)));
break;
}
default:
return NS_ERROR_INVALID_ARG;
}
return NS_OK;
}
void
WebGLContext::ClearScreen()
{
MakeContextCurrent();
ScopedBindFramebuffer autoFB(gl, 0);
const bool changeDrawBuffers = (mDefaultFB_DrawBuffer0 != LOCAL_GL_BACK);
if (changeDrawBuffers) {
gl->Screen()->SetDrawBuffer(LOCAL_GL_BACK);
}
GLbitfield bufferBits = LOCAL_GL_COLOR_BUFFER_BIT;
if (mOptions.depth)
bufferBits |= LOCAL_GL_DEPTH_BUFFER_BIT;
if (mOptions.stencil)
bufferBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
ForceClearFramebufferWithDefaultValues(bufferBits, mNeedsFakeNoAlpha);
if (changeDrawBuffers) {
gl->Screen()->SetDrawBuffer(mDefaultFB_DrawBuffer0);
}
}
void
WebGLContext::ForceClearFramebufferWithDefaultValues(GLbitfield clearBits,
bool fakeNoAlpha)
{
MakeContextCurrent();
const bool initializeColorBuffer = bool(clearBits & LOCAL_GL_COLOR_BUFFER_BIT);
const bool initializeDepthBuffer = bool(clearBits & LOCAL_GL_DEPTH_BUFFER_BIT);
const bool initializeStencilBuffer = bool(clearBits & LOCAL_GL_STENCIL_BUFFER_BIT);
// Fun GL fact: No need to worry about the viewport here, glViewport is just
// setting up a coordinates transformation, it doesn't affect glClear at all.
AssertCachedGlobalState();
// Prepare GL state for clearing.
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
if (initializeColorBuffer) {
gl->fColorMask(1, 1, 1, 1);
if (fakeNoAlpha) {
gl->fClearColor(0.0f, 0.0f, 0.0f, 1.0f);
} else {
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {
// "The clear operation always uses the front stencil write mask
// when clearing the stencil buffer."
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
gl->fClearStencil(0);
}
if (mRasterizerDiscardEnabled) {
gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
}
// Do the clear!
gl->fClear(clearBits);
// And reset!
if (mScissorTestEnabled)
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
if (mRasterizerDiscardEnabled) {
gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
}
// Restore GL state after clearing.
if (initializeColorBuffer) {
gl->fColorMask(mColorWriteMask[0],
mColorWriteMask[1],
mColorWriteMask[2],
mColorWriteMask[3]);
gl->fClearColor(mColorClearValue[0],
mColorClearValue[1],
mColorClearValue[2],
mColorClearValue[3]);
}
if (initializeDepthBuffer) {
gl->fDepthMask(mDepthWriteMask);
gl->fClearDepth(mDepthClearValue);
}
if (initializeStencilBuffer) {
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
gl->fClearStencil(mStencilClearValue);
}
}
void
WebGLContext::OnEndOfFrame() const
{
if (gfxPrefs::WebGLSpewFrameAllocs()) {
GeneratePerfWarning("[webgl.perf.spew-frame-allocs] %" PRIu64 " data allocations this frame.",
mDataAllocGLCallCount);
}
mDataAllocGLCallCount = 0;
gl->ResetSyncCallCount("WebGLContext PresentScreenBuffer");
}
// For an overview of how WebGL compositing works, see:
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
bool
WebGLContext::PresentScreenBuffer()
{
if (IsContextLost()) {
return false;
}
if (!mShouldPresent) {
return false;
}
MOZ_ASSERT(!mBackbufferNeedsClear);
gl->MakeCurrent();
GLScreenBuffer* screen = gl->Screen();
MOZ_ASSERT(screen);
if (!screen->PublishFrame(screen->Size())) {
ForceLoseContext();
return false;
}
if (!mOptions.preserveDrawingBuffer) {
mBackbufferNeedsClear = true;
}
mShouldPresent = false;
OnEndOfFrame();
return true;
}
// Prepare the context for capture before compositing
void
WebGLContext::BeginComposition()
{
// Present our screenbuffer, if needed.
