/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* 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 #include "GLContextTypes.h" #include "GLDefs.h" #include "mozilla/Attributes.h" #include "mozilla/CheckedInt.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 "mozilla/WeakPtr.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 "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" class nsIDocShell; /* * Minimum value constants defined in 6.2 State Tables of OpenGL ES - 2.0.25 * https://bugzilla.mozilla.org/show_bug.cgi?id=686732 * * Exceptions: some of the following values are set to higher values than in the spec because * the values in the spec are ridiculously low. They are explicitly marked below */ #define MINVALUE_GL_MAX_TEXTURE_SIZE 1024 // Different from the spec, which sets it to 64 on page 162 #define MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE 512 // Different from the spec, which sets it to 16 on page 162 #define MINVALUE_GL_MAX_VERTEX_ATTRIBS 8 // Page 164 #define MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS 16 // Page 164 #define MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS 128 // Page 164 #define MINVALUE_GL_MAX_VARYING_VECTORS 8 // Page 164 #define MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS 8 // Page 164 #define MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0 // Page 164 #define MINVALUE_GL_MAX_RENDERBUFFER_SIZE 1024 // Different from the spec, which sets it to 1 on page 164 #define MINVALUE_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 8 // Page 164 /* * Minimum value constants define in 6.2 State Tables of OpenGL ES - 3.0.4 */ #define MINVALUE_GL_MAX_3D_TEXTURE_SIZE 256 #define MINVALUE_GL_MAX_ARRAY_TEXTURE_LAYERS 256 /* * 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 ScopedResolveTexturesForDraw; class ScopedUnpackReset; class WebGLActiveInfo; class WebGLContextLossHandler; class WebGLBuffer; class WebGLExtensionBase; class WebGLFramebuffer; class WebGLProgram; class WebGLQuery; class WebGLRenderbuffer; class WebGLSampler; class WebGLShader; class WebGLShaderPrecisionFormat; class WebGLTexture; class WebGLTimerQuery; class WebGLTransformFeedback; class WebGLUniformLocation; class WebGLVertexArray; namespace dom { class Element; class ImageData; class OwningHTMLCanvasElementOrOffscreenCanvas; struct WebGLContextAttributes; template struct Nullable; } // namespace dom namespace gfx { class SourceSurface; } // namespace gfx namespace webgl { struct LinkedProgramInfo; class ShaderValidator; class TexUnpackBlob; } // 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); class WebGLIntOrFloat { enum { Int, Float, Uint } mType; union { GLint i; GLfloat f; GLuint u; } mValue; public: 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); } }; class WebGLContext : public nsIDOMWebGLRenderingContext , public nsICanvasRenderingContextInternal , public nsSupportsWeakReference , public WebGLContextUnchecked , public WebGLRectangleObject , public nsWrapperCache , public SupportsWeakPtr { friend class WebGL2Context; friend class WebGLContextUserData; friend class WebGLExtensionCompressedTextureATC; friend class WebGLExtensionCompressedTextureES3; friend class WebGLExtensionCompressedTextureETC1; friend class WebGLExtensionCompressedTexturePVRTC; friend class WebGLExtensionCompressedTextureS3TC; friend class WebGLExtensionDepthTexture; friend class WebGLExtensionDisjointTimerQuery; friend class WebGLExtensionDrawBuffers; friend class WebGLExtensionLoseContext; friend class WebGLExtensionVertexArray; friend class WebGLMemoryTracker; enum { UNPACK_FLIP_Y_WEBGL = 0x9240, UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241, CONTEXT_LOST_WEBGL = 0x9242, UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243, BROWSER_DEFAULT_WEBGL = 0x9244, UNMASKED_VENDOR_WEBGL = 0x9245, UNMASKED_RENDERER_WEBGL = 0x9246 }; static const uint32_t kMinMaxColorAttachments; static const uint32_t kMinMaxDrawBuffers; public: WebGLContext(); protected: virtual ~WebGLContext(); public: MOZ_DECLARE_WEAKREFERENCE_TYPENAME(WebGLContext) NS_DECL_CYCLE_COLLECTING_ISUPPORTS NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext, nsIDOMWebGLRenderingContext) virtual JSObject* WrapObject(JSContext* cx, JS::Handle givenProto) override = 0; NS_DECL_NSIDOMWEBGLRENDERINGCONTEXT virtual void OnVisibilityChange() override; virtual void OnMemoryPressure() override; // nsICanvasRenderingContextInternal virtual int32_t GetWidth() const override; virtual int32_t GetHeight() const override; NS_IMETHOD SetDimensions(int32_t width, int32_t height) override; NS_IMETHOD InitializeWithDrawTarget(nsIDocShell*, gfx::DrawTarget*) override { return NS_ERROR_NOT_IMPLEMENTED; } NS_IMETHOD Reset() override { /* (InitializeWithSurface) */ return NS_ERROR_NOT_IMPLEMENTED; } virtual UniquePtr GetImageBuffer(int32_t* out_format) override; NS_IMETHOD GetInputStream(const