/* -*- 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 "GeckoProfiler.h" #include "MozFramebuffer.h" #include "GLContext.h" #include "mozilla/CheckedInt.h" #include "mozilla/UniquePtrExtensions.h" #include "nsPrintfCString.h" #include "WebGLBuffer.h" #include "WebGLContextUtils.h" #include "WebGLFramebuffer.h" #include "WebGLProgram.h" #include "WebGLRenderbuffer.h" #include "WebGLShader.h" #include "WebGLTexture.h" #include "WebGLTransformFeedback.h" #include "WebGLVertexArray.h" #include "WebGLVertexAttribData.h" #include namespace mozilla { // For a Tegra workaround. static const int MAX_DRAW_CALLS_SINCE_FLUSH = 100; //////////////////////////////////////// class ScopedResolveTexturesForDraw { struct TexRebindRequest { uint32_t texUnit; WebGLTexture* tex; }; WebGLContext* const mWebGL; std::vector mRebindRequests; public: ScopedResolveTexturesForDraw(WebGLContext* webgl, bool* const out_error); ~ScopedResolveTexturesForDraw(); }; static bool ValidateNoSamplingFeedback(const WebGLTexture& tex, const uint32_t sampledLevels, const WebGLFramebuffer* const fb, const uint32_t texUnit) { if (!fb) return true; const auto& texAttachments = fb->GetCompletenessInfo()->texAttachments; for (const auto& attach : texAttachments) { if (attach->Texture() != &tex) continue; const auto& srcBase = tex.BaseMipmapLevel(); const auto srcLast = srcBase + sampledLevels - 1; const auto& dstLevel = attach->MipLevel(); if (MOZ_UNLIKELY(srcBase <= dstLevel && dstLevel <= srcLast)) { const auto& webgl = tex.mContext; const auto& texTargetStr = EnumString(tex.Target().get()); const auto& attachStr = EnumString(attach->mAttachmentPoint); webgl->ErrorInvalidOperation( "Texture level %u would be read by %s unit %u," " but written by framebuffer attachment %s," " which would be illegal feedback.", dstLevel, texTargetStr.c_str(), texUnit, attachStr.c_str()); return false; } } return true; } ScopedResolveTexturesForDraw::ScopedResolveTexturesForDraw( WebGLContext* webgl, bool* const out_error) : mWebGL(webgl) { const auto& fb = mWebGL->mBoundDrawFramebuffer; MOZ_ASSERT(mWebGL->mActiveProgramLinkInfo); const auto& uniformSamplers = mWebGL->mActiveProgramLinkInfo->uniformSamplers; for (const auto& uniform : uniformSamplers) { const auto& texList = *(uniform->mSamplerTexList); const auto& uniformBaseType = uniform->mTexBaseType; for (const auto& texUnit : uniform->mSamplerValues) { if (texUnit >= texList.Length()) continue; const auto& tex = texList[texUnit]; if (!tex) continue; const auto& sampler = mWebGL->mBoundSamplers[texUnit]; const auto& samplingInfo = tex->GetSampleableInfo(sampler.get()); if (!samplingInfo) { // There was an error. *out_error = true; return; } if (!samplingInfo->IsComplete()) { if (samplingInfo->incompleteReason) { const auto& targetName = GetEnumName(tex->Target().get()); mWebGL->GenerateWarning("%s at unit %u is incomplete: %s", targetName, texUnit, samplingInfo->incompleteReason); } mRebindRequests.push_back({texUnit, tex}); continue; } // We have more validation to do if we're otherwise complete: const auto& texBaseType = samplingInfo->usage->format->baseType; if (texBaseType != uniformBaseType) { const auto& targetName = GetEnumName(tex->Target().get()); const auto& srcType = ToString(texBaseType); const auto& dstType = ToString(uniformBaseType); mWebGL->ErrorInvalidOperation( "%s