/* -*- 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/BindingDeclarations.h" #include "mozilla/dom/HTMLCanvasElement.h" #include "mozilla/dom/TypedArray.h" #include "mozilla/EnumeratedArray.h" #include "mozilla/ErrorResult.h" #include "mozilla/gfx/2D.h" #include "mozilla/LinkedList.h" #include "mozilla/UniquePtr.h" #include "nsCycleCollectionNoteChild.h" #include "nsICanvasRenderingContextInternal.h" #include "nsLayoutUtils.h" #include "nsTArray.h" #include "nsWrapperCache.h" #include "SurfaceTypes.h" #include "ScopedGLHelpers.h" #include "TexUnpackBlob.h" #ifdef XP_MACOSX #include "ForceDiscreteGPUHelperCGL.h" #endif // Local #include "CacheMap.h" #include "WebGLContextLossHandler.h" #include "WebGLContextUnchecked.h" #include "WebGLFormats.h" #include "WebGLObjectModel.h" #include "WebGLStrongTypes.h" #include "WebGLTexture.h" // Generated #include "nsIDOMEventListener.h" #include "nsIDOMWebGLRenderingContext.h" #include "nsICanvasRenderingContextInternal.h" #include "nsIObserver.h" #include "mozilla/dom/HTMLCanvasElement.h" #include "nsWrapperCache.h" #include "nsLayoutUtils.h" #include "mozilla/dom/WebGLRenderingContextBinding.h" #include "mozilla/dom/WebGL2RenderingContextBinding.h" class nsIDocShell; /* * WebGL-only GLenums */ #define LOCAL_GL_BROWSER_DEFAULT_WEBGL 0x9244 #define LOCAL_GL_CONTEXT_LOST_WEBGL 0x9242 #define LOCAL_GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL 0x9247 #define LOCAL_GL_UNPACK_COLORSPACE_CONVERSION_WEBGL 0x9243 #define LOCAL_GL_UNPACK_FLIP_Y_WEBGL 0x9240 #define LOCAL_GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL 0x9241 namespace mozilla { class ScopedCopyTexImageSource; class ScopedResolveTexturesForDraw; class ScopedUnpackReset; class WebGLActiveInfo; class WebGLBuffer; class WebGLExtensionBase; class WebGLFramebuffer; class WebGLProgram; class WebGLQuery; class WebGLRenderbuffer; class WebGLSampler; class WebGLShader; class WebGLShaderPrecisionFormat; class WebGLSync; class WebGLTexture; class WebGLTransformFeedback; class WebGLUniformLocation; class WebGLVertexArray; namespace dom { class Element; class ImageData; class OwningHTMLCanvasElementOrOffscreenCanvas; struct WebGLContextAttributes; template struct Nullable; } // namespace dom namespace gfx { class SourceSurface; class VRLayerChild; } // namespace gfx namespace webgl { struct LinkedProgramInfo; class ShaderValidator; class TexUnpackBlob; struct UniformInfo; struct UniformBlockInfo; } // namespace webgl WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format); void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow); struct WebGLContextOptions { // these are defaults WebGLContextOptions(); bool operator==(const WebGLContextOptions& other) const { return alpha == other.alpha && depth == other.depth && stencil == other.stencil && premultipliedAlpha == other.premultipliedAlpha && antialias == other.antialias && preserveDrawingBuffer == other.preserveDrawingBuffer; } bool operator!=(const WebGLContextOptions& other) const { return !operator==(other); } bool alpha; bool depth; bool stencil; bool premultipliedAlpha; bool antialias; bool preserveDrawingBuffer; bool failIfMajorPerformanceCaveat; }; // From WebGLContextUtils TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget); struct WebGLIntOrFloat { const enum { Int, Float, Uint } mType; union { GLint i; GLfloat f; GLuint u; } mValue; explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; } explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; } GLint AsInt() const { return (mType == Int) ? mValue.i : NS_lroundf(mValue.f); } GLfloat AsFloat() const { return (mType == Float) ? mValue.f : GLfloat(mValue.i); } }; struct IndexedBufferBinding { WebGLRefPtr mBufferBinding; uint64_t mRangeStart; uint64_t mRangeSize; IndexedBufferBinding(); uint64_t ByteCount() const; }; //// struct FloatOrInt final // For TexParameter[fi] and friends. { const bool isFloat; const GLfloat f; const GLint i; explicit FloatOrInt(GLint x) : isFloat(false) , f(x) , i(x) { } explicit FloatOrInt(GLfloat x) : isFloat(true) , f(x) , i(roundf(x)) { } FloatOrInt& operator =(const FloatOrInt& x) { memcpy(this, &x, sizeof(x)); return *this; } }; //////////////////////////////////// struct TexImageSource { const dom::ArrayBufferView* mView; GLuint mViewElemOffset; GLuint mViewElemLengthOverride; const WebGLsizeiptr* mPboOffset; const dom::ImageBitmap* mImageBitmap; const dom::ImageData* mImageData; const dom::Element* mDomElem; ErrorResult* mOut_error; protected: TexImageSource() { memset(this, 0, sizeof(*this)); } }; //// struct TexImageSourceAdapter final : public TexImageSource { TexImageSourceAdapter(const dom::Nullable* maybeView, ErrorResult*) { if (!maybeView->IsNull()) { mView = &(maybeView->Value()); } } TexImageSourceAdapter(const dom::ArrayBufferView* view, ErrorResult*) { mView = view; } TexImageSourceAdapter(const dom::ArrayBufferView* view, GLuint viewElemOffset, GLuint viewElemLengthOverride = 0) { mView = view; mViewElemOffset = viewElemOffset; mViewElemLengthOverride = viewElemLengthOverride; } TexImageSourceAdapter(const WebGLsizeiptr* pboOffset, GLuint ignored1, GLuint ignored2 = 0) { mPboOffset = pboOffset; } TexImageSourceAdapter(const WebGLsizeiptr* pboOffset, ErrorResult* ignored) { mPboOffset = pboOffset; } TexImageSourceAdapter(const dom::ImageBitmap* imageBitmap, ErrorResult*) { mImageBitmap = imageBitmap; } TexImageSourceAdapter(const dom::ImageData* imageData, ErrorResult*) { mImageData = imageData; } TexImageSourceAdapter(const dom::Element* domElem, ErrorResult* const out_error) { mDomElem = domElem; mOut_error = out_error; } }; //////////////////////////////////////////////////////////////////////////////// class WebGLContext : public nsIDOMWebGLRenderingContext , public nsICanvasRenderingContextInternal , public nsSupportsWeakReference , public WebGLContextUnchecked , public WebGLRectangleObject , public nsWrapperCache { friend class ScopedDrawHelper; friend class ScopedDrawWithTransformFeedback; friend class ScopedFBRebinder; friend class WebGL2Context; friend class WebGLContextUserData; friend class WebGLExtensionCompressedTextureASTC; friend class WebGLExtensionCompressedTextureATC; friend class WebGLExtensionCompressedTextureES3; friend class WebGLExtensionCompressedTextureETC1; friend class WebGLExtensionCompressedTexturePVRTC; friend class WebGLExtensionCompressedTextureS3TC; friend class WebGLExtensionCompressedTextureS3TC_SRGB; friend class WebGLExtensionDepthTexture; friend class WebGLExtensionDisjointTimerQuery; friend class WebGLExtensionDrawBuffers; friend class WebGLExtensionLoseContext; friend class WebGLExtensionVertexArray; friend class WebGLMemoryTracker; friend