/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGLContext.h" #include "WebGL2Context.h" #include "WebGLContextUtils.h" #include "WebGLBuffer.h" #include "WebGLShader.h" #include "WebGLProgram.h" #include "WebGLFormats.h" #include "WebGLFramebuffer.h" #include "WebGLQuery.h" #include "WebGLRenderbuffer.h" #include "WebGLTexture.h" #include "WebGLVertexArray.h" #include "nsDebug.h" #include "nsReadableUtils.h" #include "nsString.h" #include "gfxContext.h" #include "gfxPlatform.h" #include "GLContext.h" #include "nsContentUtils.h" #include "nsError.h" #include "nsLayoutUtils.h" #include "CanvasUtils.h" #include "gfxUtils.h" #include "MozFramebuffer.h" #include "jsfriendapi.h" #include "WebGLTexelConversions.h" #include "WebGLValidateStrings.h" #include #include "mozilla/DebugOnly.h" #include "mozilla/dom/BindingUtils.h" #include "mozilla/dom/ImageData.h" #include "mozilla/dom/WebGLRenderingContextBinding.h" #include "mozilla/EndianUtils.h" #include "mozilla/RefPtr.h" #include "mozilla/UniquePtrExtensions.h" #include "mozilla/StaticPrefs_webgl.h" namespace mozilla { using namespace mozilla::dom; using namespace mozilla::gfx; using namespace mozilla::gl; // // WebGL API // void WebGLContext::ActiveTexture(uint32_t texUnit) { FuncScope funcScope(*this, "activeTexture"); if (IsContextLost()) return; funcScope.mBindFailureGuard = true; if (texUnit >= Limits().maxTexUnits) { return ErrorInvalidEnum("Texture unit %u out of range (%u).", texUnit, Limits().maxTexUnits); } mActiveTexture = texUnit; gl->fActiveTexture(LOCAL_GL_TEXTURE0 + texUnit); funcScope.mBindFailureGuard = false; } void WebGLContext::AttachShader(WebGLProgram& prog, WebGLShader& shader) { FuncScope funcScope(*this, "attachShader"); if (IsContextLost()) return; funcScope.mBindFailureGuard = true; prog.AttachShader(shader); funcScope.mBindFailureGuard = false; } void WebGLContext::BindAttribLocation(WebGLProgram& prog, GLuint location, const std::string& name) const { const FuncScope funcScope(*this, "bindAttribLocation"); if (IsContextLost()) return; prog.BindAttribLocation(location, name); } void WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb) { FuncScope funcScope(*this, "bindFramebuffer"); if (IsContextLost()) return; funcScope.mBindFailureGuard = true; if (!ValidateFramebufferTarget(target)) return; if (!wfb) { gl->fBindFramebuffer(target, 0); } else { GLuint framebuffername = wfb->mGLName; gl->fBindFramebuffer(target, framebuffername); wfb->mHasBeenBound = true; } switch (target) { case LOCAL_GL_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; mBoundReadFramebuffer = wfb; break; case LOCAL_GL_DRAW_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; break; case LOCAL_GL_READ_FRAMEBUFFER: mBoundReadFramebuffer = wfb; break; default: return; } funcScope.mBindFailureGuard = false; } void WebGLContext::BlendEquationSeparate(Maybe i, GLenum modeRGB, GLenum modeAlpha) { const FuncScope funcScope(*this, "blendEquationSeparate"); if (IsContextLost()) return; if (!ValidateBlendEquationEnum(modeRGB, "modeRGB") || !ValidateBlendEquationEnum(modeAlpha, "modeAlpha")) { return; } if (i) { MOZ_RELEASE_ASSERT( IsExtensionEnabled(WebGLExtensionID::OES_draw_buffers_indexed)); const auto limit = MaxValidDrawBuffers(); if (*i >= limit) { ErrorInvalidValue("`index` (%u) must be < %s (%u)", *i, "MAX_DRAW_BUFFERS", limit); return; } gl->fBlendEquationSeparatei(*i, modeRGB, modeAlpha); } else { gl->fBlendEquationSeparate(modeRGB, modeAlpha); } } static bool ValidateBlendFuncEnum(WebGLContext* webgl, GLenum factor, const char* varName) { switch (factor) { case LOCAL_GL_ZERO: case LOCAL_GL_ONE: case LOCAL_GL_SRC_COLOR: case LOCAL_GL_ONE_MINUS_SRC_COLOR: case LOCAL_GL_DST_COLOR: case LOCAL_GL_ONE_MINUS_DST_COLOR: case LOCAL_GL_SRC_ALPHA: case LOCAL_GL_ONE_MINUS_SRC_ALPHA: case LOCAL_GL_DST_ALPHA: case LOCAL_GL_ONE_MINUS_DST_ALPHA: case LOCAL_GL_CONSTANT_COLOR: case LOCAL_GL_ONE_MINUS_CONSTANT_COLOR: case LOCAL_GL_CONSTANT_ALPHA: case LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA: case LOCAL_GL_SRC_ALPHA_SATURATE: return true; default: webgl->ErrorInvalidEnumInfo(varName, factor); return false; } } static bool ValidateBlendFuncEnums(WebGLContext* webgl, GLenum srcRGB, GLenum srcAlpha, GLenum dstRGB, GLenum dstAlpha) { if (!webgl->IsWebGL2()) { if (dstRGB == LOCAL_GL_SRC_ALPHA_SATURATE || dstAlpha == LOCAL_GL_SRC_ALPHA_SATURATE) { webgl->ErrorInvalidEnum( "LOCAL_GL_SRC_ALPHA_SATURATE as a destination" " blend function is disallowed in WebGL 1 (dstRGB =" " 0x%04x, dstAlpha = 0x%04x).", dstRGB, dstAlpha); return false; } } if (!ValidateBlendFuncEnum(webgl, srcRGB, "srcRGB") || !ValidateBlendFuncEnum(webgl, srcAlpha, "srcAlpha") || !ValidateBlendFuncEnum(webgl, dstRGB, "dstRGB") || !ValidateBlendFuncEnum(webgl, dstAlpha, "dstAlpha")) { return false; } return true; } void WebGLContext::BlendFuncSeparate(Maybe i, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { const FuncScope funcScope(*this, "blendFuncSeparate"); if (IsContextLost()) return; if (!ValidateBlendFuncEnums(this, srcRGB, srcAlpha, dstRGB, dstAlpha)) return; // note that we only check compatibity for the RGB enums, no need to for the // Alpha enums, see "Section 6.8 forgetting to mention alpha factors?" thread // on the public_webgl mailing list if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "srcRGB and dstRGB")) return; if (i) { MOZ_RELEASE_ASSERT( IsExtensionEnabled(WebGLExtensionID::OES_draw_buffers_indexed)); const auto limit = MaxValidDrawBuffers(); if (*i >= limit) { ErrorInvalidValue("`index` (%u) must be < %s (%u)", *i, "MAX_DRAW_BUFFERS", limit); return; } gl->fBlendFuncSeparatei(*i, srcRGB, dstRGB, srcAlpha, dstAlpha); } else { gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } } GLenum WebGLContext::CheckFramebufferStatus(GLenum target) { const FuncScope funcScope(*this, "checkFramebufferStatus"); if (IsContextLost()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; if (!ValidateFramebufferTarget(target)) return 0; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("GFX: Bad target."); } if (!fb) return LOCAL_GL_FRAMEBUFFER_COMPLETE; return fb->CheckFramebufferStatus().get(); } RefPtr WebGLContext::CreateProgram() { const FuncScope funcScope(*this, "createProgram"); if (IsContextLost()) return nullptr; return new WebGLProgram(this); } RefPtr WebGLContext::CreateShader(GLenum type) { const FuncScope funcScope(*this, "createShader"); if (IsContextLost()) return nullptr; if (type != LOCAL_GL_VERTEX_SHADER && type != LOCAL_GL_FRAGMENT_SHADER) { ErrorInvalidEnumInfo("type", type); return nullptr; } return new WebGLShader(this, type); } void WebGLContext::CullFace(GLenum face) { const FuncScope funcScope(*this, "cullFace"); if (IsContextLost()) return; if (!ValidateFaceEnum(face)) return; gl->fCullFace(face); } void WebGLContext::DetachShader(WebGLProgram& prog, const WebGLShader& shader) { FuncScope funcScope(*this, "detachShader"); if (IsContextLost()) return; funcScope.mBindFailureGuard = true; prog.DetachShader(shader); funcScope.mBindFailureGuard = false; } static bool ValidateComparisonEnum(WebGLContext& webgl, const GLenum func) { switch (func) { case LOCAL_GL_NEVER: case LOCAL_GL_LESS: case LOCAL_GL_LEQUAL: case LOCAL_GL_GREATER: case LOCAL_GL_GEQUAL: case LOCAL_GL_EQUAL: case LOCAL_GL_NOTEQUAL: case LOCAL_GL_ALWAYS: return true; default: webgl.ErrorInvalidEnumInfo("func", func); return false; } } void WebGLContext::DepthFunc(GLenum func) { const FuncScope funcScope(*this, "depthFunc"); if (IsContextLost()) return; if (!ValidateComparisonEnum(*this, func)) return; gl->fDepthFunc(func); } void WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) { const FuncScope funcScope(*this, "depthRange"); if (IsContextLost()) return; if (zNear > zFar) return ErrorInvalidOperation( "the near value is greater than the far value!"); gl->fDepthRange(zNear, zFar); } // - void WebGLContext::FramebufferAttach(const GLenum target, const GLenum attachSlot, const GLenum bindImageTarget, const webgl::FbAttachInfo& toAttach) { FuncScope funcScope(*this, "framebufferAttach"); funcScope.mBindFailureGuard = true; const auto& limits = *mLimits; if (!ValidateFramebufferTarget(target)) return; auto fb = mBoundDrawFramebuffer; if (target == LOCAL_GL_READ_FRAMEBUFFER) { fb = mBoundReadFramebuffer; } if (!fb) return; // `rb` needs no validation. // `tex` const auto& tex = toAttach.tex; if (tex) { const auto err = CheckFramebufferAttach(bindImageTarget, tex->mTarget.get(), toAttach.mipLevel, toAttach.zLayer, toAttach.zLayerCount, limits); if (err) return; } auto safeToAttach = toAttach; if (!toAttach.rb && !toAttach.tex) { safeToAttach = {}; } if (!IsWebGL2() && !IsExtensionEnabled(WebGLExtensionID::OES_fbo_render_mipmap)) { safeToAttach.mipLevel = 0; } if (!IsExtensionEnabled(WebGLExtensionID::OVR_multiview2)) { safeToAttach.isMultiview = false; } if (!fb->FramebufferAttach(attachSlot, safeToAttach)) return; funcScope.mBindFailureGuard = false; } // - void WebGLContext::FrontFace(GLenum mode) { const FuncScope funcScope(*this, "frontFace"); if (IsContextLost()) return; switch (mode) { case LOCAL_GL_CW: case LOCAL_GL_CCW: break; default: return ErrorInvalidEnumInfo("mode", mode); } gl->fFrontFace(mode); } Maybe WebGLContext::GetBufferParameter(GLenum target, GLenum pname) { const FuncScope funcScope(*this, "getBufferParameter"); if (IsContextLost()) return Nothing(); const auto& slot = ValidateBufferSlot(target); if (!slot) return Nothing(); const auto& buffer = *slot; if (!buffer) { ErrorInvalidOperation("Buffer for `target` is null."); return Nothing(); } switch (pname) { case LOCAL_GL_BUFFER_SIZE: return Some(buffer->ByteLength()); case LOCAL_GL_BUFFER_USAGE: return Some(buffer->Usage()); default: ErrorInvalidEnumInfo("pname", pname); return Nothing(); } } Maybe