char* mimeType, const char16_t* encoderOptions, nsIInputStream** out_stream) override; already_AddRefed GetSurfaceSnapshot(bool* out_premultAlpha) override; NS_IMETHOD SetIsOpaque(bool) override { return NS_OK; }; bool GetIsOpaque() override { return false; } NS_IMETHOD SetContextOptions(JSContext* cx, JS::Handle 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); void SynthesizeGLError(GLenum err, const char* fmt, ...); void ErrorInvalidEnum(const char* fmt = 0, ...); void ErrorInvalidOperation(const char* fmt = 0, ...); void ErrorInvalidValue(const char* fmt = 0, ...); void ErrorInvalidFramebufferOperation(const char* fmt = 0, ...); void ErrorInvalidEnumInfo(const char* info, GLenum enumValue); void ErrorInvalidEnumInfo(const char* info, const char* funcName, GLenum enumValue); void ErrorOutOfMemory(const char* fmt = 0, ...); 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 nullptr if glenum is unknown. static const char* EnumName(GLenum glenum); // Returns hex formatted version of glenum if glenum is unknown. static void EnumName(GLenum glenum, nsACString* 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 GetCanvasLayer(nsDisplayListBuilder* builder, Layer* oldLayer, LayerManager* manager) 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(); // a number that increments every time we have an event that causes // all context resources to be lost. uint32_t Generation() { 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); // Calls ForceClearFramebufferWithDefaultValues() for the Context's 'screen'. void ClearScreen(); void ClearBackbufferIfNeeded(); bool MinCapabilityMode() const { return mMinCapability; } void RunContextLossTimer(); void UpdateContextLossStatus(); void EnqueueUpdateContextLossStatus(); bool TryToRestoreContext(); void AssertCachedBindings(); void AssertCachedGlobalState(); dom::HTMLCanvasElement* GetCanvas() const { return mCanvasElement; } // WebIDL WebGLRenderingContext API void Commit(); void GetCanvas(Nullable& retval); GLsizei DrawingBufferWidth() const { return IsContextLost() ? 0 : mWidth; } GLsizei DrawingBufferHeight() const { return IsContextLost() ? 0 : mHeight; } layers::LayersBackend GetCompositorBackendType() const; void GetContextAttributes(dom::Nullable& retval); bool IsContextLost() const { return mContextStatus != ContextNotLost; } void GetSupportedExtensions(JSContext* cx, dom::Nullable< nsTArray >& retval); void GetExtension(JSContext* cx, const nsAString& name, JS::MutableHandle retval, 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 CreateFramebuffer(); already_AddRefed CreateProgram(); already_AddRefed CreateRenderbuffer(); already_AddRefed CreateShader(GLenum type); already_AddRefed 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, WebGLShader* shader); void DrawBuffers(const dom::Sequence& 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); // Framebuffer validation bool ValidateFramebufferAttachment(const WebGLFramebuffer* fb, GLenum attachment, const char* funcName, bool badColorAttachmentIsInvalidOp = false); void FrontFace(GLenum mode); already_AddRefed GetActiveAttrib(WebGLProgram* prog, GLuint index); already_AddRefed GetActiveUniform(WebGLProgram* prog, GLuint index); void GetAttachedShaders(WebGLProgram* prog, dom::Nullable>>& retval); GLint GetAttribLocation(WebGLProgram* prog, const nsAString& name); JS::Value GetBufferParameter(GLenum target, GLenum pname); void GetBufferParameter(JSContext*, GLenum target, GLenum pname, JS::MutableHandle 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 retval, ErrorResult& rv) { retval.set(GetFramebufferAttachmentParameter(cx, target, attachment, pname, rv)); } JS::Value GetProgramParameter(WebGLProgram* prog, GLenum pname); void GetProgramParameter(JSContext*, WebGLProgram* prog, GLenum pname, JS::MutableHandle retval) { retval.set(GetProgramParameter(prog, pname)); } void GetProgramInfoLog(WebGLProgram* prog, nsACString& retval); void GetProgramInfoLog(WebGLProgram* prog, nsAString& retval); JS::Value GetRenderbufferParameter(GLenum target, GLenum pname); void GetRenderbufferParameter(JSContext*, GLenum target, GLenum pname, JS::MutableHandle retval) { retval.set(GetRenderbufferParameter(target, pname)); } JS::Value GetShaderParameter(WebGLShader* shader, GLenum pname); void GetShaderParameter(JSContext*, WebGLShader* shader, GLenum pname, JS::MutableHandle retval) { retval.set(GetShaderParameter(shader, pname)); } already_AddRefed GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype); void GetShaderInfoLog(WebGLShader* shader, nsACString& retval); void GetShaderInfoLog(WebGLShader* shader, nsAString& retval); void GetShaderSource(WebGLShader* shader, nsAString& retval); void GetShaderTranslatedSource(WebGLShader* shader, nsAString& retval); JS::Value GetUniform(JSContext* cx, WebGLProgram* prog, WebGLUniformLocation* loc); void GetUniform(JSContext* cx, WebGLProgram* prog, WebGLUniformLocation* loc, JS::MutableHandle