at unit %u is of type %s, but" " the shader samples as %s.", targetName, texUnit, srcType, dstType); *out_error = true; return; } if (uniform->mIsShadowSampler != samplingInfo->isDepthTexCompare) { const auto& targetName = GetEnumName(tex->Target().get()); mWebGL->ErrorInvalidOperation( "%s at unit %u is%s a depth texture" " with TEXTURE_COMPARE_MODE, but" " the shader sampler is%s a shadow" " sampler.", targetName, texUnit, samplingInfo->isDepthTexCompare ? "" : " not", uniform->mIsShadowSampler ? "" : " not"); *out_error = true; return; } if (!ValidateNoSamplingFeedback(*tex, samplingInfo->levels, fb.get(), texUnit)) { *out_error = true; return; } } } const auto& gl = mWebGL->gl; for (const auto& itr : mRebindRequests) { gl->fActiveTexture(LOCAL_GL_TEXTURE0 + itr.texUnit); gl->fBindTexture(itr.tex->Target().get(), 0); // Tex 0 is always incomplete. } } ScopedResolveTexturesForDraw::~ScopedResolveTexturesForDraw() { if (mRebindRequests.empty()) return; gl::GLContext* gl = mWebGL->gl; for (const auto& itr : mRebindRequests) { gl->fActiveTexture(LOCAL_GL_TEXTURE0 + itr.texUnit); gl->fBindTexture(itr.tex->Target().get(), itr.tex->mGLName); } gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mWebGL->mActiveTexture); } //////////////////////////////////////// bool WebGLContext::ValidateStencilParamsForDrawCall() const { const auto stencilBits = [&]() -> uint8_t { if (!mStencilTestEnabled) return 0; if (!mBoundDrawFramebuffer) return mOptions.stencil ? 8 : 0; if (mBoundDrawFramebuffer->StencilAttachment().HasAttachment()) return 8; if (mBoundDrawFramebuffer->DepthStencilAttachment().HasAttachment()) return 8; return 0; }(); const uint32_t stencilMax = (1 << stencilBits) - 1; const auto fnMask = [&](const uint32_t x) { return x & stencilMax; }; const auto fnClamp = [&](const int32_t x) { return std::max(0, std::min(x, (int32_t)stencilMax)); }; bool ok = true; ok &= (fnMask(mStencilWriteMaskFront) == fnMask(mStencilWriteMaskBack)); ok &= (fnMask(mStencilValueMaskFront) == fnMask(mStencilValueMaskBack)); ok &= (fnClamp(mStencilRefFront) == fnClamp(mStencilRefBack)); if (!ok) { ErrorInvalidOperation( "Stencil front/back state must effectively match." " (before front/back comparison, WRITEMASK and VALUE_MASK" " are masked with (2^s)-1, and REF is clamped to" " [0, (2^s)-1], where `s` is the number of enabled stencil" " bits in the draw framebuffer)"); } return ok; } //////////////////////////////////////// template static bool DoSetsIntersect(const std::set& a, const std::set& b) { std::vector intersection; std::set_intersection(a.begin(), a.end(), b.begin(), b.end(), std::back_inserter(intersection)); return bool(intersection.size()); } const webgl::CachedDrawFetchLimits* ValidateDraw(WebGLContext* const webgl, const GLenum mode, const uint32_t instanceCount) { if (!webgl->BindCurFBForDraw()) return nullptr; switch (mode) { case LOCAL_GL_TRIANGLES: case LOCAL_GL_TRIANGLE_STRIP: case LOCAL_GL_TRIANGLE_FAN: case LOCAL_GL_POINTS: case LOCAL_GL_LINE_STRIP: case LOCAL_GL_LINE_LOOP: case LOCAL_GL_LINES: break; default: webgl->ErrorInvalidEnumInfo("mode", mode); return nullptr; } if (!webgl->ValidateStencilParamsForDrawCall()) return nullptr; if (!webgl->mActiveProgramLinkInfo) { webgl->ErrorInvalidOperation("The current program is not linked."); return