struct webgl::LinkedProgramInfo; friend struct webgl::UniformBlockInfo; enum { UNPACK_FLIP_Y_WEBGL = 0x9240, UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241, // We throw InvalidOperation in TexImage if we fail to use GPU fast-path // for texture copy when it is set to true, only for debug purpose. UNPACK_REQUIRE_FASTPATH = 0x10001, CONTEXT_LOST_WEBGL = 0x9242, UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243, BROWSER_DEFAULT_WEBGL = 0x9244, UNMASKED_VENDOR_WEBGL = 0x9245, UNMASKED_RENDERER_WEBGL = 0x9246 }; const uint32_t mMaxPerfWarnings; mutable uint64_t mNumPerfWarnings; const uint32_t mMaxAcceptableFBStatusInvals; public: WebGLContext(); protected: virtual ~WebGLContext(); public: NS_DECL_CYCLE_COLLECTING_ISUPPORTS NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext, nsIDOMWebGLRenderingContext) virtual JSObject* WrapObject(JSContext* cx, JS::Handle 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*, NotNull) 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; virtual already_AddRefed GetSurfaceSnapshot(gfxAlphaType* out_alphaType) override; virtual void SetIsOpaque(bool) override {}; 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, ...) MOZ_FORMAT_PRINTF(3, 4); void ErrorInvalidEnum(const char* fmt = 0, ...) MOZ_FORMAT_PRINTF(2, 3); void ErrorInvalidOperation(const char* fmt = 0, ...) MOZ_FORMAT_PRINTF(2, 3); void ErrorInvalidValue(const char* fmt = 0, ...) MOZ_FORMAT_PRINTF(2, 3); void ErrorInvalidFramebufferOperation(const char* fmt = 0, ...) MOZ_FORMAT_PRINTF(2, 3); void ErrorInvalidEnumInfo(const char* info, GLenum enumValue); void ErrorInvalidEnumInfo(const char* info, const char* funcName, GLenum enumValue); void ErrorOutOfMemory(const char* fmt = 0, ...) MOZ_FORMAT_PRINTF(2, 3); void ErrorImplementationBug(const char* fmt = 0, ...) MOZ_FORMAT_PRINTF(2, 3); void ErrorInvalidEnumArg(const char* funcName, const char* argName, GLenum val); const char* ErrorName(GLenum error); /** * Return displayable name for GLenum. * This version is like gl::GLenumToStr but with out the GL_ prefix to * keep consistency with how errors are reported from WebGL. * Returns hex formatted version of glenum if glenum is unknown. */ static void EnumName(GLenum val, nsCString* out_name); void DummyReadFramebufferOperation(const char* funcName); WebGLTexture* ActiveBoundTextureForTarget(const TexTarget texTarget) const { switch (texTarget.get()) { case LOCAL_GL_TEXTURE_2D: return mBound2DTextures[mActiveTexture]; case LOCAL_GL_TEXTURE_CUBE_MAP: return mBoundCubeMapTextures[mActiveTexture]; case LOCAL_GL_TEXTURE_3D: return mBound3DTextures[mActiveTexture]; case LOCAL_GL_TEXTURE_2D_ARRAY: return mBound2DArrayTextures[mActiveTexture]; default: MOZ_CRASH("GFX: bad target"); } } /* Use this function when you have the texture image target, for example: * GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_[POSITIVE|NEGATIVE]_[X|Y|Z], and * not the actual texture binding target: GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP. */ WebGLTexture* ActiveBoundTextureForTexImageTarget(const TexImageTarget texImgTarget) const { const TexTarget texTarget = TexImageTargetToTexTarget(texImgTarget); return ActiveBoundTextureForTarget(texTarget); } void InvalidateResolveCacheForTextureWithTexUnit(const GLuint); already_AddRefed GetCanvasLayer(nsDisplayListBuilder* builder, Layer* oldLayer, LayerManager* manager) override; bool UpdateWebRenderCanvasData(nsDisplayListBuilder* aBuilder, WebRenderCanvasData* aCanvasData) override; bool InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder, CanvasRenderer* aRenderer) override; // Note that 'clean' here refers to its invalidation state, not the // contents of the buffer. void MarkContextClean() override { mInvalidated = false; } void MarkContextCleanForFrameCapture() override { mCapturedFrameInvalidated = false; } bool IsContextCleanForFrameCapture() override { return !mCapturedFrameInvalidated; } gl::GLContext* GL() const { return gl; } bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; } bool IsPreservingDrawingBuffer() const { return mOptions.preserveDrawingBuffer; } bool PresentScreenBuffer(); // Prepare the context for capture before compositing void BeginComposition(); // Clean up the context after captured for compositing void EndComposition(); // a number that increments every time we have an event that causes // all context resources to be lost. uint32_t Generation() const { return mGeneration.value(); } // This is similar to GLContext::ClearSafely, but tries to minimize the // amount of work it does. // It only clears the buffers we specify, and can reset its state without // first having to query anything, as WebGL knows its state at all times. void ForceClearFramebufferWithDefaultValues(GLbitfield bufferBits, bool fakeNoAlpha); // Calls ForceClearFramebufferWithDefaultValues() for the Context's 'screen'. void ClearScreen(); void ClearBackbufferIfNeeded(); void RunContextLossTimer(); void UpdateContextLossStatus(); void EnqueueUpdateContextLossStatus(); bool TryToRestoreContext(); void AssertCachedBindings(); void AssertCachedGlobalState(); dom::HTMLCanvasElement* GetCanvas() const { return mCanvasElement; } nsIDocument* GetOwnerDoc() const; // 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(dom::Nullable< nsTArray >& retval, dom::CallerType callerType); void GetExtension(JSContext* cx, const nsAString& name, JS::MutableHandle retval, dom::CallerType callerType, ErrorResult& rv); void AttachShader(WebGLProgram& prog, WebGLShader& shader); void BindAttribLocation(WebGLProgram& prog, GLuint location, const nsAString& name); void BindFramebuffer(GLenum target, WebGLFramebuffer* fb); void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb); void BindVertexArray(WebGLVertexArray* vao); void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a); void BlendEquation(GLenum mode); void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void BlendFunc(GLenum sfactor, GLenum dfactor); void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GLenum CheckFramebufferStatus(GLenum target); void Clear(GLbitfield mask); void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a); void ClearDepth(GLclampf v); void ClearStencil(GLint v); void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a); void CompileShader(WebGLShader& shader); void CompileShaderANGLE(WebGLShader* shader); void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource); already_AddRefed 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, const 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); void FrontFace(GLenum mode); already_AddRefed GetActiveAttrib(const WebGLProgram& prog, GLuint