/* -*- Mode: C++; tab-width: 20; 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 "WebGL2Context.h" #include "gfxPrefs.h" #include "GLContext.h" #include "mozilla/dom/WebGL2RenderingContextBinding.h" #include "mozilla/ArrayUtils.h" #include "mozilla/Telemetry.h" #include "nsPrintfCString.h" #include "WebGLBuffer.h" #include "WebGLFormats.h" #include "WebGLTransformFeedback.h" namespace mozilla { WebGL2Context::WebGL2Context() : WebGLContext() { MOZ_ASSERT(IsSupported(), "not supposed to create a WebGL2Context" "context when not supported"); } WebGL2Context::~WebGL2Context() {} UniquePtr WebGL2Context::CreateFormatUsage( gl::GLContext* gl) const { return webgl::FormatUsageAuthority::CreateForWebGL2(gl); } /*static*/ bool WebGL2Context::IsSupported() { return gfxPrefs::WebGL2Enabled(); } /*static*/ WebGL2Context* WebGL2Context::Create() { return new WebGL2Context(); } JSObject* WebGL2Context::WrapObject(JSContext* cx, JS::Handle givenProto) { return dom::WebGL2RenderingContext_Binding::Wrap(cx, this, givenProto); } //////////////////////////////////////////////////////////////////////////////// // WebGL 2 initialisation static const gl::GLFeature kRequiredFeatures[] = { gl::GLFeature::blend_minmax, gl::GLFeature::clear_buffers, gl::GLFeature::copy_buffer, gl::GLFeature::depth_texture, gl::GLFeature::draw_instanced, gl::GLFeature::draw_range_elements, gl::GLFeature::element_index_uint, gl::GLFeature::frag_color_float, gl::GLFeature::frag_depth, gl::GLFeature::framebuffer_object, gl::GLFeature::get_integer_indexed, gl::GLFeature::get_integer64_indexed, gl::GLFeature::gpu_shader4, gl::GLFeature::instanced_arrays, gl::GLFeature::instanced_non_arrays, gl::GLFeature::map_buffer_range, // Used by GetBufferSubData. gl::GLFeature::occlusion_query2, gl::GLFeature::packed_depth_stencil, gl::GLFeature::query_objects, gl::GLFeature::renderbuffer_color_float, gl::GLFeature::renderbuffer_color_half_float, gl::GLFeature::sRGB, gl::GLFeature::sampler_objects, gl::GLFeature::standard_derivatives, gl::GLFeature::texture_3D, gl::GLFeature::texture_3D_compressed, gl::GLFeature::texture_3D_copy, gl::GLFeature::texture_float, gl::GLFeature::texture_half_float, gl::GLFeature::texture_half_float_linear, gl::GLFeature::texture_non_power_of_two, gl::GLFeature::texture_storage, gl::GLFeature::transform_feedback2, gl::GLFeature::uniform_buffer_object, gl::GLFeature::uniform_matrix_nonsquare, gl::GLFeature::vertex_array_object}; bool WebGLContext::InitWebGL2(FailureReason* const out_failReason) { MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!"); std::vector missingList; const auto fnGatherMissing = [&](gl::GLFeature cur) { if (!gl->IsSupported(cur)) { missingList.push_back(cur); } }; const auto fnGatherMissing2 = [&](gl::GLFeature main, gl::GLFeature alt) { if (!gl->IsSupported(main) && !gl->IsSupported(alt)) { missingList.push_back(main); } }; //// for (const auto& cur : kRequiredFeatures) { fnGatherMissing(cur); } // On desktop, we fake occlusion_query_boolean with occlusion_query if // necessary. (See WebGL2ContextQueries.cpp) fnGatherMissing2(gl::GLFeature::occlusion_query_boolean, gl::GLFeature::occlusion_query); #ifdef XP_MACOSX // On OSX, GL core profile is used. This requires texture swizzle // support to emulate legacy texture formats: ALPHA, LUMINANCE, // and LUMINANCE_ALPHA. fnGatherMissing(gl::GLFeature::texture_swizzle); #endif fnGatherMissing2(gl::GLFeature::prim_restart_fixed, gl::GLFeature::prim_restart); //// if (!missingList.empty()) { nsAutoCString exts; for (auto itr = missingList.begin(); itr != missingList.end(); ++itr) { exts.AppendLiteral("\n "); exts.Append(gl::GLContext::GetFeatureName(*itr)); } const nsPrintfCString reason( "WebGL 2 requires support for the following" " features: %s", exts.BeginReading()); *out_failReason = FailureReason("FEATURE_FAILURE_WEBGL2_OCCL", reason); return false; } // we initialise WebGL 2 related stuff. gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &mGLMaxTransformFeedbackSeparateAttribs); gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS, &mGLMaxUniformBufferBindings); mIndexedUniformBufferBindings.resize(mGLMaxUniformBufferBindings); mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0); mBoundTransformFeedback = mDefaultTransformFeedback; gl->fGenTransformFeedbacks(1, &mEmptyTFO); //// if (!gl->IsGLES()) { // Desktop OpenGL requires the following to be enabled in order to // support sRGB operations on framebuffers. gl->fEnable(LOCAL_GL_FRAMEBUFFER_SRGB_EXT); } if (gl->IsSupported(gl::GLFeature::prim_restart_fixed)) { gl->fEnable(LOCAL_GL_PRIMITIVE_RESTART_FIXED_INDEX); } else { MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart)); } ////// return true; } } // namespace mozilla