retval) { retval.set(GetUniform(cx, prog, loc)); } already_AddRefed GetUniformLocation(WebGLProgram* prog, const nsAString& name); void Hint(GLenum target, GLenum mode); bool IsFramebuffer(WebGLFramebuffer* fb); bool IsProgram(WebGLProgram* prog); bool IsRenderbuffer(WebGLRenderbuffer* rb); bool IsShader(WebGLShader* shader); bool IsVertexArray(WebGLVertexArray* vao); void LineWidth(GLfloat width); void LinkProgram(WebGLProgram* prog); void PixelStorei(GLenum pname, GLint param); void PolygonOffset(GLfloat factor, GLfloat units); protected: bool DoReadPixelsAndConvert(GLint x, GLint y, GLsizei width, GLsizei height, GLenum destFormat, GLenum destType, void* destBytes, GLenum auxReadFormat, GLenum auxReadType); public: void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const dom::Nullable& pixels, ErrorResult& rv); 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 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 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); // Int array void Uniform1iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) { arr.ComputeLengthAndData(); Uniform1iv_base(loc, arr.Length(), arr.Data()); } void Uniform1iv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform1iv_base(loc, arr.Length(), arr.Elements()); } void Uniform1iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data); void Uniform2iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) { arr.ComputeLengthAndData(); Uniform2iv_base(loc, arr.Length(), arr.Data()); } void Uniform2iv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform2iv_base(loc, arr.Length(), arr.Elements()); } void Uniform2iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data); void Uniform3iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) { arr.ComputeLengthAndData(); Uniform3iv_base(loc, arr.Length(), arr.Data()); } void Uniform3iv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform3iv_base(loc, arr.Length(), arr.Elements()); } void Uniform3iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data); void Uniform4iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) { arr.ComputeLengthAndData(); Uniform4iv_base(loc, arr.Length(), arr.Data()); } void Uniform4iv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform4iv_base(loc, arr.Length(), arr.Elements()); } void Uniform4iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data); // Float array void Uniform1fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); Uniform1fv_base(loc, arr.Length(), arr.Data()); } void Uniform1fv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform1fv_base(loc, arr.Length(), arr.Elements()); } void Uniform1fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data); void Uniform2fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); Uniform2fv_base(loc, arr.Length(), arr.Data()); } void Uniform2fv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform2fv_base(loc, arr.Length(), arr.Elements()); } void Uniform2fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data); void Uniform3fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); Uniform3fv_base(loc, arr.Length(), arr.Data()); } void Uniform3fv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform3fv_base(loc, arr.Length(), arr.Elements()); } void Uniform3fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data); void Uniform4fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); Uniform4fv_base(loc, arr.Length(), arr.Data()); } void Uniform4fv(WebGLUniformLocation* loc, const dom::Sequence& arr) { Uniform4fv_base(loc, arr.Length(), arr.Elements()); } void Uniform4fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data); // Matrix void UniformMatrix2fv(WebGLUniformLocation* loc, WebGLboolean transpose, const dom::Float32Array& value) { value.ComputeLengthAndData(); UniformMatrix2fv_base(loc, transpose, value.Length(), value.Data()); } void UniformMatrix2fv(WebGLUniformLocation* loc, WebGLboolean transpose, const dom::Sequence& value) { UniformMatrix2fv_base(loc, transpose, value.Length(), value.Elements()); } void UniformMatrix2fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const float* data); void UniformMatrix3fv(WebGLUniformLocation* loc, WebGLboolean transpose, const dom::Float32Array& value) { value.ComputeLengthAndData(); UniformMatrix3fv_base(loc, transpose, value.Length(), value.Data()); } void UniformMatrix3fv(WebGLUniformLocation* loc, WebGLboolean transpose, const dom::Sequence& value) { UniformMatrix3fv_base(loc, transpose, value.Length(), value.Elements()); } void UniformMatrix3fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const float* data); void UniformMatrix4fv(WebGLUniformLocation* loc, WebGLboolean transpose, const dom::Float32Array& value) { value.ComputeLengthAndData(); UniformMatrix4fv_base(loc, transpose, value.Length(), value.Data()); } void