index); already_AddRefed GetActiveUniform(const WebGLProgram& prog, GLuint index); void GetAttachedShaders(const WebGLProgram& prog, dom::Nullable>>& retval); GLint GetAttribLocation(const WebGLProgram& prog, const nsAString& name); JS::Value GetBufferParameter(GLenum target, GLenum pname); void GetBufferParameter(JSContext*, GLenum target, GLenum pname, JS::MutableHandle 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(const WebGLProgram& prog, GLenum pname); void GetProgramParameter(JSContext*, const WebGLProgram& prog, GLenum pname, JS::MutableHandle retval) { retval.set(GetProgramParameter(prog, pname)); } void GetProgramInfoLog(const WebGLProgram& prog, nsACString& retval); void GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval); JS::Value GetRenderbufferParameter(GLenum target, GLenum pname); void GetRenderbufferParameter(JSContext*, GLenum target, GLenum pname, JS::MutableHandle retval) { retval.set(GetRenderbufferParameter(target, pname)); } JS::Value GetShaderParameter(const WebGLShader& shader, GLenum pname); void GetShaderParameter(JSContext*, const WebGLShader& shader, GLenum pname, JS::MutableHandle retval) { retval.set(GetShaderParameter(shader, pname)); } already_AddRefed GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype); void GetShaderInfoLog(const WebGLShader& shader, nsACString& retval); void GetShaderInfoLog(const WebGLShader& shader, nsAString& retval); void GetShaderSource(const WebGLShader& shader, nsAString& retval); JS::Value GetUniform(JSContext* cx, const WebGLProgram& prog, const WebGLUniformLocation& loc); void GetUniform(JSContext* cx, const WebGLProgram& prog, const WebGLUniformLocation& loc, JS::MutableHandle retval) { retval.set(GetUniform(cx, prog, loc)); } already_AddRefed GetUniformLocation(const WebGLProgram& prog, const nsAString& name); void Hint(GLenum target, GLenum mode); bool IsFramebuffer(const WebGLFramebuffer* fb); bool IsProgram(const WebGLProgram* prog); bool IsRenderbuffer(const WebGLRenderbuffer* rb); bool IsShader(const WebGLShader* shader); bool IsVertexArray(const WebGLVertexArray* vao); void LineWidth(GLfloat width); void LinkProgram(WebGLProgram& prog); void PixelStorei(GLenum pname, GLint param); void PolygonOffset(GLfloat factor, GLfloat units); already_AddRefed GetVRFrame(); //// webgl::PackingInfo ValidImplementationColorReadPI(const webgl::FormatUsageInfo* usage) const; protected: bool ReadPixels_SharedPrecheck(dom::CallerType aCallerType, ErrorResult& out_error); void ReadPixelsImpl(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* data, uint32_t dataLen); bool DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum destType, void* dest, uint32_t dataLen, uint32_t rowStride); public: void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const dom::Nullable& maybeView, dom::CallerType aCallerType, ErrorResult& rv) { const char funcName[] = "readPixels"; if (maybeView.IsNull()) { ErrorInvalidValue("%s: `pixels` must not be null.", funcName); return; } ReadPixels(x, y, width, height, format, type, maybeView.Value(), 0, aCallerType, rv); } void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, WebGLsizeiptr offset, dom::CallerType, ErrorResult& out_error); void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const dom::ArrayBufferView& dstData, GLuint dstOffset, dom::CallerType, ErrorResult& out_error); //// void RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height); protected: void RenderbufferStorage_base(const char* funcName, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); public: void SampleCoverage(GLclampf value, WebGLboolean invert); void Scissor(GLint x, GLint y, GLsizei width, GLsizei height); void ShaderSource(WebGLShader& shader, const nsAString& source); void StencilFunc(GLenum func, GLint ref, GLuint mask); void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void StencilMask(GLuint mask); void StencilMaskSeparate(GLenum face, GLuint mask); void StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass); void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); ////// void Uniform1f(WebGLUniformLocation* loc, GLfloat x); void Uniform2f(WebGLUniformLocation* loc, GLfloat x, GLfloat y); void Uniform3f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z); void Uniform4f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void Uniform1i(WebGLUniformLocation* loc, GLint x); void Uniform2i(WebGLUniformLocation* loc, GLint x, GLint y); void Uniform3i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z); void Uniform4i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z, GLint w); void Uniform1ui(WebGLUniformLocation* loc, GLuint v0); void Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1); void Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2); void Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2, GLuint v3); ////////////////////////// typedef dom::Float32ArrayOrUnrestrictedFloatSequence Float32ListU; typedef dom::Int32ArrayOrLongSequence Int32ListU; typedef dom::Uint32ArrayOrUnsignedLongSequence Uint32ListU; protected: template struct Arr { const size_t elemCount; const elemT* const elemBytes; private: static size_t ComputeAndReturnLength(const viewT& view) { view.ComputeLengthAndData(); return view.LengthAllowShared(); } public: explicit Arr(const viewT& view) : elemCount(ComputeAndReturnLength(view)) , elemBytes(view.DataAllowShared()) { } explicit Arr(const dom::Sequence& seq) : elemCount(seq.Length()) , elemBytes(seq.Elements()) { } Arr(size_t _elemCount, const elemT* _elemBytes) : elemCount(_elemCount) , elemBytes(_elemBytes) { } //// static Arr From(const Float32ListU& list) { if (list.IsFloat32Array()) return Arr(list.GetAsFloat32Array()); return Arr(list.GetAsUnrestrictedFloatSequence()); } static Arr From(const Int32ListU& list) { if (list.IsInt32Array()) return Arr(list.GetAsInt32Array()); return Arr(list.GetAsLongSequence()); } static Arr From(const Uint32ListU& list) { if (list.IsUint32Array()) return Arr(list.GetAsUint32Array()); return Arr(list.GetAsUnsignedLongSequence()); } }; typedef Arr Float32Arr; typedef Arr Int32Arr; typedef Arr Uint32Arr; //////////////// void UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride); void UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride); void UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Uint32Arr& arr, GLuint elemOffset, GLuint elemCountOverride); void UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B, WebGLUniformLocation* loc, bool transpose, const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride); //////////////// public: #define FOO(N) \ void Uniform ## N ## fv(WebGLUniformLocation* loc, const Float32ListU& list, \ GLuint elemOffset = 0, GLuint elemCountOverride = 0) \ { \ UniformNfv("uniform" #N "fv", N, loc, Float32Arr::From(list), elemOffset, \ elemCountOverride); \ } FOO(1) FOO(2) FOO(3) FOO(4) #undef FOO ////// #define FOO(N) \ void Uniform ## N ## iv(WebGLUniformLocation* loc, const Int32ListU& list, \ GLuint elemOffset = 0, GLuint elemCountOverride = 0) \ { \ UniformNiv("uniform" #N "iv", N, loc, Int32Arr::From(list), elemOffset, \ elemCountOverride); \ } FOO(1) FOO(2) FOO(3) FOO(4) #undef FOO ////// #define FOO(N) \ void Uniform ## N ## uiv(WebGLUniformLocation* loc, const Uint32ListU& list, \ GLuint elemOffset = 0, GLuint elemCountOverride = 0) \ { \ UniformNuiv("uniform" #N "uiv", N, loc, Uint32Arr::From(list), elemOffset, \ elemCountOverride); \ } FOO(1) FOO(2) FOO(3) FOO(4) #undef FOO ////// #define FOO(X,A,B) \ void UniformMatrix ## X ## fv(WebGLUniformLocation* loc, bool transpose, \ const Float32ListU& list, GLuint elemOffset = 0, \ GLuint elemCountOverride = 0) \ { \ UniformMatrixAxBfv("uniformMatrix" #X "fv", A, B, loc, transpose, \ Float32Arr::From(list), elemOffset, elemCountOverride); \ } FOO(2,2,2) FOO(2x3,2,3) FOO(2x4,2,4) FOO(3x2,3,2) FOO(3,3,3) FOO(3x4,3,4) FOO(4x2,4,2) FOO(4x3,4,3) FOO(4,4,4) #undef FOO //////////////////////////////////// void UseProgram(WebGLProgram* prog); bool ValidateAttribArraySetter(const char* name, uint32_t count, uint32_t arrayLength); bool ValidateUniformLocation(WebGLUniformLocation* loc, const char* funcName); bool ValidateUniformSetter(WebGLUniformLocation* loc, uint8_t setterSize, GLenum setterType, const char* funcName); bool ValidateUniformArraySetter(WebGLUniformLocation* loc, uint8_t setterElemSize, GLenum setterType, uint32_t setterArraySize, const char* funcName, uint32_t* out_numElementsToUpload); bool ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc, uint8_t setterCols, uint8_t setterRows, GLenum setterType, uint32_t setterArraySize, bool setterTranspose, const char* funcName, uint32_t* out_numElementsToUpload); void ValidateProgram(const WebGLProgram& prog); bool ValidateUniformLocation(const char* info, WebGLUniformLocation* loc); bool ValidateSamplerUniformSetter(const char* info, WebGLUniformLocation* loc, GLint value); void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); // ----------------------------------------------------------------------------- // WEBGL_lose_context public: void LoseContext(); void RestoreContext(); // ----------------------------------------------------------------------------- // Buffer Objects (WebGLContextBuffers.cpp) void BindBuffer(GLenum target, WebGLBuffer* buffer); void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buf); void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf, WebGLintptr offset, WebGLsizeiptr size); private: void BufferDataImpl(GLenum target, size_t dataLen, const uint8_t* data, GLenum usage); public: void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage); void BufferData(GLenum target, const dom::Nullable& maybeSrc, GLenum usage); void BufferData(GLenum target, const dom::ArrayBufferView& srcData, GLenum usage, GLuint srcElemOffset = 0, GLuint srcElemCountOverride = 0); private: void BufferSubDataImpl(GLenum target, WebGLsizeiptr dstByteOffset, size_t srcDataLen, const uint8_t* srcData); public: void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset, const dom::ArrayBufferView& src, GLuint srcElemOffset = 0, GLuint srcElemCountOverride = 0); void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset, const dom::ArrayBuffer& src); void BufferSubData(GLenum target, WebGLsizeiptr dstByteOffset, const dom::SharedArrayBuffer& src); already_AddRefed CreateBuffer(); void DeleteBuffer(WebGLBuffer* buf); bool IsBuffer(WebGLBuffer* buf); protected: // bound buffer state WebGLRefPtr mBoundArrayBuffer; WebGLRefPtr mBoundCopyReadBuffer; WebGLRefPtr mBoundCopyWriteBuffer; WebGLRefPtr mBoundPixelPackBuffer; WebGLRefPtr mBoundPixelUnpackBuffer; WebGLRefPtr mBoundUniformBuffer; std::vector mIndexedUniformBufferBindings; WebGLRefPtr& GetBufferSlotByTarget(GLenum target); WebGLRefPtr& GetBufferSlotByTargetIndexed(GLenum target, GLuint index); // ----------------------------------------------------------------------------- // Queries (WebGL2ContextQueries.cpp) protected: WebGLRefPtr mQuerySlot_SamplesPassed; WebGLRefPtr mQuerySlot_TFPrimsWritten; WebGLRefPtr mQuerySlot_TimeElapsed; WebGLRefPtr* ValidateQuerySlotByTarget(const char* funcName, GLenum target); public: already_AddRefed CreateQuery(const char* funcName = nullptr); void DeleteQuery(WebGLQuery* query, const char* funcName = nullptr); bool IsQuery(const WebGLQuery* query, const char* funcName = nullptr); void BeginQuery(GLenum target, WebGLQuery& query, const char* funcName = nullptr); void EndQuery(GLenum target, const char* funcName = nullptr); void GetQuery(JSContext* cx, GLenum target, GLenum pname, JS::MutableHandleValue retval, const char* funcName = nullptr); void GetQueryParameter(JSContext* cx, const WebGLQuery& query, GLenum pname, JS::MutableHandleValue retval, const char* funcName = nullptr); // ----------------------------------------------------------------------------- // State and State Requests (WebGLContextState.cpp) 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; GLenum mGenerateMipmapHint; bool ValidateCapabilityEnum(GLenum cap, const char* info); realGLboolean* GetStateTrackingSlot(GLenum cap); // Allocation debugging variables mutable uint64_t mDataAllocGLCallCount; void OnDataAllocCall() const { mDataAllocGLCallCount++; } uint64_t GetNumGLDataAllocCalls() const { return mDataAllocGLCallCount; } void OnEndOfFrame() const; // ----------------------------------------------------------------------------- // Texture funcions (WebGLContextTextures.cpp) public: void ActiveTexture(GLenum texUnit); void BindTexture(GLenum texTarget, WebGLTexture* tex); already_AddRefed 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, FloatOrInt(param)); } void TexParameteri(GLenum texTarget, GLenum pname, GLint param) { TexParameter_base(texTarget, pname, FloatOrInt(param)); } protected: JS::Value GetTexParameter(GLenum texTarget, GLenum pname); void TexParameter_base(GLenum texTarget, GLenum pname, const FloatOrInt& param); virtual bool IsTexParamValid(GLenum pname) const; //////////////////////////////////// public: void CompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, WebGLsizeiptr offset) { const char funcName[] = "compressedTexImage2D"; const uint8_t funcDims = 2; const GLsizei depth = 1; const TexImageSourceAdapter src(&offset, 0, 0); CompressedTexImage(funcName, funcDims, target, level, internalFormat, width, height, depth, border, src, Some(imageSize)); } template void CompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, const T& anySrc, GLuint viewElemOffset = 0, GLuint viewElemLengthOverride = 0) { const char funcName[] = "compressedTexImage2D"; const uint8_t funcDims = 2; const GLsizei depth = 1; const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride); CompressedTexImage(funcName, funcDims, target, level, internalFormat, width, height, depth, border, src, Nothing()); } void CompressedTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, GLsizei imageSize, WebGLsizeiptr offset) { const char funcName[] = "compressedTexSubImage2D"; const uint8_t funcDims = 2; const GLint zOffset = 0; const GLsizei depth = 1; const TexImageSourceAdapter src(&offset, 0, 0); CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, width, height, depth, unpackFormat, src, Some(imageSize)); } template void CompressedTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, const T& anySrc, GLuint viewElemOffset = 0, GLuint viewElemLengthOverride = 0) { const char funcName[] = "compressedTexSubImage2D"; const uint8_t funcDims = 2; const GLint zOffset = 0; const GLsizei depth = 1; const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride); CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, width, height, depth, unpackFormat, src, Nothing()); } protected: void CompressedTexImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, const TexImageSource& src, const Maybe& expectedImageSize); void CompressedTexSubImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level, GLint xOffset, GLint yOffset, GLint zOffset, GLsizei width, GLsizei height, GLsizei depth, GLenum unpackFormat, const TexImageSource& src, const Maybe& expectedImageSize); //////////////////////////////////// public: void CopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void CopyTexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLint x, GLint y, GLsizei width, GLsizei height) { const char funcName[] = "copyTexSubImage2D"; const uint8_t funcDims = 2; const GLint zOffset = 0; CopyTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, x, y, width, height); } protected: void CopyTexSubImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level, GLint xOffset, GLint yOffset, GLint zOffset, GLint x, GLint y, GLsizei width, GLsizei height); //////////////////////////////////// // TexImage // Implicit width/height uploads public: template void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLenum unpackFormat, GLenum unpackType, const T& src, ErrorResult& out_error) { GLsizei width = 0; GLsizei height = 0; GLint border = 0; TexImage2D(target, level, internalFormat, width, height, border, unpackFormat, unpackType, src, out_error); } template void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLenum unpackFormat, GLenum unpackType, const T& src, ErrorResult& out_error) { GLsizei width = 0; GLsizei height = 0; TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat, unpackType, src, out_error); } //// template void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType, const T& anySrc, ErrorResult& out_error) { const TexImageSourceAdapter src(&anySrc, &out_error); TexImage2D(target, level, internalFormat, width, height, border, unpackFormat, unpackType, src); } void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType, const dom::ArrayBufferView& view, GLuint viewElemOffset, ErrorResult&) { const TexImageSourceAdapter src(&view, viewElemOffset); TexImage2D(target, level, internalFormat, width, height, border, unpackFormat, unpackType, src); } protected: void TexImage2D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLenum unpackFormat, GLenum unpackType, const TexImageSource& src) { const char funcName[] = "texImage2D"; const uint8_t funcDims = 2; const GLsizei depth = 1; TexImage(funcName, funcDims, target, level, internalFormat, width, height, depth, border, unpackFormat, unpackType, src); } void TexImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum unpackFormat, GLenum unpackType, const TexImageSource& src); //// public: template void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, GLenum unpackType, const T& anySrc, ErrorResult& out_error) { const TexImageSourceAdapter src(&anySrc, &out_error); TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat, unpackType, src); } void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, GLenum unpackType, const dom::ArrayBufferView& view, GLuint viewElemOffset, ErrorResult&) { const TexImageSourceAdapter src(&view, viewElemOffset); TexSubImage2D(target, level, xOffset, yOffset, width, height, unpackFormat, unpackType, src); } protected: void TexSubImage2D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLsizei width, GLsizei height, GLenum unpackFormat, GLenum unpackType, const TexImageSource& src) { const char funcName[] = "texSubImage2D"; const uint8_t funcDims = 2; const GLint zOffset = 0; const GLsizei depth = 1; TexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, width, height, depth, unpackFormat, unpackType, src); } void TexSubImage(const char* funcName, uint8_t funcDims, GLenum target, GLint level, GLint xOffset, GLint yOffset, GLint zOffset, GLsizei width, GLsizei height, GLsizei depth, GLenum unpackFormat, GLenum unpackType, const TexImageSource& src); //////////////////////////////////// // WebGLTextureUpload.cpp public: UniquePtr From(const char* funcName, TexImageTarget target, GLsizei rawWidth, GLsizei rawHeight, GLsizei rawDepth, GLint border, const TexImageSource& src, dom::Uint8ClampedArray* const scopedArr); protected: bool ValidateTexImageSpecification(const char* funcName, uint8_t funcDims, GLenum texImageTarget, GLint level, GLsizei width, GLsizei height, GLsizei depth, GLint border, TexImageTarget* const out_target, WebGLTexture** const out_texture, WebGLTexture::ImageInfo** const out_imageInfo); bool ValidateTexImageSelection(const char* funcName, uint8_t funcDims, GLenum texImageTarget, GLint level, GLint xOffset, GLint yOffset, GLint zOffset, GLsizei width, GLsizei height, GLsizei depth, TexImageTarget* const out_target, WebGLTexture** const out_texture, WebGLTexture::ImageInfo** const out_imageInfo); bool ValidateUnpackInfo(const char* funcName, bool usePBOs, GLenum format, GLenum type, webgl::PackingInfo* const out); UniquePtr FromDomElem(const char* funcName, TexImageTarget target, uint32_t width, uint32_t height, uint32_t depth, const dom::Element& elem, ErrorResult* const out_error); UniquePtr FromCompressed(const char* funcName, TexImageTarget target, GLsizei rawWidth, GLsizei rawHeight, GLsizei rawDepth, GLint border, const TexImageSource& src, const Maybe& expectedImageSize); // ----------------------------------------------------------------------------- // Vertices