WebGLContext::GetFramebufferAttachmentParameter( WebGLFramebuffer* const fb, GLenum attachment, GLenum pname) const { const FuncScope funcScope(*this, "getFramebufferAttachmentParameter"); if (IsContextLost()) return Nothing(); if (fb) return fb->GetAttachmentParameter(attachment, pname); //////////////////////////////////// if (!IsWebGL2()) { ErrorInvalidOperation( "Querying against the default framebuffer is not" " allowed in WebGL 1."); return Nothing(); } switch (attachment) { case LOCAL_GL_BACK: case LOCAL_GL_DEPTH: case LOCAL_GL_STENCIL: break; default: ErrorInvalidEnum( "For the default framebuffer, can only query COLOR, DEPTH," " or STENCIL."); return Nothing(); } switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: switch (attachment) { case LOCAL_GL_BACK: break; case LOCAL_GL_DEPTH: if (!mOptions.depth) { return Some(LOCAL_GL_NONE); } break; case LOCAL_GL_STENCIL: if (!mOptions.stencil) { return Some(LOCAL_GL_NONE); } break; default: ErrorInvalidEnum( "With the default framebuffer, can only query COLOR, DEPTH," " or STENCIL for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE"); return Nothing(); } return Some(LOCAL_GL_FRAMEBUFFER_DEFAULT); //////////////// case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: if (attachment == LOCAL_GL_BACK) return Some(8); return Some(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: if (attachment == LOCAL_GL_BACK) { if (mOptions.alpha) { return Some(8); } ErrorInvalidOperation( "The default framebuffer doesn't contain an alpha buffer"); return Nothing(); } return Some(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: if (attachment == LOCAL_GL_DEPTH) { if (mOptions.depth) { return Some(24); } ErrorInvalidOperation( "The default framebuffer doesn't contain an depth buffer"); return Nothing(); } return Some(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: if (attachment == LOCAL_GL_STENCIL) { if (mOptions.stencil) { return Some(8); } ErrorInvalidOperation( "The default framebuffer doesn't contain an stencil buffer"); return Nothing(); } return Some(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: if (attachment == LOCAL_GL_STENCIL) { if (mOptions.stencil) { return Some(LOCAL_GL_UNSIGNED_INT); } ErrorInvalidOperation( "The default framebuffer doesn't contain an stencil buffer"); } else if (attachment == LOCAL_GL_DEPTH) { if (mOptions.depth) { return Some(LOCAL_GL_UNSIGNED_NORMALIZED); } ErrorInvalidOperation( "The default framebuffer doesn't contain an depth buffer"); } else { // LOCAL_GL_BACK return Some(LOCAL_GL_UNSIGNED_NORMALIZED); } return Nothing(); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: if (attachment == LOCAL_GL_STENCIL) { if (!mOptions.stencil) { ErrorInvalidOperation( "The default framebuffer doesn't contain an stencil buffer"); return Nothing(); } } else if (attachment == LOCAL_GL_DEPTH) { if (!mOptions.depth) { ErrorInvalidOperation( "The default framebuffer doesn't contain an depth buffer"); return Nothing(); } } return Some(LOCAL_GL_LINEAR); } ErrorInvalidEnumInfo("pname", pname); return Nothing(); } Maybe WebGLContext::GetRenderbufferParameter( const WebGLRenderbuffer& rb, GLenum pname) const { const FuncScope funcScope(*this, "getRenderbufferParameter"); if (IsContextLost()) return Nothing(); switch (pname) { case LOCAL_GL_RENDERBUFFER_SAMPLES: if (!IsWebGL2()) break; [[fallthrough]]; case LOCAL_GL_RENDERBUFFER_WIDTH: case LOCAL_GL_RENDERBUFFER_HEIGHT: case LOCAL_GL_RENDERBUFFER_RED_SIZE: case LOCAL_GL_RENDERBUFFER_GREEN_SIZE: case LOCAL_GL_RENDERBUFFER_BLUE_SIZE: case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE: case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT: { // RB emulation means we have to ask the RB itself. GLint i = rb.GetRenderbufferParameter(pname); return Some(i); } default: break; } ErrorInvalidEnumInfo("pname", pname); return Nothing(); } RefPtr WebGLContext::CreateTexture() { const FuncScope funcScope(*this, "createTexture"); if (IsContextLost()) return nullptr; GLuint tex = 0; gl->fGenTextures(1, &tex); return new WebGLTexture(this, tex); } GLenum WebGLContext::GetError() { const FuncScope funcScope(*this, "getError"); /* WebGL 1.0: Section 5.14.3: Setting and getting state: * If the context's webgl context lost flag is set, returns * CONTEXT_LOST_WEBGL the first time this method is called. * Afterward, returns NO_ERROR until the context has been * restored. * * WEBGL_lose_context: * [When this extension is enabled: ] loseContext and * restoreContext are allowed to generate INVALID_OPERATION errors * even when the context is lost. */ auto err = mWebGLError; mWebGLError = 0; if (IsContextLost() || err) // Must check IsContextLost in all flow paths. return err; // Either no WebGL-side error, or it's already been cleared. // UnderlyingGL-side errors, now. err = gl->fGetError(); if (gl->IsContextLost()) { CheckForContextLoss(); return GetError(); } MOZ_ASSERT(err != LOCAL_GL_CONTEXT_LOST); if (err) { GenerateWarning("Driver error unexpected by WebGL: 0x%04x", err); // This might be: // - INVALID_OPERATION from ANGLE due to incomplete RBAB implementation for // DrawElements // with DYNAMIC_DRAW index buffer. } return err; } webgl::GetUniformData WebGLContext::GetUniform(const WebGLProgram& prog, const uint32_t loc) const { const FuncScope funcScope(*this, "getUniform"); webgl::GetUniformData ret; [&]() { if (IsContextLost()) return; const auto& info = prog.LinkInfo(); if (!info) return; const auto locInfo = MaybeFind(info->locationMap, loc); if (!locInfo) return; ret.type = locInfo->info.info.elemType; switch (ret.type) { case LOCAL_GL_FLOAT: case LOCAL_GL_FLOAT_VEC2: case LOCAL_GL_FLOAT_VEC3: case LOCAL_GL_FLOAT_VEC4: case LOCAL_GL_FLOAT_MAT2: case LOCAL_GL_FLOAT_MAT3: case LOCAL_GL_FLOAT_MAT4: case LOCAL_GL_FLOAT_MAT2x3: case LOCAL_GL_FLOAT_MAT2x4: case LOCAL_GL_FLOAT_MAT3x2: case LOCAL_GL_FLOAT_MAT3x4: case LOCAL_GL_FLOAT_MAT4x2: case LOCAL_GL_FLOAT_MAT4x3: gl->fGetUniformfv(prog.mGLName, loc, reinterpret_cast(ret.data)); break; case LOCAL_GL_INT: case LOCAL_GL_INT_VEC2: case LOCAL_GL_INT_VEC3: case LOCAL_GL_INT_VEC4: case LOCAL_GL_SAMPLER_2D: case LOCAL_GL_SAMPLER_3D: case LOCAL_GL_SAMPLER_CUBE: case LOCAL_GL_SAMPLER_2D_SHADOW: case LOCAL_GL_SAMPLER_2D_ARRAY: case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW: case LOCAL_GL_SAMPLER_CUBE_SHADOW: case LOCAL_GL_INT_SAMPLER_2D: case LOCAL_GL_INT_SAMPLER_3D: case LOCAL_GL_INT_SAMPLER_CUBE: case LOCAL_GL_INT_SAMPLER_2D_ARRAY: case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D: case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D: case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE: case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case LOCAL_GL_BOOL: case LOCAL_GL_BOOL_VEC2: case LOCAL_GL_BOOL_VEC3: case LOCAL_GL_BOOL_VEC4: gl->fGetUniformiv(prog.mGLName, loc, reinterpret_cast(ret.data)); break; case LOCAL_GL_UNSIGNED_INT: case LOCAL_GL_UNSIGNED_INT_VEC2: case LOCAL_GL_UNSIGNED_INT_VEC3: case LOCAL_GL_UNSIGNED_INT_VEC4: gl->fGetUniformuiv(prog.mGLName, loc, reinterpret_cast(ret.data)); break; default: MOZ_CRASH("GFX: Invalid elemType."); } }(); return ret; } void WebGLContext::Hint(GLenum target, GLenum mode) { const FuncScope funcScope(*this, "hint"); if (IsContextLost()) return; switch (mode) { case LOCAL_GL_FASTEST: case LOCAL_GL_NICEST: case LOCAL_GL_DONT_CARE: break; default: return ErrorInvalidEnumArg("mode", mode); } // - bool isValid = false; switch (target) { case LOCAL_GL_GENERATE_MIPMAP_HINT: mGenerateMipmapHint = mode; isValid = true; // Deprecated and removed in desktop GL Core profiles. if (gl->IsCoreProfile()) return; break; case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT: if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) { isValid = true; } break; } if (!isValid) return ErrorInvalidEnumInfo("target", target); // - gl->fHint(target, mode); } // - void WebGLContext::LinkProgram(WebGLProgram& prog) { const FuncScope funcScope(*this, "linkProgram"); if (IsContextLost()) return; prog.LinkProgram(); if (&prog == mCurrentProgram) { if (!prog.IsLinked()) { // We use to simply early-out here, and preserve the GL behavior that // failed relink doesn't invalidate the current active program link info. // The new behavior was changed for WebGL here: // https://github.com/KhronosGroup/WebGL/pull/3371 mActiveProgramLinkInfo = nullptr; gl->fUseProgram(0); // Shouldn't be needed, but let's be safe. return; } mActiveProgramLinkInfo = prog.LinkInfo(); gl->fUseProgram(prog.mGLName); // Uncontionally re-use. // Previously, we needed this re-use on nvidia as a driver workaround, // but we might as well do it unconditionally. } } Maybe SetPixelUnpack( const bool isWebgl2, webgl::PixelUnpackStateWebgl* const unpacking, const GLenum pname, const GLint param) { if (isWebgl2) { uint32_t* pValueSlot = nullptr; switch (pname) { case LOCAL_GL_UNPACK_IMAGE_HEIGHT: pValueSlot = &unpacking->imageHeight; break; case LOCAL_GL_UNPACK_SKIP_IMAGES: pValueSlot = &unpacking->skipImages; break; case LOCAL_GL_UNPACK_ROW_LENGTH: pValueSlot = &unpacking->rowLength; break; case LOCAL_GL_UNPACK_SKIP_ROWS: pValueSlot = &unpacking->skipRows; break; case LOCAL_GL_UNPACK_SKIP_PIXELS: pValueSlot = &unpacking->skipPixels; break; } if (pValueSlot) { *pValueSlot = static_cast(param); return {}; } } switch (pname) { case dom::WebGLRenderingContext_Binding::UNPACK_FLIP_Y_WEBGL: unpacking->flipY = bool(param); return {}; case dom::WebGLRenderingContext_Binding::UNPACK_PREMULTIPLY_ALPHA_WEBGL: unpacking->premultiplyAlpha = bool(param); return {}; case dom::WebGLRenderingContext_Binding::UNPACK_COLORSPACE_CONVERSION_WEBGL: switch (param) { case LOCAL_GL_NONE: case dom::WebGLRenderingContext_Binding::BROWSER_DEFAULT_WEBGL: break; default: { const nsPrintfCString text("Bad UNPACK_COLORSPACE_CONVERSION: %s", EnumString(param).c_str()); return