UniformMatrix4fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence& value) { UniformMatrix4fv_base(loc, transpose, value.Length(), value.Elements()); } void UniformMatrix4fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const float* data); 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* info, GLuint* out_rawLoc); bool ValidateUniformArraySetter(WebGLUniformLocation* loc, uint8_t setterElemSize, GLenum setterType, size_t setterArraySize, const char* info, GLuint* out_rawLoc, GLsizei* out_numElementsToUpload); bool ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc, uint8_t setterCols, uint8_t setterRows, GLenum setterType, size_t setterArraySize, bool setterTranspose, const char* info, GLuint* out_rawLoc, GLsizei* out_numElementsToUpload); void ValidateProgram(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) private: void UpdateBoundBuffer(GLenum target, WebGLBuffer* buffer); void UpdateBoundBufferIndexed(GLenum target, GLuint index, WebGLBuffer* buffer); public: 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: template void BufferDataT(GLenum target, const BufferT& data, GLenum usage); public: void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage); void BufferData(GLenum target, const dom::ArrayBufferView& data, GLenum usage); void BufferData(GLenum target, const dom::Nullable& maybeData, GLenum usage); void BufferData(GLenum target, const dom::SharedArrayBuffer& data, GLenum usage); private: template void BufferSubDataT(GLenum target, WebGLsizeiptr byteOffset, const BufferT& data); public: void BufferSubData(GLenum target, WebGLsizeiptr byteOffset, const dom::ArrayBufferView& data); void BufferSubData(GLenum target, WebGLsizeiptr byteOffset, const dom::Nullable& maybeData); void BufferSubData(GLenum target, WebGLsizeiptr byteOffset, const dom::SharedArrayBuffer& data); already_AddRefed CreateBuffer(); void DeleteBuffer(WebGLBuffer* buf); bool IsBuffer(WebGLBuffer* buf); protected: // bound buffer state WebGLRefPtr mBoundArrayBuffer; WebGLRefPtr mBoundCopyReadBuffer; WebGLRefPtr mBoundCopyWriteBuffer; WebGLRefPtr mBoundPixelPackBuffer; WebGLRefPtr mBoundPixelUnpackBuffer; WebGLRefPtr mBoundTransformFeedbackBuffer; WebGLRefPtr mBoundUniformBuffer; nsTArray> mBoundUniformBuffers; nsTArray> mBoundTransformFeedbackBuffers; WebGLRefPtr& GetBufferSlotByTarget(GLenum target); WebGLRefPtr& GetBufferSlotByTargetIndexed(GLenum target, GLuint index); GLenum GetCurrentBinding(WebGLBuffer* buffer) const; // ----------------------------------------------------------------------------- // Queries (WebGL2ContextQueries.cpp) protected: WebGLRefPtr& GetQuerySlotByTarget(GLenum target); WebGLRefPtr mActiveOcclusionQuery; WebGLRefPtr mActiveTransformFeedbackQuery; // ----------------------------------------------------------------------------- // State and State Requests (WebGLContextState.cpp) public: void Disable(GLenum cap); void Enable(GLenum cap); bool GetStencilBits(GLint* const out_stencilBits); 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 retval, ErrorResult& rv) { retval.set(GetParameter(cx, pname, rv)); } void GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index, JS::MutableHandle retval); bool IsEnabled(GLenum cap); private: // State tracking slots realGLboolean mDitherEnabled; realGLboolean mRasterizerDiscardEnabled; realGLboolean mScissorTestEnabled; realGLboolean mDepthTestEnabled; realGLboolean mStencilTestEnabled; bool ValidateCapabilityEnum(GLenum cap, const char* info); realGLboolean* GetStateTrackingSlot(GLenum cap); // ----------------------------------------------------------------------------- // Texture funcions (WebGLContextTextures.cpp) public: void ActiveTexture(GLenum texUnit); void BindTexture(GLenum texTarget, WebGLTexture* tex); already_AddRefed CreateTexture(); void DeleteTexture(WebGLTexture* tex); void GenerateMipmap(GLenum texTarget); void GetTexParameter(JSContext*, GLenum texTarget, GLenum pname, JS::MutableHandle retval) { retval.set(GetTexParameter(texTarget, pname)); } bool IsTexture(WebGLTexture* tex); void TexParameterf(GLenum texTarget, GLenum pname, GLfloat param) { TexParameter_base(texTarget, pname, nullptr, ¶m); } void TexParameteri(GLenum texTarget, GLenum pname, GLint param) { TexParameter_base(texTarget, pname, ¶m, nullptr); } protected: JS::Value GetTexParameter(GLenum texTarget, GLenum pname); void TexParameter_base(GLenum texTarget, GLenum pname, GLint* maybeIntParam, GLfloat* maybeFloatParam); virtual bool IsTexParamValid(GLenum pname) const; // Upload funcs public: void CompressedTexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, const dom::ArrayBufferView& view); void CompressedTexSubImage2D(GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, const dom::ArrayBufferView& view); void CopyTexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void CopyTexSubImage2D(GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLint x, GLint y, GLsizei