PresentScreenBuffer();
mDrawCallsSinceLastFlush = 0;
}
// Clean up the context after captured for compositing
void
WebGLContext::EndComposition()
{
// Mark ourselves as no longer invalidated.
MarkContextClean();
UpdateLastUseIndex();
}
void
WebGLContext::DummyReadFramebufferOperation(const char* funcName)
{
if (!mBoundReadFramebuffer)
return; // Infallible.
const auto status = mBoundReadFramebuffer->CheckFramebufferStatus(funcName);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
ErrorInvalidFramebufferOperation("%s: Framebuffer must be complete.",
funcName);
}
}
bool
WebGLContext::Has64BitTimestamps() const
{
// 'sync' provides glGetInteger64v either by supporting ARB_sync, GL3+, or GLES3+.
return gl->IsSupported(GLFeature::sync);
}
static bool
CheckContextLost(GLContext* gl, bool* const out_isGuilty)
{
MOZ_ASSERT(gl);
MOZ_ASSERT(out_isGuilty);
bool isEGL = gl->GetContextType() == gl::GLContextType::EGL;
GLenum resetStatus = LOCAL_GL_NO_ERROR;
if (gl->IsSupported(GLFeature::robustness)) {
gl->MakeCurrent();
resetStatus = gl->fGetGraphicsResetStatus();
} else if (isEGL) {
// Simulate a ARB_robustness guilty context loss for when we
// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
// but we can't make any distinction.
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB;
}
}
if (resetStatus == LOCAL_GL_NO_ERROR) {
*out_isGuilty = false;
return false;
}
// Assume guilty unless we find otherwise!
bool isGuilty = true;
switch (resetStatus) {
case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
// Either nothing wrong, or not our fault.
isGuilty = false;
break;
case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page definitely caused the graphics"
" card to reset.");
break;
case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
NS_WARNING("WebGL content on the page might have caused the graphics"
" card to reset");
// If we can't tell, assume guilty.
break;
default:
MOZ_ASSERT(false, "Unreachable.");
// If we do get here, let's pretend to be guilty as an escape plan.
break;
}
if (isGuilty) {
NS_WARNING("WebGL context on this page is considered guilty, and will"
" not be restored.");
}
*out_isGuilty = isGuilty;
return true;
}
bool
WebGLContext::TryToRestoreContext()
{
if (NS_FAILED(SetDimensions(mWidth, mHeight)))
return false;
return true;
}
void
WebGLContext::RunContextLossTimer()
{
mContextLossHandler.RunTimer();
}
class UpdateContextLossStatusTask : public CancelableRunnable
{
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<WebGLContext> mWebGL;
public:
explicit UpdateContextLossStatusTask(WebGLContext* webgl)
: CancelableRunnable("UpdateContextLossStatusTask")
, mWebGL(webgl)
{
}
NS_IMETHOD Run() override {
if (mWebGL)
mWebGL->UpdateContextLossStatus();
return NS_OK;
}
nsresult Cancel() override {
mWebGL = nullptr;
return NS_OK;
}
};
void
WebGLContext::EnqueueUpdateContextLossStatus()
{
nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
NS_DispatchToCurrentThread(task);
}
// We use this timer for many things. Here are the things that it is activated for:
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
// CONTEXT_LOST_WEBGL error has been triggered.
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
// GPU periodically to see if the reset status bit has been set.
// In all of these situations, we use this timer to send the script context lost
// and restored events asynchronously. For example, if it triggers a context loss,
// the webglcontextlost event will be sent to it the next time the robustness timer
// fires.
// Note that this timer mechanism is not used unless one of these 3 criteria
// are met.
// At a bare minimum, from context lost to context restores, it would take 3
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
void
WebGLContext::UpdateContextLossStatus()
{
if (!mCanvasElement && !mOffscreenCanvas) {
// the canvas is gone. That happens when the page was closed before we got
// this timer event. In this case, there's nothing to do here, just don't crash.
return;
}
if (mContextStatus == ContextNotLost) {
// We don't know that we're lost, but we might be, so we need to
// check. If we're guilty, don't allow restores, though.
bool isGuilty = true;
MOZ_ASSERT(gl); // Shouldn't be missing gl if we're NotLost.
bool isContextLost = CheckContextLost(gl, &isGuilty);
if (isContextLost) {
if (isGuilty)
mAllowContextRestore = false;
ForceLoseContext();
}
// Fall through.