Some(webgl::ErrorInfo{LOCAL_GL_INVALID_VALUE, ToString(text)}); } } unpacking->colorspaceConversion = param; return {}; case dom::MOZ_debug_Binding::UNPACK_REQUIRE_FASTPATH: unpacking->requireFastPath = bool(param); return {}; case LOCAL_GL_UNPACK_ALIGNMENT: switch (param) { case 1: case 2: case 4: case 8: break; default: { const nsPrintfCString text( "UNPACK_ALIGNMENT must be [1,2,4,8], was %i", param); return Some(webgl::ErrorInfo{LOCAL_GL_INVALID_VALUE, ToString(text)}); } } unpacking->alignmentInTypeElems = param; return {}; default: break; } const nsPrintfCString text("Bad `pname`: %s", EnumString(pname).c_str()); return Some(webgl::ErrorInfo{LOCAL_GL_INVALID_ENUM, ToString(text)}); } bool WebGLContext::DoReadPixelsAndConvert( const webgl::FormatInfo* const srcFormat, const webgl::ReadPixelsDesc& desc, const uintptr_t dest, const uint64_t destSize, const uint32_t rowStride) { const auto& x = desc.srcOffset.x; const auto& y = desc.srcOffset.y; const auto size = *ivec2::From(desc.size); const auto& pi = desc.pi; // On at least Win+NV, we'll get PBO errors if we don't have at least // `rowStride * height` bytes available to read into. const auto naiveBytesNeeded = CheckedInt(rowStride) * size.y; const bool isDangerCloseToEdge = (!naiveBytesNeeded.isValid() || naiveBytesNeeded.value() > destSize); const bool useParanoidHandling = (gl->WorkAroundDriverBugs() && isDangerCloseToEdge && mBoundPixelPackBuffer); if (!useParanoidHandling) { gl->fReadPixels(x, y, size.x, size.y, pi.format, pi.type, reinterpret_cast(dest)); return true; } // Read everything but the last row. const auto bodyHeight = size.y - 1; if (bodyHeight) { gl->fReadPixels(x, y, size.x, bodyHeight, pi.format, pi.type, reinterpret_cast(dest)); } // Now read the last row. gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 1); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0); const auto tailRowOffset = reinterpret_cast(dest) + rowStride * bodyHeight; gl->fReadPixels(x, y + bodyHeight, size.x, 1, pi.format, pi.type, tailRowOffset); return true; } webgl::ReadPixelsResult WebGLContext::ReadPixelsInto( const webgl::ReadPixelsDesc& desc, const Range& dest) { const FuncScope funcScope(*this, "readPixels"); if (IsContextLost()) return {}; if (mBoundPixelPackBuffer) { ErrorInvalidOperation("PIXEL_PACK_BUFFER must be null."); return {}; } return ReadPixelsImpl(desc, reinterpret_cast(dest.begin().get()), dest.length()); } void WebGLContext::ReadPixelsPbo(const webgl::ReadPixelsDesc& desc, const uint64_t offset) { const FuncScope funcScope(*this, "readPixels"); if (IsContextLost()) return; const auto& buffer = ValidateBufferSelection(LOCAL_GL_PIXEL_PACK_BUFFER); if (!buffer) return; ////// { const auto pii = webgl::PackingInfoInfo::For(desc.pi); if (!pii) { GLenum err = LOCAL_GL_INVALID_OPERATION; if (!desc.pi.format || !desc.pi.type) { err = LOCAL_GL_INVALID_ENUM; } GenerateError(err, "`format` (%s) and/or `type` (%s) not acceptable.", EnumString(desc.pi.format).c_str(), EnumString(desc.pi.type).c_str()); return; } if (offset % pii->bytesPerElement != 0) { ErrorInvalidOperation( "`offset` must be divisible by the size of `type`" " in bytes."); return; } } ////// auto bytesAvailable = buffer->ByteLength(); if (offset > bytesAvailable) { ErrorInvalidOperation("`offset` too large for bound PIXEL_PACK_BUFFER."); return; } bytesAvailable -= offset; // - const ScopedLazyBind lazyBind(gl, LOCAL_GL_PIXEL_PACK_BUFFER, buffer); ReadPixelsImpl(desc, offset, bytesAvailable); buffer->ResetLastUpdateFenceId(); } static webgl::PackingInfo DefaultReadPixelPI( const webgl::FormatUsageInfo* usage) { MOZ_ASSERT(usage->IsRenderable()); const auto& format = *usage->format; switch (format.componentType) { case webgl::ComponentType::NormUInt: if (format.r == 16) { return {LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_SHORT}; } return {LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE}; case webgl::ComponentType::Int: return {LOCAL_GL_RGBA_INTEGER, LOCAL_GL_INT}; case webgl::ComponentType::UInt: return {LOCAL_GL_RGBA_INTEGER, LOCAL_GL_UNSIGNED_INT}; case webgl::ComponentType::Float: return {LOCAL_GL_RGBA, LOCAL_GL_FLOAT}; default: MOZ_CRASH(); } } static bool ArePossiblePackEnums(const WebGLContext* webgl, const webgl::PackingInfo& pi) { // OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid // combination for glReadPixels()... // Only valid when pulled from: // * GLES 2.0.25 p105: // "table 3.4, excluding formats LUMINANCE and LUMINANCE_ALPHA." // * GLES 3.0.4 p193: // "table 3.2, excluding formats DEPTH_COMPONENT and DEPTH_STENCIL." switch (pi.format) { case LOCAL_GL_LUMINANCE: case LOCAL_GL_LUMINANCE_ALPHA: case LOCAL_GL_DEPTH_COMPONENT: case LOCAL_GL_DEPTH_STENCIL: return false; } if (pi.type == LOCAL_GL_UNSIGNED_INT_24_8) return false; const auto pii = webgl::PackingInfoInfo::For(pi); if (!pii) return false; return true; } webgl::PackingInfo