width, GLsizei height); void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType, const dom::Nullable& maybeView, ErrorResult&); void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat, GLenum unpackFormat, GLenum unpackType, dom::ImageData* imageData, ErrorResult&); void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat, GLenum unpackFormat, GLenum unpackType, dom::Element* elem, ErrorResult* const out_error); void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, GLenum unpackType, const dom::Nullable& maybeView, ErrorResult&); void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLenum unpackFormat, GLenum unpackType, dom::ImageData* imageData, ErrorResult&); void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLenum unpackFormat, GLenum unpackType, dom::Element* elem, ErrorResult* const out_error); // Allow whatever element unpackTypes the bindings are willing to pass // us in Tex(Sub)Image2D template inline void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat, GLenum unpackFormat, GLenum unpackType, T& elem, ErrorResult& out_error) { TexImage2D(texImageTarget, level, internalFormat, unpackFormat, unpackType, &elem, &out_error); } template inline void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLenum unpackFormat, GLenum unpackType, T& elem, ErrorResult& out_error) { TexSubImage2D(texImageTarget, level, xOffset, yOffset, unpackFormat, unpackType, &elem, &out_error); } // WebGLTextureUpload.cpp 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); // ----------------------------------------------------------------------------- // Vertices Feature (WebGLContextVertices.cpp) public: void DrawArrays(GLenum mode, GLint first, GLsizei count); void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount); void DrawElements(GLenum mode, GLsizei count, GLenum type, WebGLintptr byteOffset); void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, WebGLintptr byteOffset, GLsizei primcount); 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 retval, ErrorResult& rv) { retval.set(GetVertexAttrib(cx, index, pname, rv)); } WebGLsizeiptr GetVertexAttribOffset(GLuint index, GLenum pname); void VertexAttrib1f(GLuint index, GLfloat x0); void VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1); void VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2); void VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2, GLfloat x3); void VertexAttrib1fv(GLuint idx, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); VertexAttrib1fv_base(idx, arr.Length(), arr.Data()); } void VertexAttrib1fv(GLuint idx, const dom::Sequence& arr) { VertexAttrib1fv_base(idx, arr.Length(), arr.Elements()); } void VertexAttrib2fv(GLuint idx, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); VertexAttrib2fv_base(idx, arr.Length(), arr.Data()); } void VertexAttrib2fv(GLuint idx, const dom::Sequence& arr) { VertexAttrib2fv_base(idx, arr.Length(), arr.Elements()); } void VertexAttrib3fv(GLuint idx, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); VertexAttrib3fv_base(idx, arr.Length(), arr.Data()); } void VertexAttrib3fv(GLuint idx, const dom::Sequence& arr) { VertexAttrib3fv_base(idx, arr.Length(), arr.Elements()); } void VertexAttrib4fv(GLuint idx, const dom::Float32Array& arr) { arr.ComputeLengthAndData(); VertexAttrib4fv_base(idx, arr.Length(), arr.Data()); } void VertexAttrib4fv(GLuint idx, const dom::Sequence& arr) { VertexAttrib4fv_base(idx, arr.Length(), arr.Elements()); } void VertexAttribPointer(GLuint index, GLint size, GLenum type, WebGLboolean normalized, GLsizei stride, WebGLintptr byteOffset); void VertexAttribDivisor(GLuint index, GLuint divisor); private: // Cache the max number of vertices and instances that can be read from // bound VBOs (result of ValidateBuffers). bool mBufferFetchingIsVerified; bool mBufferFetchingHasPerVertex; uint32_t mMaxFetchedVertices; uint32_t mMaxFetchedInstances; bool DrawArrays_check(GLint first, GLsizei count, GLsizei primcount, const char* info); bool DrawElements_check(GLsizei count, GLenum type, WebGLintptr byteOffset, GLsizei primcount, const char* info, GLuint* out_upperBound); bool DrawInstanced_check(const char* info); 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 ValidateBufferFetching(const char* info); bool BindArrayAttribToLocation0(WebGLProgram* prog); // ----------------------------------------------------------------------------- // PROTECTED protected: WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need(); bool DoFakeVertexAttrib0(GLuint vertexCount); void UndoFakeVertexAttrib0(); inline void InvalidateBufferFetching() { mBufferFetchingIsVerified = false; mBufferFetchingHasPerVertex = false; mMaxFetchedVertices = 0; mMaxFetchedInstances = 0; } CheckedUint32 mGeneration; WebGLContextOptions mOptions; bool mInvalidated; bool mCapturedFrameInvalidated; bool mResetLayer; bool mOptionsFrozen; bool mMinCapability; bool