Feature (WebGLContextVertices.cpp) GLenum mPrimRestartTypeBytes; 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, const char* funcName = nullptr); 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 VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w, const char* funcName = nullptr); //// void VertexAttrib1f(GLuint index, GLfloat x) { VertexAttrib4f(index, x, 0, 0, 1, "vertexAttrib1f"); } void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { VertexAttrib4f(index, x, y, 0, 1, "vertexAttrib2f"); } void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { VertexAttrib4f(index, x, y, z, 1, "vertexAttrib3f"); } //// void VertexAttrib1fv(GLuint index, const Float32ListU& list) { const char funcName[] = "vertexAttrib1fv"; const auto& arr = Float32Arr::From(list); if (!ValidateAttribArraySetter(funcName, 1, arr.elemCount)) return; VertexAttrib4f(index, arr.elemBytes[0], 0, 0, 1, funcName); } void VertexAttrib2fv(GLuint index, const Float32ListU& list) { const char funcName[] = "vertexAttrib2fv"; const auto& arr = Float32Arr::From(list); if (!ValidateAttribArraySetter(funcName, 2, arr.elemCount)) return; VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], 0, 1, funcName); } void VertexAttrib3fv(GLuint index, const Float32ListU& list) { const char funcName[] = "vertexAttrib3fv"; const auto& arr = Float32Arr::From(list); if (!ValidateAttribArraySetter(funcName, 3, arr.elemCount)) return; VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], arr.elemBytes[2], 1, funcName); } void VertexAttrib4fv(GLuint index, const Float32ListU& list) { const char funcName[] = "vertexAttrib4fv"; const auto& arr = Float32Arr::From(list); if (!ValidateAttribArraySetter(funcName, 4, arr.elemCount)) return; VertexAttrib4f(index, arr.elemBytes[0], arr.elemBytes[1], arr.elemBytes[2], arr.elemBytes[3], funcName); } //// protected: void VertexAttribAnyPointer(const char* funcName, bool isFuncInt, GLuint index, GLint size, GLenum type, bool normalized, GLsizei stride, WebGLintptr byteOffset); public: void VertexAttribPointer(GLuint index, GLint size, GLenum type, WebGLboolean normalized, GLsizei stride, WebGLintptr byteOffset) { const char funcName[] = "vertexAttribPointer"; const bool isFuncInt = false; VertexAttribAnyPointer(funcName, isFuncInt, index, size, type, normalized, stride, byteOffset); } void VertexAttribDivisor(GLuint index, GLuint divisor); private: bool DrawArrays_check(const char* funcName, GLint first, GLsizei vertCount, GLsizei instanceCount, Maybe* out_lastVert); bool DrawElements_check(const char* funcName, GLsizei indexCount, GLenum type, WebGLintptr byteOffset, GLsizei instanceCount, Maybe* out_lastVert); void Draw_cleanup(const char* funcName); void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength, const GLfloat* ptr); void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength, const GLfloat* ptr); void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength, const GLfloat* ptr); void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength, const GLfloat* ptr); bool BindArrayAttribToLocation0(WebGLProgram* prog); // ----------------------------------------------------------------------------- // PROTECTED protected: WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need() const; bool DoFakeVertexAttrib0(const char* funcName, GLuint vertexCount); void UndoFakeVertexAttrib0(); CheckedUint32 mGeneration; WebGLContextOptions mOptions; bool mInvalidated; bool mCapturedFrameInvalidated; bool mResetLayer; bool mOptionsFrozen; bool mDisableExtensions; bool mIsMesa; bool mLoseContextOnMemoryPressure; bool mCanLoseContextInForeground; bool mRestoreWhenVisible; bool mShouldPresent; bool 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 uint32_t mGLMaxTextureUnits; uint32_t mGLMaxVertexAttribs; uint32_t mGLMaxFragmentUniformVectors; uint32_t mGLMaxVertexUniformVectors; uint32_t mGLMaxVaryingVectors; uint32_t mGLMaxTransformFeedbackSeparateAttribs; uint32_t mGLMaxUniformBufferBindings; uint32_t mGLMaxVertexTextureImageUnits; uint32_t mGLMaxFragmentTextureImageUnits; uint32_t mGLMaxCombinedTextureImageUnits; uint32_t mGLMaxColorAttachments; uint32_t mGLMaxDrawBuffers; uint32_t mGLMaxViewportDims[2]; public: GLenum LastColorAttachmentEnum() const { return LOCAL_GL_COLOR_ATTACHMENT0 + mGLMaxColorAttachments - 1; } const decltype(mOptions)& Options() const { return mOptions; } protected: // Texture sizes are often not actually the GL values. Let's be explicit that these // are implementation limits. uint32_t mGLMaxTextureSize; uint32_t mGLMaxCubeMapTextureSize; uint32_t mGLMax3DTextureSize; uint32_t mGLMaxArrayTextureLayers; uint32_t mGLMaxRenderbufferSize; public: GLuint MaxVertexAttribs() const { return mGLMaxVertexAttribs; } GLuint GLMaxTextureUnits() const { return mGLMaxTextureUnits; } float mGLAliasedLineWidthRange[2]; float mGLAliasedPointSizeRange[2]; bool IsFormatValidForFB(TexInternalFormat format) const; protected: // Represents current status of the context with respect to context loss. // That is, whether the context is lost, and what part of the context loss // process we currently are at. // This is used to support the WebGL spec's asyncronous nature in handling // context loss. enum ContextStatus { // The context is stable; there either are none or we don't know of any. ContextNotLost, // The context has been lost, but we have not yet sent an event to the // script informing it of this. ContextLostAwaitingEvent, // The context has been lost, and we have sent the script an event // informing it of this. ContextLost, // The context is lost, an event has been sent to the script, and the // script correctly handled the event. We are waiting for the context to // be restored. ContextLostAwaitingRestore }; // ------------------------------------------------------------------------- // WebGL extensions (implemented in WebGLContextExtensions.cpp) typedef EnumeratedArray> ExtensionsArrayType; ExtensionsArrayType mExtensions; // enable an extension. the extension should not be enabled before. void EnableExtension(WebGLExtensionID ext); // Enable an extension if it's supported. Return the extension on success. WebGLExtensionBase* EnableSupportedExtension(dom::CallerType callerType, WebGLExtensionID ext); public: // returns true if the extension has been enabled by calling getExtension. bool IsExtensionEnabled(WebGLExtensionID ext) const; protected: // returns true if the extension is supported for this caller type (this decides what getSupportedExtensions exposes) bool IsExtensionSupported(dom::CallerType callerType, WebGLExtensionID ext) const; bool IsExtensionSupported(WebGLExtensionID