WebGLContext::ValidImplementationColorReadPI( const webgl::FormatUsageInfo* usage) const { const auto defaultPI = DefaultReadPixelPI(usage); // ES2_compatibility always returns RGBA/UNSIGNED_BYTE, so branch on actual // IsGLES(). Also OSX+NV generates an error here. if (!gl->IsGLES()) return defaultPI; webgl::PackingInfo implPI; gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&implPI.format); gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&implPI.type); if (!ArePossiblePackEnums(this, implPI)) return defaultPI; return implPI; } static bool ValidateReadPixelsFormatAndType( const webgl::FormatUsageInfo* srcUsage, const webgl::PackingInfo& pi, gl::GLContext* gl, WebGLContext* webgl) { if (!ArePossiblePackEnums(webgl, pi)) { webgl->ErrorInvalidEnum("Unexpected format or type."); return false; } const auto defaultPI = DefaultReadPixelPI(srcUsage); if (pi == defaultPI) return true; //// // OpenGL ES 3.0.4 p194 - When the internal format of the rendering surface is // RGB10_A2, a third combination of format RGBA and type // UNSIGNED_INT_2_10_10_10_REV is accepted. if (webgl->IsWebGL2() && srcUsage->format->effectiveFormat == webgl::EffectiveFormat::RGB10_A2 && pi.format == LOCAL_GL_RGBA && pi.type == LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV) { return true; } //// const auto implPI = webgl->ValidImplementationColorReadPI(srcUsage); if (pi == implPI) return true; //// // clang-format off webgl->ErrorInvalidOperation( "Format and type %s/%s incompatible with this %s attachment." " This framebuffer requires either %s/%s or" " getParameter(IMPLEMENTATION_COLOR_READ_FORMAT/_TYPE) %s/%s.", EnumString(pi.format).c_str(), EnumString(pi.type).c_str(), srcUsage->format->name, EnumString(defaultPI.format).c_str(), EnumString(defaultPI.type).c_str(), EnumString(implPI.format).c_str(), EnumString(implPI.type).c_str()); // clang-format on return false; } webgl::ReadPixelsResult WebGLContext::ReadPixelsImpl( const webgl::ReadPixelsDesc& desc, const uintptr_t dest, const uint64_t availBytes) { const webgl::FormatUsageInfo* srcFormat; uint32_t srcWidth; uint32_t srcHeight; if (!BindCurFBForColorRead(&srcFormat, &srcWidth, &srcHeight)) return {}; ////// if (!ValidateReadPixelsFormatAndType(srcFormat, desc.pi, gl, this)) return {}; ////// const auto& srcOffset = desc.srcOffset; const auto& size = desc.size; if (!ivec2::From(size)) { ErrorInvalidValue("width and height must be non-negative."); return {}; } const auto& packing = desc.packState; const auto explicitPackingRes = webgl::ExplicitPixelPackingState::ForUseWith( packing, LOCAL_GL_TEXTURE_2D, {size.x, size.y, 1}, desc.pi, {}); if (!explicitPackingRes.isOk()) { ErrorInvalidOperation("%s", explicitPackingRes.inspectErr().c_str()); return {}; } const auto& explicitPacking = explicitPackingRes.inspect(); const auto& rowStride = explicitPacking.metrics.bytesPerRowStride; const auto& bytesNeeded = explicitPacking.metrics.totalBytesUsed; if (bytesNeeded > availBytes) { ErrorInvalidOperation("buffer too small"); return {}; } //// int32_t readX, readY; int32_t writeX, writeY; int32_t rwWidth, rwHeight; if (!Intersect(srcWidth, srcOffset.x, size.x, &readX, &writeX, &rwWidth) || !Intersect(srcHeight, srcOffset.y, size.y, &readY, &writeY, &rwHeight)) { ErrorOutOfMemory("Bad subrect selection."); return {}; } //////////////// // Now that the errors are out of the way, on to actually reading! gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, packing.alignmentInTypeElems); if (IsWebGL2()) { gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, packing.rowLength); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, packing.skipPixels); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, packing.skipRows); } if (!rwWidth || !rwHeight) { // Disjoint rects, so we're done already. DummyReadFramebufferOperation(); return {}; } const auto rwSize = *uvec2::From(rwWidth, rwHeight); const auto res = webgl::ReadPixelsResult{ {{writeX, writeY}, {rwSize.x, rwSize.y}}, rowStride}; if (rwSize == size) { DoReadPixelsAndConvert(srcFormat->format, desc, dest, bytesNeeded, rowStride); return res; } // Read request contains out-of-bounds pixels. Unfortunately: // GLES 3.0.4 p194 "Obtaining Pixels from the Framebuffer": // "If any of these pixels lies outside of the window allocated to the current // GL context, or outside of the image attached to the currently bound // framebuffer object, then the values obtained for those pixels are // undefined." // This is a slow-path, so warn people away! GenerateWarning( "Out-of-bounds reads with readPixels are deprecated, and" " may be slow."); //////////////////////////////////// // Read only the in-bounds pixels. if (IsWebGL2()) { if (!packing.rowLength) { gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, packing.skipPixels + size.x); } gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, packing.skipPixels + writeX); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, packing.skipRows + writeY); auto desc2 = desc; desc2.srcOffset = {readX, readY}; desc2.size = rwSize; DoReadPixelsAndConvert(srcFormat->format, desc2, dest, bytesNeeded, rowStride); } else { // I *did* say "hilariously slow". auto desc2 = desc; desc2.srcOffset = {readX, readY}; desc2.size = {rwSize.x, 1}; const auto skipBytes = writeX * explicitPacking.metrics.bytesPerPixel; const auto usedRowBytes = rwSize.x * explicitPacking.metrics.bytesPerPixel; for (const auto j : IntegerRange(rwSize.y)) { desc2.srcOffset.y = readY + j; const auto destWriteBegin = dest + skipBytes + (writeY + j) * rowStride; MOZ_RELEASE_ASSERT(dest <= destWriteBegin); MOZ_RELEASE_ASSERT(destWriteBegin <= dest + availBytes); const auto destWriteEnd = destWriteBegin + usedRowBytes; MOZ_RELEASE_ASSERT(dest <= destWriteEnd); MOZ_RELEASE_ASSERT(destWriteEnd <= dest + availBytes); DoReadPixelsAndConvert(srcFormat->format, desc2, destWriteBegin, destWriteEnd - destWriteBegin, rowStride); } } return res; } void WebGLContext::RenderbufferStorageMultisample(WebGLRenderbuffer& rb, uint32_t samples, GLenum internalFormat, uint32_t width, uint32_t height) const { const FuncScope funcScope(*this, "renderbufferStorage(Multisample)?"); if (IsContextLost()) return; rb.RenderbufferStorage(samples, internalFormat, width, height); } void WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { const FuncScope funcScope(*this, "scissor"); if (IsContextLost()) return; if (!ValidateNonNegative("width", width) || !ValidateNonNegative("height", height)) { return; } mScissorRect = {x, y, width, height}; mScissorRect.Apply(*gl); } void WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { const FuncScope funcScope(*this, "stencilFuncSeparate"); if (IsContextLost()) return; if (!ValidateFaceEnum(face) || !ValidateComparisonEnum(*this, func)) { return; } switch (face) { case LOCAL_GL_FRONT_AND_BACK: mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; break; case LOCAL_GL_FRONT: mStencilRefFront = ref; mStencilValueMaskFront = mask; break; case LOCAL_GL_BACK: mStencilRefBack = ref; mStencilValueMaskBack = mask; break; } gl->fStencilFuncSeparate(face, func, ref, mask); } void WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { const FuncScope funcScope(*this, "stencilOpSeparate"); if (IsContextLost()) return; if (!ValidateFaceEnum(face) || !ValidateStencilOpEnum(sfail, "sfail") || !ValidateStencilOpEnum(dpfail, "dpfail") || !ValidateStencilOpEnum(dppass, "dppass")) return; gl->fStencilOpSeparate(face, sfail, dpfail, dppass); } //////////////////////////////////////////////////////////////////////////////// // Uniform setters. void WebGLContext::UniformData( const uint32_t loc, const bool transpose, const Span& data) const { const FuncScope funcScope(*this, "uniform setter"); if (!IsWebGL2() && transpose) { GenerateError(LOCAL_GL_INVALID_VALUE, "`transpose`:true requires WebGL 2."); return; } // - const auto& link = mActiveProgramLinkInfo; if (!link) { GenerateError(LOCAL_GL_INVALID_OPERATION, "Active program is not linked."); return; } const auto locInfo = MaybeFind(link->locationMap, loc); if (!locInfo) { // Null WebGLUniformLocations become -1, which will end up here. return; } const auto& validationInfo = locInfo->info; const auto& activeInfo = validationInfo.info; const auto& channels = validationInfo.channelsPerElem; const auto& pfn = validationInfo.pfn; // - const auto lengthInType = data.size(); const auto elemCount = lengthInType / channels; if (elemCount > 1 && !validationInfo.isArray) { GenerateError( LOCAL_GL_INVALID_OPERATION, "(uniform %s) `values` length (%u) must exactly match size of %s.", activeInfo.name.c_str(), (uint32_t)lengthInType, EnumString(activeInfo.elemType).c_str()); return; } // - const auto& samplerInfo = locInfo->samplerInfo; if (samplerInfo) { const auto idata = ReinterpretToSpan::From(data); const auto maxTexUnits = GLMaxTextureUnits(); for (const auto& val : idata) { if (val >= maxTexUnits) { ErrorInvalidValue( "This uniform location is a sampler, but %d" " is not a valid texture unit.", val); return; } } } // - // This is a little galaxy-brain, sorry! const auto ptr = static_cast(data.data()); (*pfn)(*gl, static_cast(loc), elemCount, transpose, ptr); // - if (samplerInfo) { auto& texUnits = samplerInfo->texUnits; const auto srcBegin = reinterpret_cast(data.data()); auto destIndex = locInfo->indexIntoUniform; if (destIndex < texUnits.length()) { // Only sample as many indexes as available tex units allow. const auto destCount = std::min(elemCount, texUnits.length() - destIndex); for (const auto& val : Span(srcBegin, destCount)) { texUnits[destIndex] = AssertedCast(val); destIndex += 1; } } } } //////////////////////////////////////////////////////////////////////////////// void WebGLContext::UseProgram(WebGLProgram* prog) { FuncScope funcScope(*this, "useProgram"); if (IsContextLost()) return; funcScope.mBindFailureGuard = true; if (!prog) { mCurrentProgram = nullptr; mActiveProgramLinkInfo = nullptr; funcScope.mBindFailureGuard = false; return; } if (!ValidateObject("prog", *prog)) return; if (!prog->UseProgram()) return; mCurrentProgram = prog; mActiveProgramLinkInfo = mCurrentProgram->LinkInfo(); funcScope.mBindFailureGuard = false; } bool WebGLContext::ValidateProgram(const WebGLProgram& prog) const { const FuncScope funcScope(*this, "validateProgram"); if (IsContextLost()) return false; return prog.ValidateProgram(); } RefPtr WebGLContext::CreateFramebuffer() { const FuncScope funcScope(*this, "createFramebuffer"); if (IsContextLost()) return nullptr; GLuint fbo = 0; gl->fGenFramebuffers(1, &fbo); return new WebGLFramebuffer(this, fbo); } RefPtr WebGLContext::CreateOpaqueFramebuffer( const webgl::OpaqueFramebufferOptions& options) { const FuncScope funcScope(*this, "createOpaqueFramebuffer"); if (IsContextLost()) return nullptr; uint32_t samples = options.antialias ? StaticPrefs::webgl_msaa_samples() : 0; samples = std::min(samples, gl->MaxSamples()); const gfx::IntSize size = {options.width, options.height}; auto fbo = gl::MozFramebuffer::Create(gl, size, samples, options.depthStencil); if (!fbo) { return nullptr; } return new WebGLFramebuffer(this, std::move(fbo)); } RefPtr WebGLContext::CreateRenderbuffer() { const FuncScope funcScope(*this, "createRenderbuffer"); if (IsContextLost()) return nullptr; return new WebGLRenderbuffer(this); } void WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { const FuncScope funcScope(*this, "viewport"); if (IsContextLost()) return; if (!ValidateNonNegative("width", width) || !ValidateNonNegative("height", height)) { return; } const auto& limits = Limits(); width = std::min(width, static_cast(limits.maxViewportDim)); height = std::min(height, static_cast(limits.maxViewportDim)); gl->fViewport(x, y, width, height); mViewportX = x; mViewportY = y; mViewportWidth = width; mViewportHeight = height; } void WebGLContext::CompileShader(WebGLShader& shader) { const FuncScope funcScope(*this, "compileShader"); if (IsContextLost()) return; if (!ValidateObject("shader", shader)) return; shader.CompileShader(); } Maybe WebGLContext::GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype) const { const FuncScope funcScope(*this, "getShaderPrecisionFormat"); if (IsContextLost()) return Nothing(); switch (shadertype) { case LOCAL_GL_FRAGMENT_SHADER: case LOCAL_GL_VERTEX_SHADER: break; default: ErrorInvalidEnumInfo("shadertype", shadertype); return Nothing(); } switch (precisiontype) { case LOCAL_GL_LOW_FLOAT: case LOCAL_GL_MEDIUM_FLOAT: case LOCAL_GL_HIGH_FLOAT: case LOCAL_GL_LOW_INT: case LOCAL_GL_MEDIUM_INT: case LOCAL_GL_HIGH_INT: break; default: ErrorInvalidEnumInfo("precisiontype", precisiontype); return Nothing(); } GLint range[2], precision; if (mDisableFragHighP && shadertype == LOCAL_GL_FRAGMENT_SHADER && (precisiontype == LOCAL_GL_HIGH_FLOAT || precisiontype == LOCAL_GL_HIGH_INT)) { precision = 0; range[0] = 0; range[1] = 0; } else { gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision); } return Some(webgl::ShaderPrecisionFormat{range[0], range[1], precision}); } void WebGLContext::ShaderSource(WebGLShader& shader, const std::string& source) const { const FuncScope funcScope(*this, "shaderSource"); if (IsContextLost()) return; shader.ShaderSource(source); } void WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { const FuncScope funcScope(*this, "blendColor"); if (IsContextLost()) return; gl->fBlendColor(r, g, b, a); } void WebGLContext::Flush() { const FuncScope funcScope(*this, "flush"); if (IsContextLost()) return; gl->fFlush(); } void WebGLContext::Finish() { const FuncScope funcScope(*this, "finish"); if (IsContextLost()) return; gl->fFinish(); mCompletedFenceId = mNextFenceId; mNextFenceId += 1; } void WebGLContext::LineWidth(GLfloat width) { const FuncScope funcScope(*this, "lineWidth"); if (IsContextLost()) return; // Doing it this way instead of `if (width <= 0.0)` handles NaNs. const bool isValid = width > 0.0; if (!isValid) { ErrorInvalidValue("`width` must be positive and non-zero."); return; } mLineWidth = width; if (gl->IsCoreProfile() && width > 1.0) { width = 1.0; } gl->fLineWidth(width); } void WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) { const FuncScope funcScope(*this, "polygonOffset"); if (IsContextLost()) return; gl->fPolygonOffset(factor, units); } void WebGLContext::ProvokingVertex(const webgl::ProvokingVertex mode) const { const FuncScope funcScope(*this, "provokingVertex"); if (IsContextLost()) return; MOZ_RELEASE_ASSERT( IsExtensionEnabled(WebGLExtensionID::WEBGL_provoking_vertex)); gl->fProvokingVertex(UnderlyingValue(mode)); } void WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) { const FuncScope funcScope(*this, "sampleCoverage"); if (IsContextLost()) return; gl->fSampleCoverage(value, invert); } } // namespace mozilla