}
if (mContextStatus == ContextLostAwaitingEvent) {
// The context has been lost and we haven't yet triggered the
// callback, so do that now.
const auto kEventName = NS_LITERAL_STRING("webglcontextlost");
const bool kCanBubble = true;
const bool kIsCancelable = true;
bool useDefaultHandler;
if (mCanvasElement) {
nsContentUtils::DispatchTrustedEvent(
mCanvasElement->OwnerDoc(),
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
kEventName,
kCanBubble,
kIsCancelable,
&useDefaultHandler);
} else {
// OffscreenCanvas case
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<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
event->InitEvent(kEventName, kCanBubble, kIsCancelable);
event->SetTrusted(true);
mOffscreenCanvas->DispatchEvent(event, &useDefaultHandler);
}
// We sent the callback, so we're just 'regular lost' now.
mContextStatus = ContextLost;
// If we're told to use the default handler, it means the script
// didn't bother to handle the event. In this case, we shouldn't
// auto-restore the context.
if (useDefaultHandler)
mAllowContextRestore = false;
// Fall through.
}
if (mContextStatus == ContextLost) {
// Context is lost, and we've already sent the callback. We
// should try to restore the context if we're both allowed to,
// and supposed to.
// Are we allowed to restore the context?
if (!mAllowContextRestore)
return;
// If we're only simulated-lost, we shouldn't auto-restore, and
// instead we should wait for restoreContext() to be called.
if (mLastLossWasSimulated)
return;
// Restore when the app is visible
if (mRestoreWhenVisible)
return;
ForceRestoreContext();
return;
}
if (mContextStatus == ContextLostAwaitingRestore) {
// Context is lost, but we should try to restore it.
if (!mAllowContextRestore) {
// We might decide this after thinking we'd be OK restoring
// the context, so downgrade.
mContextStatus = ContextLost;
return;
}
if (!TryToRestoreContext()) {
// Failed to restore. Try again later.
mContextLossHandler.RunTimer();
return;
}
// Revival!
mContextStatus = ContextNotLost;
if (mCanvasElement) {
nsContentUtils::DispatchTrustedEvent(
mCanvasElement->OwnerDoc(),
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextrestored"),
true,
true);
} else {
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<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
event->InitEvent(NS_LITERAL_STRING("webglcontextrestored"), true, true);
event->SetTrusted(true);
bool unused;
mOffscreenCanvas->DispatchEvent(event, &unused);
}
mEmitContextLostErrorOnce = true;
return;
}
}
void
WebGLContext::ForceLoseContext(bool simulateLosing)
{
printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
MOZ_ASSERT(!IsContextLost());
mContextStatus = ContextLostAwaitingEvent;
mContextLostErrorSet = false;
// Burn it all!
DestroyResourcesAndContext();
mLastLossWasSimulated = simulateLosing;
// Queue up a task, since we know the status changed.
EnqueueUpdateContextLossStatus();
}
void
WebGLContext::ForceRestoreContext()
{
printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
mContextStatus = ContextLostAwaitingRestore;
mAllowContextRestore = true; // Hey, you did say 'force'.
// Queue up a task, since we know the status changed.
EnqueueUpdateContextLossStatus();
}
void
WebGLContext::MakeContextCurrent() const
{
gl->MakeCurrent();
}
already_AddRefed<mozilla::gfx::SourceSurface>
WebGLContext::GetSurfaceSnapshot(gfxAlphaType* const out_alphaType)
{
if (!gl)
return nullptr;
const auto surfFormat = mOptions.alpha ? SurfaceFormat::B8G8R8A8
: SurfaceFormat::B8G8R8X8;
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<DataSourceSurface> surf;
surf = Factory::CreateDataSourceSurfaceWithStride(IntSize(mWidth, mHeight),
surfFormat,
mWidth * 4);
if (NS_WARN_IF(!surf))
return nullptr;
gl->MakeCurrent();
{
ScopedBindFramebuffer autoFB(gl, 0);
ClearBackbufferIfNeeded();
// Save, override, then restore glReadBuffer.