ext) const; static const char* GetExtensionString(WebGLExtensionID ext); nsTArray mCompressedTextureFormats; // ------------------------------------------------------------------------- // WebGL 2 specifics (implemented in WebGL2Context.cpp) public: virtual bool IsWebGL2() const = 0; struct FailureReason { nsCString key; // For reporting. nsCString info; FailureReason() { } template FailureReason(const A& _key, const B& _info) : key(nsCString(_key)) , info(nsCString(_info)) { } }; protected: bool InitWebGL2(FailureReason* const out_failReason); bool CreateAndInitGL(bool forceEnabled, std::vector* const out_failReasons); bool ResizeBackbuffer(uint32_t width, uint32_t height); typedef already_AddRefed FnCreateGL_T(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags, WebGLContext* webgl, std::vector* const out_failReasons); bool CreateAndInitGLWith(FnCreateGL_T fnCreateGL, const gl::SurfaceCaps& baseCaps, gl::CreateContextFlags flags, std::vector* const out_failReasons); void ThrowEvent_WebGLContextCreationError(const nsACString& text); // ------------------------------------------------------------------------- // Validation functions (implemented in WebGLContextValidate.cpp) bool InitAndValidateGL(FailureReason* const out_failReason); bool ValidateBlendEquationEnum(GLenum cap, const char* info); bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor, const char* info); bool ValidateComparisonEnum(GLenum target, const char* info); bool ValidateStencilOpEnum(GLenum action, const char* info); bool ValidateFaceEnum(GLenum face, const char* info); bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateDrawModeEnum(GLenum mode, const char* info); bool ValidateAttribIndex(GLuint index, const char* info); bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size, GLenum type, WebGLboolean normalized, GLsizei stride, WebGLintptr byteOffset, const char* info); bool ValidateStencilParamsForDrawCall(); bool ValidateCopyTexImage(TexInternalFormat srcFormat, TexInternalFormat dstformat, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateTexImage(TexImageTarget texImageTarget, GLint level, GLenum internalFormat, GLint xoffset, GLint yoffset, GLint zoffset, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateTexImageFormatAndType(GLenum format, GLenum type, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateCompTexImageInternalFormat(GLenum format, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateCopyTexImageInternalFormat(GLenum format, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level, GLint width, GLint height, GLint depth, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width, GLsizei height, GLsizei depth, GLsizei baseWidth, GLsizei baseHeight, GLsizei baseDepth, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateCompTexImageSize(GLint level, GLenum internalFormat, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLsizei levelWidth, GLsizei levelHeight, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, uint32_t byteLength, WebGLTexImageFunc func, WebGLTexDimensions dims); bool ValidateUniformLocationForProgram(WebGLUniformLocation* location, WebGLProgram* program, const char* funcName); bool ValidateCurFBForRead(const char* funcName, const webgl::FormatUsageInfo** const out_format, uint32_t* const out_width, uint32_t* const out_height); bool HasDrawBuffers() const { return IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers); } WebGLRefPtr* ValidateBufferSlot(const char* funcName, GLenum target); public: WebGLBuffer* ValidateBufferSelection(const char* funcName, GLenum target); protected: IndexedBufferBinding* ValidateIndexedBufferSlot(const char* funcName, GLenum target, GLuint index); bool ValidateIndexedBufferBinding(const char* funcName, GLenum target, GLuint index, WebGLRefPtr** const out_genericBinding, IndexedBufferBinding** const out_indexedBinding); bool ValidateNonNegative(const char* funcName, const char* argName, int64_t val) { if (MOZ_UNLIKELY(val < 0)) { ErrorInvalidValue("%s: `%s` must be non-negative.", funcName, argName); return false; } return true; } public: template bool ValidateNonNull(const char* funcName, const dom::Nullable& maybe) { if (maybe.IsNull()) { ErrorInvalidValue("%s: `null` is invalid.", funcName); return false; } return true; } bool ValidateArrayBufferView(const char* funcName, const dom::ArrayBufferView& view, GLuint elemOffset, GLuint elemCountOverride, uint8_t** const out_bytes, size_t* const out_byteLen); protected: //// void Invalidate(); void DestroyResourcesAndContext(); void MakeContextCurrent() const { } // MakeCurrent is implicit now. // helpers bool ConvertImage(size_t width, size_t height, size_t srcStride, size_t dstStride, const uint8_t* src, uint8_t* dst, WebGLTexelFormat srcFormat, bool srcPremultiplied, WebGLTexelFormat dstFormat, bool dstPremultiplied, size_t dstTexelSize); ////// public: bool ValidateObjectAllowDeleted(const char* funcName, const WebGLContextBoundObject& object) { if (!object.IsCompatibleWithContext(this)) { ErrorInvalidOperation("%s: Object from different WebGL context (or older" " generation of this one) passed as argument.", funcName); return false; } return true; } bool ValidateObject(const char* funcName, const WebGLDeletableObject& object, bool isShaderOrProgram = false) { if (!ValidateObjectAllowDeleted(funcName, object)) return false; if (isShaderOrProgram) { /* GLES 3.0.5 p45: * "Commands that accept shader or program object names will generate the * error INVALID_VALUE if the provided name is not the name of either a * shader or program object[.]" * Further, shaders and programs appear to be different from other objects, * in that their lifetimes are better defined. However, they also appear to * allow use of objects marked for deletion, and only reject * actually-destroyed objects. */ if (object.IsDeleted()) { ErrorInvalidValue("%s: Shader or program object argument cannot have been" " deleted.", funcName); return false; } } else { if (object.IsDeleteRequested()) { ErrorInvalidOperation("%s: Object argument cannot have been marked for" " deletion.", funcName); return false; } } return true; } //// bool ValidateObject(const char* funcName, const WebGLProgram& object); bool ValidateObject(const char* funcName, const WebGLShader& object); //// bool ValidateIsObject(const char* funcName, const WebGLDeletableObject* object) const { if (IsContextLost()) return false; if (!object) return false; if (!object->IsCompatibleWithContext(this)) return false; if (object->IsDeleted()) return false; return true; } bool ValidateDeleteObject(const char* funcName, const WebGLDeletableObject* object) { if (IsContextLost()) return false; if (!object) return