/* -*- 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/. */ #include "WebGLContext.h" #include "WebGLActiveInfo.h" #include "WebGLContextUtils.h" #include "WebGLBuffer.h" #include "WebGLVertexAttribData.h" #include "WebGLShader.h" #include "WebGLProgram.h" #include "WebGLUniformLocation.h" #include "WebGLFormats.h" #include "WebGLFramebuffer.h" #include "WebGLRenderbuffer.h" #include "WebGLShaderPrecisionFormat.h" #include "WebGLTexture.h" #include "WebGLExtensions.h" #include "WebGLVertexArray.h" #include "nsDebug.h" #include "nsReadableUtils.h" #include "nsString.h" #include "gfxContext.h" #include "gfxPlatform.h" #include "GLContext.h" #include "nsContentUtils.h" #include "nsError.h" #include "nsLayoutUtils.h" #include "CanvasUtils.h" #include "gfxUtils.h" #include "jsfriendapi.h" #include "WebGLTexelConversions.h" #include "WebGLValidateStrings.h" #include // needed to check if current OS is lower than 10.7 #if defined(MOZ_WIDGET_COCOA) #include "nsCocoaFeatures.h" #endif #include "mozilla/DebugOnly.h" #include "mozilla/dom/BindingUtils.h" #include "mozilla/dom/ImageData.h" #include "mozilla/dom/ToJSValue.h" #include "mozilla/Endian.h" #include "mozilla/nsRefPtr.h" namespace mozilla { using namespace mozilla::dom; using namespace mozilla::gfx; using namespace mozilla::gl; static const WebGLRectangleObject* CurValidFBRectObject(const WebGLContext* webgl, const WebGLFramebuffer* boundFB) { const WebGLRectangleObject* rect = nullptr; if (boundFB) { // We don't really need to ask the driver. // Use 'precheck' to just check that our internal state looks good. FBStatus precheckStatus = boundFB->PrecheckFramebufferStatus(); if (precheckStatus == LOCAL_GL_FRAMEBUFFER_COMPLETE) rect = &boundFB->RectangleObject(); } else { rect = static_cast(webgl); } return rect; } const WebGLRectangleObject* WebGLContext::CurValidDrawFBRectObject() const { return CurValidFBRectObject(this, mBoundDrawFramebuffer); } const WebGLRectangleObject* WebGLContext::CurValidReadFBRectObject() const { return CurValidFBRectObject(this, mBoundReadFramebuffer); } // // WebGL API // void WebGLContext::ActiveTexture(GLenum texture) { if (IsContextLost()) return; if (texture < LOCAL_GL_TEXTURE0 || texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits)) { return ErrorInvalidEnum( "ActiveTexture: texture unit %d out of range. " "Accepted values range from TEXTURE0 to TEXTURE0 + %d. " "Notice that TEXTURE0 != 0.", texture, mGLMaxTextureUnits); } MakeContextCurrent(); mActiveTexture = texture - LOCAL_GL_TEXTURE0; gl->fActiveTexture(texture); } void WebGLContext::AttachShader(WebGLProgram* program, WebGLShader* shader) { if (IsContextLost()) return; if (!ValidateObject("attachShader: program", program) || !ValidateObject("attachShader: shader", shader)) { return; } program->AttachShader(shader); } void WebGLContext::BindAttribLocation(WebGLProgram* prog, GLuint location, const nsAString& name) { if (IsContextLost()) return; if (!ValidateObject("bindAttribLocation: program", prog)) return; prog->BindAttribLocation(location, name); } void WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb) { if (IsContextLost()) return; if (!ValidateFramebufferTarget(target, "bindFramebuffer")) return; if (!ValidateObjectAllowDeletedOrNull("bindFramebuffer", wfb)) return; // silently ignore a deleted frame buffer if (wfb && wfb->IsDeleted()) return; MakeContextCurrent(); if (!wfb) { gl->fBindFramebuffer(target, 0); } else { GLuint framebuffername = wfb->mGLName; gl->fBindFramebuffer(target, framebuffername); #ifdef ANDROID wfb->mIsFB = true; #endif } switch (target) { case LOCAL_GL_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; mBoundReadFramebuffer = wfb; break; case LOCAL_GL_DRAW_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; break; case LOCAL_GL_READ_FRAMEBUFFER: mBoundReadFramebuffer = wfb; break; default: break; } } void WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb) { if (IsContextLost()) return; if (target != LOCAL_GL_RENDERBUFFER) return ErrorInvalidEnumInfo("bindRenderbuffer: target", target); if (!ValidateObjectAllowDeletedOrNull("bindRenderbuffer", wrb)) return; // silently ignore a deleted buffer if (wrb && wrb->IsDeleted()) return; MakeContextCurrent(); // Sometimes we emulate renderbuffers (depth-stencil emu), so there's not // always a 1-1 mapping from `wrb` to GL name. Just have `wrb` handle it. if (wrb) { wrb->BindRenderbuffer(); #ifdef ANDROID wrb->mIsRB = true; #endif } else { gl->fBindRenderbuffer(target, 0); } mBoundRenderbuffer = wrb; } void WebGLContext::BlendEquation(GLenum mode) { if (IsContextLost()) return; if (!ValidateBlendEquationEnum(mode, "blendEquation: mode")) return; MakeContextCurrent(); gl->fBlendEquation(mode); } void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { if (IsContextLost()) return; if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") || !ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha")) return; MakeContextCurrent(); gl->fBlendEquationSeparate(modeRGB, modeAlpha); } void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor) { if (IsContextLost()) return; if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") || !ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor")) return; if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB")) return; MakeContextCurrent(); gl->fBlendFunc(sfactor, dfactor); } void WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { if (IsContextLost()) return; if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") || !ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") || !ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") || !ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha")) return; // note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see // "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB")) return; MakeContextCurrent(); gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } GLenum WebGLContext::CheckFramebufferStatus(GLenum target) { if (IsContextLost()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; if (!ValidateFramebufferTarget(target, "invalidateFramebuffer")) return 0; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("Bad target."); } if (!fb) return LOCAL_GL_FRAMEBUFFER_COMPLETE; return fb->CheckFramebufferStatus().get(); } already_AddRefed WebGLContext::CreateProgram() { if (IsContextLost()) return nullptr; nsRefPtr globj = new WebGLProgram(this); return globj.forget(); } already_AddRefed WebGLContext::CreateShader(GLenum type) { if (IsContextLost()) return nullptr; if (type != LOCAL_GL_VERTEX_SHADER && type != LOCAL_GL_FRAGMENT_SHADER) { ErrorInvalidEnumInfo("createShader: type", type); return nullptr; } nsRefPtr shader = new WebGLShader(this, type); return shader.forget(); } void WebGLContext::CullFace(GLenum face) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "cullFace")) return; MakeContextCurrent(); gl->fCullFace(face); } void WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteFramebuffer", fbuf)) return; if (!fbuf || fbuf->IsDeleted()) return; fbuf->RequestDelete(); if (mBoundReadFramebuffer == mBoundDrawFramebuffer) { if (mBoundDrawFramebuffer == fbuf) { BindFramebuffer(LOCAL_GL_FRAMEBUFFER, static_cast(nullptr)); } } else if (mBoundDrawFramebuffer == fbuf) { BindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, static_cast(nullptr)); } else if (mBoundReadFramebuffer == fbuf) { BindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, static_cast(nullptr)); } } void WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer* rbuf) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteRenderbuffer", rbuf)) return; if (!rbuf || rbuf->IsDeleted()) return; if (mBoundDrawFramebuffer) mBoundDrawFramebuffer->DetachRenderbuffer(rbuf); if (mBoundReadFramebuffer) mBoundReadFramebuffer->DetachRenderbuffer(rbuf); rbuf->InvalidateStatusOfAttachedFBs(); if (mBoundRenderbuffer == rbuf) BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr); rbuf->RequestDelete(); } void WebGLContext::DeleteTexture(WebGLTexture* tex) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteTexture", tex)) return; if (!tex || tex->IsDeleted()) return; if (mBoundDrawFramebuffer) mBoundDrawFramebuffer->DetachTexture(tex); if (mBoundReadFramebuffer) mBoundReadFramebuffer->DetachTexture(tex); tex->InvalidateStatusOfAttachedFBs(); GLuint activeTexture = mActiveTexture; for (int32_t i = 0; i < mGLMaxTextureUnits; i++) { if ((mBound2DTextures[i] == tex && tex->Target() == LOCAL_GL_TEXTURE_2D) || (mBoundCubeMapTextures[i] == tex && tex->Target() == LOCAL_GL_TEXTURE_CUBE_MAP) || (mBound3DTextures[i] == tex && tex->Target() == LOCAL_GL_TEXTURE_3D)) { ActiveTexture(LOCAL_GL_TEXTURE0 + i); BindTexture(tex->Target(), nullptr); } } ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture); tex->RequestDelete(); } void WebGLContext::DeleteProgram(WebGLProgram* prog) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteProgram", prog)) return; if (!prog || prog->IsDeleted()) return; prog->RequestDelete(); } void WebGLContext::DeleteShader(WebGLShader* shader) { if (IsContextLost()) return; if (!ValidateObjectAllowDeletedOrNull("deleteShader", shader)) return; if (!shader || shader->IsDeleted()) return; shader->RequestDelete(); } void WebGLContext::DetachShader(WebGLProgram* program, WebGLShader* shader) { if (IsContextLost()) return; // It's valid to attempt to detach a deleted shader, since it's still a // shader. if (!ValidateObject("detachShader: program", program) || !ValidateObjectAllowDeleted("detashShader: shader", shader)) { return; } program->DetachShader(shader); } void WebGLContext::DepthFunc(GLenum func) { if (IsContextLost()) return; if (!ValidateComparisonEnum(func, "depthFunc")) return; MakeContextCurrent(); gl->fDepthFunc(func); } void WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) { if (IsContextLost()) return; if (zNear > zFar) return ErrorInvalidOperation("depthRange: the near value is greater than the far value!"); MakeContextCurrent(); gl->fDepthRange(zNear, zFar); } void WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum rbtarget, WebGLRenderbuffer* wrb) { if (IsContextLost()) return; if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer")) return; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("Bad target."); } if (!fb) { return ErrorInvalidOperation("framebufferRenderbuffer: cannot modify" " framebuffer 0."); } if (rbtarget != LOCAL_GL_RENDERBUFFER) { return ErrorInvalidEnumInfo("framebufferRenderbuffer: rbtarget:", rbtarget); } if (!ValidateFramebufferAttachment(fb, attachment, "framebufferRenderbuffer")) return; fb->FramebufferRenderbuffer(attachment, rbtarget, wrb); } void WebGLContext::FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture* tobj, GLint level) { if (IsContextLost()) return; if (!ValidateFramebufferTarget(target, "framebufferTexture2D")) return; if (!IsWebGL2() && level != 0) { ErrorInvalidValue("framebufferTexture2D: level must be 0."); return; } WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("Bad target."); } if (!fb) { return ErrorInvalidOperation("framebufferTexture2D: cannot modify" " framebuffer 0."); } if (textarget != LOCAL_GL_TEXTURE_2D && (textarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X || textarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)) { return ErrorInvalidEnumInfo("framebufferTexture2D: textarget:", textarget); } if (!ValidateFramebufferAttachment(fb, attachment, "framebufferTexture2D")) return; fb->FramebufferTexture2D(attachment, textarget, tobj, level); } void WebGLContext::FrontFace(GLenum mode) { if (IsContextLost()) return; switch (mode) { case LOCAL_GL_CW: case LOCAL_GL_CCW: break; default: return ErrorInvalidEnumInfo("frontFace: mode", mode); } MakeContextCurrent(); gl->fFrontFace(mode); } already_AddRefed WebGLContext::GetActiveAttrib(WebGLProgram* prog, GLuint index) { if (IsContextLost()) return nullptr; if (!ValidateObject("getActiveAttrib: program", prog)) return nullptr; return prog->GetActiveAttrib(index); } already_AddRefed WebGLContext::GetActiveUniform(WebGLProgram* prog, GLuint index) { if (IsContextLost()) return nullptr; if (!ValidateObject("getActiveUniform: program", prog)) return nullptr; return prog->GetActiveUniform(index); } void WebGLContext::GetAttachedShaders(WebGLProgram* prog, dom::Nullable>>& retval) { retval.SetNull(); if (IsContextLost()) return; if (!prog) { ErrorInvalidValue("getAttachedShaders: Invalid program."); return; } if (!ValidateObject("getAttachedShaders", prog)) return; prog->GetAttachedShaders(&retval.SetValue()); } GLint WebGLContext::GetAttribLocation(WebGLProgram* prog, const nsAString& name) { if (IsContextLost()) return -1; if (!ValidateObject("getAttribLocation: program", prog)) return -1; return prog->GetAttribLocation(name); } JS::Value WebGLContext::GetBufferParameter(GLenum target, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateBufferTarget(target, "getBufferParameter")) return JS::NullValue(); WebGLRefPtr& slot = GetBufferSlotByTarget(target); if (!slot) { ErrorInvalidOperation("No buffer bound to `target` (0x%4x).", target); return JS::NullValue(); } MakeContextCurrent(); switch (pname) { case LOCAL_GL_BUFFER_SIZE: case LOCAL_GL_BUFFER_USAGE: { GLint i = 0; gl->fGetBufferParameteriv(target, pname, &i); if (pname == LOCAL_GL_BUFFER_SIZE) { return JS::Int32Value(i); } MOZ_ASSERT(pname == LOCAL_GL_BUFFER_USAGE); return JS::NumberValue(uint32_t(i)); } break; default: ErrorInvalidEnumInfo("getBufferParameter: parameter", pname); } return JS::NullValue(); } JS::Value WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx, GLenum target, GLenum attachment, GLenum pname, ErrorResult& rv) { if (IsContextLost()) return JS::NullValue(); if (!ValidateFramebufferTarget(target, "getFramebufferAttachmentParameter")) return JS::NullValue(); WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("Bad target."); } if (!fb) { ErrorInvalidOperation("getFramebufferAttachmentParameter: cannot query" " framebuffer 0."); return JS::NullValue(); } if (!ValidateFramebufferAttachment(fb, attachment, "getFramebufferAttachmentParameter")) { return