const GLenum readBufferMode = gl->Screen()->GetReadBufferMode();
if (readBufferMode != LOCAL_GL_BACK) {
gl->Screen()->SetReadBuffer(LOCAL_GL_BACK);
}
ReadPixelsIntoDataSurface(gl, surf);
if (readBufferMode != LOCAL_GL_BACK) {
gl->Screen()->SetReadBuffer(readBufferMode);
}
}
gfxAlphaType alphaType;
if (!mOptions.alpha) {
alphaType = gfxAlphaType::Opaque;
} else if (mOptions.premultipliedAlpha) {
alphaType = gfxAlphaType::Premult;
} else {
alphaType = gfxAlphaType::NonPremult;
}
if (out_alphaType) {
*out_alphaType = alphaType;
} else {
// Expects Opaque or Premult
if (alphaType == gfxAlphaType::NonPremult) {
gfxUtils::PremultiplyDataSurface(surf, surf);
alphaType = gfxAlphaType::Premult;
}
}
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<DrawTarget> dt =
Factory::CreateDrawTarget(gfxPlatform::GetPlatform()->GetSoftwareBackend(),
IntSize(mWidth, mHeight),
SurfaceFormat::B8G8R8A8);
if (!dt)
return nullptr;
dt->SetTransform(Matrix::Translation(0.0, mHeight).PreScale(1.0, -1.0));
dt->DrawSurface(surf,
Rect(0, 0, mWidth, mHeight),
Rect(0, 0, mWidth, mHeight),
DrawSurfaceOptions(),
DrawOptions(1.0f, CompositionOp::OP_SOURCE));
return dt->Snapshot();
}
void
WebGLContext::DidRefresh()
{
if (gl) {
gl->FlushIfHeavyGLCallsSinceLastFlush();
}
}
bool
WebGLContext::ValidateCurFBForRead(const char* funcName,
const webgl::FormatUsageInfo** const out_format,
uint32_t* const out_width, uint32_t* const out_height)
{
if (!mBoundReadFramebuffer) {
const GLenum readBufferMode = gl->Screen()->GetReadBufferMode();
if (readBufferMode == LOCAL_GL_NONE) {
ErrorInvalidOperation("%s: Can't read from backbuffer when readBuffer mode is"
" NONE.",
funcName);
return false;
}
ClearBackbufferIfNeeded();
// FIXME - here we're assuming that the default framebuffer is backed by
// UNSIGNED_BYTE that might not always be true, say if we had a 16bpp default
// framebuffer.
auto effFormat = mOptions.alpha ? webgl::EffectiveFormat::RGBA8
: webgl::EffectiveFormat::RGB8;
*out_format = mFormatUsage->GetUsage(effFormat);
MOZ_ASSERT(*out_format);
*out_width = mWidth;
*out_height = mHeight;
return true;
}
return mBoundReadFramebuffer->ValidateForRead(funcName, out_format, out_width,
out_height);
}
////////////////////////////////////////////////////////////////////////////////
WebGLContext::ScopedDrawCallWrapper::ScopedDrawCallWrapper(WebGLContext& webgl)
: mWebGL(webgl)
, mFakeNoAlpha(ShouldFakeNoAlpha(webgl))
, mFakeNoDepth(ShouldFakeNoDepth(webgl))
, mFakeNoStencil(ShouldFakeNoStencil(webgl))
{
if (!mWebGL.mBoundDrawFramebuffer) {
mWebGL.ClearBackbufferIfNeeded();
}
if (mFakeNoAlpha) {
mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0],
mWebGL.mColorWriteMask[1],
mWebGL.mColorWriteMask[2],
false);
}
if (mFakeNoDepth) {
mWebGL.gl->fDisable(LOCAL_GL_DEPTH_TEST);
}
if (mFakeNoStencil) {
mWebGL.gl->fDisable(LOCAL_GL_STENCIL_TEST);
}
}
WebGLContext::ScopedDrawCallWrapper::~ScopedDrawCallWrapper()
{
if (mFakeNoAlpha) {
mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0],
mWebGL.mColorWriteMask[1],
mWebGL.mColorWriteMask[2],
mWebGL.mColorWriteMask[3]);
}
if (mFakeNoDepth) {
mWebGL.gl->fEnable(LOCAL_GL_DEPTH_TEST);
}
if (mFakeNoStencil) {
MOZ_ASSERT(mWebGL.mStencilTestEnabled);
mWebGL.gl->fEnable(LOCAL_GL_STENCIL_TEST);
}
if (!mWebGL.mBoundDrawFramebuffer) {
mWebGL.Invalidate();
mWebGL.mShouldPresent = true;
}
}
/*static*/ bool
WebGLContext::ScopedDrawCallWrapper::HasDepthButNoStencil(const WebGLFramebuffer* fb)
{
const auto& depth = fb->DepthAttachment();
const auto& stencil = fb->StencilAttachment();
return depth.IsDefined() && !stencil.IsDefined();
}
////
void