false; if (!ValidateObjectAllowDeleted(funcName, *object)) return false; if (object->IsDeleteRequested()) return false; return true; } //// private: // ------------------------------------------------------------------------- // Context customization points virtual WebGLVertexArray* CreateVertexArrayImpl(); public: void ForceLoseContext(bool simulateLoss = false); protected: void ForceRestoreContext(); nsTArray > mBound2DTextures; nsTArray > mBoundCubeMapTextures; nsTArray > mBound3DTextures; nsTArray > mBound2DArrayTextures; nsTArray > mBoundSamplers; void ResolveTexturesForDraw() const; WebGLRefPtr mCurrentProgram; RefPtr mActiveProgramLinkInfo; bool ValidateFramebufferTarget(GLenum target, const char* const info); bool ValidateInvalidateFramebuffer(const char* funcName, GLenum target, const dom::Sequence& attachments, ErrorResult* const out_rv, std::vector* const scopedVector, GLsizei* const out_glNumAttachments, const GLenum** const out_glAttachments); 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 mSyncs; LinkedList mTextures; 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); bool ValidatePackSize(const char* funcName, uint32_t width, uint32_t height, uint8_t bytesPerPixel, uint32_t* const out_rowStride, uint32_t* const out_endOffset); GLenum mPixelStore_ColorspaceConversion; bool mPixelStore_FlipY; bool mPixelStore_PremultiplyAlpha; bool mPixelStore_RequireFastPath; //////////////////////////////////// class FakeBlackTexture { public: static UniquePtr Create(gl::GLContext* gl, TexTarget target, FakeBlackType type); gl::GLContext* const mGL; const GLuint mGLName; ~FakeBlackTexture(); protected: explicit FakeBlackTexture(gl::GLContext* gl); }; 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; bool BindFakeBlack(uint32_t texUnit, TexTarget target, FakeBlackType fakeBlack); //////////////////////////////////// protected: GLuint mEmptyTFO; // Generic Vertex Attributes // Though CURRENT_VERTEX_ATTRIB is listed under "Vertex Shader State" in the spec // state tables, this isn't vertex shader /object/ state. This array is merely state // useful to vertex shaders, but is global state. UniquePtr mGenericVertexAttribTypes; uint8_t mGenericVertexAttrib0Data[sizeof(float) * 4]; CacheMapInvalidator mGenericVertexAttribTypeInvalidator; GLuint mFakeVertexAttrib0BufferObject; size_t mFakeVertexAttrib0BufferObjectSize; bool mFakeVertexAttrib0DataDefined; uint8_t mFakeVertexAttrib0Data[sizeof(float) * 4]; JSObject* GetVertexAttribFloat32Array(JSContext* cx, GLuint index); JSObject* GetVertexAttribInt32Array(JSContext* cx, GLuint index); JSObject* GetVertexAttribUint32Array(JSContext* cx, GLuint index); GLint mStencilRefFront; GLint mStencilRefBack; GLuint mStencilValueMaskFront; GLuint mStencilValueMaskBack; GLuint mStencilWriteMaskFront; GLuint mStencilWriteMaskBack; realGLboolean mColorWriteMask[4]; realGLboolean mDepthWriteMask; GLfloat mColorClearValue[4]; GLint mStencilClearValue; GLfloat mDepthClearValue; GLint mViewportX; GLint mViewportY; GLsizei mViewportWidth; GLsizei mViewportHeight; bool mAlreadyWarnedAboutViewportLargerThanDest; GLfloat mLineWidth; WebGLContextLossHandler mContextLossHandler; bool mAllowContextRestore; bool mLastLossWasSimulated; ContextStatus mContextStatus; bool mContextLostErrorSet; // Used for some hardware (particularly Tegra 2 and 4) that likes to // be Flushed while doing hundreds of draw calls. int mDrawCallsSinceLastFlush; int mAlreadyGeneratedWarnings; int mMaxWarnings; bool mAlreadyWarnedAboutFakeVertexAttrib0; bool ShouldGenerateWarnings() const; bool ShouldGeneratePerfWarnings() const { return mNumPerfWarnings < mMaxPerfWarnings; } uint64_t mLastUseIndex; bool mNeedsFakeNoAlpha; bool mNeedsFakeNoDepth; bool mNeedsFakeNoStencil; bool mNeedsEmulatedLoneDepthStencil; bool mNeedsIndexValidation; const bool mAllowFBInvalidation; bool Has64BitTimestamps() const; struct ScopedDrawCallWrapper final { 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 ScopedDrawCallWrapper(WebGLContext& webgl); ~ScopedDrawCallWrapper(); }; void OnBeforeReadCall(); 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, ...) MOZ_FORMAT_PRINTF(2, 3); void GenerateWarning(const char* fmt, va_list ap) MOZ_FORMAT_PRINTF(2, 0); void GeneratePerfWarning(const char* fmt, ...) const MOZ_FORMAT_PRINTF(2, 3); public: UniquePtr mFormatUsage; virtual UniquePtr CreateFormatUsage(gl::GLContext* gl) const = 0; const decltype(mBound2DTextures)* TexListForElemType(GLenum elemType) const; void UpdateMaxDrawBuffers(); // Friend list friend class ScopedCopyTexImageSource; friend class ScopedResolveTexturesForDraw; friend class ScopedUnpackReset; friend class webgl::TexUnpackBlob; friend class webgl::TexUnpackBytes; friend class webgl::TexUnpackImage; friend class webgl::TexUnpackSurface; friend struct webgl::UniformInfo; friend class WebGLTexture; friend class WebGLFBAttachPoint; friend class WebGLFramebuffer; friend class WebGLRenderbuffer; friend class WebGLProgram; friend class WebGLQuery; friend class WebGLBuffer; friend class WebGLSampler; friend class WebGLShader; friend class WebGLSync; friend class WebGLTransformFeedback; friend class WebGLUniformLocation; friend class WebGLVertexArray; friend class WebGLVertexArrayFake; friend class WebGLVertexArrayGL; }; // used by DOM bindings in conjunction with GetParentObject inline nsISupports* ToSupports(WebGLContext* webgl) { return static_cast(webgl); } // 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 ScopedUnpackReset final : public gl::ScopedGLWrapper { friend struct gl::ScopedGLWrapper; private: WebGLContext* const mWebGL; public: explicit ScopedUnpackReset(WebGLContext* webgl); private: void UnwrapImpl(); }; class ScopedFBRebinder final : public gl::ScopedGLWrapper { friend struct gl::ScopedGLWrapper; private: WebGLContext* const mWebGL; public: explicit ScopedFBRebinder(WebGLContext* webgl) : ScopedGLWrapper(webgl->gl) , mWebGL(webgl) { } private: void UnwrapImpl(); }; class ScopedLazyBind final : public gl::ScopedGLWrapper { friend struct gl::ScopedGLWrapper; const GLenum mTarget; const WebGLBuffer* const mBuf; public: ScopedLazyBind(gl::GLContext* gl, GLenum target, const WebGLBuffer* buf); private: void UnwrapImpl(); }; //// bool Intersect(int32_t srcSize, int32_t read0, int32_t readSize, int32_t* out_intRead0, int32_t* out_intWrite0, int32_t* out_intSize); uint64_t AvailGroups(uint64_t totalAvailItems, uint64_t firstItemOffset, uint32_t groupSize, uint32_t groupStride); //// void ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback, const std::vector& field, const char* name, uint32_t flags = 0); void ImplCycleCollectionUnlink(std::vector& field); } // namespace mozilla #endif