nullptr; } const auto& linkInfo = webgl->mActiveProgramLinkInfo; // - // Check UBO sizes. for (const auto& cur : linkInfo->uniformBlocks) { const auto& dataSize = cur->mDataSize; const auto& binding = cur->mBinding; if (!binding) { webgl->ErrorInvalidOperation("Buffer for uniform block is null."); return nullptr; } const auto availByteCount = binding->ByteCount(); if (dataSize > availByteCount) { webgl->ErrorInvalidOperation( "Buffer for uniform block is smaller" " than UNIFORM_BLOCK_DATA_SIZE."); return nullptr; } if (binding->mBufferBinding->IsBoundForTF()) { webgl->ErrorInvalidOperation( "Buffer for uniform block is bound or" " in use for transform feedback."); return nullptr; } } // - const auto& tfo = webgl->mBoundTransformFeedback; if (tfo && tfo->IsActiveAndNotPaused()) { uint32_t numUsed; switch (linkInfo->transformFeedbackBufferMode) { case LOCAL_GL_INTERLEAVED_ATTRIBS: numUsed = 1; break; case LOCAL_GL_SEPARATE_ATTRIBS: numUsed = linkInfo->transformFeedbackVaryings.size(); break; default: MOZ_CRASH(); } for (uint32_t i = 0; i < numUsed; ++i) { const auto& buffer = tfo->mIndexedBindings[i].mBufferBinding; if (buffer->IsBoundForNonTF()) { webgl->ErrorInvalidOperation( "Transform feedback varying %u's buffer" " is bound for non-transform-feedback.", i); return nullptr; } // Technically we don't know that this will be updated yet, but we can // speculatively mark it. buffer->ResetLastUpdateFenceId(); } } // - const auto fetchLimits = linkInfo->GetDrawFetchLimits(); if (!fetchLimits) return nullptr; if (instanceCount > fetchLimits->maxInstances) { webgl->ErrorInvalidOperation( "Instance fetch requires %u, but attribs only" " supply %u.", instanceCount, uint32_t(fetchLimits->maxInstances)); return nullptr; } // - webgl->RunContextLossTimer(); return fetchLimits; } //////////////////////////////////////// class ScopedFakeVertexAttrib0 final { WebGLContext* const mWebGL; bool mDidFake = false; public: ScopedFakeVertexAttrib0(WebGLContext* const webgl, const uint64_t vertexCount, bool* const out_error) : mWebGL(webgl) { *out_error = false; if (!mWebGL->DoFakeVertexAttrib0(vertexCount)) { *out_error = true; return; } mDidFake = true; } ~ScopedFakeVertexAttrib0() { if (mDidFake) { mWebGL->UndoFakeVertexAttrib0(); } } }; //////////////////////////////////////// static uint32_t UsedVertsForTFDraw(GLenum mode, uint32_t vertCount) { uint8_t vertsPerPrim; switch (mode) { case LOCAL_GL_POINTS: vertsPerPrim = 1; break; case LOCAL_GL_LINES: vertsPerPrim = 2; break; case LOCAL_GL_TRIANGLES: vertsPerPrim = 3; break; default: MOZ_CRASH("`mode`"); } return vertCount / vertsPerPrim * vertsPerPrim; } class ScopedDrawWithTransformFeedback final { WebGLContext* const mWebGL; WebGLTransformFeedback* const mTFO; const bool mWithTF; uint32_t mUsedVerts; public: ScopedDrawWithTransformFeedback(WebGLContext* webgl, GLenum mode, uint32_t vertCount, uint32_t instanceCount, bool* const out_error) : mWebGL(webgl), mTFO(mWebGL->mBoundTransformFeedback), mWithTF(mTFO && mTFO->mIsActive && !mTFO->mIsPaused), mUsedVerts(0) { *out_error = false; if (!mWithTF) return; if (mode != mTFO->mActive_PrimMode) { mWebGL->ErrorInvalidOperation( "Drawing with transform feedback requires" " `mode` to match BeginTransformFeedback's" " `primitiveMode`."); *out_error = true; return; } const auto