WebGLContext::OnBeforeReadCall()
{
if (!mBoundReadFramebuffer) {
ClearBackbufferIfNeeded();
}
}
////////////////////////////////////////
IndexedBufferBinding::IndexedBufferBinding()
: mRangeStart(0)
, mRangeSize(0)
{ }
uint64_t
IndexedBufferBinding::ByteCount() const
{
if (!mBufferBinding)
return 0;
uint64_t bufferSize = mBufferBinding->ByteLength();
if (!mRangeSize) // BindBufferBase
return bufferSize;
if (mRangeStart >= bufferSize)
return 0;
bufferSize -= mRangeStart;
return std::min(bufferSize, mRangeSize);
}
////////////////////////////////////////
ScopedUnpackReset::ScopedUnpackReset(WebGLContext* webgl)
: ScopedGLWrapper<ScopedUnpackReset>(webgl->gl)
, mWebGL(webgl)
{
if (mWebGL->mPixelStore_UnpackAlignment != 4) mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
if (mWebGL->IsWebGL2()) {
if (mWebGL->mPixelStore_UnpackRowLength != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , 0);
if (mWebGL->mPixelStore_UnpackImageHeight != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0);
if (mWebGL->mPixelStore_UnpackSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , 0);
if (mWebGL->mPixelStore_UnpackSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , 0);
if (mWebGL->mPixelStore_UnpackSkipImages != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , 0);
if (mWebGL->mBoundPixelUnpackBuffer) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
}
}
void
ScopedUnpackReset::UnwrapImpl()
{
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mWebGL->mPixelStore_UnpackAlignment);
if (mWebGL->IsWebGL2()) {
mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , mWebGL->mPixelStore_UnpackRowLength );
mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mWebGL->mPixelStore_UnpackImageHeight);
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , mWebGL->mPixelStore_UnpackSkipPixels );
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , mWebGL->mPixelStore_UnpackSkipRows );
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , mWebGL->mPixelStore_UnpackSkipImages );
GLuint pbo = 0;
if (mWebGL->mBoundPixelUnpackBuffer) {
pbo = mWebGL->mBoundPixelUnpackBuffer->mGLName;
}
mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, pbo);
}
}
////////////////////
void
ScopedFBRebinder::UnwrapImpl()
{
const auto fnName = [&](WebGLFramebuffer* fb) {
return fb ? fb->mGLName : 0;
};
if (mWebGL->IsWebGL2()) {
mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, fnName(mWebGL->mBoundDrawFramebuffer));
mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, fnName(mWebGL->mBoundReadFramebuffer));
} else {
MOZ_ASSERT(mWebGL->mBoundDrawFramebuffer == mWebGL->mBoundReadFramebuffer);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fnName(mWebGL->mBoundDrawFramebuffer));
}
}
////////////////////
static GLenum
TargetIfLazy(GLenum target)
{
switch (target) {
case LOCAL_GL_PIXEL_PACK_BUFFER:
case LOCAL_GL_PIXEL_UNPACK_BUFFER:
return target;
default:
return 0;
}
}
ScopedLazyBind::ScopedLazyBind(gl::GLContext* gl, GLenum target, const WebGLBuffer* buf)
: ScopedGLWrapper<ScopedLazyBind>(gl)
, mTarget(buf ? TargetIfLazy(target) : 0)
, mBuf(buf)
{
if (mTarget) {
mGL->fBindBuffer(mTarget, mBuf->mGLName);
}
}
void
ScopedLazyBind::UnwrapImpl()
{
if (mTarget) {
mGL->fBindBuffer(mTarget, 0);
}
}
////////////////////////////////////////
bool
Intersect(const int32_t srcSize, const int32_t read0, const int32_t readSize,
int32_t* const out_intRead0, int32_t* const out_intWrite0,
int32_t* const out_intSize)
{
MOZ_ASSERT(srcSize >= 0);
MOZ_ASSERT(readSize >= 0);
const auto read1 = int64_t(read0) + readSize;
int32_t intRead0 = read0; // Clearly doesn't need validation.