mDisableExtensions; bool mIsMesa; bool mLoseContextOnMemoryPressure; bool mCanLoseContextInForeground; bool mRestoreWhenVisible; bool mShouldPresent; bool mBackbufferNeedsClear; bool mDisableFragHighP; template void DeleteWebGLObjectsArray(nsTArray& array); GLuint mActiveTexture; GLenum mDefaultFB_DrawBuffer0; // glGetError sources: bool mEmitContextLostErrorOnce; GLenum mWebGLError; GLenum mUnderlyingGLError; GLenum GetAndFlushUnderlyingGLErrors(); bool mBypassShaderValidation; webgl::ShaderValidator* CreateShaderValidator(GLenum shaderType) const; // some GL constants int32_t mGLMaxVertexAttribs; int32_t mGLMaxTextureUnits; int32_t mGLMaxTextureImageUnits; int32_t mGLMaxVertexTextureImageUnits; int32_t mGLMaxVaryingVectors; int32_t mGLMaxFragmentUniformVectors; int32_t mGLMaxVertexUniformVectors; uint32_t mGLMaxTransformFeedbackSeparateAttribs; GLuint mGLMaxUniformBufferBindings; // What is supported: uint32_t mGLMaxColorAttachments; uint32_t mGLMaxDrawBuffers; // What we're allowing: uint32_t mImplMaxColorAttachments; uint32_t mImplMaxDrawBuffers; public: GLenum LastColorAttachmentEnum() const { return LOCAL_GL_COLOR_ATTACHMENT0 + mImplMaxColorAttachments - 1; } protected: // Texture sizes are often not actually the GL values. Let's be explicit that these // are implementation limits. uint32_t mImplMaxTextureSize; uint32_t mImplMaxCubeMapTextureSize; uint32_t mImplMax3DTextureSize; uint32_t mImplMaxArrayTextureLayers; uint32_t mImplMaxRenderbufferSize; public: GLuint MaxVertexAttribs() const { return mGLMaxVertexAttribs; } GLuint GLMaxTextureUnits() const { return mGLMaxTextureUnits; } 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> 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(JSContext* js, 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 JSContext (this decides what getSupportedExtensions exposes) bool IsExtensionSupported(JSContext* cx, WebGLExtensionID ext) const; bool IsExtensionSupported(WebGLExtensionID ext) const; static const char* GetExtensionString(WebGLExtensionID ext); nsTArray mCompressedTextureFormats; // ------------------------------------------------------------------------- // WebGL 2 specifics (implemented in WebGL2Context.cpp) public: virtual bool IsWebGL2() const = 0; protected: bool InitWebGL2(nsACString* const out_failReason, nsACString* const out_failureId); bool CreateAndInitGL(bool forceEnabled, nsACString* const out_failReason, nsACString* const out_failureId); bool ResizeBackbuffer(uint32_t width, uint32_t height); typedef already_AddRefed FnCreateGL_T(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags, WebGLContext* webgl, nsACString* const out_failReason, nsACString* const out_failureId); bool CreateAndInitGLWith(FnCreateGL_T fnCreateGL, const gl::SurfaceCaps& baseCaps, gl::CreateContextFlags flags, nsACString* const out_failReason, nsACString* const out_failureId); void ThrowEvent_WebGLContextCreationError(const nsACString& text); // ------------------------------------------------------------------------- // Validation functions (implemented in WebGLContextValidate.cpp) bool InitAndValidateGL(nsACString* const out_failReason, nsACString* const out_failureId); bool ValidateBlendEquationEnum(GLenum cap, const char* info); bool ValidateBlendFuncDstEnum(GLenum mode, const char* info); bool ValidateBlendFuncSrcEnum(GLenum mode, const char* info); bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor, const char* info); bool ValidateDataOffsetSize(WebGLintptr offset, WebGLsizeiptr size, WebGLsizeiptr bufferSize, const char* info); bool ValidateDataRanges(WebGLintptr readOffset, WebGLintptr writeOffset, WebGLsizeiptr size, const char* info); bool ValidateTextureTargetEnum(GLenum target, 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 ValidateSamplerParameterName(GLenum pname, const char* info); bool ValidateSamplerParameterParams(GLenum pname, const WebGLIntOrFloat& param, const char* info); 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 ValidateCurFBForRead(const char* funcName, const webgl::FormatUsageInfo** const out_format, uint32_t* const out_width, uint32_t* const out_height, GLenum* const out_mode); void Invalidate(); void DestroyResourcesAndContext(); void MakeContextCurrent() const; // 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: nsLayoutUtils::SurfaceFromElementResult SurfaceFromElement(dom::Element* elem) { uint32_t flags = nsLayoutUtils::SFE_WANT_IMAGE_SURFACE | nsLayoutUtils::SFE_USE_ELEMENT_SIZE_IF_VECTOR; if (mPixelStore_ColorspaceConversion == LOCAL_GL_NONE) flags |= nsLayoutUtils::SFE_NO_COLORSPACE_CONVERSION; if (!mPixelStore_PremultiplyAlpha) flags |= nsLayoutUtils::SFE_PREFER_NO_PREMULTIPLY_ALPHA; RefPtr idealDrawTarget = nullptr; // Don't care for now. return nsLayoutUtils::SurfaceFromElement(elem, flags, idealDrawTarget); } protected: // Returns false if `object` is null or not valid. template bool ValidateObject(const