JS::NullValue(); } if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers) && attachment >= LOCAL_GL_COLOR_ATTACHMENT0 && attachment <= LOCAL_GL_COLOR_ATTACHMENT15) { fb->EnsureColorAttachPoints(attachment - LOCAL_GL_COLOR_ATTACHMENT0); } MakeContextCurrent(); const WebGLFBAttachPoint& fba = fb->GetAttachPoint(attachment); if (fba.Renderbuffer()) { switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT: if (IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)) { const GLenum internalFormat = fba.Renderbuffer()->InternalFormat(); return (internalFormat == LOCAL_GL_SRGB_EXT || internalFormat == LOCAL_GL_SRGB_ALPHA_EXT || internalFormat == LOCAL_GL_SRGB8_ALPHA8_EXT) ? JS::NumberValue(uint32_t(LOCAL_GL_SRGB_EXT)) : JS::NumberValue(uint32_t(LOCAL_GL_LINEAR)); } break; case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return JS::NumberValue(uint32_t(LOCAL_GL_RENDERBUFFER)); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: return WebGLObjectAsJSValue(cx, fba.Renderbuffer(), rv); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: { if (!IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) && !IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float)) { break; } if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { ErrorInvalidOperation("getFramebufferAttachmentParameter: Cannot get component" " type of a depth-stencil attachment."); return JS::NullValue(); } if (!fba.IsComplete()) return JS::NumberValue(uint32_t(LOCAL_GL_NONE)); uint32_t ret = LOCAL_GL_NONE; switch (fba.Renderbuffer()->InternalFormat()) { case LOCAL_GL_RGBA4: case LOCAL_GL_RGB5_A1: case LOCAL_GL_RGB565: case LOCAL_GL_SRGB8_ALPHA8: ret = LOCAL_GL_UNSIGNED_NORMALIZED; break; case LOCAL_GL_RGB16F: case LOCAL_GL_RGBA16F: case LOCAL_GL_RGB32F: case LOCAL_GL_RGBA32F: ret = LOCAL_GL_FLOAT; break; case LOCAL_GL_DEPTH_COMPONENT16: case LOCAL_GL_STENCIL_INDEX8: ret = LOCAL_GL_UNSIGNED_INT; break; default: MOZ_ASSERT(false, "Unhandled RB component type."); break; } return JS::NumberValue(uint32_t(ret)); } } ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname); return JS::NullValue(); } else if (fba.Texture()) { switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT: if (IsExtensionEnabled(WebGLExtensionID::EXT_sRGB)) { const TexInternalFormat effectiveInternalFormat = fba.Texture()->ImageInfoBase().EffectiveInternalFormat(); if (effectiveInternalFormat == LOCAL_GL_NONE) { ErrorInvalidOperation("getFramebufferAttachmentParameter: " "texture contains no data"); return JS::NullValue(); } TexInternalFormat unsizedinternalformat = LOCAL_GL_NONE; TexType type = LOCAL_GL_NONE; UnsizedInternalFormatAndTypeFromEffectiveInternalFormat( effectiveInternalFormat, &unsizedinternalformat, &type); MOZ_ASSERT(unsizedinternalformat != LOCAL_GL_NONE); const bool srgb = unsizedinternalformat == LOCAL_GL_SRGB || unsizedinternalformat == LOCAL_GL_SRGB_ALPHA; return srgb ? JS::NumberValue(uint32_t(LOCAL_GL_SRGB)) : JS::NumberValue(uint32_t(LOCAL_GL_LINEAR)); } break; case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return JS::NumberValue(uint32_t(LOCAL_GL_TEXTURE)); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: return WebGLObjectAsJSValue(cx, fba.Texture(), rv); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: return JS::Int32Value(fba.MipLevel()); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: { GLenum face = fba.ImageTarget().get(); if (face == LOCAL_GL_TEXTURE_2D) face = 0; return JS::Int32Value(face); } case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: { if (!IsExtensionEnabled(WebGLExtensionID::EXT_color_buffer_half_float) && !IsExtensionEnabled(WebGLExtensionID::WEBGL_color_buffer_float)) { break; } if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { ErrorInvalidOperation("getFramebufferAttachmentParameter: cannot component" " type of depth-stencil attachments."); return JS::NullValue(); } if (!fba.IsComplete()) return JS::NumberValue(uint32_t(LOCAL_GL_NONE)); TexInternalFormat effectiveInternalFormat = fba.Texture()->ImageInfoAt(fba.ImageTarget(), fba.MipLevel()).EffectiveInternalFormat(); TexType type = TypeFromInternalFormat(effectiveInternalFormat); GLenum ret = LOCAL_GL_NONE; switch (type.get()) { case LOCAL_GL_UNSIGNED_BYTE: case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: case LOCAL_GL_UNSIGNED_SHORT_5_6_5: ret = LOCAL_GL_UNSIGNED_NORMALIZED; break; case LOCAL_GL_FLOAT: case LOCAL_GL_HALF_FLOAT: ret = LOCAL_GL_FLOAT; break; case LOCAL_GL_UNSIGNED_SHORT: case LOCAL_GL_UNSIGNED_INT: ret = LOCAL_GL_UNSIGNED_INT; break; default: MOZ_ASSERT(false, "Unhandled RB component type."); break; } return JS::NumberValue(uint32_t(ret)); } } ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname); return JS::NullValue(); } else { switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: return JS::NumberValue(uint32_t(LOCAL_GL_NONE)); default: ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: pname", pname); return JS::NullValue(); } } return JS::NullValue(); } JS::Value WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("getRenderbufferParameter: target", target); return JS::NullValue(); } if (!mBoundRenderbuffer) { ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound"); return JS::NullValue(); } MakeContextCurrent(); switch (pname) { case LOCAL_GL_RENDERBUFFER_WIDTH: case LOCAL_GL_RENDERBUFFER_HEIGHT: case LOCAL_GL_RENDERBUFFER_RED_SIZE: case LOCAL_GL_RENDERBUFFER_GREEN_SIZE: case LOCAL_GL_RENDERBUFFER_BLUE_SIZE: case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE: case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: { // RB emulation means we have to ask the RB itself. GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname); return JS::Int32Value(i); } case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT: { return JS::NumberValue(mBoundRenderbuffer->InternalFormat()); } default: ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname); } return JS::NullValue(); } already_AddRefed WebGLContext::CreateTexture() { if (IsContextLost()) return nullptr; GLuint tex = 0; MakeContextCurrent(); gl->fGenTextures(1, &tex); nsRefPtr globj = new WebGLTexture(this, tex); return globj.forget(); } static GLenum GetAndClearError(GLenum* errorVar) { MOZ_ASSERT(errorVar); GLenum ret = *errorVar; *errorVar = LOCAL_GL_NO_ERROR; return ret; } GLenum WebGLContext::GetError() { /* WebGL 1.0: Section 5.14.3: Setting and getting state: * If the context's webgl context lost flag is set, returns * CONTEXT_LOST_WEBGL the first time this method is called. * Afterward, returns NO_ERROR until the context has been * restored. * * WEBGL_lose_context: * [When this extension is enabled: ] loseContext and * restoreContext are allowed to generate INVALID_OPERATION errors * even when the context is lost. */ if (IsContextLost()) { if (mEmitContextLostErrorOnce) { mEmitContextLostErrorOnce = false; return LOCAL_GL_CONTEXT_LOST; } // Don't return yet, since WEBGL_lose_contexts contradicts the // original spec, and allows error generation while lost. } GLenum err = GetAndClearError(&mWebGLError); if (err != LOCAL_GL_NO_ERROR) return err; if (IsContextLost()) return LOCAL_GL_NO_ERROR; // Either no WebGL-side error, or it's already been cleared. // UnderlyingGL-side errors, now. MakeContextCurrent(); GetAndFlushUnderlyingGLErrors(); err = GetAndClearError(&mUnderlyingGLError); return err; } JS::Value WebGLContext::GetProgramParameter(WebGLProgram* prog, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog)) return JS::NullValue(); return prog->GetProgramParameter(pname); } void WebGLContext::GetProgramInfoLog(WebGLProgram* prog, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getProgramInfoLog: program", prog)) return; prog->GetProgramInfoLog(&retval); retval.SetIsVoid(false); } JS::Value WebGLContext::GetUniform(JSContext* js, WebGLProgram* prog, WebGLUniformLocation* loc) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObject("getUniform: `program`", prog)) return JS::NullValue(); if (!ValidateObject("getUniform: `location`", loc)) return JS::NullValue(); if (!loc->ValidateForProgram(prog, this, "getUniform")) return JS::NullValue(); return loc->GetUniform(js, this); } already_AddRefed WebGLContext::GetUniformLocation(WebGLProgram* prog, const nsAString& name) { if (IsContextLost()) return nullptr; if (!ValidateObject("getUniformLocation: program", prog)) return nullptr; return prog->GetUniformLocation(name); } void WebGLContext::Hint(GLenum target, GLenum mode) { if (IsContextLost()) return; bool isValid = false; switch (target) { case LOCAL_GL_GENERATE_MIPMAP_HINT: isValid = true; break; case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT: if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) isValid = true; break; } if (!isValid) return ErrorInvalidEnum("hint: invalid hint"); MakeContextCurrent(); gl->fHint(target, mode); } bool WebGLContext::IsFramebuffer(WebGLFramebuffer* fb) { if (IsContextLost()) return false; if (!ValidateObjectAllowDeleted("isFramebuffer", fb)) return false; if (fb->IsDeleted()) return false; #ifdef ANDROID if (gl->WorkAroundDriverBugs() && gl->Renderer() == GLRenderer::AndroidEmulator) { return fb->mIsFB; } #endif MakeContextCurrent(); return gl->fIsFramebuffer(fb->mGLName); } bool WebGLContext::IsProgram(WebGLProgram* prog) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isProgram", prog) && !prog->IsDeleted(); } bool WebGLContext::IsRenderbuffer(WebGLRenderbuffer* rb) { if (IsContextLost()) return false; if (!ValidateObjectAllowDeleted("isRenderBuffer", rb)) return false; if (rb->IsDeleted()) return false; #ifdef ANDROID if (gl->WorkAroundDriverBugs() && gl->Renderer() == GLRenderer::AndroidEmulator) { return rb->mIsRB; } #endif MakeContextCurrent(); return gl->fIsRenderbuffer(rb->PrimaryGLName()); } bool WebGLContext::IsShader(WebGLShader* shader) { if (IsContextLost()) return false; return ValidateObjectAllowDeleted("isShader", shader) && !shader->IsDeleted(); } void WebGLContext::LinkProgram(WebGLProgram* prog) { if (IsContextLost()) return; if (!ValidateObject("linkProgram", prog)) return; prog->LinkProgram(); if (prog->IsLinked()) { mActiveProgramLinkInfo = prog->LinkInfo(); if (gl->WorkAroundDriverBugs() && gl->Vendor() == gl::GLVendor::NVIDIA) { if (mCurrentProgram == prog) gl->fUseProgram(prog->mGLName); } } } void WebGLContext::PixelStorei(GLenum pname, GLint param) { if (IsContextLost()) return; switch (pname) { case UNPACK_FLIP_Y_WEBGL: mPixelStoreFlipY = (param != 0); break; case UNPACK_PREMULTIPLY_ALPHA_WEBGL: mPixelStorePremultiplyAlpha = (param != 0); break; case UNPACK_COLORSPACE_CONVERSION_WEBGL: if (param == LOCAL_GL_NONE || param == BROWSER_DEFAULT_WEBGL) mPixelStoreColorspaceConversion = param; else return ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter", param); break; case LOCAL_GL_PACK_ALIGNMENT: case LOCAL_GL_UNPACK_ALIGNMENT: if (param != 1 && param != 2 && param != 4 && param != 8) return ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value"); if (pname == LOCAL_GL_PACK_ALIGNMENT) mPixelStorePackAlignment = param; else if (pname == LOCAL_GL_UNPACK_ALIGNMENT) mPixelStoreUnpackAlignment = param; MakeContextCurrent(); gl->fPixelStorei(pname, param); break; default: return ErrorInvalidEnumInfo("pixelStorei: parameter", pname); } } // `width` in pixels. // `stride` in bytes. static bool SetFullAlpha(void* data, GLenum format, GLenum type, size_t width, size_t height, size_t stride) { if (format == LOCAL_GL_ALPHA && type == LOCAL_GL_UNSIGNED_BYTE) { // Just memset the rows. uint8_t* row = static_cast(data); for (size_t j = 0; j < height; ++j) { memset(row, 0xff, width); row += stride; } return true; } if (format == LOCAL_GL_RGBA && type == LOCAL_GL_UNSIGNED_BYTE) { for (size_t j = 0; j < height; ++j) { uint8_t* row = static_cast(data) + j*stride; uint8_t* pAlpha = row + 3; uint8_t* pAlphaEnd = pAlpha + 4*width; while (pAlpha != pAlphaEnd) { *pAlpha = 0xff; pAlpha += 4; } } return true; } if (format == LOCAL_GL_RGBA && type == LOCAL_GL_FLOAT) { for (size_t j = 0; j < height; ++j) { uint8_t* rowBytes = static_cast(data) + j*stride; float* row = reinterpret_cast(rowBytes); float* pAlpha = row + 3; float* pAlphaEnd = pAlpha + 4*width; while (pAlpha != pAlphaEnd) { *pAlpha = 1.0f; pAlpha += 4; } } return true; } MOZ_ASSERT(false, "Unhandled case, how'd we get here?"); return false; } static void ReadPixelsAndConvert(gl::GLContext* gl, GLint x, GLint y, GLsizei width, GLsizei height, GLenum readFormat, GLenum readType, size_t pixelStorePackAlignment, GLenum destFormat, GLenum destType, void* destBytes) { if (readFormat == destFormat && readType == destType) { gl->fReadPixels(x, y, width, height, destFormat, destType, destBytes); return; } if (readFormat == LOCAL_GL_RGBA && readType == LOCAL_GL_HALF_FLOAT && destFormat == LOCAL_GL_RGBA && destType == LOCAL_GL_FLOAT) { size_t readBytesPerPixel = sizeof(uint16_t) * 4; size_t destBytesPerPixel = sizeof(float) * 4; size_t readBytesPerRow = readBytesPerPixel * width; size_t readStride = RoundUpToMultipleOf(readBytesPerRow, pixelStorePackAlignment); size_t destStride = RoundUpToMultipleOf(destBytesPerPixel * width, pixelStorePackAlignment); size_t bytesNeeded = ((height - 1) * readStride) + readBytesPerRow; UniquePtr readBuffer(new uint8_t[bytesNeeded]); gl->fReadPixels(x, y, width, height, readFormat, readType, readBuffer.get()); size_t channelsPerRow = width * 4; for (size_t j = 0; j < (size_t)height; j++) { uint16_t* src = (uint16_t*)(readBuffer.get()) + j*readStride; float* dst = (float*)(destBytes) + j*destStride; uint16_t* srcEnd = src + channelsPerRow; while (src != srcEnd) { *dst = unpackFromFloat16(*src); ++src; ++dst; } } return; } MOZ_CRASH("bad format/type"); } static bool IsFormatAndTypeUnpackable(GLenum format, GLenum type) { switch (type) { case LOCAL_GL_UNSIGNED_BYTE: case LOCAL_GL_FLOAT: case LOCAL_GL_HALF_FLOAT: case LOCAL_GL_HALF_FLOAT_OES: switch (format) { case LOCAL_GL_ALPHA: case LOCAL_GL_RGB: case LOCAL_GL_RGBA: return true; default: return false; } case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: return format == LOCAL_GL_RGBA; case LOCAL_GL_UNSIGNED_SHORT_5_6_5: return format == LOCAL_GL_RGB; default: return false; } } void WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const dom::Nullable& pixels, ErrorResult& rv) { if (IsContextLost()) return; if (mCanvasElement->IsWriteOnly() && !nsContentUtils::IsCallerChrome()) { GenerateWarning("readPixels: Not allowed"); return rv.Throw(NS_ERROR_DOM_SECURITY_ERR); } if (width < 0 || height < 0) return ErrorInvalidValue("readPixels: negative size passed"); if (pixels.IsNull()) return ErrorInvalidValue("readPixels: null destination buffer"); if (!IsFormatAndTypeUnpackable(format, type)) return ErrorInvalidEnum("readPixels: Bad format or type."); const WebGLRectangleObject* framebufferRect = CurValidReadFBRectObject(); GLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0; GLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0; int channels = 0; // Check the format param switch (format) { case LOCAL_GL_ALPHA: channels = 1; break; case LOCAL_GL_RGB: channels = 3; break; case LOCAL_GL_RGBA: channels = 4; break; default: MOZ_CRASH("bad `format`"); } // Check the type param int bytesPerPixel; int requiredDataType; switch (type) { case LOCAL_GL_UNSIGNED_BYTE: bytesPerPixel = 1*channels; requiredDataType = js::Scalar::Uint8; break; case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: case LOCAL_GL_UNSIGNED_SHORT_5_6_5: bytesPerPixel = 2; requiredDataType = js::Scalar::Uint16; break; case LOCAL_GL_FLOAT: bytesPerPixel = 4*channels; requiredDataType = js::Scalar::Float32; break; case LOCAL_GL_HALF_FLOAT: case LOCAL_GL_HALF_FLOAT_OES: bytesPerPixel = 2*channels; requiredDataType = js::Scalar::Uint16; break; default: MOZ_CRASH("bad `type`"); } const dom::ArrayBufferView& pixbuf = pixels.Value(); int dataType = pixbuf.Type(); // Check the pixels param type if (dataType != requiredDataType) return ErrorInvalidOperation("readPixels: Mismatched type/pixels types"); // Check the pixels param size CheckedUint32 checked_neededByteLength = GetImageSize(height, width, 1, bytesPerPixel, mPixelStorePackAlignment); CheckedUint32 checked_plainRowSize = CheckedUint32(width) * bytesPerPixel; CheckedUint32 checked_alignedRowSize = RoundedToNextMultipleOf(checked_plainRowSize, mPixelStorePackAlignment); if (!checked_neededByteLength.isValid()) return ErrorInvalidOperation("readPixels: integer overflow computing the needed buffer size"); // Compute length and data. Don't reenter after this point, lest the // precomputed go out of sync with the instant length/data. pixbuf.ComputeLengthAndData(); uint32_t dataByteLen = pixbuf.Length(); if (checked_neededByteLength.value() > dataByteLen) return ErrorInvalidOperation("readPixels: buffer too small"); void* data = pixbuf.Data(); if (!data) { ErrorOutOfMemory("readPixels: buffer storage is null. Did we run out of memory?"); return rv.Throw(NS_ERROR_OUT_OF_MEMORY); } MakeContextCurrent(); bool isSourceTypeFloat; if (mBoundReadFramebuffer) { TexInternalFormat srcFormat; if (!mBoundReadFramebuffer->ValidateForRead("readPixels", &srcFormat)) return; MOZ_ASSERT(srcFormat != LOCAL_GL_NONE); TexType texType = TypeFromInternalFormat(srcFormat); isSourceTypeFloat = (texType == LOCAL_GL_FLOAT || texType == LOCAL_GL_HALF_FLOAT); } else { ClearBackbufferIfNeeded(); isSourceTypeFloat = false; } // Check the format and type params to assure they are an acceptable pair (as per spec) const GLenum mainReadFormat = LOCAL_GL_RGBA; const GLenum mainReadType = isSourceTypeFloat ? LOCAL_GL_FLOAT : LOCAL_GL_UNSIGNED_BYTE; GLenum auxReadFormat = mainReadFormat; GLenum auxReadType = mainReadType; // OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid // combination for glReadPixels(). if (gl->IsSupported(gl::GLFeature::ES2_compatibility)) { gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, reinterpret_cast(&auxReadFormat)); gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, reinterpret_cast(&auxReadType)); } const bool mainMatches = (format == mainReadFormat && type == mainReadType); const bool auxMatches = (format == auxReadFormat && type == auxReadType); const bool isValid = mainMatches || auxMatches; if (!isValid) return ErrorInvalidOperation("readPixels: Invalid format/type pair"); GLenum readType = type; if (gl->WorkAroundDriverBugs() && gl->IsANGLE()) { if (type == LOCAL_GL_FLOAT && auxReadFormat == format && auxReadType == LOCAL_GL_HALF_FLOAT) { readType = auxReadType; } } // Now that the errors are out of the way, on to actually reading // If we won't be reading any pixels anyways, just skip the actual reading if (width == 0 || height == 0) return DummyFramebufferOperation("readPixels"); if (CanvasUtils::CheckSaneSubrectSize(x, y, width, height, framebufferWidth, framebufferHeight)) { // the easy case: we're not reading out-of-range pixels // Effectively: gl->fReadPixels(x, y, width, height, format, type, dest); ReadPixelsAndConvert(gl, x, y, width, height, format, readType, mPixelStorePackAlignment, format, type, data); } else { // the rectangle doesn't fit entirely in the bound buffer. We then have to set to zero the part // of the buffer that correspond to out-of-range pixels. We don't want to rely on system OpenGL // to do that for us, because passing out of range parameters to a buggy OpenGL implementation // could conceivably allow to read memory we shouldn't be allowed to read. So we manually initialize // the buffer to zero and compute the parameters to pass to OpenGL. We have to use an intermediate buffer // to accomodate the potentially different strides (widths). // Zero the whole pixel dest area in the destination buffer. memset(data, 0, checked_neededByteLength.value()); if ( x >= framebufferWidth || x+width <= 0 || y >= framebufferHeight || y+height <= 0) { // we are completely outside of range, can exit now with buffer filled with zeros return DummyFramebufferOperation("readPixels"); } // compute the parameters of the subrect we're actually going to call glReadPixels on GLint subrect_x = std::max(x, 0); GLint subrect_end_x = std::min(x+width, framebufferWidth); GLsizei subrect_width = subrect_end_x - subrect_x; GLint subrect_y = std::max(y, 0); GLint subrect_end_y = std::min(y+height, framebufferHeight); GLsizei subrect_height = subrect_end_y - subrect_y; if (subrect_width < 0 || subrect_height < 0 || subrect_width > width || subrect_height > height) return ErrorInvalidOperation("readPixels: integer overflow computing clipped rect size"); // now we know that subrect_width is in the [0..width] interval, and same for heights. // now, same computation as above to find the size of the intermediate buffer to allocate for the subrect // no need to check again for integer overflow here, since we already know the sizes aren't greater than before uint32_t subrect_plainRowSize = subrect_width * bytesPerPixel; // There are checks above to ensure that this doesn't overflow. uint32_t subrect_alignedRowSize = RoundedToNextMultipleOf(subrect_plainRowSize, mPixelStorePackAlignment).value(); uint32_t subrect_byteLength = (subrect_height-1)*subrect_alignedRowSize + subrect_plainRowSize; // create subrect buffer, call glReadPixels, copy pixels into destination buffer, delete subrect buffer UniquePtr subrect_data(new (fallible) GLubyte[subrect_byteLength]); if (!subrect_data) return ErrorOutOfMemory("readPixels: subrect_data"); // Effectively: gl->fReadPixels(subrect_x, subrect_y, subrect_width, // subrect_height, format, type, subrect_data.get()); ReadPixelsAndConvert(gl, subrect_x, subrect_y, subrect_width, subrect_height, format, readType, mPixelStorePackAlignment, format, type, subrect_data.get()); // notice that this for loop terminates because we already checked that subrect_height is at most height for (GLint y_inside_subrect = 0; y_inside_subrect < subrect_height; ++y_inside_subrect) { GLint subrect_x_in_dest_buffer = subrect_x - x; GLint subrect_y_in_dest_buffer = subrect_y - y; memcpy(static_cast(data) + checked_alignedRowSize.value() * (subrect_y_in_dest_buffer + y_inside_subrect) + bytesPerPixel * subrect_x_in_dest_buffer, // destination subrect_data.get() + subrect_alignedRowSize * y_inside_subrect, // source subrect_plainRowSize); // size } } // if we're reading alpha, we may need to do fixup. Note that we don't allow // GL_ALPHA to readpixels currently, but we had the code written for it already. const bool formatHasAlpha = format == LOCAL_GL_ALPHA || format == LOCAL_GL_RGBA; if (!formatHasAlpha) return; bool needAlphaFilled; if (mBoundReadFramebuffer) { needAlphaFilled = !mBoundReadFramebuffer->ColorAttachment(0).HasAlpha(); } else { needAlphaFilled = !mOptions.alpha; } if (!needAlphaFilled) return; size_t stride = checked_alignedRowSize.value(); // In bytes! if (!SetFullAlpha(data, format, type, width, height, stride)) { return rv.Throw(NS_ERROR_FAILURE); } } void WebGLContext::RenderbufferStorage_base(const char* funcName, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (!mBoundRenderbuffer) { ErrorInvalidOperation("%s: Called on renderbuffer 0.", funcName); return; } if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("`target`", funcName, target); return; } if (samples < 0 || samples > mGLMaxSamples) { ErrorInvalidValue("%s: `samples` is out of the valid range.", funcName); return; } if (width < 0 || height < 0) { ErrorInvalidValue("%s: Width and height must be >= 0.", funcName); return; } if (width > mGLMaxRenderbufferSize || height > mGLMaxRenderbufferSize) { ErrorInvalidValue("%s: Width or height exceeds maximum renderbuffer" " size.", funcName); return; } // Convert DEPTH_STENCIL to sized type for testing GLenum sizedInternalFormat = internalFormat; if (sizedInternalFormat == LOCAL_GL_DEPTH_STENCIL) sizedInternalFormat = LOCAL_GL_DEPTH24_STENCIL8; bool isFormatValid = false; const webgl::FormatInfo* info = webgl::GetInfoBySizedFormat(sizedInternalFormat); if (info) { const webgl::FormatUsageInfo* usage = mFormatUsage->GetUsage(info); isFormatValid = usage && usage->asRenderbuffer; } if (!isFormatValid) { ErrorInvalidEnumInfo("`internalFormat`", funcName, internalFormat); return; } // certain OpenGL ES renderbuffer formats may not exist on desktop OpenGL GLenum internalFormatForGL = internalFormat; switch (internalFormat) { case LOCAL_GL_RGBA4: case LOCAL_GL_RGB5_A1: // 16-bit RGBA formats are not supported on desktop GL if (!gl->IsGLES()) internalFormatForGL = LOCAL_GL_RGBA8; break; case LOCAL_GL_RGB565: // the RGB565 format is not supported on desktop GL if (!gl->IsGLES()) internalFormatForGL = LOCAL_GL_RGB8; break; case LOCAL_GL_DEPTH_COMPONENT16: if (!gl->IsGLES() || gl->IsExtensionSupported(gl::GLContext::OES_depth24)) internalFormatForGL = LOCAL_GL_DEPTH_COMPONENT24; else if (gl->IsExtensionSupported(gl::GLContext::OES_packed_depth_stencil)) internalFormatForGL = LOCAL_GL_DEPTH24_STENCIL8; break; case LOCAL_GL_DEPTH_STENCIL: // We emulate this in WebGLRenderbuffer if we don't have the requisite extension. internalFormatForGL = LOCAL_GL_DEPTH24_STENCIL8; break; default: break; } // Validation complete. MakeContextCurrent(); bool willRealloc = samples != mBoundRenderbuffer->Samples() || internalFormat != mBoundRenderbuffer->InternalFormat() || width != mBoundRenderbuffer->Width() || height != mBoundRenderbuffer->Height(); if (willRealloc) { GetAndFlushUnderlyingGLErrors(); mBoundRenderbuffer->RenderbufferStorage(samples, internalFormatForGL, width, height); GLenum error = GetAndFlushUnderlyingGLErrors(); if (error) { GenerateWarning("%s generated error %s", funcName, ErrorName(error)); return; } } else { mBoundRenderbuffer->RenderbufferStorage(samples, internalFormatForGL, width, height); } mBoundRenderbuffer->SetSamples(samples); mBoundRenderbuffer->SetInternalFormat(internalFormat); mBoundRenderbuffer->SetInternalFormatForGL(internalFormatForGL); mBoundRenderbuffer->setDimensions(width, height); mBoundRenderbuffer->SetImageDataStatus(WebGLImageDataStatus::UninitializedImageData); } void WebGLContext::RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) { RenderbufferStorage_base("renderbufferStorage", target, 0, internalFormat, width, height); } void WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (width < 0 || height < 0) return ErrorInvalidValue("scissor: negative size"); MakeContextCurrent(); gl->fScissor(x, y, width, height); } void WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask) { if (IsContextLost()) return; if (!ValidateComparisonEnum(func, "stencilFunc: func")) return; mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; MakeContextCurrent(); gl->fStencilFunc(func, ref, mask); } void WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") || !ValidateComparisonEnum(func, "stencilFuncSeparate: func")) return; switch (face) { case LOCAL_GL_FRONT_AND_BACK: mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; break; case LOCAL_GL_FRONT: mStencilRefFront = ref; mStencilValueMaskFront = mask; break; case LOCAL_GL_BACK: mStencilRefBack = ref; mStencilValueMaskBack = mask; break; } MakeContextCurrent(); gl->fStencilFuncSeparate(face, func, ref, mask); } void WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) { if (IsContextLost()) return; if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") || !ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") || !ValidateStencilOpEnum(dppass, "stencilOp: dppass")) return; MakeContextCurrent(); gl->fStencilOp(sfail, dpfail, dppass); } void WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilOpSeparate: face") || !ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") || !ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") || !ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass")) return; MakeContextCurrent(); gl->fStencilOpSeparate(face, sfail, dpfail, dppass); } nsresult WebGLContext::SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromElementResult& res, RefPtr& imageOut, WebGLTexelFormat* format) { *format = WebGLTexelFormat::None; if (!res.mSourceSurface) return NS_OK; RefPtr data = res.mSourceSurface->GetDataSurface(); if (!data) { // SurfaceFromElement lied! return NS_OK; } // We disallow loading cross-domain images and videos that have not been validated // with CORS as WebGL textures. The reason for doing that is that timing // attacks on WebGL shaders are able to retrieve approximations of the // pixel values in WebGL textures; see bug 655987. // // To prevent a loophole where a Canvas2D would be used as a proxy to load // cross-domain textures, we also disallow loading textures from write-only // Canvas2D's. // part 1: check that the DOM element is same-origin, or has otherwise been // validated for cross-domain use. if (!res.mCORSUsed) { bool subsumes; nsresult rv = mCanvasElement->NodePrincipal()->Subsumes(res.mPrincipal, &subsumes); if (NS_FAILED(rv) || !subsumes) { GenerateWarning("It is forbidden to load a WebGL texture from a cross-domain element that has not been validated with CORS. " "See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures"); return NS_ERROR_DOM_SECURITY_ERR; } } // part 2: if the DOM element is write-only, it might contain // cross-domain image data. if (res.mIsWriteOnly) { GenerateWarning("The canvas used as source for texImage2D here is tainted (write-only). It is forbidden " "to load a WebGL texture from a tainted canvas. A Canvas becomes tainted for example " "when a cross-domain image is drawn on it. " "See https://developer.mozilla.org/en/WebGL/Cross-Domain_Textures"); return NS_ERROR_DOM_SECURITY_ERR; } // End of security checks, now we should be safe regarding cross-domain images // Notice that there is never a need to mark the WebGL canvas as write-only, since we reject write-only/cross-domain // texture sources in the first place. switch (data->GetFormat()) { case SurfaceFormat::B8G8R8A8: *format = WebGLTexelFormat::BGRA8; // careful, our ARGB means BGRA break; case SurfaceFormat::B8G8R8X8: *format = WebGLTexelFormat::BGRX8; // careful, our RGB24 is not tightly packed. Whence BGRX8. break; case SurfaceFormat::A8: *format = WebGLTexelFormat::A8; break; case SurfaceFormat::R5G6B5: *format = WebGLTexelFormat::RGB565; break; default: NS_ASSERTION(false, "Unsupported image format. Unimplemented."); return NS_ERROR_NOT_IMPLEMENTED; } imageOut = data; return NS_OK; } //////////////////////////////////////////////////////////////////////////////// // Uniform setters. void WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 1, LOCAL_GL_INT, "uniform1i", &rawLoc)) return; // Only uniform1i can take sampler settings. if (!loc->ValidateSamplerSetter(a1, this, "uniform1i")) return; MakeContextCurrent(); gl->fUniform1i(rawLoc, a1); } void WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 2, LOCAL_GL_INT, "uniform2i", &rawLoc)) return; MakeContextCurrent(); gl->fUniform2i(rawLoc, a1, a2); } void WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 3, LOCAL_GL_INT, "uniform3i", &rawLoc)) return; MakeContextCurrent(); gl->fUniform3i(rawLoc, a1, a2, a3); } void WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3, GLint a4) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 4, LOCAL_GL_INT, "uniform4i", &rawLoc)) return; MakeContextCurrent(); gl->fUniform4i(rawLoc, a1, a2, a3, a4); } void WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 1, LOCAL_GL_FLOAT, "uniform1f", &rawLoc)) return; MakeContextCurrent(); gl->fUniform1f(rawLoc, a1); } void WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 2, LOCAL_GL_FLOAT, "uniform2f", &rawLoc)) return; MakeContextCurrent(); gl->fUniform2f(rawLoc, a1, a2); } void WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, GLfloat a3) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 3, LOCAL_GL_FLOAT, "uniform3f", &rawLoc)) return; MakeContextCurrent(); gl->fUniform3f(rawLoc, a1, a2, a3); } void WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, GLfloat a3, GLfloat a4) { GLuint rawLoc; if (!ValidateUniformSetter(loc, 4, LOCAL_GL_FLOAT, "uniform4f", &rawLoc)) return; MakeContextCurrent(); gl->fUniform4f(rawLoc, a1, a2, a3, a4); } //////////////////////////////////////// // Array void WebGLContext::Uniform1iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_INT, arrayLength, "uniform1iv", &rawLoc, &numElementsToUpload)) { return; } if (!loc->ValidateSamplerSetter(data[0], this, "uniform1iv")) return; MakeContextCurrent(); gl->fUniform1iv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform2iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_INT, arrayLength, "uniform2iv", &rawLoc, &numElementsToUpload)) { return; } if (!loc->ValidateSamplerSetter(data[0], this, "uniform2iv") || !loc->ValidateSamplerSetter(data[1], this, "uniform2iv")) { return; } MakeContextCurrent(); gl->fUniform2iv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform3iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_INT, arrayLength, "uniform3iv", &rawLoc, &numElementsToUpload)) { return; } if (!loc->ValidateSamplerSetter(data[0], this, "uniform3iv") || !loc->ValidateSamplerSetter(data[1], this, "uniform3iv") || !loc->ValidateSamplerSetter(data[2], this, "uniform3iv")) { return; } MakeContextCurrent(); gl->fUniform3iv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform4iv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLint* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_INT, arrayLength, "uniform4iv", &rawLoc, &numElementsToUpload)) { return; } if (!loc->ValidateSamplerSetter(data[0], this, "uniform4iv") || !loc->ValidateSamplerSetter(data[1], this, "uniform4iv") || !loc->ValidateSamplerSetter(data[2], this, "uniform4iv") || !loc->ValidateSamplerSetter(data[3], this, "uniform4iv")) { return; } MakeContextCurrent(); gl->fUniform4iv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform1fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_FLOAT, arrayLength, "uniform1fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform1fv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform2fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_FLOAT, arrayLength, "uniform2fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform2fv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform3fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_FLOAT, arrayLength, "uniform3fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform3fv(rawLoc, numElementsToUpload, data); } void WebGLContext::Uniform4fv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLfloat* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_FLOAT, arrayLength, "uniform4fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniform4fv(rawLoc, numElementsToUpload, data); } //////////////////////////////////////// // Matrix void WebGLContext::UniformMatrix2fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const float* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 2, 2, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix2fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix2fv(rawLoc, numElementsToUpload, false, data); } void WebGLContext::UniformMatrix3fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const float* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 3, 3, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix3fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix3fv(rawLoc, numElementsToUpload, false, data); } void WebGLContext::UniformMatrix4fv_base(WebGLUniformLocation* loc, bool transpose, size_t arrayLength, const float* data) { GLuint rawLoc; GLsizei numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, 4, 4, LOCAL_GL_FLOAT, arrayLength, transpose, "uniformMatrix4fv", &rawLoc, &numElementsToUpload)) { return; } MakeContextCurrent(); gl->fUniformMatrix4fv(rawLoc, numElementsToUpload, false, data); } //////////////////////////////////////////////////////////////////////////////// void WebGLContext::UseProgram(WebGLProgram* prog) { if (IsContextLost()) return; if (!prog) { mCurrentProgram = nullptr; mActiveProgramLinkInfo = nullptr; return; } if (!ValidateObject("useProgram", prog)) return; if (prog->UseProgram()) { mCurrentProgram = prog; mActiveProgramLinkInfo = mCurrentProgram->LinkInfo(); } } void WebGLContext::ValidateProgram(WebGLProgram* prog) { if (IsContextLost()) return; if (!ValidateObject("validateProgram", prog)) return; prog->ValidateProgram(); } already_AddRefed WebGLContext::CreateFramebuffer() { if (IsContextLost()) return nullptr; GLuint fbo = 0; MakeContextCurrent(); gl->fGenFramebuffers(1, &fbo); nsRefPtr globj = new WebGLFramebuffer(this, fbo); return globj.forget(); } already_AddRefed WebGLContext::CreateRenderbuffer() { if (IsContextLost()) return nullptr; nsRefPtr globj = new WebGLRenderbuffer(this); return globj.forget(); } void WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (width < 0 || height < 0) return ErrorInvalidValue("viewport: negative size"); MakeContextCurrent(); gl->fViewport(x, y, width, height); mViewportX = x; mViewportY = y; mViewportWidth = width; mViewportHeight = height; } void WebGLContext::CompileShader(WebGLShader* shader) { if (IsContextLost()) return; if (!ValidateObject("compileShader", shader)) return; shader->CompileShader(); } JS::Value WebGLContext::GetShaderParameter(WebGLShader* shader, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObject("getShaderParameter: shader", shader)) return JS::NullValue(); return shader->GetShaderParameter(pname); } void WebGLContext::GetShaderInfoLog(WebGLShader* shader, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getShaderInfoLog: shader", shader)) return; shader->GetShaderInfoLog(&retval); retval.SetIsVoid(false); } already_AddRefed WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype) { if (IsContextLost()) return nullptr; switch (shadertype) { case LOCAL_GL_FRAGMENT_SHADER: case LOCAL_GL_VERTEX_SHADER: break; default: ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype); return nullptr; } switch (precisiontype) { case LOCAL_GL_LOW_FLOAT: case LOCAL_GL_MEDIUM_FLOAT: case LOCAL_GL_HIGH_FLOAT: case LOCAL_GL_LOW_INT: case LOCAL_GL_MEDIUM_INT: case LOCAL_GL_HIGH_INT: break; default: ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype); return nullptr; } MakeContextCurrent(); GLint range[2], precision; if (mDisableFragHighP && shadertype == LOCAL_GL_FRAGMENT_SHADER && (precisiontype == LOCAL_GL_HIGH_FLOAT || precisiontype == LOCAL_GL_HIGH_INT)) { precision = 0; range[0] = 0; range[1] = 0; } else { gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision); } nsRefPtr retShaderPrecisionFormat = new WebGLShaderPrecisionFormat(this, range[0], range[1], precision); return retShaderPrecisionFormat.forget(); } void WebGLContext::GetShaderSource(WebGLShader* shader, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getShaderSource: shader", shader)) return; shader->GetShaderSource(&retval); } void WebGLContext::ShaderSource(WebGLShader* shader, const nsAString& source) { if (IsContextLost()) return; if (!ValidateObject("shaderSource: shader", shader)) return; shader->ShaderSource(source); } void WebGLContext::GetShaderTranslatedSource(WebGLShader* shader, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getShaderTranslatedSource: shader", shader)) return; shader->GetShaderTranslatedSource(&retval); } void WebGLContext::LoseContext() { if (IsContextLost()) return ErrorInvalidOperation("loseContext: Context is already lost."); ForceLoseContext(true); } void WebGLContext::RestoreContext() { if (!IsContextLost()) return ErrorInvalidOperation("restoreContext: Context is not lost."); if (!mLastLossWasSimulated) { return ErrorInvalidOperation("restoreContext: Context loss was not simulated." " Cannot simulate restore."); } // If we're currently lost, and the last loss was simulated, then // we're currently only simulated-lost, allowing us to call // restoreContext(). if (!mAllowContextRestore) return ErrorInvalidOperation("restoreContext: Context cannot be restored."); ForceRestoreContext(); } WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat effectiveInternalFormat) { switch (effectiveInternalFormat.get()) { case LOCAL_GL_RGBA8: return WebGLTexelFormat::RGBA8; case LOCAL_GL_SRGB8_ALPHA8: return WebGLTexelFormat::RGBA8; case LOCAL_GL_RGB8: return WebGLTexelFormat::RGB8; case LOCAL_GL_SRGB8: return WebGLTexelFormat::RGB8; case LOCAL_GL_ALPHA8: return WebGLTexelFormat::A8; case LOCAL_GL_LUMINANCE8: return WebGLTexelFormat::R8; case LOCAL_GL_LUMINANCE8_ALPHA8: return WebGLTexelFormat::RA8; case LOCAL_GL_RGBA32F: return WebGLTexelFormat::RGBA32F; case LOCAL_GL_RGB32F: return WebGLTexelFormat::RGB32F; case LOCAL_GL_ALPHA32F_EXT: return WebGLTexelFormat::A32F; case LOCAL_GL_LUMINANCE32F_EXT: return WebGLTexelFormat::R32F; case LOCAL_GL_LUMINANCE_ALPHA32F_EXT: return WebGLTexelFormat::RA32F; case LOCAL_GL_RGBA16F: return WebGLTexelFormat::RGBA16F; case LOCAL_GL_RGB16F: return WebGLTexelFormat::RGB16F; case LOCAL_GL_ALPHA16F_EXT: return WebGLTexelFormat::A16F; case LOCAL_GL_LUMINANCE16F_EXT: return WebGLTexelFormat::R16F; case LOCAL_GL_LUMINANCE_ALPHA16F_EXT: return WebGLTexelFormat::RA16F; case LOCAL_GL_RGBA4: return WebGLTexelFormat::RGBA4444; case LOCAL_GL_RGB5_A1: return WebGLTexelFormat::RGBA5551; case LOCAL_GL_RGB565: return WebGLTexelFormat::RGB565; default: return WebGLTexelFormat::FormatNotSupportingAnyConversion; } } void WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { if (IsContextLost()) return; MakeContextCurrent(); gl->fBlendColor(r, g, b, a); } void WebGLContext::Flush() { if (IsContextLost()) return; MakeContextCurrent(); gl->fFlush(); } void WebGLContext::Finish() { if (IsContextLost()) return; MakeContextCurrent(); gl->fFinish(); } void WebGLContext::LineWidth(GLfloat width) { if (IsContextLost()) return; // Doing it this way instead of `if (width <= 0.0)` handles NaNs. const bool isValid = width > 0.0; if (!isValid) { ErrorInvalidValue("lineWidth: `width` must be positive and non-zero."); return; } MakeContextCurrent(); gl->fLineWidth(width); } void WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) { if (IsContextLost()) return; MakeContextCurrent(); gl->fPolygonOffset(factor, units); } void WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) { if (IsContextLost()) return; MakeContextCurrent(); gl->fSampleCoverage(value, invert); } } // namespace mozilla