int64_t intWrite0 = 0;
int64_t intSize = readSize;
if (read1 <= 0 || read0 >= srcSize) {
// Disjoint ranges.
intSize = 0;
} else {
if (read0 < 0) {
const auto diff = int64_t(0) - read0;
MOZ_ASSERT(diff >= 0);
intRead0 = 0;
intWrite0 = diff;
intSize -= diff;
}
if (read1 > srcSize) {
const auto diff = int64_t(read1) - srcSize;
MOZ_ASSERT(diff >= 0);
intSize -= diff;
}
if (!CheckedInt<int32_t>(intWrite0).isValid() ||
!CheckedInt<int32_t>(intSize).isValid())
{
return false;
}
}
*out_intRead0 = intRead0;
*out_intWrite0 = intWrite0;
*out_intSize = intSize;
return true;
}
////////////////////////////////////////////////////////////////////////////////
CheckedUint32
WebGLContext::GetUnpackSize(bool isFunc3D, uint32_t width, uint32_t height,
uint32_t depth, uint8_t bytesPerPixel)
{
if (!width || !height || !depth)
return 0;
////////////////
const auto& maybeRowLength = mPixelStore_UnpackRowLength;
const auto& maybeImageHeight = mPixelStore_UnpackImageHeight;
const auto usedPixelsPerRow = CheckedUint32(mPixelStore_UnpackSkipPixels) + width;
const auto stridePixelsPerRow = (maybeRowLength ? CheckedUint32(maybeRowLength)
: usedPixelsPerRow);
const auto usedRowsPerImage = CheckedUint32(mPixelStore_UnpackSkipRows) + height;
const auto strideRowsPerImage = (maybeImageHeight ? CheckedUint32(maybeImageHeight)
: usedRowsPerImage);
const uint32_t skipImages = (isFunc3D ? mPixelStore_UnpackSkipImages
: 0);
const CheckedUint32 usedImages = CheckedUint32(skipImages) + depth;
////////////////
CheckedUint32 strideBytesPerRow = bytesPerPixel * stridePixelsPerRow;
strideBytesPerRow = RoundUpToMultipleOf(strideBytesPerRow,
mPixelStore_UnpackAlignment);
const CheckedUint32 strideBytesPerImage = strideBytesPerRow * strideRowsPerImage;
////////////////
CheckedUint32 usedBytesPerRow = bytesPerPixel * usedPixelsPerRow;
// Don't round this to the alignment, since alignment here is really just used for
// establishing stride, particularly in WebGL 1, where you can't set ROW_LENGTH.
CheckedUint32 totalBytes = strideBytesPerImage * (usedImages - 1);
totalBytes += strideBytesPerRow * (usedRowsPerImage - 1);
totalBytes += usedBytesPerRow;
return totalBytes;
}
already_AddRefed<layers::SharedSurfaceTextureClient>
WebGLContext::GetVRFrame()
{
if (!mLayerIsMirror) {
/**
* Do not allow VR frame submission until a mirroring canvas layer has
* been returned by GetCanvasLayer
*/
return nullptr;
}
VRManagerChild* vrmc = VRManagerChild::Get();
if (!vrmc) {
return nullptr;
}
/**
* Swap buffers as though composition has occurred.