char* info, ObjectType* object); // Returns false if `object` is not valid. Considers null to be valid. template bool ValidateObjectAllowNull(const char* info, ObjectType* object); // Returns false if `object` is not valid, but considers deleted objects and // null objects valid. template bool ValidateObjectAllowDeletedOrNull(const char* info, ObjectType* object); // Returns false if `object` is null or not valid, but considers deleted // objects valid. template bool ValidateObjectAllowDeleted(const char* info, ObjectType* object); private: // Like ValidateObject, but only for cases when `object` is known to not be // null already. template bool ValidateObjectAssumeNonNull(const char* info, ObjectType* object); private: // ------------------------------------------------------------------------- // Context customization points virtual WebGLVertexArray* CreateVertexArrayImpl(); virtual bool ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info) = 0; virtual bool ValidateBufferTarget(GLenum target, const char* info) = 0; virtual bool ValidateBufferIndexedTarget(GLenum target, const char* info) = 0; virtual bool ValidateBufferForTarget(GLenum target, WebGLBuffer* buffer, const char* info); virtual bool ValidateBufferUsageEnum(GLenum usage, const char* info) = 0; virtual bool ValidateQueryTarget(GLenum usage, const char* info) = 0; virtual bool ValidateUniformMatrixTranspose(bool transpose, const char* info) = 0; protected: /** Like glBufferData, but if the call may change the buffer size, checks * any GL error generated by this glBufferData call and returns it. */ GLenum CheckedBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); public: void ForceLoseContext(bool simulateLoss = false); protected: void ForceRestoreContext(); nsTArray > mBound2DTextures; nsTArray > mBoundCubeMapTextures; nsTArray > mBound3DTextures; nsTArray > mBound2DArrayTextures; nsTArray > mBoundSamplers; void ResolveTexturesForDraw() const; WebGLRefPtr mCurrentProgram; RefPtr mActiveProgramLinkInfo; bool ValidateFramebufferTarget(GLenum target, const char* const info); WebGLRefPtr mBoundDrawFramebuffer; WebGLRefPtr mBoundReadFramebuffer; WebGLRefPtr mBoundRenderbuffer; WebGLRefPtr mBoundTransformFeedback; WebGLRefPtr mBoundVertexArray; LinkedList mBuffers; LinkedList mFramebuffers; LinkedList mPrograms; LinkedList mQueries; LinkedList mRenderbuffers; LinkedList mSamplers; LinkedList mShaders; LinkedList mTextures; LinkedList mTimerQueries; LinkedList mTransformFeedbacks; LinkedList mVertexArrays; WebGLRefPtr mDefaultTransformFeedback; WebGLRefPtr 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); CheckedUint32 GetPackSize(uint32_t width, uint32_t height, uint8_t bytesPerPixel, CheckedUint32* const out_startOffset, CheckedUint32* const out_rowStride); GLenum mPixelStore_ColorspaceConversion; bool mPixelStore_FlipY; bool mPixelStore_PremultiplyAlpha; //////////////////////////////////// class FakeBlackTexture { public: gl::GLContext* const mGL; const GLuint mGLName; FakeBlackTexture(gl::GLContext* gl, TexTarget target, FakeBlackType type); ~FakeBlackTexture(); }; UniquePtr mFakeBlack_2D_0000; UniquePtr mFakeBlack_2D_0001; UniquePtr mFakeBlack_CubeMap_0000; UniquePtr mFakeBlack_CubeMap_0001; UniquePtr mFakeBlack_3D_0000; UniquePtr mFakeBlack_3D_0001; UniquePtr mFakeBlack_2D_Array_0000; UniquePtr mFakeBlack_2D_Array_0001; void BindFakeBlack(uint32_t texUnit, TexTarget target, FakeBlackType fakeBlack); //////////////////////////////////// // Generic Vertex Attributes UniquePtr mVertexAttribType; GLfloat mVertexAttrib0Vector[4]; GLfloat mFakeVertexAttrib0BufferObjectVector[4]; size_t mFakeVertexAttrib0BufferObjectSize; GLuint mFakeVertexAttrib0BufferObject; WebGLVertexAttrib0Status mFakeVertexAttrib0BufferStatus; void GetVertexAttribFloat(GLuint index, GLfloat* out_result); void GetVertexAttribInt(GLuint index, GLint* out_result); void GetVertexAttribUint(GLuint index, GLuint* out_result); 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; realGLboolean mColorWriteMask[4]; realGLboolean mDepthWriteMask; GLfloat mColorClearValue[4]; GLint mStencilClearValue; GLfloat mDepthClearValue; GLint mViewportX; GLint mViewportY; GLsizei mViewportWidth; GLsizei mViewportHeight; bool mAlreadyWarnedAboutViewportLargerThanDest; RefPtr 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; int mAlreadyGeneratedWarnings; int mMaxWarnings; bool mAlreadyWarnedAboutFakeVertexAttrib0; bool ShouldGenerateWarnings() const; uint64_t mLastUseIndex; bool mNeedsFakeNoAlpha; bool mNeedsFakeNoDepth; bool mNeedsFakeNoStencil; bool mNeedsEmulatedLoneDepthStencil; struct ScopedMaskWorkaround { WebGLContext& mWebGL; const bool mFakeNoAlpha; const bool mFakeNoDepth; const bool mFakeNoStencil; static bool ShouldFakeNoAlpha(WebGLContext& webgl) { // We should only be doing this if we're about to draw to the backbuffer, but // the backbuffer needs to have this