usedVertsPerInstance = UsedVertsForTFDraw(mode, vertCount); const auto usedVerts = CheckedInt(usedVertsPerInstance) * instanceCount; const auto remainingCapacity = mTFO->mActive_VertCapacity - mTFO->mActive_VertPosition; if (!usedVerts.isValid() || usedVerts.value() > remainingCapacity) { mWebGL->ErrorInvalidOperation( "Insufficient buffer capacity remaining for" " transform feedback."); *out_error = true; return; } mUsedVerts = usedVerts.value(); } void Advance() const { if (!mWithTF) return; mTFO->mActive_VertPosition += mUsedVerts; } }; static bool HasInstancedDrawing(const WebGLContext& webgl) { return webgl.IsWebGL2() || webgl.IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays); } //////////////////////////////////////// void WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertCount, GLsizei instanceCount) { const FuncScope funcScope(*this, "drawArraysInstanced"); AUTO_PROFILER_LABEL("WebGLContext::DrawArraysInstanced", GRAPHICS); if (IsContextLost()) return; const gl::GLContext::TlsScope inTls(gl); // - if (!ValidateNonNegative("first", first) || !ValidateNonNegative("vertCount", vertCount) || !ValidateNonNegative("instanceCount", instanceCount)) { return; } if (IsWebGL2() && !gl->IsSupported(gl::GLFeature::prim_restart_fixed)) { MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart)); if (mPrimRestartTypeBytes != 0) { mPrimRestartTypeBytes = 0; // OSX appears to have severe perf issues with leaving this enabled. gl->fDisable(LOCAL_GL_PRIMITIVE_RESTART); } } // - const auto fetchLimits = ValidateDraw(this, mode, instanceCount); if (!fetchLimits) return; // - const auto totalVertCount_safe = CheckedInt(first) + vertCount; if (!totalVertCount_safe.isValid()) { ErrorOutOfMemory("`first+vertCount` out of range."); return; } auto totalVertCount = totalVertCount_safe.value(); if (vertCount && instanceCount && totalVertCount > fetchLimits->maxVerts) { ErrorInvalidOperation( "Vertex fetch requires %u, but attribs only supply %u.", totalVertCount, uint32_t(fetchLimits->maxVerts)); return; } // - bool error = false; const ScopedFakeVertexAttrib0 attrib0(this, totalVertCount, &error); if (error) return; const ScopedResolveTexturesForDraw scopedResolve(this, &error); if (error) return; const ScopedDrawWithTransformFeedback scopedTF(this, mode, vertCount, instanceCount, &error); if (error) return; { ScopedDrawCallWrapper wrapper(*this); if (vertCount && instanceCount) { AUTO_PROFILER_LABEL("glDrawArraysInstanced", GRAPHICS); if (HasInstancedDrawing(*this)) { gl->fDrawArraysInstanced(mode, first, vertCount, instanceCount); } else { MOZ_ASSERT(instanceCount == 1); gl->fDrawArrays(mode, first, vertCount); } } } Draw_cleanup(); scopedTF.Advance(); } //////////////////////////////////////// WebGLBuffer* WebGLContext::DrawElements_check(const GLsizei rawIndexCount, const GLenum type, const WebGLintptr byteOffset, const GLsizei instanceCount) { if (mBoundTransformFeedback && mBoundTransformFeedback->mIsActive && !mBoundTransformFeedback->mIsPaused) { ErrorInvalidOperation( "DrawElements* functions are incompatible with" " transform feedback."); return nullptr; } if (!ValidateNonNegative("vertCount", rawIndexCount) || !ValidateNonNegative("byteOffset", byteOffset) || !ValidateNonNegative("instanceCount", instanceCount)) { return nullptr; } const auto indexCount = uint32_t(rawIndexCount); uint8_t bytesPerIndex = 0; switch (type) { case LOCAL_GL_UNSIGNED_BYTE: bytesPerIndex = 1; break; case LOCAL_GL_UNSIGNED_SHORT: bytesPerIndex = 2; break; case LOCAL_GL_UNSIGNED_INT: if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_element_index_uint)) { bytesPerIndex = 4; } break; } if (!bytesPerIndex) { ErrorInvalidEnumInfo("type", type); return nullptr; } if (byteOffset % bytesPerIndex != 0) { ErrorInvalidOperation( "`byteOffset` must be a multiple of the size of `type`"); return nullptr; } //// if (IsWebGL2() && !gl->IsSupported(gl::GLFeature::prim_restart_fixed)) { MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart)); if (mPrimRestartTypeBytes != bytesPerIndex) { mPrimRestartTypeBytes = bytesPerIndex; const uint32_t ones = UINT32_MAX >> (32 - 8 * mPrimRestartTypeBytes); gl->fEnable(LOCAL_GL_PRIMITIVE_RESTART); gl->fPrimitiveRestartIndex(ones); } } //// // Index fetching const auto& indexBuffer = mBoundVertexArray->mElementArrayBuffer; if (!indexBuffer) { ErrorInvalidOperation("Index buffer not bound."); return nullptr; } MOZ_ASSERT(!indexBuffer->IsBoundForTF(), "This should be impossible."); const size_t availBytes = indexBuffer->ByteLength(); const auto availIndices = AvailGroups(availBytes, byteOffset, bytesPerIndex, bytesPerIndex); if (instanceCount && indexCount > availIndices) { ErrorInvalidOperation("Index buffer too small."); return nullptr; } return indexBuffer.get(); } static void HandleDrawElementsErrors( WebGLContext* webgl, gl::GLContext::LocalErrorScope& errorScope) { const auto err = errorScope.GetError(); if (err == LOCAL_GL_INVALID_OPERATION) { webgl->ErrorInvalidOperation( "Driver rejected indexed draw call, possibly" " due to out-of-bounds indices."); return; } MOZ_ASSERT(!err); if (err) { webgl->ErrorImplementationBug( "Unexpected driver error during indexed draw" " call. Please file a bug."); return; } } void WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei indexCount, GLenum type, WebGLintptr byteOffset, GLsizei instanceCount) { const FuncScope funcScope(*this, "drawElementsInstanced"); AUTO_PROFILER_LABEL("WebGLContext::DrawElementsInstanced", GRAPHICS); if (IsContextLost()) return; const gl::GLContext::TlsScope inTls(gl); const auto indexBuffer = DrawElements_check(indexCount, type, byteOffset, instanceCount); if (!indexBuffer) return; // - const auto fetchLimits = ValidateDraw(this, mode, instanceCount); if (!fetchLimits) return; bool collapseToDrawArrays = false; auto fakeVertCount = fetchLimits->maxVerts; if (fetchLimits->maxVerts == UINT64_MAX) { // This isn't observable, and keeps FakeVertexAttrib0 sane. collapseToDrawArrays = true; fakeVertCount = 1; } // - { uint64_t indexCapacity = indexBuffer->ByteLength(); switch (type) { case LOCAL_GL_UNSIGNED_BYTE: break; case LOCAL_GL_UNSIGNED_SHORT: indexCapacity /= 2; break; case LOCAL_GL_UNSIGNED_INT: indexCapacity /= 4; break; } uint32_t maxVertId = 0; const auto isFetchValid = [&]() { if (!indexCount || !instanceCount) return true; const auto globalMaxVertId = indexBuffer->GetIndexedFetchMaxVert(type, 0, indexCapacity); if (!globalMaxVertId) return true; if (globalMaxVertId.value() < fetchLimits->maxVerts) return true; const auto exactMaxVertId = indexBuffer->GetIndexedFetchMaxVert(type, byteOffset, indexCount); maxVertId = exactMaxVertId.value(); return maxVertId < fetchLimits->maxVerts; }(); if (!isFetchValid) { ErrorInvalidOperation( "Indexed vertex fetch requires %u vertices, but" " attribs only supply %u.", maxVertId + 1, uint32_t(fetchLimits->maxVerts)); return; } } // - bool error = false; const ScopedFakeVertexAttrib0 attrib0(this, fakeVertCount, &error); if (error) return; const ScopedResolveTexturesForDraw scopedResolve(this, &error); if (error) return; { ScopedDrawCallWrapper wrapper(*this); { UniquePtr errorScope; if (MOZ_UNLIKELY(gl->IsANGLE() && gl->mDebugFlags & gl::GLContext::DebugFlagAbortOnError)) { // ANGLE does range validation even when it doesn't need to. // With MOZ_GL_ABORT_ON_ERROR, we need to catch it or hit assertions. errorScope.reset(new gl::GLContext::LocalErrorScope(*gl)); } if (indexCount && instanceCount) { AUTO_PROFILER_LABEL("glDrawElementsInstanced", GRAPHICS); if (HasInstancedDrawing(*this)) { if (MOZ_UNLIKELY(collapseToDrawArrays)) { gl->fDrawArraysInstanced(mode, 0, 1, instanceCount); } else { gl->fDrawElementsInstanced(mode, indexCount, type, reinterpret_cast(byteOffset), instanceCount); } } else { MOZ_ASSERT(instanceCount == 1); if (MOZ_UNLIKELY(collapseToDrawArrays)) { gl->fDrawArrays(mode, 0, 1); } else { gl->fDrawElements(mode, indexCount, type, reinterpret_cast(byteOffset)); } } } if (errorScope) { HandleDrawElementsErrors(this, *errorScope); } } } Draw_cleanup(); } //////////////////////////////////////// void WebGLContext::Draw_cleanup() { if (gl->WorkAroundDriverBugs()) { if (gl->Renderer() == gl::GLRenderer::Tegra) { mDrawCallsSinceLastFlush++; if (mDrawCallsSinceLastFlush >= MAX_DRAW_CALLS_SINCE_FLUSH) { gl->fFlush(); mDrawCallsSinceLastFlush = 0; } } } // Let's check for a really common error: Viewport is larger than the actual // destination framebuffer. uint32_t destWidth; uint32_t destHeight; if (mBoundDrawFramebuffer) { const auto& info = mBoundDrawFramebuffer->GetCompletenessInfo(); destWidth = info->width; destHeight = info->height; } else { destWidth = mDefaultFB->mSize.width; destHeight = mDefaultFB->mSize.height; } if (mViewportWidth > int32_t(destWidth) || mViewportHeight > int32_t(destHeight)) { if (!mAlreadyWarnedAboutViewportLargerThanDest) { GenerateWarning( "Drawing to a destination rect smaller than the viewport" " rect. (This warning will only be given once)"); mAlreadyWarnedAboutViewportLargerThanDest = true; } } } WebGLVertexAttrib0Status WebGLContext::WhatDoesVertexAttrib0Need() const { MOZ_ASSERT(mCurrentProgram); MOZ_ASSERT(mActiveProgramLinkInfo); bool legacyAttrib0 = gl->IsCompatibilityProfile(); #ifdef XP_MACOSX if (gl->WorkAroundDriverBugs()) { // Failures in conformance/attribs/gl-disabled-vertex-attrib. // Even in Core profiles on NV. Sigh. legacyAttrib0 |= (gl->Vendor() == gl::GLVendor::NVIDIA); } #endif if (!legacyAttrib0) return WebGLVertexAttrib0Status::Default; if (!mActiveProgramLinkInfo->attrib0Active) { // Ensure that the legacy code has enough buffer. return WebGLVertexAttrib0Status::EmulatedUninitializedArray; } const auto& isAttribArray0Enabled = mBoundVertexArray->mAttribs[0].mEnabled; return isAttribArray0Enabled ? WebGLVertexAttrib0Status::Default : WebGLVertexAttrib0Status::EmulatedInitializedArray; } bool WebGLContext::DoFakeVertexAttrib0(const uint64_t vertexCount) { const auto whatDoesAttrib0Need = WhatDoesVertexAttrib0Need(); if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default)) return true; if (!mAlreadyWarnedAboutFakeVertexAttrib0) { GenerateWarning( "Drawing without vertex attrib 0 array enabled forces the browser " "to do expensive emulation work when running on desktop OpenGL " "platforms, for example on Mac. It is preferable to always draw " "with vertex attrib 0 array enabled, by using bindAttribLocation " "to bind some always-used attribute to location 0."); mAlreadyWarnedAboutFakeVertexAttrib0 = true; } gl->fEnableVertexAttribArray(0); if (!mFakeVertexAttrib0BufferObject) { gl->fGenBuffers(1, &mFakeVertexAttrib0BufferObject); mFakeVertexAttrib0BufferObjectSize = 0; } gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject); //// switch (mGenericVertexAttribTypes[0]) { case webgl::AttribBaseType::Boolean: case webgl::AttribBaseType::Float: gl->fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, false, 0, 0); break; case webgl::AttribBaseType::Int: gl->fVertexAttribIPointer(0, 4, LOCAL_GL_INT, 0, 0); break; case webgl::AttribBaseType::UInt: gl->fVertexAttribIPointer(0, 4, LOCAL_GL_UNSIGNED_INT, 0, 0); break; } //// const auto bytesPerVert = sizeof(mFakeVertexAttrib0Data); const auto checked_dataSize = CheckedUint32(vertexCount) * bytesPerVert; if (!checked_dataSize.isValid()) { ErrorOutOfMemory( "Integer overflow trying to construct a fake vertex attrib 0" " array for a draw-operation with %" PRIu64 " vertices. Try" " reducing the number of vertices.", vertexCount); return false; } const auto dataSize = checked_dataSize.value(); if (mFakeVertexAttrib0BufferObjectSize < dataSize) { gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, nullptr, LOCAL_GL_DYNAMIC_DRAW); mFakeVertexAttrib0BufferObjectSize = dataSize; mFakeVertexAttrib0DataDefined = false; } if (whatDoesAttrib0Need == WebGLVertexAttrib0Status::EmulatedUninitializedArray) return true; //// if (mFakeVertexAttrib0DataDefined && memcmp(mFakeVertexAttrib0Data, mGenericVertexAttrib0Data, bytesPerVert) == 0) { return true; } //// const UniqueBuffer data(malloc(dataSize)); if (!data) { ErrorOutOfMemory("Failed to allocate fake vertex attrib 0 array."); return false; } auto itr = (uint8_t*)data.get(); const auto itrEnd = itr + dataSize; while (itr != itrEnd) { memcpy(itr, mGenericVertexAttrib0Data, bytesPerVert); itr += bytesPerVert; } { gl::GLContext::LocalErrorScope errorScope(*gl); gl->fBufferSubData(LOCAL_GL_ARRAY_BUFFER, 0, dataSize, data.get()); const auto err = errorScope.GetError(); if (err) { ErrorOutOfMemory("Failed to upload fake vertex attrib 0 data."); return false; } } //// memcpy(mFakeVertexAttrib0Data, mGenericVertexAttrib0Data, bytesPerVert); mFakeVertexAttrib0DataDefined = true; return true; } void WebGLContext::UndoFakeVertexAttrib0() { const auto whatDoesAttrib0Need = WhatDoesVertexAttrib0Need(); if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default)) return; if (mBoundVertexArray->mAttribs[0].mBuf) { const WebGLVertexAttribData& attrib0 = mBoundVertexArray->mAttribs[0]; gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0.mBuf->mGLName); attrib0.DoVertexAttribPointer(gl, 0); } else { gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); } gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->mGLName : 0); } } // namespace mozilla