* We will then share the resulting front buffer to be submitted to the VR
* compositor.
*/
BeginComposition();
EndComposition();
gl::GLScreenBuffer* screen = gl->Screen();
if (!screen) {
return nullptr;
}
RefPtr<SharedSurfaceTextureClient> sharedSurface = screen->Front();
if (!sharedSurface) {
return nullptr;
}
if (sharedSurface && sharedSurface->GetAllocator() != vrmc) {
RefPtr<SharedSurfaceTextureClient> dest =
screen->Factory()->NewTexClient(sharedSurface->GetSize(), vrmc);
if (!dest) {
return nullptr;
}
gl::SharedSurface* destSurf = dest->Surf();
destSurf->ProducerAcquire();
SharedSurface::ProdCopy(sharedSurface->Surf(), dest->Surf(),
screen->Factory());
destSurf->ProducerRelease();
return dest.forget();
}
return sharedSurface.forget();
}
bool
WebGLContext::StartVRPresentation()
{
VRManagerChild* vrmc = VRManagerChild::Get();
if (!vrmc) {
return false;
}
gl::GLScreenBuffer* screen = gl->Screen();
if (!screen) {
return false;
}
gl::SurfaceCaps caps = screen->mCaps;
UniquePtr<gl::SurfaceFactory> factory =
gl::GLScreenBuffer::CreateFactory(gl,
caps,
vrmc,
vrmc->GetBackendType(),
TextureFlags::ORIGIN_BOTTOM_LEFT);
if (factory) {
screen->Morph(Move(factory));
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
static inline size_t
SizeOfViewElem(const dom::ArrayBufferView& view)
{
const auto& elemType = view.Type();
if (elemType == js::Scalar::MaxTypedArrayViewType) // DataViews.
return 1;
return js::Scalar::byteSize(elemType);
}
bool
WebGLContext::ValidateArrayBufferView(const char* funcName,
const dom::ArrayBufferView& view, GLuint elemOffset,
GLuint elemCountOverride, uint8_t** const out_bytes,
size_t* const out_byteLen)
{
view.ComputeLengthAndData();
uint8_t* const bytes = view.DataAllowShared();
const size_t byteLen = view.LengthAllowShared();
const auto& elemSize = SizeOfViewElem(view);
size_t elemCount = byteLen / elemSize;
if (elemOffset > elemCount) {
ErrorInvalidValue("%s: Invalid offset into ArrayBufferView.", funcName);
return false;
}
elemCount -= elemOffset;
if (elemCountOverride) {
if (elemCountOverride > elemCount) {
ErrorInvalidValue("%s: Invalid sub-length for ArrayBufferView.", funcName);
return false;
}
elemCount = elemCountOverride;
}
*out_bytes = bytes + (elemOffset * elemSize);
*out_byteLen = elemCount * elemSize;
return true;
}
////////////////////////////////////////////////////////////////////////////////
// XPCOM goop
void
ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
const std::vector<IndexedBufferBinding>& field,
const char* name, uint32_t flags)
{
for (const auto& cur : field) {
ImplCycleCollectionTraverse(callback, cur.mBufferBinding, name, flags);
}
}
void
ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field)
{
field.clear();
}
////
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLContext,
mCanvasElement,
mOffscreenCanvas,
mExtensions,
mBound2DTextures,
mBoundCubeMapTextures,
mBound3DTextures,
mBound2DArrayTextures,
mBoundSamplers,
mBoundArrayBuffer,
mBoundCopyReadBuffer,
mBoundCopyWriteBuffer,
mBoundPixelPackBuffer,
mBoundPixelUnpackBuffer,
mBoundTransformFeedback,
mBoundUniformBuffer,
mCurrentProgram,
mBoundDrawFramebuffer,
mBoundReadFramebuffer,
mBoundRenderbuffer,
mBoundVertexArray,
mDefaultVertexArray,
mQuerySlot_SamplesPassed,
mQuerySlot_TFPrimsWritten,
mQuerySlot_TimeElapsed)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext)
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
// If the exact way we cast to nsISupports here ever changes, fix our
// ToSupports() method.
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext)
NS_INTERFACE_MAP_END
} // namespace mozilla