fake-no-alpha workaround. return !webgl.mBoundDrawFramebuffer && webgl.mNeedsFakeNoAlpha && webgl.mColorWriteMask[3] != false; } static bool ShouldFakeNoDepth(WebGLContext& webgl) { // We should only be doing this if we're about to draw to the backbuffer. return !webgl.mBoundDrawFramebuffer && webgl.mNeedsFakeNoDepth && webgl.mDepthTestEnabled; } static bool HasDepthButNoStencil(const WebGLFramebuffer* fb); static bool ShouldFakeNoStencil(WebGLContext& webgl) { if (!webgl.mStencilTestEnabled) return false; if (!webgl.mBoundDrawFramebuffer) { if (webgl.mNeedsFakeNoStencil) return true; if (webgl.mNeedsEmulatedLoneDepthStencil && webgl.mOptions.depth && !webgl.mOptions.stencil) { return true; } return false; } if (webgl.mNeedsEmulatedLoneDepthStencil && HasDepthButNoStencil(webgl.mBoundDrawFramebuffer)) { return true; } return false; } explicit ScopedMaskWorkaround(WebGLContext& webgl); ~ScopedMaskWorkaround(); }; void LoseOldestWebGLContextIfLimitExceeded(); void UpdateLastUseIndex(); template JS::Value WebGLObjectAsJSValue(JSContext* cx, const WebGLObjectType*, ErrorResult& rv) const; template 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, ...); void GenerateWarning(const char* fmt, va_list ap); public: UniquePtr mFormatUsage; virtual UniquePtr CreateFormatUsage(gl::GLContext* gl) const = 0; // Friend list friend class ScopedCopyTexImageSource; friend class ScopedResolveTexturesForDraw; friend class ScopedUnpackReset; friend class webgl::TexUnpackBlob; friend class webgl::TexUnpackBytes; friend class webgl::TexUnpackSurface; 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 WebGLTimerQuery; 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(webgl); } /** ** Template implementations **/ template inline bool WebGLContext::ValidateObjectAllowDeletedOrNull(const char* info, ObjectType* object) { if (object && !object->IsCompatibleWithContext(this)) { ErrorInvalidOperation("%s: object from different WebGL context " "(or older generation of this one) " "passed as argument", info); return false; } return true; } template inline bool WebGLContext::ValidateObjectAssumeNonNull(const char* info, ObjectType* object) { MOZ_ASSERT(object); if (!ValidateObjectAllowDeletedOrNull(info, object)) return false; if (object->IsDeleted()) { ErrorInvalidValue("%s: Deleted object passed as argument.", info); return false; } return true; } template inline bool WebGLContext::ValidateObjectAllowNull(const char* info, ObjectType* object) { if (!object) return true; return ValidateObjectAssumeNonNull(info, object); } template inline bool WebGLContext::ValidateObjectAllowDeleted(const char* info, ObjectType* object) { if (!object) { ErrorInvalidValue("%s: null object passed as argument", info); return false; } return ValidateObjectAllowDeletedOrNull(info, object); } template inline bool WebGLContext::ValidateObject(const char* info, ObjectType* object) { if (!object) { ErrorInvalidValue("%s: null object passed as argument", info); return false; } return ValidateObjectAssumeNonNull(info, object); } // Returns `value` rounded to the next highest multiple of `multiple`. // AKA PadToAlignment, StrideForAlignment. template 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 UniqueBuffer { // Like UniquePtr<>, but for void* and malloc/calloc/free. void* mBuffer; public: UniqueBuffer() : mBuffer(nullptr) { } MOZ_IMPLICIT UniqueBuffer(void* buffer) : mBuffer(buffer) { } ~UniqueBuffer() { free(mBuffer); } UniqueBuffer(UniqueBuffer&& other) { this->mBuffer = other.mBuffer; other.mBuffer = nullptr; } UniqueBuffer& operator =(UniqueBuffer&& other) { free(this->mBuffer); this->mBuffer = other.mBuffer; other.mBuffer = nullptr; return *this; } UniqueBuffer& operator =(void* newBuffer) { free(this->mBuffer); this->mBuffer = newBuffer; return *this; } explicit operator bool() const { return bool(mBuffer); } void* get() const { return mBuffer; } UniqueBuffer(const UniqueBuffer& other) = delete; // construct using Move()! void operator =(const UniqueBuffer& other) = delete; // assign using Move()! }; class ScopedUnpackReset : public gl::ScopedGLWrapper { friend struct gl::ScopedGLWrapper; protected: WebGLContext* const mWebGL; public: explicit ScopedUnpackReset(WebGLContext* webgl); protected: void UnwrapImpl(); }; void ComputeLengthAndData(const dom::ArrayBufferViewOrSharedArrayBufferView& view, void** const out_data, size_t* const out_length, js::Scalar::Type* const out_type); void Intersect(uint32_t srcSize, int32_t dstStartInSrc, uint32_t dstSize, uint32_t* const out_intStartInSrc, uint32_t* const out_intStartInDst, uint32_t* const out_intSize); bool ZeroTextureData(WebGLContext* webgl, const char* funcName, bool respecifyTexture, GLuint tex, TexImageTarget target, uint32_t level, const webgl::FormatUsageInfo* usage, uint32_t xOffset, uint32_t yOffset, uint32_t zOffset, uint32_t width, uint32_t height, uint32_t depth); } // namespace mozilla #endif